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CS B659: Principles of Intelligent Robot Motion Collision Detection.

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Presentation on theme: "CS B659: Principles of Intelligent Robot Motion Collision Detection."— Presentation transcript:

1 CS B659: Principles of Intelligent Robot Motion Collision Detection

2 Probabilistic Roadmaps How to test for collision?

3 Collision Detection Methods Many different methods In particular: Grid method: good for many simple moving objects of about the same size (e.g., many moving discs with similar radii) Closest-feature tracking: good for moving polyhedral objects Bounding Volume Hierarchy (BVH) method: good for few moving objects with complex and diverse geometry

4 Grid Method  Subdivide space into a regular grid cubic of square bins  Index each object in a bin d

5 Grid Method d Running time is proportional to number of moving objects Useful also to compute pairs of objects within some distance (vision, sound, …)

6 Closest-Feature Tracking (M. Lin and J. Canny. A Fast Algorithm for Incremental Distance Calculation. Proc. IEEE Int. Conf. on Robotics and Automation, 1991)  The closest pair of features (vertex, edge, face) between two polyhedral objects are computed at the start configurations of the objects  During motion, at each small increment of the motion, they are updated  Efficiency derives from two observations:  The pair of closest features changes relatively infrequently  When it changes the new closest features will usually be on a boundary of the previous closest features

7 Closest-Feature Test for Vertex- Vertex Vertex

8 Application: Detecting Self-Collision in Humanoid Robots (J. Kuffner et al. Self-Collision and Prevention for Humanoid Robots. Proc. IEEE Int. Conf. on Robotics and Automation, 2002)

9 BVH with spheres: S. Quinlan. Efficient Distance Computation Between Non-Convex Objects. Proc. IEEE Int. Conf. on Robotics and Automation, 1994. BVH with Oriented Bounding Boxes: S. Gottschalk, M. Lin, and D. Manocha. OBB-Tree: A Hierarchical Structure for Rapid Interference Detection. Proc. ACM SIGGRAPH '96, 1996. Combination of BVH and feature-tracking: S.A. Ehmann and M.C. Lin. Accurate and Fast Proximity Queries Between Polyhedra Using Convex Surface Decomposition. Proc. 2001 Eurographics, Vol. 20, No. 3, pp. 500- 510, 2001. Adaptive bisection in dynamic collision checking: F. Schwarzer, M. Saha, J.C. Latombe. Adaptive Dynamic Collision Checking for Single and Multiple Articulated Robots in Complex Environments, manuscript, 2003. Bounding Volume Hierarchy Method

10  Enclose objects into bounding volumes (spheres or boxes)  Check the bounding volumes first  Decompose an object into two Bounding Volume Hierarchy Method

11  Enclose objects into bounding volumes (spheres or boxes)  Check the bounding volumes first  Decompose an object into two  Proceed hierarchically Bounding Volume Hierarchy Method

12  Enclose objects into bounding volumes (spheres or boxes)  Check the bounding volumes first  Decompose an object into two  Proceed hierarchically Bounding Volume Hierarchy Method

13 BVH is pre-computed for each object Bounding Volume Hierarchy Method

14 BVH in 3D

15 Collision Detection Two objects described by their precomputed BVHs A B C D EF G A B C D EF G

16 Collision Detection A Search tree A A pruning

17 Collision Detection A CCBCBBCBCB Search tree A A A B C D EF G

18 Collision Detection CCBCBBCBCB A Search tree pruning A B C D EF G

19 If two leaves of the BVH’s overlap (here, G and D) check their content for collision Collision Detection CCBCBBCBCB A Search tree GEGEGDGDFEFEFDFD A B C D EF G G D

20 Variant A CCBCBBCBCB Search tree A A A B C D EF G A CACABABA

21 Collision Detection Pruning discards subsets of the two objects that are separated by the BVs Each path is followed until pruning or until two leaves overlap When two leaves overlap, their contents are tested for overlap

22 Search Strategy and Heuristics  If there is no collision, all paths must eventually be followed down to pruning or a leaf node  But if there is collision, it is desirable to detect it as quickly as possible  Greedy best-first search strategy with f(N) = d/(r X +r Y ) [Expand the node XY with largest relative overlap (most likely to contain a collision)] rXrX rYrY d X Y

