Motion Planning for Character Animation and Computer Games - PowerPoint PPT Presentation

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Motion Planning for Character Animation and Computer Games

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Automatic generation of human/robot arm motions to complete manipulation tasks ... Known as multi-arm manipulation planning problem ... – PowerPoint PPT presentation

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Title: Motion Planning for Character Animation and Computer Games


1
Motion Planning for Character Animation and
Computer Games
  • Luv Kohli
  • COMP290-058
  • October 13, 2003

2
Outline
  • Planning Motions with Intentions
  • Dynamic Autonomous Agents Game Applications
  • Better Group Behaviors in Complex Environments
    using Global Roadmaps

3
Planning Motions with IntentionsY. Koga, K.
Kondo, J. Kuffner, Jean-Claude Latombe
4
Motion with Intention?
  • A motion driven by the intent to accomplish some
    task
  • Non-predictable
  • Not described by laws of physics

5
Task-based Animation
  • Animation of figures automatically computed by
    motion planner
  • Animator concentrates on creating imaginative
    graphics instead of moving figures realistically

6
Manipulation Planning
  • Subset of task-based animation
  • Automatic generation of human/robot arm motions
    to complete manipulation tasks
  • Contrast with passive system (e.g. ball falling)
    arms move with the intention of completing some
    task

7
Problem
  • Find a collision-free path for arms to grasp and
    then carry a moveable object from an initial
    location to a goal location
  • Known as multi-arm manipulation planning problem
  • Must account for the ability of arms to change
    grasp (ungrasp/regrasp) of the object

8
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9
Planner
  • Input
  • Geometry of the environment
  • Initial and goal configurations of the moveable
    object and arms
  • Set of potential grasps of the moveable object
  • Inverse kinematics of the arms

10
Some definitions (1)
  • Stable space (Cstable) set of all legal
    configurations in Cfree where the object is
    statically stable
  • Grasp space (Cgrasp) set of all legal
    configurations in Cfree where one or several arms
    rigidly grasp the object such that they have
    sufficient torque to move it. Cgrasp ? Cstable

11
Some definitions (2)
  • 2 basic types of paths
  • Transit path defines arm motions that do not
    move the object
  • Transfer path defines arm motions that move the
    object
  • Manipulation path - alternate sequence of transit
    and transfer paths that gets from the initial
    position to the goal

12
Composite configuration space
13
Planning approach (1)
  • Each path is a subtask of the total task
  • Two-stage approach
  • Generate series of subtasks to achieve goal
  • Plan transit or transfer paths for each subtask
  • Example grab object, carry it to an intermediate
    location, change grasp, carry object to goal
    location, ungrasp

14
Planning approach (2)
  • Planning a series of subtasks and converting them
    into legal paths is difficult
  • Compromise plan a sequence of transfer tasks
    that are guaranteed to be completed into transfer
    paths
  • Transit tasks are immediately defined
  • Assumes legal transit path exists for each
    transit task

15
Grasp restrictions
  • To simplify the selection of transfer tasks, a
    finite grasp set is predefined
  • Each grasp describes a rigid attachment of the
    end-effector(s) of one or several arms with the
    object

16
Generating transfer tasks (1)
  • A path Tobj that moves the object from its
    initial to its goal configuration is created
  • The planner attempts to use the same grasp or set
    of grasps for as long as possible
  • Tobj is computed using RPP (Randomized Path
    Planner)

17
Generating transfer tasks (2)
  • RPP generates Tobj as list of adjacent
    configurations in a fine grid placed over Cobj
  • Original RPP only checks that each inserted
    configuration is collision-free
  • Use a modified RPP verifies that the object can
    be grasped using a grasp from the grasp set

18
Generating transfer tasks (3)
  • grasp assignment - associates an element of the
    grasp set and the identity of the grasping arm(s)
  • The planner enumerates all grasp assignments at
    the initial configuration
  • Keeps a list of valid grasp assignments (no
    collisions)
  • This list is associated with initial configuration

19
Generating transfer tasks (4)
  • Before inserting a new configuration, prune the
    list of grasp assignments which are now invalid
  • If the list is empty, reset it to contain all
    possible grasp assignments (as in the initial
    configuration)

20
Generating transfer tasks (5)
  • The same grasp using different arm postures is
    considered a separate grasp assignment
  • Each arm has a non-obstructive configuration
  • The object must be held at all times during
    regrasps

21
Generating transit paths (1)
22
Generating transit paths (2)
  • Difficulty arises when an ungrasp/regrasp is
    required between two transfer tasks
  • In some cases, an intermediate grasp may be
    required
  • Break the transit task into smaller transit
    subtasks such that no two arms have the same
    grasp at the same time

23
Human-Arm Kinematics
  • Model based on two results from neurophysiology
  • Arm and wrist posture mostly independent of each
    other problem can be decoupled
  • Arm posture for pointing determined by simple
    sensorimotor transformation model used to
    determine shoulder and elbow joint angles

24
Arm posture
  • Arm described by four parameters
  • ?, ?, ?, ? - elevation and yaw of upper arm and
    forearm respectively
  • Wrist position (or hand frame) expressed in
    spherical coordinates
  • Azimuth ?, elevation ?, radial distance R

25
Transformation model (1)
  • The sensorimotor transformation model suggests
    that the parameters for arm posture are
    approximated by a linear mapping from the hand
    frame coordinates
  • ? -4.0 1.10R 0.90?
  • ? 39.4 0.54R 1.06?
  • ? 13.2 0.86? 0.11?
  • ? -10.0 1.08? 0.35?

