Title: Route Planning
1Route Planning Simulation
- Ming C. Lin
- Department of Computer Science
- University of North Carolina
- http//www.cs.unc.edu/lin
- http//www.cs.unc.edu/geom
- lin_at_cs.unc.edu
2State of Art (I)
- Wide variety of technology, e.g. JSAF, OneSAF,
DARWAR, etc. - Existing systems are very powerful and offer
- Many capabilities
- Flexibility to incorporate new technologies
- e.g. GPU-based LoS computations
3State of Art (II)
- Game physics engines provides pseudo physical
behavior that varies - Online multi-player games becomes increasingly
popular
4What Changes in Simulations
- Yesterday tanks, vehicles, vessels, planes on
open terrain and airspace - Today teams of soldiers on foot, civilians,
insurgency, cluttered urban scenes, dynamic
terrains civil infrastructures
5New Needs
- Add more realistic and higher fidelity
simulations, especially for urban
simulations/scenarios. - Require modeling/simulation of civilians many
independent agents or heterogeneous crowds - Physics-based computations weather effects,
deformable robots, explosions, entity simulation,
spatialized sound effects, shadows, environmental
effects, etc.
6Gaming Technologies for Training?
- Significant advances in rendering, modeling
simulation - Physics not quite there yet
- But, different focuses end goals
- Visually believable, not accurate or reflective
of real situations - Lower fidelity than what may be required for
effective, reliable training
7Some Issues
- Performance vs. Fidelity
- Validation and Verification
- Assessment Evaluation
- Correct training
- Performance enhancement
- Cost saving
8Speed vs. Fidelity/Accuracy
- Multiresolution framework
- Perception-based
- Data driven Physics New Math
9Real-time Path Planning for Virtual Agents in
Dynamic Environments
Sud et al. IEEE VR 2007
10Overview
At each time step
Environment (Static Obstacles, Dynamic
Obstacles, and Agents)
Scripted Behaviors
Multi-agent Navigation Graph
Update
Local Dynamics Collision Detection
Forces to move along path
Path to goal
11Multi-Agent Navigation Graph
- Unified data structure for path planning of
multiple agents - Computed using 1st and 2nd order Voronoi diagrams
12Multi-Agent Navigation Graph
- Unified data structure for path planning of
multiple agents - Computed using 1st and 2nd order Voronoi diagrams
- Advantage
- Provides pairwise proximity information for all
agents simultaneously - Compute collision free paths of all agents from
single MaNG
131st Order Voronoi Diagram (VD1)
Agents
Static Obstacle
141st Order Voronoi Diagram (VD1)
Agents
Static Obstacle
152nd Order Voronoi Diagram (VD2)
16VD1 and VD2
VD1
VD2
17Voronoi Graphs
VG1
VG2
U
182nd nearest nbr graph
2nd order Voronoi graph
1st order Voronoi graph
19MaNG
- Subset of the 2nd nearest neighbor graph
Static Obstacle
20Multi-Agent Navigation Graph
- Unified data structure for path planning of
multiple agents - Computed using 1st and 2nd order Voronoi diagrams
- Advantage Reduce omputation of many 1st order
Voronoi graphs to computation of a single MaNG
21MaNG Planner
- For each agent
- Connect agent (source) to VG2 edges
Agent
22MaNG Planner
- For each agent
- Connect agent (source) to VG2 edges
- Connect destination to VG1 edges
23MaNG Planner
- For each agent
- Connect agent (source) to VG2 edges
- Connect destination to VG1 edges
- Assign edge weights
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24MaNG Planner
- For each agent
- Connect agent (source) to VG2 edges
- Connect destination to VG1 edges
- Assign edge weights
- Graph search
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25MaNG Planner
- For each time step
- Compute MaNG once
- Compute paths for all agents from same MaNG
26MaNG Planner
- 2nd order Voronoi diagram gives proximity to
closest obstacle - Sud et al.06
- Compute force fields at each step
- Repulsive forces from closest obstacle
27MaNG Computation
- Computing exact Voronoi diagram difficult
- Non-linear boundaries
- High complexity
28MaNG Computation
- Computing exact Voronoi diagram difficult
- Compute Discrete Voronoi Diagram (DVD)
- Compute closest site at finite set of points
29MaNG Computation
- Computing exact Voronoi diagram difficult
- Compute Discrete Voronoi Diagram (DVD)
- Interactive computation using GPU Sud et al. 06
- Culling techniques for fast 2D computation (paper)
30Undersampling
- Fixed grid resolution on GPU
31Undersampling
- Disconnected Voronoi regions
- Complex graph
- Solution Local tests to reduce graph complexity
without changing connectivity (paper)
32Demos
- Fruit stealing
- Crowds in urban environment
33Demos
- Fruit stealing
- Dynamic goal update
- Swarming behavior observed
- Crowds in urban environment
34Demo Stealing Fruit
100 Agent simulation at 9 fps
35Demos
- Fruit stealing
- Crowds in small urban environment
- Dynamic obstacles
36Demos Crowd
100 Agent simulation at 10 fps
37Motivation
- Traditional approaches
- Randomized, only considers agent geometry
- Not realistic motion
- Better motion paths
- Requires smoother paths, incorporating physics
38Motivation
- Traditional approaches
- Randomized, only considers agent geometry
- Not realistic motion
- Better motion paths
- Requires smoother paths, incorporating physics
Traditional Straight-line links
39Motivation
- Traditional approaches
- Randomized, only considers agent geometry
- Not realistic motion
- Better motion paths
- Requires smoother paths, incorporating physics
Better Smoother path
Goal
Start
40Motivation Performance
- Motion planning is exponential in agent degrees
of freedom - Traditional Intractable for very high number of
joints, many agents, or incorporating dynamics
300 rotational joints
2,500 rotational joints
41Applications
- Autonomous vehicles
- Search and rescue
- Medical simulations
- Virtual prototyping
- Cable planning
- Multi-agent planning
- Character animation
- Molecular modeling
- Many more!
