9,210 research outputs found

    Collision detection or nearest-neighbor search? On the computational bottleneck in sampling-based motion planning

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    The complexity of nearest-neighbor search dominates the asymptotic running time of many sampling-based motion-planning algorithms. However, collision detection is often considered to be the computational bottleneck in practice. Examining various asymptotically optimal planning algorithms, we characterize settings, which we call NN-sensitive, in which the practical computational role of nearest-neighbor search is far from being negligible, i.e., the portion of running time taken up by nearest-neighbor search is comparable, or sometimes even greater than the portion of time taken up by collision detection. This reinforces and substantiates the claim that motion-planning algorithms could significantly benefit from efficient and possibly specifically-tailored nearest-neighbor data structures. The asymptotic (near) optimality of these algorithms relies on a prescribed connection radius, defining a ball around a configuration qq, such that qq needs to be connected to all other configurations in that ball. To facilitate our study, we show how to adapt this radius to non-Euclidean spaces, which are prevalent in motion planning. This technical result is of independent interest, as it enables to compare the radial-connection approach with the common alternative, namely, connecting each configuration to its kk nearest neighbors (kk-NN). Indeed, as we demonstrate, there are scenarios where using the radial connection scheme, a solution path of a specific cost is produced ten-fold (and more) faster than with kk-NN

    Property-Testing in Sparse Directed Graphs: 3-Star-Freeness and Connectivity

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    We study property testing in directed graphs in the bounded degree model, where we assume that an algorithm may only query the outgoing edges of a vertex, a model proposed by Bender and Ron in 2002. As our first main result, we we present a property testing algorithm for strong connectivity in this model, having a query complexity of O(n1−ϵ/(3+α))\mathcal{O}(n^{1-\epsilon/(3+\alpha)}) for arbitrary α>0\alpha>0; it is based on a reduction to estimating the vertex indegree distribution. For subgraph-freeness we give a property testing algorithm with a query complexity of O(n1−1/k)\mathcal{O}(n^{1-1/k}), where kk is the number of connected componentes in the queried subgraph which have no incoming edge. We furthermore take a look at the problem of testing whether a weakly connected graph contains vertices with a degree of least 33, which can be viewed as testing for freeness of all orientations of 33-stars; as our second main result, we show that this property can be tested with a query complexity of O(n)\mathcal{O}(\sqrt{n}) instead of, what would be expected, Ω(n2/3)\Omega(n^{2/3}).Comment: Results partly published at ESA 201

    Stochastic Modeling of Distance to Collision for Robot Manipulators

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    Evaluating distance to collision for robot manipulators is useful for assessing the feasibility of a robot configuration or for defining safe robot motion in unpredictable environments. However, distance estimation is a timeconsuming operation, and the sensors involved in measuring the distance are always noisy. A challenge thus exists in evaluating the expected distance to collision for safer robot control and planning. In this work, we propose the use of Gaussian process (GP) regression and the forward kinematics (FK) kernel (a similarity function for robot manipulators) to efficiently and accurately estimate distance to collision. We show that the GP model with the FK kernel achieves 70 times faster distance evaluations compared to a standard geometric technique, and up to 13 times more accurate evaluations compared to other regression models, even when the GP is trained on noisy distance measurements. We employ this technique in trajectory optimization tasks and observe 9 times faster optimization than with the noise-free geometric approach yet obtain similar optimized motion plans. We also propose a confidence-based hybrid model that uses model-based predictions in regions of high confidence and switches to a more expensive sensor-based approach in other areas, and we demonstrate the usefulness of this hybrid model in an application involving reaching into a narrow passage

    Proximity in the Age of Distraction: Robust Approximate Nearest Neighbor Search

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    We introduce a new variant of the nearest neighbor search problem, which allows for some coordinates of the dataset to be arbitrarily corrupted or unknown. Formally, given a dataset of nn points P={x1,…,xn}P=\{ x_1,\ldots, x_n\} in high-dimensions, and a parameter kk, the goal is to preprocess the dataset, such that given a query point qq, one can compute quickly a point x∈Px \in P, such that the distance of the query to the point xx is minimized, when ignoring the "optimal" kk coordinates. Note, that the coordinates being ignored are a function of both the query point and the point returned. We present a general reduction from this problem to answering ANN queries, which is similar in spirit to LSH (locality sensitive hashing) [IM98]. Specifically, we give a sampling technique which achieves a bi-criterion approximation for this problem. If the distance to the nearest neighbor after ignoring kk coordinates is rr, the data-structure returns a point that is within a distance of O(r)O(r) after ignoring O(k)O(k) coordinates. We also present other applications and further extensions and refinements of the above result. The new data-structures are simple and (arguably) elegant, and should be practical -- specifically, all bounds are polynomial in all relevant parameters (including the dimension of the space, and the robustness parameter kk)

    PolyDepth: Real-time Penetration Depth Computation using Iterative Contact-Space Projection

