Task-Level Manipulation Planning for
Autonomous Animated Characters
James Kuffner, Jr.
Jean-Claude Latombe
Stanford CS Robotics Laboratory
August 1999
Overview
Our goal is to design software that generates object grasping and
manipulation motions automatically from task-level commands. We
utilize several key tools and techniques originally developed in the
robotics literature, to create manipulation motions for animated
agents.
Inverse Kinematics and Path Planning
Algorithms in computational geometry and robotics have been developed
to compute motions for manipulator arms by configuration space
(C-space) path planning techniques. One can view a human arm as a
robot manipulator arm with 7 degrees of freedom (DOF) from the
shoulder to the wrist, and apply classic C-space path planning
techniques in order to generate joint-space trajectories. However,
due to the high-dimensionality of the space, brute-force search
algorithms are infeasible. As an alternative, we have conducted a
series of experiments utilizing randomized path planning techniques in
order to quickly search the arm joint space for a path connecting an
initial configuration to a goal configuration.
Early Results
In 1994, we performed the first of a series of
experiments in this area, culminating in the production of the
short animated film ENDGAME, which made
its debut at the SIGGRAPH'94 Electronic Theater. The planning
software was developed by Yotto Koga as part of his PhD thesis, and
worked in conjunction with a Human Inverse Kinematics (IK) algorithm
proposed by Koichi Kondo. The particular randomized path planning
(RPP) technique used involved alternating between performing gradient
descent motions on an artificial potential field, and executing random
walks in order to escape any local minima encountered. Several
complicated multi-arm regrasping motions were computed, with
computation times ranging from 3 to 10 minutes. More information as
well as downloadable images and movies
from the ENDGAME project are available.
placing the robot |
opening chess move |
the endgame |
checkmate! |
Recent Results
Over the last decade, randomized search algorithms have been developed
in the robotics literature to perform motion planning in
high-dimensional spaces. We have adapted some of these techniques to
quickly compute reaching and manipulation motions for human arms that
are orders of magnitude faster than our previous experiments. In
particular, we have developed the RRT-Connect
heuristic intended for quickly solving single-query path
planning problems in high-dimensional search spaces. Some computed
examples using the planner along with a human arm model are
illustrated below:
grasping a coffee pot |
using the other hand |
grasping a bottle |
reaching for a flashlight |
finalizing the grasp |
completed grasp |
Real-time "ENDGAME"
In order to demonstrate the speed of the new planning algorithms, we
have created a software application that allows a user to play chess
against an animated character interactively. All of the motions for
the character to grasp, move, and release the game pieces are computed
"on-the-fly", with no precomputation.
Click image to download movie
Quicktime (1.1MB) |
interactive chess (left view) |
interactive chess (right view) |
Virtual Prototyping and Ergonomic Analysis
The planning heuristic was designed to work quickly in configuration
spaces that are relatively free, with large open spaces. This is
ideal for tasks such as moving chess pieces around. However, the
planner can also be used to solve more complicated planning queries
(e.g. queries that involve narrow passages in the configuration
space), but at an increased computational cost.
Thus, the planner can be used for applications such as human ergonomic
analysis for virtual prototyping, in which a designer could verify the
maintainability of a product without having to build expensive
mock-ups.
maintaining a virtual tractor |
reaching for a tool |
performing maintenance |
performing maintenance (top view) |
performing maintenance (closeup) |
driving a virtual car |
verifying the ergonomics of the
steering wheel and stick shift controls |
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