7 research outputs found

    Reciprocally-rotating Velocity Obstacles

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    Modern multi-agent systems frequently use high-level planners to extract basic paths for agents, and then rely on local collision avoidance to ensure that the agents reach their destinations without colliding with one another or dynamic obstacles. One state-of-the-art local collision avoidance technique is Optimal Reciprocal Colli- sion Avoidance (ORCA). Despite being fast and efficient for circular-shaped agents, ORCA may deadlock when polygonal shapes are used. To address this shortcom- ing, we introduce Reciprocally-Rotating Velocity Obstacles (RRVO). RRVO extends ORCA by introducing a notion of rotation. This extension permits more realistic motion than ORCA for polygonally-shaped agents and does not suffer from as much deadlock. In this thesis, we present the theory of RRVO and show empirically that it does not suffer from the deadlock issue ORCA has, that it permits agents to reach goals faster, and that it has a comparable collision rate at the cost of some performance overhead

    Sampling-based motion planning with reachable volumes: Theoretical foundations

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    Sampling based motion planning with reachable volumes: Application to manipulators and closed chain systems

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    Motion planning for digital actors

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    Les algorithmes probabilistes offrent de puissantes possibilités quant à la résolution de problèmes de planification de mouvements pour des robots complexes dans des environnements quelconques. Cependant, la qualité des chemins solutions obtenus est discutable. Cette thèse propose un outil pour optimiser ces chemins et en améliorer la qualité. La méthode se base sur l'optimisation numérique contrainte et la détection de collision pour réduire la longueur du chemin tout en évitant les collisions. La modularité des méthodes probabilistes nous a aussi inspirés pour réaliser un algorithme de génération de sauts pour des personnages. Cet algorithme est décrit par trois étapes de planifications, de la trajectoire du centre du personnage jusqu'à son mouvement corps-complet. Chaque étape bénéficie de la rigueur de la planification pour éviter les collisions et pour contraindre le chemin. Nous avons proposé des contraintes inspirées de la physique pour améliorer la plausibilité des mouvements, telles que du non-glissement, de la limitation de vitesse et du maintien de contacts. Les travaux de cette thèse ont été intégrés dans le logiciel "Humanoid Path Planner" et les rendus visuels effectués avec Blender.Probabilistic algorithms offer powerful possibilities as for solving motion planning problems for complex robots in arbitrary environments. However, the quality of obtained solution paths is questionable. This thesis presents a tool to optimize these paths and improve their quality. The method is based on constrained numerical optimization and on collision checking to reduce the path length while avoiding collisions. The modularity of probabilistic methods also inspired us to design a motion generation algorithm for jumping characters. This algorithm is described by three steps of motion planning, from the trajectory of the character's center to the wholebody motion. Each step benefits from the rigor of motion planning to avoid collisions and to constraint the path. We proposed physics-inspired constraints to increase the plausibility of motions, such as slipping avoidance, velocity limitation and contact maintaining. The thesis works have been implemented in the software `Humanoid Path Planner' and the graphical renderings have been done with Blender

    Sampling Based Motion Planning with Reachable Volumes

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    Motion planning for constrained systems is a version of the motion planning problem in which the motion of a robot is limited by constraints. For example, one can require that a humanoid robot such as a PR2 remain upright by constraining its torso to be above its base or require that an object such as a bucket of water remain upright by constraining the vertices of the object to be parallel to the robot’s base. Grasping can be modeled by requiring that the end effectors of the robot be located at specified handle positions. Constraints might require that the robot remain in contact with a surface, or that certain joints of the robot remain in contact with each other (e.g., closed chains). Such problems are particularly difficult because the constraints form a manifold in C-space, and planning must be restricted to this manifold. High degree of freedom motion planning and motion planning for constrained systems has applications in parallel robotics, grasping and manipulation, computational biology and molecular simulations, and animation. In this work, we introduce a new concept, reachable volumes, that are a geometric representation of the regions the joints and end effectors of a robot can reach, and use it to define a new planning space, called RV-space, where all points automatically satisfy a problem’s constraints. Visualizations of reachable volumes can enable operators to see the regions of workspace that different parts of the robot can reach. Samples and paths generated in RV-space naturally conform to constraints, making planning for constrained systems no more difficult than planning for unconstrained systems. Consequently, constrained motion planning problems that were previously difficult or unsolvable become manageable and in many cases trivial. We provide tools and techniques to extend the state of the art sampling based motion planning algorithms to RV-space. We define a reachable volume sampler, a reachable volume local planner and a reachable volume distance metric. We showcase the effectiveness of RV-space by applying these tools to motion planning problems for robots with constraints on the end effectors and/or internal joints of the robot. We show that RV-based planners are more efficient than existing methods, particularly for higher dimensional problems, solving problems with 1000+ degrees of freedom for multi-loop, and tree-like linkages