26
Transformation model (2)
  • If the resulting values are legal, then determine
    the wrist joint angles
  • Otherwise enter a tuning phase to adjust the
    values until they are legal

27
Transformation model (3)
  • Wrist joint angles found using standard IK
    techniques. If values are not legal, then closest
    are chosen and improved in final adjustment step
  • Final adjustment step constrained optimization

28
Natural motion
  • Results compared to neurophysiological
    naturalness constraints fit fairly well
  • Dynamics not considered this is OK according to
    neurophysiology
  • Modulation in elevation and yaw in upper arm and
    forearm close to sinusoidal, and techniques
    experimental values match well

29
Results
  • Each human arm has 7 DOF, 19 for each hand
  • Robot has 6 revolute joints and 3 DOF for
    end-effector
  • Grasp set contained 289 grasps, and grasp
    assignment lists of up to 2600 elements
  • (show video)

30
Dynamic Autonomous Agents Game ApplicationsS.
Goldenstein, E. Large, D. Metaxas
31
The problem
  • Want to model autonomous agents in game-like
    environments
  • Real-time
  • Dynamic targets and obstacles in the environment

32
Why?
  • Useful for
  • Simulations
  • Games
  • VR
  • Want agents to exhibit certain behaviors without
    user intervention

33
How?
  • Make use of dynamical systems theory
  • Express intelligent behaviors using systems of
    differential equations
  • Two distinct dynamic systems are combined
  • Movement dynamics controls agent movement
    (heading, velocity)
  • Task dynamics controls agent behavior

34
Heading direction (1)
  • Movement defined by 2D vector representing
    agents heading angle and forward speed
  • Heading angle computed via
  • f is a nonlinear function and env represents the
    state of the environment

35
Heading direction (2)
  • Each element of the environment can attract or
    repel an agent
  • Attractors and repellers are located at the zero
    crossings of f (critical/fixed points)
  • Attractor (target) modeled as
  • ? is angle of targets location relative to
    agents location, and a is constant parameter
    (generally set as 1)

36
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37
Heading direction (3)
  • Obstacles (e.g. enemies or hazards) are distinct
    entities
  • Fire-pits, for example, are clearly more
    dangerous than a large wall.

38
Heading direction (4)
  • Different repellers created using multiplication
    of three functions
  • Ri type of repeller
  • Wi angle-based influence

39
Heading direction (5)
  • Di distance-based influence
  • Repeller (obstacle) modeled as
  • Resulting influence from obstacles

40
Heading direction (6)
  • Heading angle obtained using
  • wtar and wobs are weights obtained through the
    task dynamics system
  • The noise term n allows the system to escape from
    unstable fixed points

41
Example 1
42
Example 2
43
Velocity
  • Simplest possibility constant velocity, but
    potential for many collisions
  • Instead, have agent move faster when no objects
    are near and slower in a crowded area
  • rmin distance to closest obstacle,d1 safety
    distance, t2c time to contact

44
Task dynamics (1)
  • Individually, attractors and repellers work well,
    but their sum might yield problems
  • Instead of a direct sum, use weights determined
    by a second dynamical system that runs at a more
    refined time scale

45
Task dynamics (2)
  • The second system is modeled as
  • ?1, ?2, ?12, and ?21 are parameter functions to
    be designed
  • wtar and wobs are computed based on the
    computation of the fixed points in this system
    (.wtar .wobs 0)

46
Stability analysis (1)
  • This system when chosen arbitrarily may not
    converge to a fixed point, so a stability
    analysis is required
  • This is done using a classical nonlinear
    dynamical system stability analysis
  • It is determined that the system has four
    critical points (0,0), (0,?1), (?1,0), (?A1,
    ?A2), where

47
Stability analysis (2)
48
Stability analysis (3)
  • Based on this information the parameter functions
    can be computed (see paper)

49
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50
Better Group Behaviors in Complex Environments
using Global RoadmapsO. Burchan Bayazit,
Jyh-Ming Lien, Nancy Amato
51
References
  • Y. Koga, K. Kondo, J. Kuffner, J.L. Latombe,
    Planning Motions with Intentions. Proceedings of
    SIGGRAPH 94, ACM SIGGRAPH, 1994, 395-408.
  • Goldenstein, S., Large, E., and Metaxas, D.
    Dynamic Autonomous Agents Game Applications.
    Computer Animation, 1998.
  • O. Burchan Bayazit, Jyh-Ming Lien, Nancy M.
    Amato, Better Group Behaviors using Global
    Roadmaps. Proceedings of the 8th International
    Conference on the Simulation and Synthesis of
    Living Systems (Alife02), December 2002, pp.
    362-370.
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