42Physically-based Motion Planning (PMP)
- Novel motion planning approach
- Goal Generate realistic paths in a practical
amount of time for very complex situations
Planned trajectory for a deforming sphere
43Physically-based Motion Planning
- Approach Bias the planning search by artificial
workspace forces and agent motion equations - Obstacle avoidance
- Guiding paths
- Energy functions
- Agent behavior
- Sensing information
44Planning Architecture
45Applied to Deformable Agents
- Motion equations
- Particle motion in a mass-spring lattice
- Artificial forces
- Volume preservation
- Obstacle avoidance
- Collision resolution
- Goal seeking
46Algorithm Overview
- Roadmap Generation
- Path Estimation
- Path Query
- Advance simulation while satisfy constraints
- min E(x) subject to ?V(x) ?
- Non-penetration
- Volume Preservation
47GPU Acceleration
- GPUs can be utilized to
- accelerate collision detection
- high-level path generation
- link queries
- These optimizations allow each simulation step to
be computed much faster, thus allowing more
complex planning scenarios to be solved in a
reasonable amount of time.
48Benchmark Scenarios
Deforming cylinder in a tunnel agent must deform
to exit.
Deforming sphere in a cup agent deforms to
quickly get to and enter the cup
49Applied to Deformable Agents
50Highly Articulated Chains
- Motion equations
- Articulated body motion equation
- Artificial forces
- Joint configuration
- Path following
- Obstacle avoidance
- Collision resolution
51Challenges
- Chain planning and simulation is expensive
- Each joint adds exponentially
- Exploit temporal coherence to reduce adaptively
reduce problem dimensionality - Goal Fewer active joints
52Reducing dimensionality
- Based on adaptive forward dynamics
- Adaptively determine which sub-bodies behave most
like rigid bodies and rigidify them
At each step, 25 most important joints are
simulated
All joints simulated
53System Demonstrations
Chain with 300 joints must navigate a sequence of
walls
Chain with 600 joints must travel through a tunnel
54Cable Routing on Bridge
A snake robot of 500 links and 500 DOFs with
only 70 DOFs used in this bridge scene
55Search and Rescue
- A snake robot with 2,000 joints searches for a
cavity in debris and then exits
56Pipe inspection
- A snake robot with 2,000 joints inspects pipes
for a leak by coiling around it
57Video Demonstration
58Catheterization Procedures
- In medical and surgical procedures, flexible
catheters are often inserted in human vessels to - Obtain diagnostic information (blood pressure or
flow) - Enhance imaging with the injection of contrast
agents - Provide a mechanism to deliver treatment to a
specific area
59Liver Chemoembolization
- Catheter is used to inject chemotherapy drugs
directly to the blood vessel supplying a liver
tumor - Catheter is inserted into the femoral artery
(near the groin) and advanced into the selected
liver artery
- A fluoroscopic display and the resistance felt
from the catheter are used to determine how it
should be advanced, withdrawn, or rotated - Chemotherapy drugs followed by embolizing agents
are injected through the catheter into the liver
tumor
tumor
catheter
60Motion Planning Application
- Application to plan the path of a flexible
catheter, inserted at the femoral artery, to a
specific liver artery supplying a tumor
- Environment 3D models of the liver and blood
vessels obtained from the 4D NCAT phantom, a
realistic computer model of the human body - Catheter was modeled as a snake robot with 2500
joints with only 10 of joints simulated to
achieve 10x speed up.
61Benchmark Liver (Courtesy of JHU)
A birds eye view of the entire live arteries
A catheter enters the left artery.
A closer view of liver and the internal arteries
62Applied to multiple agents
- Motion equation
- Each agent as constrained particle motion
- Artificial forces
- Roadmap following
- Obstacle/other agent avoidance
- For human agents Social forces
10 red agents among moving spheres
63Reactive Deformation Roadmaps (RDR)
- PMP not restricted to agents
- Reactive roadmaps
- Adjust to moving obstacles, changing environments
- Particle motion
- Physically-based limits on elasticity
Link removed
64Reactive Deformation Roadmap
- Blend together ideas from decoupled planning,
fast path and roadmap modification, and
replanning into a single unified framework - Useful for modeling of heterogeneous crowds as
well
65PMP Conclusions
- General framework practical planning of complex
agents - Incorporates kinematic/geometic, dynamic, and
mechanical constraints - Tighter coupling with agent allows adjustable
behavior