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1.
We present a novel, real-time algorithm for computing the continuous penetration depth (CPD) between two interpenetrating rigid models bounded by triangle meshes. Our algorithm guarantees gradient continuity for the penetration depth (PD) results, unlike conventional penetration depth (PD) algorithms that may have directional discontinuity due to the Euclidean projection operator involved with PD computation. Moreover, unlike prior CPD algorithms, our algorithm is able to handle an orientation change in the underlying model and deal with a topologically-complicated model with holes. Given two intersecting models, we interpolate tangent planes continuously on the boundary of the Minkowski sums between the models and find the closest point on the boundary using Phong projection. Given the high complexity of computing the Minkowski sums for polygonal models in 3D, our algorithm estimates a solution subspace for CPD and dynamically constructs and updates the Minkowski sums only locally in the subspace. We implemented our algorithm on a standard PC platform and tested its performance in terms of speed and continuity using various benchmarks of complicated rigid models, and demonstrated that our algorithm can compute CPD for general polygonal models consisting of tens of thousands of triangles with a hole in a few milli-seconds while guaranteeing the continuity of PD gradient. Moreover, our algorithm can compute more optimal PD values than a state-of-the-art PD algorithm due to the dynamic Minkowski sum computation.  相似文献   

2.
We present a new approach for computing the voxelized Minkowski sum (excluding any enclosed voids) of two polyhedral objects using programmable Graphics Processing Units (GPUs). We first cull out surface primitives that will not contribute to the final boundary of the Minkowski sum, analyzing and adaptively bounding the rounding errors of the culling algorithm to solve the floating point error problem. The remaining surface primitives are then rendered to depth textures along six orthogonal directions to generate an initial solid voxelization of the Minkowski sum. Finally we employ fast flood fill to find all the outside voxels. We generate both solid and surface voxelizations of Minkowski sums without enclosed voids and support high volumetric resolution of 10243 with low video memory cost. The whole algorithm runs on the GPU and is at least one order of magnitude faster than existing boundary representation (B-rep) based algorithms. It avoids the large number of 3D Boolean operations needed in most existing algorithms and is easy to implement. The voxelized Minkowski sums can be used in a variety of applications including motion planning and penetration depth computation.  相似文献   

3.
We present an algorithm for computing the global penetration depth between an articulated model and an obstacle or between the distinctive links of an articulated model. In so doing, we use a formulation of penetration depth derived in configuration space. We first compute an approximation of the boundary of the obstacle regions using a support vector machine in a learning stage. Then, we employ a nearest neighbor search to perform a runtime query for penetration depth. The computational complexity of the runtime query depends on the number of support vectors, and its computational time varies from 0.03 to 3 milliseconds in our benchmarks. We can guarantee that the configuration realizing the penetration depth is penetration free, and the algorithm can handle general articulated models. We tested our algorithm in robot motion planning and grasping simulations using many high degree of freedom (DOF) articulated models. Our algorithm is the first to efficiently compute global penetration depth for high-DOF articulated models.  相似文献   

4.
We present an algorithmic solution to the robustness problem in computational geometry, called controlled linear perturbation, and demonstrate it on Minkowski sums of polyhedra. The robustness problem is how to implement real RAM algorithms accurately and efficiently using computer arithmetic. Approximate computation in floating point arithmetic is efficient but can assign incorrect signs to geometric predicates, which can cause combinatorial errors in the algorithm output. We make approximate computation accurate by performing small input perturbations, which we compute using differential calculus. This strategy supports fast, accurate Minkowski sum computation. The only prior robust implementation uses a less efficient algorithm, requires exact algebraic computation, and is far slower based on our extensive testing.  相似文献   

5.
Given two objects A and B with piecewise smooth boundary we discuss the computation of the boundary Γ of the Minkowski sum A + B. This boundary surface Γ is part of the envelope when B is moved by translations defined by vectors a  A, or vice versa. We present an efficient algorithm working for dense point clouds or for triangular meshes. Besides this the global self-intersections of the boundary Γ are detected and resolved. Additionally we point to some relations between Minkowski sums and kinematics, and compute local quadratic approximations of the envelope.  相似文献   

