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1.
In this paper, we propose a virtual joint method that better utilizes quasi-velocities for the kinematic modeling of wheeled mobile manipulators. By identifying quasi-velocities as motions of imaginary revolute and prismatic kinematic pairs, our method enables one to regard a mobile manipulator as an ordinary articulated manipulator for the purposes of velocity analysis. We also propose an inverse kinematic scheme for the mobile manipulators along the line with the virtual joint based kinematic framework. Details are worked out for mobile manipulators with representative differential-drive and car-like mobile platforms.  相似文献   

2.
We present a probabilistic interpretation of inverse kinematics and extend it to sequential data. The resulting model is used to estimate articulated human motion in visual data. The approach allows us to express the prior temporal models in spatial limb coordinates, which is in contrast to most recent work where prior models are derived in terms of joint angles. This approach has several advantages. First of all, it allows us to construct motion models in low dimensional spaces, which makes motion estimation more robust. Secondly, as many types of motion are easily expressed in spatial coordinates, the approach allows us to construct high quality application specific motion models with little effort. Thirdly, the state space is a real vector space, which allows us to use off-the-shelf stochastic processes as motion models, which is rarely possible when working with joint angles. Fourthly, we avoid the problem of accumulated variance, where noise in one joint affects all joints further down the kinematic chains. All this combined allows us to more easily construct high quality motion models. In the evaluation, we show that an activity independent version of our model is superior to the corresponding state-of-the-art model. We also give examples of activity dependent models that would be hard to phrase directly in terms of joint angles.  相似文献   

3.
Pose Controlled Physically Based Motion   总被引:2,自引:0,他引:2  
In this paper we describe a new method for generating and controlling physically‐based motion of complex articulated characters. Our goal is to create motion from scratch, where the animator provides a small amount of input and gets in return a highly detailed and physically plausible motion. Our method relieves the animator from the burden of enforcing physical plausibility, but at the same time provides full control over the internal DOFs of the articulated character via a familiar interface. Control over the global DOFs is also provided by supporting kinematic constraints. Unconstrained portions of the motion are generated in real time, since the character is driven by joint torques generated by simple feedback controllers. Although kinematic constraints are satisfied using an iterative search (shooting), this process is typically inexpensive, since it only adjusts a few DOFs at a few time instances. The low expense of the optimization, combined with the ability to generate unconstrained motions in real time yields an efficient and practical tool, which is particularly attractive for high inertia motions with a relatively small number of kinematic constraints.  相似文献   

4.
A method for the collision avoidance of an articulated kinematic chain in a dynamic environment is presented. The inverse kinematic solution is used to get the configuration of the chain for a given position of any part of the chain. The calculation of collision-free motion is based on the local information about the motion. Intermediate positions are used to get the new motion path of the chain. The movement of environmental objects during the collision detection and the generation of new motions are considered. This generalizes the method for arbitrarily configured kinematic chains and for a dynamic environment. Its implementation for the motion planning of robot manipulators in an offline programming system is briefly described  相似文献   

5.
We present an algorithm for creating realistic animations of characters that are swimming through fluids. Our approach combines dynamic simulation with data-driven kinematic motions (motion capture data) to produce realistic animation in a fluid. The interaction of the articulated body with the fluid is performed by incorporating joint constraints with rigid animation and by extending a solid/fluid coupling method to handle articulated chains. Our solver takes as input the current state of the simulation and calculates the angular and linear accelerations of the connected bodies needed to match a particular motion sequence for the articulated body. These accelerations are used to estimate the forces and torques that are then applied to each joint. Based on this approach, we demonstrate simulated swimming results for a variety of different strokes, including crawl, backstroke, breaststroke, and butterfly. The ability to have articulated bodies interact with fluids also allows us to generate simulations of simple water creatures that are driven by simple controllers.  相似文献   

6.
In articulated tracking, one is concerned with estimating the pose of a person in every frame of a film. This pose is most often represented as a kinematic skeleton where the joint angles are the degrees of freedom. Least-committed predictive models are then phrased as a Brownian motion in joint angle space. However, the metric of the joint angle space is rather unintuitive as it ignores both bone lengths and how bones are connected. As Brownian motion is strongly linked with the underlying metric, this has severe impact on the predictive models. We introduce the spatial kinematic manifold of joint positions, which is embedded in a high dimensional Euclidean space. This Riemannian manifold inherits the metric from the embedding space, such that distances are measured as the combined physical length that joints travel during movements. We then develop a least-committed Brownian motion model on the manifold that respects the natural metric. This model is expressed in terms of a stochastic differential equation, which we solve using a novel numerical scheme. Empirically, we validate the new model in a particle filter based articulated tracking system. Here, we not only outperform the standard Brownian motion in joint angle space, we are also able to specialise the model in ways that otherwise are both difficult and expensive in joint angle space.  相似文献   