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    We present a real-time algorithm that finds the Penetration Depth (PD) between general polygonal models based on iterative and local optimization techniques. Given an in-collision configuration of an object in configuration space, we find an initial collision-free configuration using several methods such as centroid difference, maximally clear configuration, motion coherence, random configuration, and sampling-based search. We project this configuration on to a local contact space using a variant of continuous collision detection algorithm and construct a linear convex cone around the projected configuration. We then formulate a new projection of the in-collision configuration onto the convex cone as a Linear Complementarity Problem (LCP), which we solve using a type of Gauss-Seidel iterative algorithm. We repeat this procedure until a locally optimal PD is obtained. Our algorithm can process complicated models consisting of tens of thousands triangles at interactive rates.Comment: Presented in ACM SIGGRAPH 2012. 15 pages, 23 figure

    Peg-in-Hole Revisited: A Generic Force Model for Haptic Assembly

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    The development of a generic and effective force model for semi-automatic or manual virtual assembly with haptic support is not a trivial task, especially when the assembly constraints involve complex features of arbitrary shape. The primary challenge lies in a proper formulation of the guidance forces and torques that effectively assist the user in the exploration of the virtual environment (VE), from repulsing collisions to attracting proper contact. The secondary difficulty is that of efficient implementation that maintains the standard 1 kHz haptic refresh rate. We propose a purely geometric model for an artificial energy field that favors spatial relations leading to proper assembly, differentiated to obtain forces and torques for general motions. The energy function is expressed in terms of a cross-correlation of shape-dependent affinity fields, precomputed offline separately for each object. We test the effectiveness of the method using familiar peg-in-hole examples. We show that the proposed technique unifies the two phases of free motion and precise insertion into a single interaction mode and provides a generic model to replace the ad hoc mating constraints or virtual fixtures, with no restrictive assumption on the types of the involved assembly features.Comment: A shorter version was presented in ASME Computers and Information in Engineering Conference (CIE'2014) (Best Paper Award

    Efficient Penetration Depth Computation between Rigid Models using Contact Space Propagation Sampling

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    We present a novel method to compute the approximate global penetration depth (PD) between two non-convex geometric models. Our approach consists of two phases: offline precomputation and run-time queries. In the first phase, our formulation uses a novel sampling algorithm to precompute an approximation of the high-dimensional contact space between the pair of models. As compared with prior random sampling algorithms for contact space approximation, our propagation sampling considerably speeds up the precomputation and yields a high quality approximation. At run-time, we perform a nearest-neighbor query and local projection to efficiently compute the translational or generalized PD. We demonstrate the performance of our approach on complex 3D benchmarks with tens or hundreds of thousands of triangles, and we observe significant improvement over previous methods in terms of accuracy, with a modest improvement in the run-time performance.Comment: 10 pages. add the acknowledgemen

    LSwarm: Efficient Collision Avoidance for Large Swarms with Coverage Constraints in Complex Urban Scenes

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    In this paper, we address the problem of collision avoidance for a swarm of UAVs used for continuous surveillance of an urban environment. Our method, LSwarm, efficiently avoids collisions with static obstacles, dynamic obstacles and other agents in 3-D urban environments while considering coverage constraints. LSwarm computes collision avoiding velocities that (i) maximize the conformity of an agent to an optimal path given by a global coverage strategy and (ii) ensure sufficient resolution of the coverage data collected by each agent. Our algorithm is formulated based on ORCA (Optimal Reciprocal Collision Avoidance) and is scalable with respect to the size of the swarm. We evaluate the coverage performance of LSwarm in realistic simulations of a swarm of quadrotors in complex urban models. In practice, our approach can compute collision avoiding velocities for a swarm composed of tens to hundreds of agents in a few milliseconds on dense urban scenes consisting of tens of buildings.Comment: 11 page

    Haptic Assembly Using Skeletal Densities and Fourier Transforms

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    Haptic-assisted virtual assembly and prototyping has seen significant attention over the past two decades. However, in spite of the appealing prospects, its adoption has been slower than expected. We identify the main roadblocks as the inherent geometric complexities faced when assembling objects of arbitrary shape, and the computation time limitation imposed by the notorious 1 kHz haptic refresh rate. We addressed the first problem in a recent work by introducing a generic energy model for geometric guidance and constraints between features of arbitrary shape. In the present work, we address the second challenge by leveraging Fourier transforms to compute the constraint forces and torques. Our new concept of 'geometric energy' field is computed automatically from a cross-correlation of 'skeletal densities' in the frequency domain, and serves as a generalization of the manually specified virtual fixtures or heuristically identified mating constraints proposed in the literature. The formulation of the energy field as a convolution enables efficient computation using fast Fourier transforms (FFT) on the graphics processing unit (GPU). We show that our method is effective for low-clearance assembly of objects of arbitrary geometric and syntactic complexity.Comment: A shorter version was presented in ASME Computers and Information in Engineering Conference (CIE'2015) (Best Paper Award

    Robotic bees: Algorithms for collision detection and prevention

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    In the following paper we will discuss data structures suited for distance threshold queries keeping in mind real life application such as collision detection on robotic bees. We will focus on spatial hashes designed to store 3D points and capable of fastly determining which of them surpass a specific threshold from any other. In this paper we will discuss related literature, explain in depth the data structure chosen with its design criteria, operations and speed and memory efficiency analysis
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