23 Recursive (Depth-First) Collision Detection Algorithm Test(A,B) 1.If A and B do not overlap, then return 1 2.If A and B are both leaves, then return 0 if their contents overlap and 1 otherwise 3.Switch A and B if A is a leaf, or if B is bigger and not a leaf 4.Set A 1 and A 2 to be A’s children 5.If Test(A 1,B) = 1 then return Test(A 2,B) else return 0

24 Performance Several thousand collision checks per second for 2 three- dimensional objects each described by 500,000 triangles, on a 1-GHz PC

25 Distance Computation M > M, prune

26 Greedy Distance Computation Greedy-Distance(A,B,M) 1.If min-dist(A,B) > M, then return M 2.If A and B are both leaves, then return distance between their contents 3.Switch A and B if A is a leaf, or if B is bigger and not a leaf 4.Set A 1 and A 2 to be A’s children 5.M  min(max-dist(A 1,B), max-dist(A 2,B), M) 6.d 1  Greedy-Distance(A 1,B,M) 7.d 2  Greedy-Distance(A 2,B,M) 8.Return Min(d 1,d 2 ) M (upper bound on distance) is initialized to infinity

27 Approximate Distance Approx-Greedy-Distance(A,B,M,  ) 1.If (1+  )min-dist(A,B) > M, then return M 2.If A and B are both leaves, then return distance between their contents 3.Switch A and B if A is a leaf, or if B is bigger and not a leaf 4.Set A 1 and A 2 to be A’s children 5.M  min(max-dist(A 1,B), max-dist(A 2,B), M) 6.d 1  Approx-Greedy-Distance(A 1,B,M,  ) 7.d 2  Approx-Greedy-Distance(A 2,B,M,  ) 8.Return Min(d 1,d 2 ) M (upper bound on distance) is initialized to infinity

28 Desirable Properties of BVs and BVHs BVs: Tightness Efficient testing Invariance BVH:  Separation  Balanced tree ?

29 Spheres Invariant Efficient to test But tight?

30 Axis-Aligned Bounding Box (AABB)

31  Not invariant  Efficient to test  Not tight

32 Oriented Bounding Box (OBB)

33  Invariant  Less efficient to test  Tight Oriented Bounding Box (OBB)

34 Comparison of BVs SphereAABBOBB Tightness---+ Testing++o Invarianceyesnoyes No type of BV is optimal for all situations

35 Desirable Properties of BVs and BVHs BVs: Tightness Efficient testing Invariance BVH:  Separation  Balanced tree ?

36 Desirable Properties of BVs and BVHs BVs: Tightness Efficient testing Invariance BVH:  Separation  Balanced tree

37 Construction of a BVH Top-down construction At each step, create the two children of a BV Example: For OBB, split longest side at midpoint

38 Computation of an OBB [Gottschalk, Lin, and Manocha, 96]  N points a i = (x i, y i, z i ) T, i = 1,…, N  SVD of A = (a 1 a 2... a N )  A = UDV T where  D = diag(s 1,s 2,s 3 ) such that s 1  s 2  s 3  0  U is a 3x3 rotation matrix that defines the principal axes of variance of the a i ’s  OBB’s directions  The OBB is defined by max and min coordinates of the a i ’s along these directions  Possible improvements: use vertices of convex hull of the a i ’s or dense uniform sampling of convex hull x y X Y rotation described by matrix U

39 Static vs. Dynamic Collision Detection Static checks Dynamic checks

40 Usual Approach to Dynamic Checking (in PRM Planning) 1)Discretize path at some fine resolution e 2)Test statically each intermediate configuration <    too large  collisions are missed   too small  slow test of local paths 1 2 3 2 3 3 3

41 Testing Path Segment vs. Finding First Collision  PRM planning Detect collision as quickly as possible  Bisection strategy  Physical simulation, haptic interaction Find first collision  Sequential strategy

