3,225 research outputs found
Shape Animation with Combined Captured and Simulated Dynamics
We present a novel volumetric animation generation framework to create new
types of animations from raw 3D surface or point cloud sequence of captured
real performances. The framework considers as input time incoherent 3D
observations of a moving shape, and is thus particularly suitable for the
output of performance capture platforms. In our system, a suitable virtual
representation of the actor is built from real captures that allows seamless
combination and simulation with virtual external forces and objects, in which
the original captured actor can be reshaped, disassembled or reassembled from
user-specified virtual physics. Instead of using the dominant surface-based
geometric representation of the capture, which is less suitable for volumetric
effects, our pipeline exploits Centroidal Voronoi tessellation decompositions
as unified volumetric representation of the real captured actor, which we show
can be used seamlessly as a building block for all processing stages, from
capture and tracking to virtual physic simulation. The representation makes no
human specific assumption and can be used to capture and re-simulate the actor
with props or other moving scenery elements. We demonstrate the potential of
this pipeline for virtual reanimation of a real captured event with various
unprecedented volumetric visual effects, such as volumetric distortion,
erosion, morphing, gravity pull, or collisions
Efficient Path Planning in Narrow Passages via Closed-Form Minkowski Operations
Path planning has long been one of the major research areas in robotics, with
PRM and RRT being two of the most effective classes of path planners. Though
generally very efficient, these sampling-based planners can become
computationally expensive in the important case of "narrow passages". This
paper develops a path planning paradigm specifically formulated for narrow
passage problems. The core is based on planning for rigid-body robots
encapsulated by unions of ellipsoids. The environmental features are enclosed
geometrically using convex differentiable surfaces (e.g., superquadrics). The
main benefit of doing this is that configuration-space obstacles can be
parameterized explicitly in closed form, thereby allowing prior knowledge to be
used to avoid sampling infeasible configurations. Then, by characterizing a
tight volume bound for multiple ellipsoids, robot transitions involving
rotations are guaranteed to be collision-free without traditional collision
detection. Furthermore, combining the stochastic sampling strategy, the
proposed planning framework can be extended to solving higher dimensional
problems in which the robot has a moving base and articulated appendages.
Benchmark results show that, remarkably, the proposed framework outperforms the
popular sampling-based planners in terms of computational time and success rate
in finding a path through narrow corridors and in higher dimensional
configuration spaces
Model Simplification for Efficient Collision Detection in Robotics
Motion planning for industrial robots is a computationally intensive task due to the massive number of potential motions between any two configurations. Calculating all possibilities is generally not feasible. Instead, many motion planners sample a sub-set of the available space until a viable solution is found. Simplifying models to improve collision detection performance, a significant component of motion planning, results in faster and more capable motion planners.
Several approaches for simplifying models to improve collision detection performance have been presented in the literature. However, many of them are sub-optimal for an industrial robotics application due to input model limitations, accuracy sacrifices, or the probability of increasing false negatives during collision queries.
This thesis focuses on the development of model simplification approaches optimised for industrial robotics applications. Firstly, a new simplification approach, the Bounding Sphere Simplification (BSS), is presented that converts triangle-mesh inputs to a collection of spheres for efficient collision and distance queries. Additionally, BSS removes small features and generates an output model less prone to false negatives
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