40 research outputs found

    Shortest Dubins Path to a Circle

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    The Dubins path problem had enormous applications in path planning for autonomous vehicles. In this paper, we consider a generalization of the Dubins path planning problem, which is to find a shortest Dubins path that starts from a given initial position and heading, and ends on a given target circle with the heading in the tangential direction. This problem has direct applications in Dubins neighborhood traveling salesman problem, obstacle avoidance Dubins path planning problem etc. We characterize the length of the four CSC paths as a function of angular position on the target circle, and derive the conditions which to find the shortest Dubins path to the target circle

    Perception-driven sparse graphs for optimal motion planning

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    Most existing motion planning algorithms assume that a map (of some quality) is fully determined prior to generating a motion plan. In many emerging applications of robotics, e.g., fast-moving agile aerial robots with constrained embedded computational platforms and visual sensors, dense maps of the world are not immediately available, and they are computationally expensive to construct. We propose a new algorithm for generating plan graphs which couples the perception and motion planning processes for computational efficiency. In a nutshell, the proposed algorithm iteratively switches between the planning sub-problem and the mapping sub-problem, each updating based on the other until a valid trajectory is found. The resulting trajectory retains a provable property of providing an optimal trajectory with respect to the full (unmapped) environment, while utilizing only a fraction of the sensing data in computational experiments.Comment: 2018 IEEE/RSJ International Conference on Intelligent Robots and System

    Multi-Goal Path Planning for Spray Writing with Unmanned Aerial Vehicle

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    Tato prĂĄce se zabĂœvĂĄ plĂĄnovĂĄnĂ­m pƙes vĂ­ce cĂ­lĆŻ pro bezpilotnĂ­ vzduĆĄnĂ© prostƙedky v Ășloze psanĂ­ textu. MotivacĂ­ je pouĆŸitĂ­ bezpilotnĂ­ helikoptĂ©ry k preciznĂ­mu sprejovĂĄnĂ­ nĂĄpisĆŻ napƙíklad na stƙechy prĆŻmyslovĂœch budov. ProblĂ©m psanĂ­ textu bezpilotnĂ­ helikoptĂ©rou formulujeme jako plĂĄnovĂĄnĂ­ pƙes vĂ­ce cĂ­lĆŻ a navrhujeme novĂœ font vhodnĂœ pro tuto aplikaci. HelikoptĂ©ra potĂ© musĂ­ pƙi psanĂ­ nĂĄpisu letět podĂ©l zadanĂ©ho textu s vyuĆŸitĂ­m navrhovanĂ©ho fontu. ProblĂ©m hledĂĄnĂ­ cesty podĂ©l textu lze formulovat jako zobecněnĂ­ problĂ©mu obchodnĂ­ho cestujĂ­cĂ­ho, kde trajektorie spojujĂ­cĂ­ jednotlivĂ© segmenty pĂ­smen musĂ­ respektovat dynamickĂĄ omezenĂ­ helikoptĂ©ry. Na spojenĂ­ segmentĆŻ pĂ­smen je pouĆŸit model Dubinsova vozĂ­tka, kterĂœ umoĆŸĆˆuje prĆŻlet nalezenĂ© trajektorie konstantnĂ­ rychlostĂ­ bez brzdĂ­cĂ­ch manĂ©vrĆŻ. NavrĆŸenĂĄ metoda plĂĄnovĂĄnĂ­ byla otestovĂĄna v realistickĂ©m simulĂĄtoru a experimenty ukazujĂ­ jejĂ­ pouĆŸitelnost pro vĂ­cerotorovou helikoptĂ©ru v Ășloze psanĂ­ textu.This thesis describes the multi-goal path planning method for an Unmanned Aerial Vehicle (UAV) feasible for the spray writing task. The motivation is to use an autonomous UAV for precise spray writing on, e.g., roofs of industrial buildings. We formulate the writing with the UAV as a multi-goal path planning problem, and therefore, a new font suitable for the multi-goal path planning has been designed. In order to perform writing, the UAV has to travel along the input text characters. The problem can be formulated as the generalized traveling salesman problem, in which trajectories between input text segments respect the UAV constraints. We employed the Dubins vehicle to connect input text segments that allow us to traverse the final trajectory on constant speed without sharp and braking maneuvers. The implemented method has been tested in a realistic simulation environment. The experiments showed that the proposed method is feasible for the considered multirotor UAV

