68 research outputs found

    Generalized Linear Product Homotopy Algorithms and the Computation of Reachable Surfaces

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    In this paper, we apply a homotopy algorithm to the problem of finding points in a moving body that lie on specific algebraic surfaces for a given set of spatial configurations of the body. This problem is a generalization of Burmester's determination of points in a body that lie on a circle for five planar positions. We focus on seven surfaces that we term "reachable" because they correspond to serial chains with two degree-of-freedom positioning structures combined with a three degree-of-freedom spherical wrist. A homotopy algorithm based on generalized linear products is used to provide a convenient estimate of the number of solutions of these polynomial systems. A parallelized version of this algorithm was then used to numerically determine all of the solutions

    Message length effects for solving polynomial systems on a hypercube

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    Polynomial systems of equations frequently arise in solid modelling, robotics, computer vision, chemistry, chemical engineering, and mechanical engineering. Locally convergent iterative methods such as quasi-Newton methods may diverge or fail to find all meaningful solutions of a polynomial system. Recently a homotopy algorithm has been proposed for polynomial systems that is guaranteed globally convergent (always converges from an arbitrary starting point) with probability one, finds all solutions to the polynomial system, and has a large amount of inherent parallelism. For this homotopy algorithm and a given decomposition strategy, the communication overhead for several possible communication stritegies is explored empirically in this paper. The experiments were conducted on an iPSC-32 hypercube.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/27982/1/0000415.pd

    Integrable theories and loop spaces: fundamentals, applications and new developments

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    We review our proposal to generalize the standard two-dimensional flatness construction of Lax-Zakharov-Shabat to relativistic field theories in d+1 dimensions. The fundamentals from the theory of connections on loop spaces are presented and clarified. These ideas are exposed using mathematical tools familiar to physicists. We exhibit recent and new results that relate the locality of the loop space curvature to the diffeomorphism invariance of the loop space holonomy. These result are used to show that the holonomy is abelian if the holonomy is diffeomorphism invariant. These results justify in part and set the limitations of the local implementations of the approach which has been worked out in the last decade. We highlight very interesting applications like the construction and the solution of an integrable four dimensional field theory with Hopf solitons, and new integrability conditions which generalize BPS equations to systems such as Skyrme theories. Applications of these ideas leading to new constructions are implemented in theories that admit volume preserving diffeomorphisms of the target space as symmetries. Applications to physically relevant systems like Yang Mills theories are summarized. We also discuss other possibilities that have not yet been explored.Comment: 64 pages, 8 figure

    Physically Interacting With Four Dimensions

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    Thesis (Ph.D.) - Indiana University, Computer Sciences, 2009People have long been fascinated with understanding the fourth dimension. While making pictures of 4D objects by projecting them to 3D can help reveal basic geometric features, 3D graphics images by themselves are of limited value. For example, just as 2D shadows of 3D curves may have lines crossing one another in the shadow, 3D graphics projections of smooth 4D topological surfaces can be interrupted where one surface intersects another. The research presented here creates physically realistic models for simple interactions with objects and materials in a virtual 4D world. We provide methods for the construction, multimodal exploration, and interactive manipulation of a wide variety of 4D objects. One basic achievement of this research is to exploit the free motion of a computer-based haptic probe to support a continuous motion that follows the \emph{local continuity\/} of a 4D surface, allowing collision-free exploration in the 3D projection. In 3D, this interactive probe follows the full local continuity of the surface as though we were in fact \emph{physically touching\/} the actual static 4D object. Our next contribution is to support dynamic 4D objects that can move, deform, and collide with other objects as well as with themselves. By combining graphics, haptics, and collision-sensing physical modeling, we can thus enhance our 4D visualization experience. Since we cannot actually place interaction devices in 4D, we develop fluid methods for interacting with a 4D object in its 3D shadow image using adapted reduced-dimension 3D tools for manipulating objects embedded in 4D. By physically modeling the correct properties of 4D surfaces, their bending forces, and their collisions in the 3D interactive or haptic controller interface, we can support full-featured physical exploration of 4D mathematical objects in a manner that is otherwise far beyond the real-world experience accessible to human beings

    LIPIcs, Volume 258, SoCG 2023, Complete Volume

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    LIPIcs, Volume 258, SoCG 2023, Complete Volum

    Accelerating Motion Planning via Optimal Transport

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    Motion planning is still an open problem for many disciplines, e.g., robotics, autonomous driving, due to their need for high computational resources that hinder real-time, efficient decision-making. A class of methods striving to provide smooth solutions is gradient-based trajectory optimization. However, those methods usually suffer from bad local minima, while for many settings, they may be inapplicable due to the absence of easy-to-access gradients of the optimization objectives. In response to these issues, we introduce Motion Planning via Optimal Transport (MPOT) -- a \textit{gradient-free} method that optimizes a batch of smooth trajectories over highly nonlinear costs, even for high-dimensional tasks, while imposing smoothness through a Gaussian Process dynamics prior via the planning-as-inference perspective. To facilitate batch trajectory optimization, we introduce an original zero-order and highly-parallelizable update rule: the Sinkhorn Step, which uses the regular polytope family for its search directions. Each regular polytope, centered on trajectory waypoints, serves as a local cost-probing neighborhood, acting as a \textit{trust region} where the Sinkhorn Step "transports" local waypoints toward low-cost regions. We theoretically show that Sinkhorn Step guides the optimizing parameters toward local minima regions of non-convex objective functions. We then show the efficiency of MPOT in a range of problems from low-dimensional point-mass navigation to high-dimensional whole-body robot motion planning, evincing its superiority compared to popular motion planners, paving the way for new applications of optimal transport in motion planning.Comment: Published as a conference paper at NeurIPS 2023. Project website: https://sites.google.com/view/sinkhorn-step
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