6.
We present a novel method for fast retrieval of exact Minkowski sums of pairs of convex polytopes in R3, where one of the polytopes frequently rotates. The algorithm is based on pre-computing a so-called criticality map, which records the changes in the underlying graph structure of the Minkowski sum of the two polytopes, while one of them rotates. We give tight combinatorial bounds on the complexity of the criticality map when the rotating polytope rotates about one, two, or three axes. The criticality map can be rather large already for rotations about one axis, even for summand polytopes with a moderate number of vertices each. We therefore focus on the restricted case of rotations about a single, though arbitrary, axis.Our work targets applications that require exact collision detection such as motion planning with narrow corridors and assembly maintenance where high accuracy is required. Our implementation handles all degeneracies and produces exact results. It efficiently handles the algebra of exact rotations about an arbitrary axis in R3, and it well balances between preprocessing time and space on the one hand, and query time on the other.We use Cgal arrangements and in particular the support for spherical Gaussian maps to efficiently compute the exact Minkowski sum of two polytopes. We conducted several experiments (i) to verify the correctness of the algorithm and its implementation, and (ii) to compare its efficiency with an alternative (static) exact method. The results are reported.  相似文献   

7.
We present a novel technique for the efficient boundary evaluation of sweep operations applied to objects in polygonal boundary representation. These sweep operations include Minkowski addition, offsetting, and sweeping along a discrete rigid motion trajectory. Many previous methods focus on the construction of a polygonal superset (containing self‐intersections and spurious internal geometry) of the boundary of the volumes which are swept. Only few are able to determine a clean representation of the actual boundary, most of them in a discrete volumetric setting. We unify such superset constructions into a succinct common formulation and present a technique for the robust extraction of a polygonal mesh representing the outer boundary, i.e. it makes no general position assumptions and always yields a manifold, watertight mesh. It is exact for Minkowski sums and approximates swept volumes polygonally. By using plane‐based geometry in conjunction with hierarchical arrangement computations we avoid the necessity of arbitrary precision arithmetics and extensive special case handling. By restricting operations to regions containing pieces of the boundary, we significantly enhance the performance of the algorithm.  相似文献   

8.
《Advanced Robotics》2013,27(6-7):893-921
Visual odometry refers to the use of images to estimate the motion of a mobile robot. Real-time systems have already been demonstrated for terrestrial robotic vehicles, while a near real-time system has been successfully used on the Mars Exploration Rovers for planetary exploration. In this paper, we adapt this method to estimate the motion of a hopping rover on an asteroid surface. Due to the limited stereo depth resolution and the continuous rotational motion on a hopping rover, we propose to use a system of multiple monocular cameras. We describe how the scale of the scene observed by different cameras without overlapping views can be transferred between the cameras, allowing us to reconstruct a single continuous trajectory from multiple image sequences. We describe the implementation of our algorithm and its performance under simulation using rendered images.  相似文献   

9.
A skilled welder may produce quality welds with a desired weld penetration depth based on his/her observation on weld pool surface. In a recent study the authors found that the arc voltage change during the peak current period in pulsed gas metal arc welding is a relevant measurement of the weld pool surface that can estimate the penetration depth. A system is thus developed to measure the arc voltage and control its change as output using the base current period as input and the necessity to use relatively complex sensors such as imaging systems is avoided. Analysis shows that the resultant process being controlled is time-varying, noisy, and nonlinear. After simplification into a linear system, an adaptive interval model control system has been designed. Experimental results confirmed the effectiveness of the adaptive interval model control algorithm and the developed control system.  相似文献   

10.
We take a look at the problem of deciding whether two convex shapes intersect or not. We do so through the well known lens of Minkowski sums and with a bias towards applications in computer graphics and robotics. We describe a new technique that works explicitly on the unit sphere, interpreted as the sphere of directions. In extensive benchmarks against various well-known techniques, ours is found to be slightly more efficient, much more robust and comparatively easy to implement. In particular, our technique is compared favorably to the ubiquitous algorithm of Gilbert, Johnson and Keerthi (GJK), and its decision variant by Gilbert and Foo. We provide an in-depth geometrical understanding of the differences between GJK and our technique and conclude that our technique is probably a good drop-in replacement when one is not interested in the actual distance between two non-intersecting shapes.  相似文献   

11.
Minkowski sum is an important operation. It is used in many domains such as: computer-aided design, robotics, spatial planning, mathematical morphology, and image processing. We propose a novel algorithm, named the Contributing Vertices-based Minkowski Sum (CVMS) algorithm for the computation of the Minkowski sum of convex polyhedra. The CVMS algorithm allows to easily obtain all the facets of the Minkowski sum polyhedron only by examining the contributing vertices—a concept we introduce in this work, for each input facet. We exploit the concept of contributing vertices to propose the Enhanced and Simplified Slope Diagram-based Minkowski Sum (ESSDMS) algorithm, a slope diagram-based Minkowski sum algorithm sharing some common points with the approach proposed by Wu et al. [Wu Y, Shah J, Davidson J. Improvements to algorithms for computing the Minkowski sum of 3-polytopes. Comput Aided Des. 2003; 35(13): 1181-92]. The ESSDMS algorithm does not embed input polyhedra on the unit sphere and does not need to perform stereographic projections. Moreover, the use of contributing vertices brings up more simplifications and improves the overall performance. The implementations for the mentioned algorithms are straightforward, use exact number types, produce exact results, and are based on CGAL, the Computational Geometry Algorithms Library. More examples and results of the CVMS algorithm for several convex polyhedra can be found at http://liris.cnrs.fr/hichem.barki/mksum/CVMS-convex.  相似文献   

