32,378 research outputs found

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

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    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control

    Whole-Body MPC for a Dynamically Stable Mobile Manipulator

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    Autonomous mobile manipulation offers a dual advantage of mobility provided by a mobile platform and dexterity afforded by the manipulator. In this paper, we present a whole-body optimal control framework to jointly solve the problems of manipulation, balancing and interaction as one optimization problem for an inherently unstable robot. The optimization is performed using a Model Predictive Control (MPC) approach; the optimal control problem is transcribed at the end-effector space, treating the position and orientation tasks in the MPC planner, and skillfully planning for end-effector contact forces. The proposed formulation evaluates how the control decisions aimed at end-effector tracking and environment interaction will affect the balance of the system in the future. We showcase the advantages of the proposed MPC approach on the example of a ball-balancing robot with a robotic manipulator and validate our controller in hardware experiments for tasks such as end-effector pose tracking and door opening

    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

    Balancing experiments on a torque-controlled humanoid with hierarchical inverse dynamics

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    Recently several hierarchical inverse dynamics controllers based on cascades of quadratic programs have been proposed for application on torque controlled robots. They have important theoretical benefits but have never been implemented on a torque controlled robot where model inaccuracies and real-time computation requirements can be problematic. In this contribution we present an experimental evaluation of these algorithms in the context of balance control for a humanoid robot. The presented experiments demonstrate the applicability of the approach under real robot conditions (i.e. model uncertainty, estimation errors, etc). We propose a simplification of the optimization problem that allows us to decrease computation time enough to implement it in a fast torque control loop. We implement a momentum-based balance controller which shows robust performance in face of unknown disturbances, even when the robot is standing on only one foot. In a second experiment, a tracking task is evaluated to demonstrate the performance of the controller with more complicated hierarchies. Our results show that hierarchical inverse dynamics controllers can be used for feedback control of humanoid robots and that momentum-based balance control can be efficiently implemented on a real robot.Comment: appears in IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), 201

    Robust Whole-Body Motion Control of Legged Robots

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    We introduce a robust control architecture for the whole-body motion control of torque controlled robots with arms and legs. The method is based on the robust control of contact forces in order to track a planned Center of Mass trajectory. Its appeal lies in the ability to guarantee robust stability and performance despite rigid body model mismatch, actuator dynamics, delays, contact surface stiffness, and unobserved ground profiles. Furthermore, we introduce a task space decomposition approach which removes the coupling effects between contact force controller and the other non-contact controllers. Finally, we verify our control performance on a quadruped robot and compare its performance to a standard inverse dynamics approach on hardware.Comment: 8 Page
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