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Simulation of Robotic Systems Particle Dynamics, Rigid Body Dynamics, Collision Detection To Simulate… Is to use a model of real system for experimentation. For robots, these models are typically implemented using kinematics or dynamics. – Unlike kinematics, dynamics involves the changes of velocity over time, which raises issues such as momentum, forces and torques, inertia, and mass. Why Simulate? Test a robotic system away from the dangers and unpredictability of the natural world. – – Robotic systems are costly, and could be damaged during testing. Difficult to reach terrain can be simulated virtually. Open up robotics questions to computational processes and searches. Explore the design options. Designing a Stair Climbing Robot Articulated Body Forward Dynamics Articulated Body: Series of rigid links connected by joints. Forward Dynamics: Given a set of forces and torques on the joints, calculate accelerations and trajectories. Initial Value Problems An initial value problem is one in which we want to trace an unknown function given its starting state and how it changes. They are solved using ordinary differential equations of the form Particle Dynamics The movement of a particle can be calculated by the above method. To get a first order ODE, we need to work in phase space, the space composed of position and velocity. The derivative of the state is then [v, F/m]. Particle Dynamics Implementation Derivative from previous velocity and from forces. Rigid Body Dynamics Algorithm Overview: state = Initialize() for (t = 0; t < t_final; t += time_step) ClearForces(state) AccumulateForces(state, t) derivative = Derive(state) Scale(derivative, time_step) Add(state, derivative) Rigid Bodies Rigid bodies represent all objects in the Rigid Body Dynamics simulation. Each rigid body is a non-deformable shape. – The distance between any two points is constant. Rigid bodies have an orientation: – – – Angular state Angular velocity Angular accelerations Coordinates The body frame is shown translated and rotated into world space. Position and Orientation The translation of the body’s basis gives it its position, a vector from the world origin to the body’s center of mass. The rotation of the body’s basis gives it its orientation, a matrix in which each column corresponds to the new orientation of one of the basis axes. Velocity We’re interested in how the position and orientation of the bodies change over time. – – Linear velocity: Angular velocity: The direction of (t) gives the axis The magnitude of (t) gives the speed Change of Orientation The instantaneous change in the vector r(t) is (t) x r(t). This expands easily to the rotation matrix as a whole. Acceleration The acceleration of a rigid body depends on its various physical properties: – – – Inertia Forces and Torques Momentum Inertia 3x3 matrix describing how the shape and mass distribution of the body affects the relationship between the angular velocity and the angular momentum I(t) Similar to mass – like rotational mass. Forces and Torques Forces are applied to the body from contacts and the environment. Momentum, Angular and Linear Linear momentum – – P(t) = m v(t) dP(t)/dt = m a(t) = F(t) Angular Momentum – – – L(t) = I(t) (t) (t) = I(t)-1 L(t) It can be shown that dL(t)/dt = (t) State Vector We’ve now defined the concepts necessary to describe the state of a body: position orientation linear momentum angular momentum Derivative of State Vector Now that we have a state vector and its derivative defined, we can use the same approach we used for the 2D initial value problem. Implementation We now know everything we need to make a rigid body. Implementation Contitued This simulation runs for 10 seconds with a time step of 1/30 of a second. The ode function works the same way as the one described for the initial value problem, we just need to define dydt. Implementation Continued Forces and torques are added to the system, and the derivative is saved. Implementation Continued The derivative vector is filled in: Velocity comes from the current state. dR(t)/dt is calculated with omega(t) and R(t), both known, and saved. Forces and torques are added. Star Operator New Velocity, I-1, and Omega These variables are not directly part of the state, they are simply used in the calculation. Collision Detection Given two object, how would you check: – – – If they intersect with each other while moving? If they do not interpenetrate each other, how far are they apart? If they overlap, how much is the amount of penetration Classes of Objects & Problems – – – – – – – – – 2D vs. 3D Convex vs. Non-Convex Polygonal