This version is available at https://strathprints.strath.ac.uk/42153/ Strathprints is designed to allow users to access the research output of the University of Strathclyde. Unless otherwise explicitly stated on the manuscript, Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Please check the manuscript for details of any other licences that may have been applied. You may not engage in further distribution of the material for any profitmaking activities or any commercial gain. You may freely distribute both the url (https://strathprints.strath.ac.uk/) and the content of this paper for research or private study, educational, or not-for-profit purposes without prior permission or charge.Any correspondence concerning this service should be sent to the Strathprints administrator: strathprints@strath.ac.ukThe Strathprints institutional repository (https://strathprints.strath.ac.uk) is a digital archive of University of Strathclyde research outputs. It has been developed to disseminate open access research outputs, expose data about those outputs, and enable the management and persistent access to Strathclyde's intellectual output. Abstract. Communicating the knowledge and science of product engineering, analysis and manufacturing planning is an area of continued research driven by the digital economy. Virtual Reality (VR) is a generally accepted interactive digital platform which industry and academia have used to model engineering workspaces. Interactive services that generate a sense of immersion, particularly the sense of touch to communicate shape modelling and manipulation, is increasingly being used in applications that range from Design For Manufacturing and Assembly (DFMA) and Process Planning (PP) to medical applications such as surgical planning and training. In simulation, the natural way for solid modelling is the use of primitive geometries, and combinations of them where complex shapes are required, to create, modify or manipulate models. However, this natural way makes use of Booleans operands that require large computational times which make them inappropriate for real time VR applications. This work presents an insight on new methods for haptic shape modelling focused on Boolean operands on a polygon mesh. This is not meant as a contrast to point/meshediting methods, instead it is focused on idealising polygonal mesh modelling and manipulation for use with haptics. The resulting models retain a high level of geometric detail for visualisation, modelling, manipulation and haptic rendering.
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