4,354 research outputs found

    Environment capturing with Microsoft Kinect

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    Synthesizing animations of human manipulation tasks

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    Learning to Use Chopsticks in Diverse Gripping Styles

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    Learning dexterous manipulation skills is a long-standing challenge in computer graphics and robotics, especially when the task involves complex and delicate interactions between the hands, tools and objects. In this paper, we focus on chopsticks-based object relocation tasks, which are common yet demanding. The key to successful chopsticks skills is steady gripping of the sticks that also supports delicate maneuvers. We automatically discover physically valid chopsticks holding poses by Bayesian Optimization (BO) and Deep Reinforcement Learning (DRL), which works for multiple gripping styles and hand morphologies without the need of example data. Given as input the discovered gripping poses and desired objects to be moved, we build physics-based hand controllers to accomplish relocation tasks in two stages. First, kinematic trajectories are synthesized for the chopsticks and hand in a motion planning stage. The key components of our motion planner include a grasping model to select suitable chopsticks configurations for grasping the object, and a trajectory optimization module to generate collision-free chopsticks trajectories. Then we train physics-based hand controllers through DRL again to track the desired kinematic trajectories produced by the motion planner. We demonstrate the capabilities of our framework by relocating objects of various shapes and sizes, in diverse gripping styles and holding positions for multiple hand morphologies. Our system achieves faster learning speed and better control robustness, when compared to vanilla systems that attempt to learn chopstick-based skills without a gripping pose optimization module and/or without a kinematic motion planner

    Real-time reach planning for animated characters using hardware acceleration

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    We present a heuristic-based real-time reach planning algorithm for virtual human figures. Given the start and goal positions in a 3D workspace, our problem is to compute a collision-free path that specifies all the configurations for a human arm to move from the start to the goal. Our algorithm consists of three modules: spatial search, inverse kinematics, and collision detection. For the search module, instead of searching in joint configuration space like most existing motion planning methods do, we run a direct search in the workspace, guided by a heuristic distance-to-goal evaluation function. The inverse kinematics module attempts to select natural posture configurations for the arm along the path found in the workspace. During the search, candidate configurations will be checked for collisions taking advantage of the graphics hardware – depth buffer. The algorithm is fast and easy to implement. It allows real-time planning not only in static, structured environments, but also in dynamic, unstructured environments. No preprocessing and prior knowledge about the environment is required. Several examples are shown illustrating the competence of the planner at generating motion plans for a typical human arm model with seven degrees of freedom

    Muscle activation mapping of skeletal hand motion: an evolutionary approach.

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    Creating controlled dynamic character animation consists of mathe- matical modelling of muscles and solving the activation dynamics that form the key to coordination. But biomechanical simulation and control is com- putationally expensive involving complex di erential equations and is not suitable for real-time platforms like games. Performing such computations at every time-step reduces frame rate. Modern games use generic soft- ware packages called physics engines to perform a wide variety of in-game physical e ects. The physics engines are optimized for gaming platforms. Therefore, a physics engine compatible model of anatomical muscles and an alternative control architecture is essential to create biomechanical charac- ters in games. This thesis presents a system that generates muscle activations from captured motion by borrowing principles from biomechanics and neural con- trol. A generic physics engine compliant muscle model primitive is also de- veloped. The muscle model primitive forms the motion actuator and is an integral part of the physical model used in the simulation. This thesis investigates a stochastic solution to create a controller that mimics the neural control system employed in the human body. The control system uses evolutionary neural networks that evolve its weights using genetic algorithms. Examples and guidance often act as templates in muscle training during all stages of human life. Similarly, the neural con- troller attempts to learn muscle coordination through input motion samples. The thesis also explores the objective functions developed that aids in the genetic evolution of the neural network. Character interaction with the game world is still a pre-animated behaviour in most current games. Physically-based procedural hand ani- mation is a step towards autonomous interaction of game characters with the game world. The neural controller and the muscle primitive developed are used to animate a dynamic model of a human hand within a real-time physics engine environment

    Ground Robotic Hand Applications for the Space Program study (GRASP)

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    This document reports on a NASA-STDP effort to address research interests of the NASA Kennedy Space Center (KSC) through a study entitled, Ground Robotic-Hand Applications for the Space Program (GRASP). The primary objective of the GRASP study was to identify beneficial applications of specialized end-effectors and robotic hand devices for automating any ground operations which are performed at the Kennedy Space Center. Thus, operations for expendable vehicles, the Space Shuttle and its components, and all payloads were included in the study. Typical benefits of automating operations, or augmenting human operators performing physical tasks, include: reduced costs; enhanced safety and reliability; and reduced processing turnaround time
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