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Geometric reasoning about mechanical assembly

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Title: Geometric reasoning about mechanical assembly


1
Geometric reasoning about mechanical assembly
  • By Randall H. Wilson and Jean-Claude Latombe

Henrik Tidefelt
2
Topics
  • Automatic generation of assembly algorithms
  • Characterization of the complexity of assembly
    designs

3
Assembly tree
  • An assembly algorithm (plan) is constructed by
    splitting the target into smaller and smaller
    subsystems.
  • This yields a partial order in time of assembly
    instructions.

4
Assembly planning using the generate-and-test
strategy
  • Relax some constraints to come up with candidate
    algorithms (assembly trees).
  • At least, the constraints imposed by the
    manipulating system are ignored.
  • Search the candidates for globally feasible ones.
    (Motion planning including the manipulating
    system.)

5
NDBG
  • The non-directional blocking graph represents how
    the parts in an assembly are constraining each
    other.
  • It is useful for efficient generation of
    candidate algorithms during assembly planning,
    and also for complexity evaluation of mechanical
    assemblies.
  • The NDBG - and hence its interpretation - is a
    function of the family of motions that is
    considered.

6
DBG
  • The directional blocking graph only takes into
    consideration motions in a particular direction
    d.
  • There is one node per part, and an arrow from
    part p1 to part p2 if p2 is blocking p1 in the
    direction d.

DBGs for infinitesimal translation along d
7
DGB
  • A strongly connected component can not be
    (dis)assembled along the direction d.

8
DBG
  • A subset with no outgoing arcs is locally free to
    translate in the direction d,
  • But there is no guarantee that this cut
    corresponds to a globally feasible assembly plan.

9
NDBG
  • S, the set of all directions, can be divided into
    intervals over which the DBG is constant. These
    intervals are called regular regions.
  • The NDBG is a structure associating each regular
    region with a corresponding DBG.

10
Computing the NDBG
  • Given an assembly of parts, we can find the
    regular regions by cutting S in every direction
    that is parallel with an edge in contact with
    another part.
  • Every cutting direction is a regular region, as
    are the open intervals separated by the cuts.
  • Compute DBG for each regular region.

11
Computing the DBG
  • The DBG is represented as an n by n adjacency
    matrix, where n is the number of parts.
  • First, clear the whole matrix.
  • Then, pick an arbitrary direction d in the region
    and evaluate each edge contact.

12
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13
Time complexity
  • Let c be the number of edge contacts.
  • There are O(c) regular regions.
  • Each DBG is computed by considering c edge
    contacs.
  • Computing a NDBG in this way takes O(c2) time.

14
Improvements
  • Instead of considering all c directions of edge
    contact, we can look at each pair of parts in
    contact and find the direction along which they
    can slide along each other.
  • These are the only directions that need to be
    considered.
  • Let there be r pairs of parts in contact.
    Finding the r directions takes O( c r log r )
    time, and after addition of the r2 time it takes
    to compute all adjacency matrices, the total time
    becomesO( c r2 ).
  • It is guaranteed that r c, and in many cases r
    ltlt c.

15
More improvements
  • It is possible to exploit the fact that adjacent
    DBGs are similar, resulting in an O( r2 )
    algorithm.
  • If the application only makes use of one DBG at a
    time, and can do that in an order so that
    subsequent regular regions are also adjacent,
    only one DBG needs to be stored at any time.

16
Other kinds of NDBGs
  • So far, we have only seen NDBGs representing
    local freedom of translation in the plane, i e
    limitations on infinitesimal translations in the
    plane, but the NDBG is suitable for other kinds
    of motions too
  • Infinitesimal generalized motions (local freedom
    of translation and rotation)
  • Infinite translations
  • Extension to 3D

17
Complexity evaluation
  • Aiming at supporting the designer of mechanical
    assemblies to create products that are easy to
    mass-produce and maintain.
  • Compare with the importance of knowing the time
    and space complexity of a computer algorithm.
  • To automate the complexity evaluation we need
    algebraic complexity measures.

18
Complexity measures
There exist an algorithm where each instruction
involves at most p 1 moving subsets, and p - 1
hands are not sufficient.
  • p-handed
  • Monotonic?
  • m-prismatic
  • Stack?
  • Length
  • Linearizable?
  • Degree of form closure

19
Complexity measures
  • p-handed
  • Monotonic?
  • m-prismatic
  • Stack?
  • Length
  • Linearizable?
  • Degree of form closure

Every instruction moves a subassembly to its
final position relative some other subassembly.
20
Complexity measures
  • p-handed
  • Monotonic?
  • m-prismatic
  • Stack?
  • Length
  • Linearizable?
  • Degree of form closure

There exist an algorithm where the instructions
move each subset in a way that can be described
by a sequence of at most m extended translations.
m - 1 is not enough.
21
Complexity measures
  • p-handed
  • Monotonic?
  • m-prismatic
  • Stack?
  • Length
  • Linearizable?
  • Degree of form closure

Length of longest sequence of instructions.
1-handed, moving only one part per instruction.
Fingers needed to grasp subassemblies with form
closure.
22
Example
  • The assembly has three parts, so if it is
    admissible, it will be at least 2-handed
    monotonic.
  • Given that we may only do translations, is it
    1-handed monotonic?
  • Given translation and rotation?

23
2-handed monotonic
24
1-handed translations not monotonic
25
1-handed translation and rotationmonotonic
26
NDBGs and complexity evaluation
  • All 1-handed assembly algorithms that are correct
    for infinitesimal translations can be extracted
    from the assemblys NDBG.
  • This leaves a polynomial set of algorithms to try
    to see if the assembly is 1-handed monotonic
    prismatic, or linearizable for translations.

27
NDBGs and complexity evaluation
  • The NDBG can be used to compute an upper bound on
    the number of fingers required to give a
    subassembly form closure
  • By identifying loose parts of the assembly in the
    NDBG, we can find appropriate placed to place
    fingers on.
  • We add a finger at a time until the assembly has
    the form closure property, updating the NDBG
    after each modification.
  • (Force closure might be more practical.)

28
NDBGs and complexity evaluation
  • All 1-handed monotonic 1-prismatic assembly
    algorithms can be extracted from the NDBG of
    infinite translations.
  • The product is a stack iff such an algorithm can
    be extracted from a single DBG.

29
Conclusions
  • The NDBG can be used both for generation of
    assembly algorithms and for complexity evaluation
    of mechanical assemblies.
  • Assembly planning using NDBGs is done in
    generate-and-test fashion.
  • Complexity evaluation can help designers design
    products that are suitable for mass-production
    and easy to maintain.
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