7.
《Advanced Robotics》2013,27(4):327-344
Coordinate transformation is one of the most important issues in robotic manipulator control. Robot tasks are naturally specified in work space coordinates, usually a Cartesian frame, while control actions are developed on joint coordinates. Effective inverse kinematic solutions are analytical in nature; they exist only for special manipulator geometries and geometric intuition is usually required. Computational inverse kinematic algorithms have recently been proposed; they are based on general closed-loop schemes which perform the mapping of the desired Cartesian trajectory into the corresponding joint trajectory. The aim of this paper is to propose an effective computational scheme to the inverse kinematic problem for manipulators with spherical wrists. First an insight into the formulation of kinematics is given in order to detail the general scheme for this specific class of manipulators. Algorithm convergence is then ensured by means of the Lyapunov direct method. The resulting algorithm is based on the hand position and orientation vectors usually adopted to describe motion in the task space. The analysis of the computational burden is performed by taking the Stanford arm as a reference. Finally a case study is developed via numerical simulations.  相似文献   

8.
Automatic acquisition and initialization of articulated models   总被引:3,自引:0,他引:3  
Tracking, classification and visual analysis of articulated motion is challenging because of the difficulties involved in separating noise and variabilities caused by appearance, size and viewpoint fluctuations from task-relevant variations. By incorporating powerful domain knowledge, model-based approaches are able to overcome these problem to a great extent and are actively explored by many researchers. However, model acquisition, initialization and adaptation are still relatively under-investigated problems, especially for the case of single-camera systems. In this paper, we address the problem of automatic acquisition and initialization of articulated models from monocular video without any prior knowledge of shape and kinematic structure. The framework is applied in a human-computer interaction context where articulated shape models have to be acquired from unknown users for subsequent limb tracking. Bayesian motion segmentation is used to extract and initialize articulated models from visual data. Image sequences are decomposed into rigid components that can undergo parametric motion. The relative motion of these components is used to obtain joint information. The resulting components are assembled into an articulated kinematic model which is then used for visual tracking, eliminating the need for manual initialization or adaptation. The efficacy of the method is demonstrated on synthetic as well as natural image sequences. The accuracy of the joint estimation stage is verified on ground truth data.Correspondence to: N. Krahnstoever  相似文献   

9.
Recovering articulated shape and motion, especially human body motion, from video is a challenging problem with a wide range of applications in medical study, sport analysis and animation, etc. Previous work on articulated motion recovery generally requires prior knowledge of the kinematic chain and usually does not concern the recovery of the articulated shape. The non-rigidity of some articulated part, e.g. human body motion with nonrigid facial motion, is completely ignored. We propose a factorization-based approach to recover the shape, motion and kinematic chain of an articulated object with nonrigid parts altogether directly from video sequences under a unified framework. The proposed approach is based on our modeling of the articulated non-rigid motion as a set of intersecting motion subspaces. A motion subspace is the linear subspace of the trajectories of an object. It can model a rigid or non-rigid motion. The intersection of two motion subspaces of linked parts models the motion of an articulated joint or axis. Our approach consists of algorithms for motion segmentation, kinematic chain building, and shape recovery. It handles outliers and can be automated. We test our approach through synthetic and real experiments and demonstrate how to recover articulated structure with non-rigid parts via a single-view camera without prior knowledge of its kinematic chain.  相似文献   

10.
Robot workspace is the set of positions a robot can reach. Workspace is one of the most useful measures for the evaluation of a robot. Workspace is usually defined as the reachable space of the end-effector in Cartesian coordinate system. However, it can be defined in joint coordinate system in terms of joint motions. In this paper, workspace of the end-effector is called task workspace, and workspace of the joint motions is called joint workspace. Joint workspace of a parallel kinematic machine (PKM) is focused, and a tripod machine tool with three degrees of freedom (DOF) is taken as an example. To study the joint workspace of this tripod machine tool, the forward kinematic model is established, and an interpolating approach is proposed to solve this model. The forward kinematic model is used to determine the joint workspace, which occupies a portion of the domain of joint motions. The following contributions have been made in this paper include: (i) a new concept so-called joint workspace has been proposed for design optimization and control of a PKM; (ii) an approach is developed to determine joint workspace based on the structural constraints of a PKM; (iii) it is observed that the trajectory planning in the joint coordinate system is not reliable without taking into considerations of cavities or holes in the joint workspace.  相似文献   

