32,378 research outputs found
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
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
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
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
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
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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