    Optimal Spherical Geodesic Curvature Constrained Paths

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    Path planning for vehicles is an essential study that must be undertaken to make good use of resources such as fuel (which is always a limited resource) to ascertain that a vehicle/robot completes its mission efficiently. The current study deals with the path planning of a Dubins’ vehicle on a sphere. A Dubins’ vehicle is one that moves only forwards, with a constant speed and with a minimum turning radius constraint; and is named after L.E. Dubins due to his seminal work [1] on the nature of optimal curves in the plane. The result being that optimal paths must be of the following types only: CSC, CCC, SC, CS, CC, or C can be optimal. This study aims to understand the nature of optimality of the Dubins’ type paths on a sphere. The main tools employed are Pontryagin’s Minimum Principle and the Sabban frame (same setup as in Monroy-PĂ©rez’s work [2]). The final result obtained as a result of analytical study and corroboration with numerical computation is that Dubins’ type paths are optimal on the sphere for r in the interval (0,(1/sqrt(2))] on account of the CCCC type path being non-optimal in the same interval

    3D Path Planning for Autonomous Aerial Vehicles in Constrained Spaces

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    MĂ©thode interactive et par l'apprentissage pour la generation de trajectoire en conception du produit

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    The accessibility is an important factor considered in the validation and verification phase of the product design and usually dominates the time and costs in this phase. Defining the accessibility verification as the motion planning problem, the sampling based motion planners gained success in the past fifteen years. However, the performances of them are usually shackled by the narrow passage problem arising when complex assemblies are composed of large number of parts, which often leads to scenes with high obstacle densities. Unfortunately, humans’ manual manipulations in the narrow passage always show much more difficulties due to the limitations of the interactive devices or the cognitive ability. Meanwhile, the challenges of analyzing the end users’ response in the design process promote the integration with the direct participation of designers.In order to accelerate the path planning in the narrow passage and find the path complying with user’s preferences, a novel interactive motion planning method is proposed. In this method, the integration with a random retraction process helps reduce the difficulty of manual manipulations in the complex assembly/disassembly tasks and provide local guidance to the sampling based planners. Then a hypothesis is proposed about the correlation between the topological structure of the scenario and the motion path in the narrow passage. The topological structure refers to the medial axis (2D) and curve skeleton (3D) with branches pruned. The correlation runs in an opposite manner to the sampling based method and provide a new perspective to solve the narrow passage problem. The curve matching method is used to explore this correlation and an interactive motion planning framework that can learn from experience is constructed in this thesis. We highlight the performance of our framework on a challenging problem in 2D, in which a non-convex object passes through a cluttered environment filled with randomly shaped and located non-convex obstacles.L'accessibilitĂ©est un facteur important pris en compte dans la validation et la vĂ©rification en phase de conception du produit et augmente gĂ©nĂ©ralement le temps et les coĂ»ts de cette phase. Ce domaine de recherche a eu un regain d’intĂ©rĂȘt ces quinze derniĂšres annĂ©es avec notamment de nouveaux planificateurs de mouvement. Cependant, les performances de ces mĂ©thodes sont gĂ©nĂ©ralement trĂšs faibles lorsque le problĂšme se caractĂ©rise par des passages Ă©troits des assemblages complexes composĂ©es d'un grand nombre de piĂšces. Cela conduit souvent Ă des scĂšnes Ă forte densitĂ©d'obstacles. Malheureusement, les manipulations manuelles des humains dans le passage Ă©troit montrent toujours beaucoup de difficultĂ©s en raison des limitations des dispositifs interactifs ou la capacitĂ©cognitive. Pendant ce temps, les dĂ©fis de l'analyse de la rĂ©ponse finale des utilisateurs dans le processus de conception promeut l'intĂ©gration avec la participation directe des concepteurs.Afin d'accĂ©lĂ©rer la planification dans le passage Ă©troit et trouver le chemin le plus conforme aux prĂ©fĂ©rences de l'utilisateur, une nouvelle mĂ©thode de planification de mouvement interactif est proposĂ©e. Nous avons soulignĂ©la performance de notre algorithme dans certains scĂ©narios difficiles en 2D et 3D environnement.Ensuite, une hypothĂšse est proposĂ©sur la corrĂ©lation entre la structure topologique du scĂ©nario et la trajectoire dans le passage Ă©troit. La mĂ©thode basĂ©e sur les courbures est utilisĂ©e pour explorer cette corrĂ©lation et un cadre de planification de mouvement interactif qui peut apprendre de l'expĂ©rience est construit dans cette thĂšse. Nous soulignons la performance de notre cadre sur un problĂšme difficile en 2D, dans lequel un objet non-convexe passe Ă  travers un environnement encombrĂ©rempli d'obstacles non-convexes de forme alĂ©atoire et situĂ©s
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