11.
A new uncalibrated eye-to-hand visual servoing based on inverse fuzzy modeling is proposed in this paper. In classical visual servoing, the Jacobian plays a decisive role in the convergence of the controller, as its analytical model depends on the selected image features. This Jacobian must also be inverted online. Fuzzy modeling is applied to obtain an inverse model of the mapping between image feature variations and joint velocities. This approach is independent from the robot's kinematic model or camera calibration and also avoids the necessity of inverting the Jacobian online. An inverse model is identified for the robot workspace, using measurement data of a robotic manipulator. This inverse model is directly used as a controller. The inverse fuzzy control scheme is applied to a robotic manipulator performing visual servoing for random positioning in the robot workspace. The obtained experimental results show the effectiveness of the proposed control scheme. The fuzzy controller can position the robotic manipulator at any point in the workspace with better accuracy than the classic visual servoing approach.  相似文献   

12.
A normal form augmentation approach to adaptive control of space robot systems   总被引:33,自引:0,他引:33  
In this paper, we model a free-floating space robot system as anextended robot which is composed of a pseudo-arm representing the base motion resulting from six hyperthetic passive joints, and a real robot arm. The model allows us to categorize the space robot as an under-actuated system, and reveal fundamental properties of the system. Through input-output linearization of the model, we demonstrate a non-trivial internal dynamics, and propose an adaptive control scheme based on a normal form augmentation approach. This approach overcomes two fundamental difficulties in adaptive control design of space robot systems, i.e., nonlinear parameterization of the dynamic equation, and uncertainty of kinematic mapping from Cartesian space to joint space.  相似文献   

13.
This paper presents some further results concerning the issues of controllability and trajectory tracking regarding a front-wheel drive vehicle kinematic model. A simple procedure for computing an open-loop control strategy that transfers the system between given initial and final states, is presented. In particular, the input function is computed by means of a set of linear algebraic equations. The resulting motion planning procedure allows us to present a control scheme for solving the trajectory (a time-parameterized reference signal) tracking problem. Various applications of the approach in forward and backward motions are considered, and simulation results are presented.  相似文献   

14.
We address the problem of motion planning for nonholonomic cooperating mobile robots manipulating and transporting objects while holding them in a stable grasp. We present a general approach for solving optimal control problems based on the calculus of variations. We specialize this approach to solving the motion planning problem and obtaining trajectories and actuator forces/torques for any maneuver in the presence of obstacles. The approach allows geometric constraints such as joint limits, kinematic constraints such as nonholonomic velocity constraints, and dynamic constraints such as frictional constraints and contact force constraints to be incorporated into the planning scheme. The application of this method is illustrated by computing motion plans for several examples, and these motions plans are implemented on an experimental testbed. ©1999 John Wiley & Sons, Inc.  相似文献   

15.
《Computers & Graphics》1997,21(4):483-496
This paper presents a new methodology for model and control of the motion of an (articulated) rigid body for the purposes of animation. The technique uses a parameter optimization method for forward dynamic simulation to obtain a good set of values for the control variables of the system. We model articulated rigid bodies using a moderate number of control nodes, and we linearly interpolate control values between adjacent pairs of these nodes. The interpolated control values are used to determine the forces/torques for the body actuators. We can control total motion duration time, and the control is more flexible than in any other dynamics based animation techniques. We employ a parameter optimization, (or nonlinear programming) method to find a good set of values for the control nodes. We extend this method by using a musculotendon skeletal model for the human body instead of the more commonly used robot model to provide more accurate human motion simulations. Skeletal and musculotendon dynamics enable us to do the human body animation more accurately than ever because the muscle force depends on the geometry of a human as well as on differential kinematic parameters. We show various levels of motion control for forward dynamics animation: ranging from piecewise linear forces/torques control for joints to muscle activation signal control for muscles to generate highly nonlinear forces/torques. This spectrum of control levels provides various nonlinear resulting motions to animators to allow them to achieve effective motion control and physically realistic motion simultaneously. Because our algorithms are heavily dependent on parameter optimization, and since the optimization technique may have difficulty finding a global optimum, we provide a modified optimization method along with various techniques to reduce the search space size. Our parameter optimization based forward dynamic animation and musculotendon dynamics based animation present the first use of such techniques in animation research to date.  相似文献   

