5,353 research outputs found
A computationally efficient method for hand–eye calibration
Purpose: Surgical robots with cooperative control and semiautonomous features have shown increasing clinical potential, particularly for repetitive tasks under imaging and vision guidance. Effective performance of an autonomous task requires accurate hand–eye calibration so that the transformation between the robot coordinate frame and the camera coordinates is well defined. In practice, due to changes in surgical instruments, online hand–eye calibration must be performed regularly. In order to ensure seamless execution of the surgical procedure without affecting the normal surgical workflow, it is important to derive fast and efficient hand–eye calibration methods. Methods: We present a computationally efficient iterative method for hand–eye calibration. In this method, dual quaternion is introduced to represent the rigid transformation, and a two-step iterative method is proposed to recover the real and dual parts of the dual quaternion simultaneously, and thus the estimation of rotation and translation of the transformation. Results: The proposed method was applied to determine the rigid transformation between the stereo laparoscope and the robot manipulator. Promising experimental and simulation results have shown significant convergence speed improvement to 3 iterations from larger than 30 with regard to standard optimization method, which illustrates the effectiveness and efficiency of the proposed method
Hand-eye calibration made easy through a closed-form two-stage method
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting /republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other worksAn analysis of the existing hand-eye calibration methods reveals that most of them are far from trivial. And, what is worse, their intrinsic complexity makes it difficult to elucidate under which circumstances they fail to provide an accurate solution. Thus, although it might seem that hand-eye calibration problem is uninspiring because it is assumed to be well-solved, we show in this paper that there was still room for improvement, both in terms of simplicity and robustness. After reviewing the most representative methods, we analyze the situations in which they fail, and we introduce a simpler closed-form alternative that accurately solves the problem in all the identified critical circumstances. Its performance is evaluated using simulated and real experimental data.Peer ReviewedPostprint (author's final draft
Solving the nearest rotation matrix problem in three and four dimensions with applications in robotics
Aplicat embargament des de la data de defensa fins ei 31/5/2022Since the map from quaternions to rotation matrices is a 2-to-1 covering map, this map cannot be smoothly inverted. As a consequence, it is sometimes erroneously assumed that all inversions should necessarily contain singularities that arise in the form of quotients where the divisor can be arbitrarily small. This misconception was clarified when we found a new division-free conversion method. This result triggered the research work presented in this thesis. At first glance, the matrix to quaternion conversion does not seem to be a relevant problem. Actually, most researchers consider it as a well-solved problem whose revision is not likely to provide any new insight in any area of practical interest. Nevertheless, we show in this thesis how solving the nearest rotation matrix problem in Frobenius norm can be reduced to a matrix to quaternion conversion. Many problems, such as hand-eye calibration, camera pose estimation, location recognition, image stitching etc. require finding the nearest proper orthogonal matrix to a given matrix. Thus, the matrix to quaternion conversion becomes of paramount importance. While a rotation in 3D can be represented using a quaternion, a rotation in 4D can be represented using a double quaternion. As a consequence, the computation of the nearest rotation matrix in 4D, using our approach, essentially follow the same steps as in the 3D case. Although the 4D case might seem of theoretical interest only, we show in this thesis its practical relevance thanks to a little known mapping between 3D displacements and 4D rotations. In this thesis we focus our attention in obtaining closed-form solutions, in particular those that only require the four basic arithmetic operations because they can easily be implemented on microcomputers with limited computational resources. Moreover, closed-form methods are preferable for at least two reasons: they provide the most meaningful answer because they permit analyzing the influence of each variable on the result; and their computational cost, in terms of arithmetic operations, is fixed and assessable beforehand. We have actually derived closed-form methods specifically tailored for solving the hand-eye calibration and the pointcloud registration problems which outperform all previous approaches.Dado que la función que aplica a cada cuaternión su matrix de rotación correspondiente es 2 a 1, la inversa de esta función no es diferenciable en todo su dominio. Por consiguiente, a veces se asume erróneamente que todas las inversiones deben contener necesariamente singularidades que surgen en forma de cocientes donde el divisor puede ser arbitrariamente pequeño. Esta idea errónea se aclaró cuando encontramos un nuevo método de conversión sin división. Este resultado desencadenó el trabajo de investigación presentado en esta tesis. A primera vista, la conversión de matriz a cuaternión no parece un problema relevante. En realidad, la mayoría de los investigadores lo consideran un problema bien resuelto cuya revisión no es probable que proporcione nuevos resultados en ningún área de interés