630 likes | 649 Views
Interactive Reach Planning for Animated Characters Using Hardware Acceleration. Ying Liu Center for Human Modeling and Simulation Department of Computer Information and Science University of Pennsylvania. Overview. The problem Our solutions 3-Step planning Sequential planning
E N D
Interactive Reach Planning for Animated CharactersUsing Hardware Acceleration Ying Liu Center for Human Modeling and Simulation Department of Computer Information and Science University of Pennsylvania
Overview • The problem • Our solutions • 3-Step planning • Sequential planning • Strength guided planning • Summary and discussion • Contributions and future work
Problem Description • Input • 3D environment (workspace) • A human model • A start configuration and a goal location • Output • A collision-free path that specifies all the configurations for the arm to move from the start to the goal
Difficulty • The worst-case time bound for any complete motion planning algorithm is exponential in the dimensionality of the configuration space. • Human arm has 7 degrees of freedom • Shoulder --- 3 • Elbow --- 1 • Wrist --- 3
Goal and Approach • Real time performance • Trading completeness for efficiency • Efficient search • Fast collision detection • Natural movements • Human strength model
Applications • Computer animation • Real-time applications • Ergonomic design • Evaluation of workplaces and maintenance facilities
Basic Approaches • Roadmap • Capture the connectivity of free C-space • Graph search • Potential field • Goal configuration generates an “attractive potential” • Obstacles generate “repulsive potential”
Previous Work • J. Lengyel et al. 1990 (Cornell Univ.) • Use graphics hardware to rasterize C-space • Y. Koga et al. 1994 (Stanford Univ.) • Randomized Path Planner (RPP) • N. Amato et al. 1998 (Texas A&M) • Obstacle-base PRM • L. Kavraki et al. 2000 (Rice Univ.) • Lazy PRM
Previous Work • J. Kuffner et al. 2000 (Stanford Univ.) • Rapidly-exploring Random Trees (RRTs) • M. Garber and M. Lin 2002 (UNC) • Constraint-based • Hardware-accelerated Voronoi diagram
Our Algorithms • 3-Step Planning • Sequential Planning • Strength Guided Planning
Assumptions • For each arm link, all interior surfaces are completely visible from its proximal end • Fixed shoulder position
3-Step Planning • Spatial search • Search paths for end effector in 3D workspace • Inverse kinematics • IKAN • Collision detection • Graphics hardware assisted
Spatial Search • In discretized 3D workspace • Search a path for end effector • Incrementally • Within 6 adjacent neighbors • Top, bottom, left, right, front , back • Best-first search • Distance-to-goal evaluation function
Inverse Kinematics • IKAN [Tolani et al. 2000] • Analytical method • Fast and reliable • One input 3D position, one output configuration
Depth Buffer • Also referred to as Z-buffer. • Consists of an array containing the depth value for each pixel of the image to be displayed. • Updated automatically each time when the scene is rendered.
Collision Detection • Link-wise, hardware-based • Set a virtual camera at the proximal end of a link and the view direction points to its distal end • Render the link only and get the depth map from depth buffer • Render the environment and get depth map • Compare the two depth maps
Experimental Results Arm radius is 0.18. Polygon primitives > 30,000 . Resolution of the depth buffer: 100*100.
Summary • Spatial Search • Fast and easy • Collision detection • Most time-consuming • Hardware helps achieve satisfactory performance • IKAN • Incomplete • Lack of control over the outputs
Sequential Planning • Previous work • [ Ching and Badler 1992 ] and [ Gupta 1998 ] • Basic idea • To plan paths in 3Dworkspace that satisfy certain constraints for wrist, elbow and hand, respectively • Major components • Spatial search • Collision detection
Spatial Search • Best-first search • For wrist • Least distance-to-goal • For elbow • Least distance-to-move • For hand • Least joint stress
Strength Guided Planning • Human strength • Definition and related topics • Strength data and modeling • Algorithm • Procedure and strategies • Example
Human Strength • Strength is defined as the maximal force or torque that a muscle or a group of muscles can exert in a single voluntary effort under prescribed conditions. • Factors affecting strength • Body configuration, anthropometry, age, gender, handedness, fatigue etc.
Effect of Joint Angles on Strength [Mital and Faard 1990]
Joint Angle Definition [Mital and Faard 1990]
Effect of Joint Angles on Strength [Pandya 1989]
Why Strength ? • Humans adopt postures of minimum discomfort among all feasible body configurations. • [ Jung and Kee 1996 ] and [ Dysart and Woldstad 1996 ] • When the upper-limb are kept in favorable positions, the strength increases and the discomfort decreases. • [ Gil Coury et al. 1998 ]
Preliminary Screening • Joint limits constraint • Fine motion constraint
First Level • Comfortable Strength Level