42   too large  collisions are missed   too small  slow test of local paths

43   too large  collisions are missed   too small  slow test of local paths

44 Other Approaches to Dynamic Collision Detection Bounding-volume (BV) hierarchies  Discretization issue Feature-tracking methods [Lin, Canny, 91] [Mirtich, 98] V-Clip [Cohen, Lin, Manocha, Ponamgi, 95] I-Collide [Basch, Guibas, Hershberger, 97] KDS  Geometric complexity issue with highly non-convex objects  Sequential strategy (first collision) that is not efficient for PRM path segments Swept-volume intersection [Cameron, 85] [Foisy, Hayward, 93]  Swept-volumes are expensive to compute. Too much data.  No pre-computed BV hierarchies Algebraic trajectory parameterization [Canny, 86] [Schweikard, 91] [Redon, Kheddar, Coquillard, 00]  High-degree polynomials, expensive  Floating-point arithmetics difficulties  Sequential strategy Combination [Redon, Kheddar, Coquillard, 00] BVH + algebraic parameterization [Ehmann, Lin, 01] BVH + feature tracking  Sequential strategy

45 Exact Collision Detection with Adaptive Bisection Idea: Cover line segment with collision free C-space neighborhoods Use distance computation instead of collision checking

46 How do you show a C-space neighborhood is collision free? Relate changes in C-space to changes in workspace Distance R When moving from (x,y,  ) to (x’,y’,  ’), no point traces out more than distance |x-x’| + |y-y’| + R|  -  ’|

47 For any q and q’ no robot point traces a path longer than: (q,q’) = 3|  q 1 |+2|  q 2 |+|  q 3 | q = (q 1,q 2,q 3 ) q’ = (q’ 1,q’ 2,q’ 3 )  q i = q’ i -q i q1q1 q2q2 q3q3 How do you show a C-space neighborhood is collision free? Relate changes in C-space to changes in workspace

48 If (q,q’) <  (q) +  (q’) then the straight path between q and q’ is collision-free  (q)  (q) = Euclidean distance between robot and obstacles (or lower bound) q1q1 q2q2 q3q3 How do you show a C-space neighborhood is collision free? Relate changes in C-space to changes in workspace

49 q q’ {q” | (q,q”) <  (q)} {q” | (q’,q”) <  (q’)} (q,q’) <  (q) +  (q’)

50 q q’ {q” | (q,q”) <  (q)} {q” | (q’,q”) <  (q’)} (q,q’) <  (q) +  (q’) (q,q’) = (q,q int ) + (q int,q’) <  (q) +  (q’) q int

51 q q’ {q” | (q,q”) <  (q)} {q” | (q’,q”) <  (q’)} Bisection (q,q’) >  (q) +  (q’)

52 Generalization A bound based on point that moves the most may be too restrictive Some links move much less than others Some links may be closer to obstacles than others There might be several interacting robots Instead look at each link individually

53 Generalization Robot(s) and static obstacles treated as collection of rigid bodies A 1, …, A n. i (q,q’): upper bound on length of curve segment traced by any point on A i when robot system is linearly interpolated between q and q’ 1 (q,q’) = |  q 1 | 2 (q,q’) = 2|  q 1 |+|  q 2 | 3 (q,q’) = 3|  q 1 |+2|  q 2 |+|  q 3 | q1q1 q2q2 q3q3

54 Generalization Robot(s) and static obstacles treated as collection of rigid bodies A 1, …, A n. i (q,q’): upper bound on length of curve segment traced by any point on A i when robot system is linearly interpolated between q and q’ If i (q,q’) + j (q,q’) <  ij (q) +  ij (q’) then A i and A j do not collide between q and q’

55 Generalized Bisection Method I.Until Q is not empty do: 1.[q a,q b ] ij  remove-first(Q) 2.If i (q a,q b ) + j (q a,q b )   ij (q a ) +  ij (q b ) then a.q mid  (q a +q b )/2 b.If  ij (q mid ) = 0 then return collision c.Else insert [q a,q mid ] ij and [q mid,q b ] ij into Q II.Return no collision Each pair of bodies is checked independently of the others  priority queue Q of elements [q a,q b ] ij Initially, Q consists of [q,q’] ij for all pairs of bodies A i and A j that need to be tested.

56 Heuristic Ordering Q  Goal: Discover collision quicker if there is one.  Sort Q by decreasing values of: [ i (q a,q b ) + j (q a,q b )] – [  ij (q a ) +  ij (q b )]  Possible extension to multi-segment paths (very useful with lazy collision-checking PRM)

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