práctico. Sin embargo, mostramos en esta tesis cómo la resolución del problema de la matriz de rotación más cercana según la norma de Frobenius se puede reducir a una conversión de matriz a cuaternión. Muchos problemas, como el de la calibración mano-cámara, el de la estimación de la pose de una cámara, el de la identificación de una ubicación, el del solapamiento de imágenes, etc. requieren encontrar la matriz de rotación más cercana a una matriz dada. Por lo tanto, la conversión de matriz a cuaternión se vuelve de suma importancia. Mientras que una rotación en 3D se puede representar mediante un cuaternión, una rotación en 4D se puede representar mediante un cuaternión doble. Como consecuencia, el cálculo de la matriz de rotación más cercana en 4D, utilizando nuestro enfoque, sigue esencialmente los mismos pasos que en el caso 3D. Aunque el caso 4D pueda parecer de interés teórico únicamente, mostramos en esta tesis su relevancia práctica gracias a una función poco conocida que relaciona desplazamientos en 3D con rotaciones en 4D. En esta tesis nos centramos en la obtención de soluciones de forma cerrada, en particular aquellas que solo requieren las cuatro operaciones aritméticas básicas porque se pueden implementar fácilmente en microcomputadores con recursos computacionales limitados. Además, los métodos de forma cerrada son preferibles por al menos dos razones: proporcionan la respuesta más significativa porque permiten analizar la influencia de cada variable en el resultado; y su costo computacional, en términos de operaciones aritméticas, es fijo y evaluable de antemano. De hecho, hemos derivado nuevos métodos de forma cerrada diseñados específicamente para resolver el problema de la calibración mano-cámara y el del registro de nubes de puntos cuya eficiencia supera la de todos los métodos anteriores.Postprint (published version
Automatic Robot Hand-Eye Calibration Enabled by Learning-Based 3D Vision
Hand-eye calibration, as a fundamental task in vision-based robotic systems,
aims to estimate the transformation matrix between the coordinate frame of the
camera and the robot flange. Most approaches to hand-eye calibration rely on
external markers or human assistance. We proposed Look at Robot Base Once
(LRBO), a novel methodology that addresses the hand-eye calibration problem
without external calibration objects or human support, but with the robot base.
Using point clouds of the robot base, a transformation matrix from the
coordinate frame of the camera to the robot base is established as I=AXB. To
this end, we exploit learning-based 3D detection and registration algorithms to
estimate the location and orientation of the robot base. The robustness and
accuracy of the method are quantified by ground-truth-based evaluation, and the
accuracy result is compared with other 3D vision-based calibration methods. To
assess the feasibility of our methodology, we carried out experiments utilizing
a low-cost structured light scanner across varying joint configurations and
groups of experiments. The proposed hand-eye calibration method achieved a
translation deviation of 0.930 mm and a rotation deviation of 0.265 degrees
according to the experimental results. Additionally, the 3D reconstruction
experiments demonstrated a rotation error of 0.994 degrees and a position error
of 1.697 mm. Moreover, our method offers the potential to be completed in 1
second, which is the fastest compared to other 3D hand-eye calibration methods.
Code is released at github.com/leihui6/LRBO.Comment: 17 pages, 19 figures, 6 tables, submitted to MSS
EasyHeC: Accurate and Automatic Hand-eye Calibration via Differentiable Rendering and Space Exploration
Hand-eye calibration is a critical task in robotics, as it directly affects
the efficacy of critical operations such as manipulation and grasping.
Traditional methods for achieving this objective necessitate the careful design
of joint poses and the use of specialized calibration markers, while most
recent learning-based approaches using solely pose regression are limited in
their abilities to diagnose inaccuracies. In this work, we introduce a new
approach to hand-eye calibration called EasyHeC, which is markerless,
white-box, and offers comprehensive coverage of positioning accuracy across the
entire robot configuration space. We introduce two key technologies:
differentiable rendering-based camera pose optimization and consistency-based
joint space exploration, which enables accurate end-to-end optimization of the
calibration process and eliminates the need for the laborious manual design of
robot joint poses. Our evaluation demonstrates superior performance in
synthetic and real-world datasets, enhancing downstream manipulation tasks by
providing precise camera poses for locating and interacting with objects. The
code is available at the project page: https://ootts.github.io/easyhec.Comment: Project page: https://ootts.github.io/easyhe
The 1990 progress report and future plans
This document describes the progress and plans of the Artificial Intelligence Research Branch (RIA) at ARC in 1990. Activities span a range from basic scientific research to engineering development and to fielded NASA applications, particularly those applications that are enabled by basic research carried out at RIA. Work is conducted in-house and through collaborative partners in academia and industry. Our major focus is on a limited number of research themes with a dual commitment to technical excellence and proven applicability to NASA short, medium, and long-term problems. RIA acts as the Agency's lead organization for research aspects of artificial intelligence, working closely with a second research laboratory at JPL and AI applications groups at all NASA centers
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