    Learning Reach-to-Grasp Motions From Human Demonstrations

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    Reaching over to grasp an item is arguably the most commonly used motor skill by humans. Even under sudden perturbations, humans seem to react rapidly and adapt their motion to guarantee success. Despite the apparent ease and frequency with which we use this ability, a complete understanding of the underlying mechanisms cannot be claimed. It is partly due to such incomplete knowledge that adaptive robot motion for reaching and grasping under perturbations is not perfectly achieved. In this thesis, we take the discriminative approach for modelling trajectories of reach-to-grasp motion from expert demonstrations. Throughout this thesis, we will employ time-independent (autonomous) flow based representations to learn reactive motion controllers which can then be ported onto robots. This thesis is divided into three main parts. The first part is dedicated to biologically inspired modelling of reach-to-grasp motions with respect to the hand-arm coupling. We build upon previous work in motion modelling using autonomous dynamical systems (DS) and present a coupled dynamical system (CDS) model of these two subsystems. The coupled model ensures satisfaction of the constraints between the hand and the arm subsystems which are critical to the success of a reach-to-grasp task. Moreover, it reduces the complexity of the overall motion planning problem as compared to considering a combined problem for the hand and the arm motion. In the second part we extend the CDS approach to incorporate multiple grasping points. Such a model is beneficial due to the fact that many daily life objects afford multiple grasping locations on their surface. We combine a DS based approach with energy-function learning to learn a multiple attractor dynamical system where the attractors are mapped to the desired grasping points. We present the Augmented-SVM (ASVM) model that combines the classical SVM formulation with gradient constraints arising from the energy function to learn the desired dynamical function for motion generation. In the last part of this thesis, we address the problem of inverse-kinematics and obstacle avoidance by combining our flow-based motion generator with global configuration-space planners. We claim that the two techniques complement each other. On one hand, the fast reactive nature of our flow based motion generator can used to guide the search of a randomly exploring random tree (RRT) based global planner. On the other hand, global planners can efficiently handle arbitrary obstacles and avoid local minima present in the dynamical function learned from demonstrations. We show that combining the information from demonstrations with global planning in the form of a energy-map considerably decreases the computational complexity of state-of-the-art sampling based planners. We believe that this thesis has the following contributions to Robotics and Machine Learning. First, we have developed algorithms for fast and adaptive motion generation for reach-grasp motions. Second, we formulated an extension to the classical SVM formulation that takes into account the gradient information from data. We showed that instead of being limited as a classifier or a regressor, the SVM framework can be used as a more general function approximation technique. Lastly, we have combined our local methods with global approaches for planning to achieve arbitrary obstacle avoidance and considerable reduction in the computation complexity of the global planners

    Efficient computation of discrete Voronoi diagram and homotopy-preserving simplified medial axis of a 3d polyhedron

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    The Voronoi diagram is a fundamental geometric data structure and has been well studied in computational geometry and related areas. A Voronoi diagram defined using the Euclidean distance metric is also closely related to the Blum medial axis, a well known skeletal representation. Voronoi diagrams and medial axes have been shown useful for many 3D computations and operations, including proximity queries, motion planning, mesh generation, finite element analysis, and shape analysis. However, their application to complex 3D polyhedral and deformable models has been limited. This is due to the difficulty of computing exact Voronoi diagrams in an efficient and reliable manner. In this dissertation, we bridge this gap by presenting efficient algorithms to compute discrete Voronoi diagrams and simplified medial axes of 3D polyhedral models with geometric and topological guarantees. We apply these algorithms to complex 3D models and use them to perform interactive proximity queries, motion planning and skeletal computations. We present three new results. First, we describe an algorithm to compute 3D distance fields of geometric models by using a linear factorization of Euclidean distance vectors. This formulation maps directly to the linearly interpolating graphics rasterization hardware and enables us to compute distance fields of complex 3D models at interactive rates. We also use clamping and culling algorithms based on properties of Voronoi diagrams to accelerate this computation. We introduce surface distance maps, which are a compact distance vector field representation based on a mesh parameterization of triangulated two-manifolds, and use them to perform proximity computations. Our second main result is an adaptive sampling algorithm to compute an approximate Voronoi diagram that is homotopy equivalent to the exact Voronoi diagram and preserves topological features. We use this algorithm to compute a homotopy-preserving simplified medial axis of complex 3D models. Our third result is a unified approach to perform different proximity queries among multiple deformable models using second order discrete Voronoi diagrams. We introduce a new query called N-body distance query and show that different proximity queries, including collision detection, separation distance and penetration depth can be performed based on Nbody distance query. We compute the second order discrete Voronoi diagram using graphics hardware and use distance bounds to overcome the sampling errors and perform conservative computations. We have applied these queries to various deformable simulations and observed up to an order of magnitude improvement over prior algorithms
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