simulating grasping behavior on an imaging interactive surface
We present techniques and algorithms to simulate grasping behavior on an imaging interactive surface (e.g., Microsoft Surface). In particular, we describe a contour model of touch contact shape, and show how these contours may be represented in a real-time physics simulation in a way that allows more realistic grasping behavior. For example, a virtual object may be moved by "squeezing" it with multiple contacts undergoing motion. The virtual object is caused to move by simulated contact and friction forces. Previous work [14] uses many small rigid bodies ("particle proxies") to approximate touch contact shape. This paper presents a variation of the particle proxy approach which allows grasping behavior. The advantages and disadvantages of this new approach are discussed.
interactive surfaces game physics engines