vs. Non-Polygonal Open surfaces vs. Closed volumes Geometric vs. Volumetric Rigid vs. Non-rigid (deformable/flexible) Pairwise vs. Multiple (N-Body) CSG vs. B-Rep Static vs. Dynamic And so on… 2D Graphics Raster: Pixels – – – – – – X11 bitmap, XBM X11 pixmap, XPM GIF TIFF PNG JPG Lossy, jaggies when transforming, good for photos. Vector: Drawing instructions – – – – Postscript CGM Fig DWG Non-lossy, smooth when scaling, good for line art and diagrams. Representing 3D Objects Approximate – Facet / Mesh – Just surfaces Voxel Volume info Exact – – – Wireframe Parametric Surface Solid Model CSG BRep Implicit Solid Modeling Representing 3D Objects Exact – – Precise model of object topology Mathematically represent all geometry Approximate – – A discretization of the 3D object Use simple primitives to model topology and geometry Negatives when Representing 3D Objects Exact – – – – – Complex data structures Expensive algorithms Wide variety of formats, each with subtle nuances Hard to acquire data Translation required for rendering Approximate – – – – Lossy Data structure sizes can get HUGE, if you want good fidelity Easy to break (i.e. cracks can appear) Not good for certain applications Lots of interpolation and guess work Positives when Representing 3D Objects Exact – Precision – – – – Simulation, modeling, etc Lots of modeling environments Physical properties Many applications (tool path generation, motion, etc.) Compact Approximate – – Easy to implement Easy to acquire – Easy to render – 3D scanner, CT Direct mapping to the graphics pipeline Lots of algorithms Two Major Types to Care About (for this class) Mesh-based representations Solid Models – As generated from CAD or modeling systems 3D Mesh File Formats Some common formats STL SMF OpenInventor VRML Minimal Vertex + Face No colors, normals, or texture Primarily used to demonstrate geometry algorithms Full-Featured Colors / Transparency Vertex-Face Normals (optional, can be computed) Scene Graph Lights Textures Views and Navigation Subdivision Surfaces Coarse Mesh & Subdivision Rule – Define smooth surface as limit of sequence of algorithmic refinements Simple Mesh Format (SMF) Michael Garland http://graphics.cs.uiuc.edu/~garland/ Triangle data Vertex indices begin at 1 Stereolithography (STL) Triangle data + Face Normal The de-facto standard for rapid prototyping How STL Works Open Inventor Developed by SGI Predecessor to VRML – Scene Graph Virtual Reality Modeling Language (VRML) SGML Based Scene-Graph Full Featured Issues with 3D “mesh” formats Easy to acquire Easy to render Harder to model with Error prone – split faces, holes, gaps, etc Solid Representations 3D solid model representations Implicit models Super/quadrics Blobbies Swept objects Boundary representations Spatial enumerations Distance fields Quadtrees/octrees Stochastic models Boundary Representation Solid Modeling The de facto standard for CAD since ~1987 – BReps integrated into CAGD surfaces + analytic surfaces + boolean modeling Models are defined by their boundaries Topological and geometric integrity constraints are enforced for the boundaries – Faces meet at shared edges, vertices are shared, etc. Solids and Solid Modeling Solid modeling introduces a mathematical theory of solid shape – – – Domain of objects Set of operations on the domain of objects Representation that is Unambiguous Accurate Unique Compact Efficient Solid Objects and Operations Solids are point sets – Boundary and interior Point sets can be operated on with boolean algebra (union, intersect, etc) Foley/VanDam, 1990/1994 Solid Object Definitions Boundary points – Interior points – Points where distance to the object and the object’s complement is zero All the other points in the object Closure – Union of interior points and boundary points State of the Art: BRep Solid Modeling … but much more than polyhedra Two main (commercial) alternatives – All NURBS, all the time – Pro/E, SDRC, … Analytic surfaces + parametric surfaces + NURBS + …. all stitched together at edges Parasolid, ACIS, … Issues in Boundary Representation Solid Modeling Very complex data structures – Complex algorithms – NURBS-based winged-edges, etc manipulation, booleans, collision detection Robustness Integrity Translation Features Constraints and Parametrics Spatial Occupancy Enumerations Spatial Occupancy Enumeration Brute force – Pixels – Volume elements Quadtrees – Picture elements Voxels – A grid 2D representation Octrees – – 3D representation Extension of quadtrees Brute Force Spatial Occupancy Enumeration Impose a 2D/3D grid – Identify occupied cells Problems – Like graph paper or sugar cubes High fidelity requires many cells “Modified” – Partial occupancy Foley/VanDam, 1990/1994 Quadtree Hierarchically represent spatial occupancy Tree with four regions – – NE, NW, SE, SW “dark” if occupied Foley/VanDam, 1990/1994 Octree 8 octants 3D space – Left, Right, Up, Down, Front, Back Foley/VanDam, 1990/1994 Applications for Spatial Occupancy Enumeration Many different applications – – – – – – – GIS Medical Engineering Simulation Volume Rendering Video Gaming Approximating real-world data …. Issues with Spatial Occupancy Enumeration Approximate – – – Kind of like faceting a surface, discretizing 3D space Operationally, the combinatorics (as opposed to the numerics) can be challenging Not as good for applications wanting exact computation (e.g. tool path programming) Other Techniques: Surface Models Basic idea: – Limitations: – Represent a model as a set of faces/patches Topological integrity; how do faces “line up”?; which way is ‘inside’/ ‘outside’? Used in many CAD applications – Why? They are fine for drafting and rendering, not as good for creating true physical models Other Techniques: Implicit Solid Modeling Computer Algebra meets CAD Idea: – Represents solid as the set of points where an implicit global function takes on certain value – – F(x,y,z) < val Primitive solids are combined using CSG Composition operations are implemented by functionals which provide an implicit function for the resulting solid From M.Ganter, D. Storti, G. Turkiyyah @ UW Collision Detection Where do the forces mentioned above come from? – – – – Motors Gravity Joints Collisions Collision Detection is the process of discovering whether objects have intersected and, if so, how much they interpenetrated. Loops Colliding Basics Check for edge-edge intersection in 2D (Check for edge-face intersection in 3D) Check every point of A inside of B & every point of B inside of A Check for pair-wise edge-edge intersections Useful Geometric Concepts Convex Hull Convex Decomposition Voronoi Regions Convex Hull The convex hull of a set S is the intersection of all convex sets that contains S. The convex hull of S is the smallest convex polygon that contains S and that the extreme points of S are just the corners of that polygon. Solving the convex hull problem implicitly solves the extreme point problem. Convex Decomposition The process to divide up a non-convex polyhedron into pieces of convex polyhedra Optimal convex decomposition of general nonconvex polyhedra can be NP-hard. To partition a non-degenerate simple polyhedron takes O((n + r2) log r) time, where n is the number of vertices and r is the number of reflex edges of the original non-convex object. In general, a non-convex polyhedron of n vertices can be partitioned into O(n2) convex pieces. Voronoi Diagram Given a set S of n points in R2 , for each point pi in S, there is the set of points (x, y) in the plane that are closer to pi than any other point in S, called Voronoi polygons. The collection of n Voronoi polygons given the n points in the set S is the "Voronoi diagram", Vor(S), of the point set S. Intuition: To partition the plane into regions, each of these is the set of points that are closer to a point pi in S than any other. The partition is based on the set of closest points, e.g. bisectors that have 2 or 3 closest points. Voronoi Diagram Voronoi Regions A Voronoi region associated with a feature is a set of points that are closer to that feature than any other. FACTS: – – – The Voronoi regions form a partition of space outside of the polyhedron according to the closest feature. The collection of Voronoi regions of each polyhedron is the generalized Voronoi diagram of the polyhedron. The generalized Voronoi diagram of a convex polyhedron has linear size and consists of polyhedral regions. And, all Voronoi regions are convex. Voronoi Marching Basic Ideas: Coherence: local geometry does not change much, when computations repetitively performed over successive small time intervals Locality: to "track" the pair of closest features between 2 moving convex polygons(polyhedra) w/ Voronoi regions Performance: expected constant running time, independent of the geometric complexity 2D Example Objects A & B and their Voronoi regions: P1 and P2 are the pair of closest points between A and B. Note P1 and P2 lie within the Voronoi regions of each other. P2 P1 A B Minkowski Sums/Differences Minkowski Sum (A, B) = { a + b | a A, b B } Minkowski Diff (A, B) = { a - b | a A, b B } A and B collide iff Minkowski Difference(A,B) contains the point 0. Some Minkowski Differences A A B B Minkowski Difference & Translation Minkowski-Diff(Trans(A, t1), Trans(B, t2)) = Trans(Minkowski-Diff(A,B), t1 - t2) Trans(A, t1) and