1Notes  Handing assignment 0 back (at the front of the room)  Read the newsgroup!  Planning to put 16mm films on the web soon (possibly tomorrow)

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Presentation transcript:

1Notes  Handing assignment 0 back (at the front of the room)  Read the newsgroup!  Planning to put 16mm films on the web soon (possibly tomorrow)

2 Forward Kinematics  A simple layered approach  Get the root link moving first (e.g. the pelvis)  Fix the pose outward, link by link (the back and the legs next, then the head, the arms, the hands, the fingers,...)  Great for certain types of motion  General acting, moving in free space,...  Problems when interacting with other objects  How do you make sure fingers are exactly in contact with a doorknob throughout a scene, as the arm moves, as the body moves,...  Even simpler: how do you make sure the feet stay planted on the ground? (avoiding “foot-skate”)

3 Inverse Kinematics (IK)  Keep the same tree structure, fix the root, get the body into roughly the right pose  Specify a target position (maybe orientation too) for an “end-effector”  Solve system of equations for the joint angles that achieve the target  This is really just a user interface for the computer to help you set the joint angles to what you want

4 IK Applications  Obvious application in robotics: robot arm needs to figure out how to reach something  Used in graphics as an efficient UI for animating grasping, contact, foot plants, etc.  Also used in graphics for automatic corrections (later in the term: footskate cleanup)

5 IK issues 1  Too many joints: there are many solutions, how do you pick the best one?  Often add constraints---e.g. keep the arm in the specified plane so it doesn’t rotate wildly  Minimize some quantity---e.g. the sum of squares of differences from original rough pose (or previous frame)  Try to keep poses close to a set of known good poses (e.g. from motion capture data)

6 IK issues 2  Target impossible (or just barely possible) --- not enough degrees of freedom  Try to get as close as possible to the target in some sense  Penalize bad joint angles, huge differences from initial pose  So if pose is only just possible, via some weird unrealistic angles, we don’t do it

7 How do you do IK?  Simple skeletons: analytic solutions may exist  Look up formulas from papers (or textbook)  Not fun, not flexible  More generally: numerical solution of optimization problem  Minimize difference between actual end- effort pose and the target  Possibly include constraints  E.g. joint angle limits, collisions

8 IK as optimization  Unconstrained optimization problem:  In our case:  theta is a vector of all the joint angles  f(.) is a measure of the distance between the pose of the end-effector and the target  Start from an initial guess, use algorithms to steadily make better guesses until close enough

9 Line Search Approach  Say we have guess  k  Pick a “direction” d k to search along  Look for new guess as  k+1 =  k +  d k  Line search: figure out a scalar  (the “step size”) that will make f(  k+1 ) smaller than f(  k )  Assuming d k is scaled properly, simplest algorithm:  Check  =1: if it’s an improvement stop  Otherwise halve  and try again  If d k is “downhill” d k  f<0 then guaranteed to improve if  is small enough

10 Picking the direction  Cyclic Coordinate Descent: in each direction, pick a different axis to move along (adjust just one angle at a time)  Problem 1: scaling isn’t clear  Problem 2: extremely inefficient, might not converge at all  Steepest Descent: use the direction that f(.) is decreasing most rapidly in: -  f  Problem 1: scaling isn’t clear  Problem 2: inefficient for difficult f

11 More on Steepest Descent  Typically we have a nonlinear least-squares problem: f(  )=1/2|x(  )-x target | 2  In this case, -  f=J T (x target -x(  )) where J=∂x/∂  is the Jacobian  Then sometimes this is called the “Jacobian method”