3,135 research outputs found

    Cascaded 3D Full-body Pose Regression from Single Depth Image at 100 FPS

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    There are increasing real-time live applications in virtual reality, where it plays an important role in capturing and retargetting 3D human pose. But it is still challenging to estimate accurate 3D pose from consumer imaging devices such as depth camera. This paper presents a novel cascaded 3D full-body pose regression method to estimate accurate pose from a single depth image at 100 fps. The key idea is to train cascaded regressors based on Gradient Boosting algorithm from pre-recorded human motion capture database. By incorporating hierarchical kinematics model of human pose into the learning procedure, we can directly estimate accurate 3D joint angles instead of joint positions. The biggest advantage of this model is that the bone length can be preserved during the whole 3D pose estimation procedure, which leads to more effective features and higher pose estimation accuracy. Our method can be used as an initialization procedure when combining with tracking methods. We demonstrate the power of our method on a wide range of synthesized human motion data from CMU mocap database, Human3.6M dataset and real human movements data captured in real time. In our comparison against previous 3D pose estimation methods and commercial system such as Kinect 2017, we achieve the state-of-the-art accuracy

    Trajectory Optimization Through Contacts and Automatic Gait Discovery for Quadrupeds

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    In this work we present a trajectory Optimization framework for whole-body motion planning through contacts. We demonstrate how the proposed approach can be applied to automatically discover different gaits and dynamic motions on a quadruped robot. In contrast to most previous methods, we do not pre-specify contact switches, timings, points or gait patterns, but they are a direct outcome of the optimization. Furthermore, we optimize over the entire dynamics of the robot, which enables the optimizer to fully leverage the capabilities of the robot. To illustrate the spectrum of achievable motions, here we show eight different tasks, which would require very different control structures when solved with state-of-the-art methods. Using our trajectory Optimization approach, we are solving each task with a simple, high level cost function and without any changes in the control structure. Furthermore, we fully integrated our approach with the robot's control and estimation framework such that optimization can be run online. By demonstrating a rough manipulation task with multiple dynamic contact switches, we exemplarily show how optimized trajectories and control inputs can be directly applied to hardware.Comment: Video: https://youtu.be/sILuqJBsyK

    Dynamic whole-body motion generation under rigid contacts and other unilateral constraints

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    The most widely used technique for generating wholebody motions on a humanoid robot accounting for various tasks and constraints is inverse kinematics. Based on the task-function approach, this class of methods enables the coordination of robot movements to execute several tasks in parallel and account for the sensor feedback in real time, thanks to the low computation cost. To some extent, it also enables us to deal with some of the robot constraints (e.g., joint limits or visibility) and manage the quasi-static balance of the robot. In order to fully use the whole range of possible motions, this paper proposes extending the task-function approach to handle the full dynamics of the robot multibody along with any constraint written as equality or inequality of the state and control variables. The definition of multiple objectives is made possible by ordering them inside a strict hierarchy. Several models of contact with the environment can be implemented in the framework. We propose a reduced formulation of the multiple rigid planar contact that keeps a low computation cost. The efficiency of this approach is illustrated by presenting several multicontact dynamic motions in simulation and on the real HRP-2 robot

    A new approach on human-robot collaboration with humanoid robot RH-2

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    This paper was originally submitted under the auspices of the CLAWAR Association. It is an extension of work presented at CLAWAR 2009: The 12th International Conference on Climbing and Walking Robots and the Support Technologies for Mobile Machines, Istanbul, Turkey.This paper presents a novel control architecture for humanoid robot RH-2. The main objective is that a robot can perform different tasks in collaboration with humans in working environments. In order to achieve this goal, two control loops have to be defined. The outer loop, called collaborative control loop, is devoted to the generation of stable motion patterns for a robot, given a specific manipulation task. The inner loop, called posture stability control loop, acts to guarantee the stability of humanoid for different poses determined by motion patterns. A case study is presented in order to show the effectiveness of the proposed control architecture.This work has been supported by the CAM Project S2009/DPI-1559/ROBOCITY2030 II, the CYCIT Project PI2004-00325 and the European Project Robot@CWE FP6-2005-IST-5

    Exploiting the robot kinematic redundancy for emotion conveyance to humans as a lower priority task

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    Current approaches do not allow robots to execute a task and simultaneously convey emotions to users using their body motions. This paper explores the capabilities of the Jacobian null space of a humanoid robot to convey emotions. A task priority formulation has been implemented in a Pepper robot which allows the specification of a primary task (waving gesture, transportation of an object, etc.) and exploits the kinematic redundancy of the robot to convey emotions to humans as a lower priority task. The emotions, defined by Mehrabian as points in the pleasure–arousal–dominance space, generate intermediate motion features (jerkiness, activity and gaze) that carry the emotional information. A map from this features to the joints of the robot is presented. A user study has been conducted in which emotional motions have been shown to 30 participants. The results show that happiness and sadness are very well conveyed to the user, calm is moderately well conveyed, and fear is not well conveyed. An analysis on the dependencies between the motion features and the emotions perceived by the participants shows that activity correlates positively with arousal, jerkiness is not perceived by the user, and gaze conveys dominance when activity is low. The results indicate a strong influence of the most energetic motions of the emotional task and point out new directions for further research. Overall, the results show that the null space approach can be regarded as a promising mean to convey emotions as a lower priority task.Postprint (author's final draft
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