12.
This study proposes glowworm swarm optimization (GSO) algorithm to estimate an improved value of machining performance measurement. GSO is a recent nature-inspired optimization algorithm that simulates the behavior of the lighting worms. To the best our knowledge, GSO algorithm has not yet been used for optimization practice particularly in machining process. Three cutting parameters of end milling that influence the machining performance measurement, minimum surface roughness, are cutting speed, feed rate and depth of cut. Taguchi method is performed for experimental design. The analysis of variance is applied to investigate effects of cutting speed, feed rate and depth of cut on surface roughness. GSO has improved machining process by estimating a much lower value of minimum surface roughness compared to the results of experimental and particle swarm optimization.  相似文献   

13.
In many common real-world and virtual environments, there are a significant number of repeated objects, primarily varying in size. Similarly, in many complex machines, there are a significant number of parts which also vary in size rather than shape. This repetition saves in both design and production costs. Recent research in robotics has also shown that exploiting workspace repetition can significantly increase efficiency. In this paper, we address the need to support computation reuse in fundamental operations. To this end, we propose an algorithm to reuse the computation of the Minkowski sum when an object is transformed by uniform scaling. The Minkowski sum is a fundamental operation in many areas of robotics, such as motion planning, computer vision, and mathematical morphology, and has been studied extensively over the last four decades. We present two methods for dynamically updating Minkowski sums under scaling, the first of which updates the sum under uniform scaling of arbitrary polygons and polyhedra, and the second of which updates the sum under non-uniform scaling of convex polyhedra. Ours are the first methods that study the Minkowski sum under this type of transformation. Our results show speed gains between one and two orders of magnitude over recomputing the Minkowski sum from scratch for each repeated object, and we discuss applications for motion planning, CAD, rapid prototyping, and shape decomposition.  相似文献   

14.
We present the first exact and robust implementation of the 3D Minkowski sum of two non-convex polyhedra. Our implementation decomposes the two polyhedra into convex pieces, performs pairwise Minkowski sums on the convex pieces, and constructs their union. We achieve exactness and the handling of all degeneracies by building upon 3D Nef polyhedra as provided by Cgal. The implementation also supports open and closed polyhedra. This allows the handling of degenerate scenarios like the tight passage problem in robot motion planning. The bottleneck of our approach is the union step. We address efficiency by optimizing this step by two means: we implement an efficient decomposition that yields a small number of convex pieces, and develop, test and optimize multiple strategies for uniting the partial sums by consecutive binary union operations. The decomposition that we implemented as part of the Minkowski sum is interesting in its own right. It is the first robust implementation of a decomposition of polyhedra into convex pieces that yields at most O(r 2) pieces, where r is the number of edges whose adjacent facets comprise an angle of more than 180 degrees with respect to the interior of the polyhedron. This work was partially supported by the Netherlands’ Organisation for Scientific Research (NWO) under project no. 639.023.301.  相似文献   

15.
We present an exact implementation of an efficient algorithm that computes Minkowski sums of convex polyhedra in R3. Our implementation is complete in the sense that it does not assume general position. Namely, it can handle degenerate input, and it produces exact results. We also present applications of the Minkowski-sum computation to answer collision and proximity queries about the relative placement of two convex polyhedra in R3. The algorithms use a dual representation of convex polyhedra, and their implementation is mainly based on the Arrangement package of Cgal, the Computational Geometry Algorithm Library. We compare our Minkowski-sum construction with the only three other methods that produce exact results we are aware of. One is a simple approach that computes the convex hull of the pairwise sums of vertices of two convex polyhedra. The second is based on Nef polyhedra embedded on the sphere, and the third is an output-sensitive approach based on linear programming. Our method is significantly faster. The results of experimentation with a broad family of convex polyhedra are reported. The relevant programs, source code, data sets, and documentation are available at http://www.cs.tau.ac.il/~efif/CD and a short movie [Fogel E, Halperin D. Video: Exact Minkowski sums of convex polyhedra. In: Proceedings of 21st annual ACM symposium on computational geometry. 2005. p. 382-3] that describes some of the concepts portrayed in this paper can be downloaded from http://www.cs.tau.ac.il/~efif/CD/Mink3d.avi.  相似文献   