Trans(B, t2) intersect iff Minkowski-Diff(A,B) contains point (t2 - t1). Properties Distance – – – distance(A,B) = min a A, b B || a - b ||2 distance(A,B) = min c Minkowski-Diff(A,B) || c ||2 if A and B disjoint, c is a point on boundary of Minkowski difference Penetration Depth – – – pd(A,B) = min{ || t ||2 | A Translated(B,t) = } pd(A,B) = mint Minkowski-Diff(A,B) || t ||2 if A and B intersect, t is a point on boundary of Minkowski difference Practicality Expensive to compute boundary of Minkowski difference: – – For convex polyhedra, Minkowski difference may take O(n2) For general polyhedra, no known algorithm of complexity less than O(n6) is known General Methods Decompose into convex pieces, and take minimum over all pairs of pieces: – – Optimal (minimal) model decomposition is NPhard. Approximation algorithms exist for closed solids, but what about a list of triangles? Collection of triangles/polygons: – – n*m pairs of triangles - brute force expensive Hierarchical representations used to accelerate minimum finding Hierarchical Representations Two Common Types: – – Bounding Volume Hierarchies – trees of spheres, ellipses, cubes, axis-aligned bounding boxes (AABBs), oriented bounding boxes (OBBs), K-dop, SSV, etc. Spatial Decomposition - BSP, K-d trees, octrees, MSP tree, Rtrees, grids/cells, space-time bounds, etc. Do very well in “rejection tests”, when objects are far apart. Performance may slow down, when the two objects are in close proximity and can have multiple contacts . BVH vs. Spatial Partitioning BVH: - Object centric - Spatial redundancy SP: - Space centric - Object redundancy BVH vs. Spatial Partitioning BVH: - Object centric - Spatial redundancy SP: - Space centric - Object redundancy BVH vs. Spatial Partitioning BVH: - Object centric - Spatial redundancy SP: - Space centric - Object redundancy BVH vs. Spatial Partitioning BVH: - Object centric - Spatial redundancy SP: - Space centric - Object redundancy Spatial Data Structures & Subdivision Uniform Spatial Sub Quadtree/Octree Many others…… kd-tree BSP-tree Uniform Spatial Subdivision Decompose the objects (the entire simulated environment) into identical cells arranged in a fixed, regular grids (equal size boxes or voxels) To represent an object, only need to decide which cells are occupied. To perform collision detection, check if any cell is occupied by two object Storage: to represent an object at resolution of n voxels per dimension requires upto n3 cells Octrees Quadtree is derived by subdividing a 2D-plane in both dimensions to form quadrants Octrees are a 3D-extension of quadtree Use divide-and-conquer Reduce storage requirements (in comparison to grids/voxels) Bounding Volume Hierarchies Model Hierarchy: – – – each node has a simple volume that bounds a set of triangles children contain volumes that each bound a different portion of the parent’s triangles The leaves of the hierarchy usually contain individual triangles A binary bounding volume hierarchy: Type of Bounding Volumes Spheres Ellipsoids Axis-Aligned Bounding Boxes (AABB) Oriented Bounding Boxes (OBBs) Convex Hulls k-Discrete Orientation Polytopes (k-dop) Spherical Shells Swept-Sphere Volumes (SSVs) – – – – Point Swept Spheres (PSS) Line Swept Spheres (LSS) Rectangle Swept Spheres (RSS) Triangle Swept Spheres (TSS) BVH-Based Collision Detection Collision Detection using BVH 1. Check for collision between two parent nodes (starting from the roots of two given trees) 2. If there is no interference between two parents, 3. Then stop and report “no collision” 4. Else All children of one parent node are checked against all children of the other node 5. If there is a collision between the children 6. Then If at leave nodes 7. Then report “collision” 8. Else go to Step 4 9. Else stop and report “no collision” Separating Axis Theorem The separating axis theorem tells us that, given two convex shapes, if we can find an axis along which the projection of the two shapes does not overlap, then the shapes don't overlap. Seperating Axis Theorem Two polytopes A and B are disjoint iff there exists a separating axis which is perpendicular to a face from either or perpedicular to an edge from each. Responding to Collisions Two ways to deal with collision: – – penalty-force: use spring forces to pull objects out of collision. impulse-based: use instantaneous impulses (changes in velocity) to prevent objects from interpenetrating. Find the time of collision within some epsilon. Change the object velocities at this time, accounting for bounce and friction as desired. Ethics Revisited Roomba Violates All Three Laws Of Roombotics -The Onion "I hear its horrible brushes at night." -Graney