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Motion and Manipulation

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Presentation on theme: "Motion and Manipulation"— Presentation transcript:

1 Motion and Manipulation
2011/2012 Frank van der Stappen Game and Media Technology

2 Context Robotics Games (VEs) Geometry

3 Contents Introduction Geometric Modelling Motion Kinematics
Configuration Space Path Planning Algorithms Collision Detection Extensions to Basic Planning

4 Contents Manipulation Kinematics for Linkages Inverse Kinematics
Projective Geometry Grasping Non-prehensile Manipulation

5 Basic Motion Planning Given a workspace W, a robot A of fixed and known shape moving freely in W, a collection of obstacles B of fixed and known shape and location, W A B

6 Basic Motion Planning and an initial and a final placement for A,
find a path for A connecting these two placements along which it avoids collision with the obstacles from B [80s] Solution takes place in high-dimensional configuration space C

7 Motion Planning with Constraints
Non-holonomic systems: differential constraints [early 90s]

8 Motion in Complex Environments
Applications for logistics: assembly, maintenance [late 90s]

9 Motion Planning with Many DOF
Applications in virtual environments [early 00s]

10 Motion in Games Natural paths for characters and cameras

11 Motion in Games Simulation of individuals in crowds and small groups [Guest lecture by Roland Geraerts on September 21]

12 Motion in Games Animation Motion of virtual characters
Facial animation [Course by Arjan Egges in 2nd period]

13 Motions User in a virtual environment: Collision detection
Autonomous entity: Path planning

14 Manipulation: Arms Kinematic constraints

15 Linkages

16 Linkages VR Hardware

17 Holding and Grasping

18 Conventional Manipulation
Anthropomorphic robot arms/hands + advanced sensory systems = expensive not always reliable complex control

19 RISC ‘Simplicity in the factory’ [Whitney 86] instead of ‘ungodly complex robot hands’ [Tanzer & Simon 90] Reduced Intricacy in Sensing and Control [Canny & Goldberg 94] = simple ‘planable’ physical actions, by simple, reliable hardware components simple or even no sensors

20 Manipulation Tasks Fixturing, grasping Feeding
push, squeeze, topple, pull, tap, roll, vibrate, wobble, drop, … Parts Feeder

21 Parallel-Jaw Grippers
Every 2D part can be oriented by a sequence of push or squeeze actions. Shortest sequence is efficiently computable [Goldberg 93].

22 Feeding with ‘Fences’ Every 2D part can be oriented by fences over conveyor belt. Shortest fence design efficiently computable [Berretty, Goldberg, Overmars, vdS 98].

23 Feeding by Toppling Shortest sequence of pins and their heights efficiently computable [Zhang, Goldberg, Smith, Berretty, Overmars 01].

24 Vibratory Bowl Feeders
Shapes of filtering traps efficiently computable [Berretty, Goldberg, Overmars, vdS 01].

25 Course Material Steven M. LaValle, Planning Algorithms, 2006, Chapters 3-7. Hardcopy approximately € Free! Robert J. Schilling, Fundamentals of Robotics: Analysis and Control, 1990, Chapters 1 and 2 (partly) Copies available. Matthew T. Mason, Mechanics of Robotic Manipulation, Price approximately € 50.

26 Teacher Frank van der Stappen http://people.cs.uu.nl/frankst/
Office: Buys Ballotlaboratorium phone: ; Program leader for Game and Media Technology; MSc projects on grasping, manipulation, and path planning

27 Classes Wednesday 15:15-17:00 in BBL-079 MIN-208.
Friday 11:00-12:45 usually in AARD-KLEIN, but in DDW-1.22 on September 23 and in RUPPERT-C MIN-208 on October 14. Written test: first chance: Friday November 11, 13:30-15:30 second chance: Friday January 6, 13:30-15:30 Dates are tentative, check website regularly!

28 Exam Form Written exam about the theory of motion and manipulation; weight 60%. Summary report (> 15 pages of text) in pairs on assigned collection of papers; weight 40% Deadline: Wednesday November 2, 17:00. Additional requirments: Need to score at least 5.0 for written exam to pass course. Need to score at least 4.0 to be admitted to second chance


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