16.
Several algorithms are suggested for recovering depth and orientation maps of a surface from its image intensities. They combine the advantages of stereo vision and shape-from-shading (SFS) methods. These algorithms generate accurate, unambiguous and dense surface depth and orientation maps. Most of the existing SFS algorithms cannot be directly extended to combine stereo images because the recovery of surface depth and that of orientation are separated in these formulations. We first present an SFS algorithm that couples the generation of depth and orientation maps. This formulation also ensures that the reconstructed surface depth and its orientation are consistent. The SFS algorithm for a single image is then extended to utilize stereo images. The correspondence over stereo images is established simultaneously with the generation of surface depth and orientation. An alternative approach is also suggested for combining stereo and SFS techniques. This approach can be used to combine needle maps which are directly available from other sources such as photometric stereo. Finally we present an algorithm to combine sparse depth measurements with an orientation map to reconstruct a surface. The same algorithm can be combined with the above algorithms for solving the SFS problem with sparse depth measurements. Thus various information sources can be used to accurately reconstruct a surface.  相似文献   

17.
Many shapes resulting from important geometric operations in industrial applications such as Minkowski sums or volume swept by a moving object can be seen as the projection of higher dimensional objects. When such a higher dimensional object is a smooth manifold, the boundary of the projected shape can be computed from the critical points of the projection. In this paper, using the notion of polyhedral chains introduced by Whitney, we introduce a new general framework to define an analogous of the set of critical points of piecewise linear maps defined over discrete objects that can be easily computed. We illustrate our results by showing how they can be used to compute Minkowski sums of polyhedra and volumes swept by moving polyhedra.  相似文献   

18.
A Minkowski sum is a geometric operation that is equivalent either to the vector additions of all points in two operands or to the sweeping of one operand around the profile of the other without changing the relative orientation. Applications of Minkowski sums are found in computer graphics, robotics, spatial planning, and CAD. This paper presents two algorithms for computing Minkowski sum of convex polyhedron in three space (3-polytopes). Both algorithms are improvements on current ones found in the literature. One is based on convex hulls and the other on slope diagrams. The original convex hull based Minkowski algorithm is costly, while the original slope diagram based algorithms require the operation of stereographic projection from 3D to 2D for merging the slope diagrams of the two operands. Implementation of stereographic projection is complicated which increases the computation time and reduces the accuracy of the geometric information that is needed for constructing the resultant solid. This paper reports on improvements that have been made to these two algorithms and their implementation. These improvements include using vector operations to find the interrelations between points, arcs and regions on a unit sphere for the slope diagram algorithm, and addition of a pre-sorting procedure before constructing convex hull for convex hull based Minkowski sum algorithm. With these improvements, the computation time and complexity for both algorithms have been reduced significantly, and the computational accuracy of the slope diagram algorithm has been improved. This paper also compares these two algorithms to each other and to their original counterparts. The potential for extending these algorithms to higher dimensions is briefly discussed.  相似文献   

19.
The existing approaches support Minkowski sums for the boundary, set-theoretic, and ray representations of solids. In this paper, we consider the Minkowski sum operation in the context of geometric modeling using real functions. The problem is to find a real function f3(X) for the Minkowski sum of two objects defined by the inequalities f1(X) ≥ 0 and f2(X) ≥ 0. We represent the Minkowski sum as a composition of other operations: the Cartesian product, resulting in a higher-dimensional object, and a mapping to the original space. The Cartesian product is realized as an intersection in the higher-dimensional space, using an R-function. The mapping projects the resulting object along n coordinate axes, where n is the dimension of the original space. We discuss the properties of the resulting function and the problems of analytic and numeric implementation, especially for the projection operation. Finally, we apply Minkowski sums to implement offsetting and metamorphosis between set-theoretic solids with curvilinear boundaries.  相似文献   

20.
针对当前行人航位推算系统因行人随意性行走、传感器漂移等造成行人步长估计不精确、方向计算误差累积问题,提出了一种基于神经网络和智能手机内置多传感器融合的PDR室内定位方法.首先利用加速计采集的传感器数据和移动距离数据训练BP神经网络,将训练好的BP神经网络模型进行行人移动距离预测,然后根据行人行走步伐的连续性特点和传感器输出之间的相关性,设计了一种微航向角融合的方向估计算法.该算法通过对行走过程中的情况进行分类以获得可靠的传感器源,利用3种微航向角进行分类加权融合,最终获得行人行走方向的精确估计.实验结果表明,通过行人移动距离预测和微航向角融合算法能够实现得较好的定位效果.  相似文献   

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