16.
Diego  Cecilio  Sergi  Andreu   《Neurocomputing》2009,72(16-18):3624
In this paper, we analyze the insights behind the common approach to the assessment of robot motor behaviors in articulated mobile structures with compromised dynamic balance. We present a new approach to this problem and a methodology that implements it for motor behaviors encapsulated in rest-to-rest motions. As well as common methods, we assume the availability of kinematic information about the solution to the task, but reference is not made to the workspace, allowing the workspace to be free of restrictions. Our control framework, based on local control policies at the joint acceleration level, attracts actuated degrees of freedom (DOFs) to the desired final configuration; meanwhile, the resulting final states of the unactuated DOFs are viewed as an indirect consequence of the profile of the policies. Dynamical systems are used as acceleration policies, providing the actuated system with convenient attractor properties. The control policies, parameterized around imposed simple primitives, are deformed by means of changes in the parameters. This modulation is optimized, by means of a stochastic algorithm, in order to control the unactuated DOFs and thus carry out the desired motor behavior.  相似文献   

17.
Existing work on animation synthesis can be roughly split into two approaches, those that combine segments of motion-capture data, and those that perform inverse kinematics. In this paper, we present a method for performing animation synthesis of an articulated object (e.g. human body and a dog) from a minimal set of body joint positions, following the approach of inverse kinematics. We tackle this problem from a learning perspective. Firstly, we address the need for knowledge on the physical constraints of the articulated body, so as to avoid the generation of a physically impossible poses. A common solution is to heuristically specify the kinematic constraints for the skeleton model. In this paper however, the physical constraints of the articulated body are represented using a hierarchical cluster model learnt from a motion capture database. Additionally, we shall show that the learnt model automatically captures the correlation between different joints through simultaneous modelling of their angles. We then show how this model can be utilised to perform inverse kinematics in a simple and efficient manner. Crucially, we describe how IK is carried out from a minimal set of end-effector positions. Following this, we show how this “learnt inverse kinematics” framework can be used to perform animation syntheses on different types of articulated structures. To this end, the results presented include the retargeting of a flat surface walking animation to various uneven terrains to demonstrate the synthesis of a full human body motion from the positions of only the hands, feet and torso. Additionally, we show how the same method can be applied to the animation synthesis of a dog using only its feet and torso positions.  相似文献   

18.
Hybrid predictive dynamics: a new approach to simulate human motion   总被引:1,自引:0,他引:1  
A new methodology, called hybrid predictive dynamics (HPD), is introduced in this work to simulate human motion. HPD is defined as an optimization-based motion prediction approach in which the joint angle control points are unknowns in the equations of motion. Some of these control points are bounded by the experimental data. The joint torque and ground reaction forces are calculated by an inverse algorithm in the optimization procedure. Therefore, the proposed method is able to incorporate motion capture data into the formulation to predict natural and subject-specific human motions. Hybrid predictive dynamics includes three procedures, and each is a sub-optimization problem. First, the motion capture data are transferred from Cartesian space into joint space by using optimization-based inverse kinematics (IK) methodology. Secondly, joint profiles obtained from IK are interpolated by B-spline control points by using an error-minimization algorithm. Third, boundaries are built on the control points to represent specific joint profiles from experiments, and these boundaries are used to guide the predicted human motion. To predict more accurate motion, the boundaries can also be built on the kinetic variables if the experimental data are available. The efficiency of the method is demonstrated by simulating a box-lifting motion. The proposed method takes advantage of both prediction and tracking capabilities simultaneously, so that HPD has more applications in human motion prediction, especially towards clinical applications.  相似文献   

19.
We present a system to reconstruct subject‐specific anatomy models while relying only on exterior measurements represented by point clouds. Our model combines geometry, kinematics, and skin deformations (skinning). This joint model can be adapted to different individuals without breaking its functionality, i.e., the bones and the skin remain well‐articulated after the adaptation. We propose an optimization algorithm which learns the subject‐specific (anthropometric) parameters from input point clouds captured using commodity depth cameras. The resulting personalized models can be used to reconstruct motion of human subjects. We validate our approach for upper and lower limbs, using both synthetic data and recordings of three different human subjects. Our reconstructed bone motion is comparable to results obtained by optical motion capture (Vicon) combined with anatomically‐based inverse kinematics (OpenSIM). We demonstrate that our adapted models better preserve the joint structure than previous methods such as OpenSIM or Anatomy Transfer.  相似文献   

20.
The solution of the inverse kinematic problem is of the utmost importance in robotic manipulator control. This article proposes a closed-loop scheme for solving the inverse kinematic problem for nonredundant and redundant wrists based on the computation of the Jacobian transpose. The manipulability measure is suitably introduced as a constraint for redundant wrists, by taking advantage of the null space of the Jacobian matrix. The resulting algorithm provides a computational tool to solve a specified orientation trajectory into a joint trajectory. Numerical results with two spherical wrists show the excellent performance of the scheme.  相似文献   

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