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Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environments
, 1995
"... There have been several recent efforts to build behavior-based autonomous creatures. While competent autonomous action is highly desirable, there is an important need to integrate autonomy with "directability". In this paper we discuss the problem of building autonomous animated creatures for intera ..."
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Cited by 199 (13 self)
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There have been several recent efforts to build behavior-based autonomous creatures. While competent autonomous action is highly desirable, there is an important need to integrate autonomy with "directability". In this paper we discuss the problem of building autonomous animated creatures for interactive virtual environments which are also capable of being directed at multiple levels. We present an approach to control which allows an external entity to "direct" an autonomous creature at the motivational level, the task level, and the direct motor level. We also detail a layered architecture and a general behavioral model for perception and action-selection which incorporates explicit support for multi-level direction. These ideas have been implemented and used to develop several autonomous animated creatures. 1. INTRODUCTION Since Reynold's seminal paper in 1987, there have been a number of impressive papers on the use of behavioral models to generate computer animation. The motivati...
Robot Pose Estimation in Unknown Environments by Matching 2D Range Scans
, 1994
"... A mobile robot exploring an unknown environment has no absolute frame of reference for its position, other than features it detects through its sensors. Using distinguishable landmarks is one possible approach, but it requires solving the object recognition problem. In particular, when the robot use ..."
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Cited by 195 (7 self)
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A mobile robot exploring an unknown environment has no absolute frame of reference for its position, other than features it detects through its sensors. Using distinguishable landmarks is one possible approach, but it requires solving the object recognition problem. In particular, when the robot uses two-dimensional laser range scans for localization, it is difficult to accurately detect and localize landmarks in the environment (such as corners and occlusions) from the range scans. In this paper, we develop two new iterative algorithms to register a range scan to a previous scan so as to compute relative robot positions in an unknown environment, that avoid the above problems. The first algorithm is based on matching data points with tangent directions in two scans and minimizing a distance function in order to solve the displacementbetween the scans. The second algorithm establishes correspondences between points in the two scans and then solves the point-to-point least-squares probl...
Orienting Polygonal Parts without Sensors
, 1992
"... In manufacturing, it is often necessary to orient parts prior to packing or assembly. We say that a planar part is polygonal if its convex hull is a polygon. We consider the following problem: given a list of n vertices describing a polygonal part whose initial orientation is unknown, find the short ..."
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Cited by 193 (40 self)
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In manufacturing, it is often necessary to orient parts prior to packing or assembly. We say that a planar part is polygonal if its convex hull is a polygon. We consider the following problem: given a list of n vertices describing a polygonal part whose initial orientation is unknown, find the shortest sequence of mechanical gripper actions that is guaranteed to orient the part up to symmetry in its convex hull. We show that such a sequence exists for any polygonal part by giving an O#n log n# algorithm for finding the sequence. Since the gripper actions do not require feedback, this result implies that any polygonal part can be oriented without sensors.
Path Planning in Expansive Configuration Spaces
- International Journal of Computational Geometry and Applications
, 1997
"... We introduce the notion of expansiveness to characterize a family of robot configuration spaces whose connectivity can be effectively captured by a roadmap of randomly-sampled milestones. The analysis of expansive configuration spaces has inspired us to develop a new randomized planning algorithm. T ..."
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Cited by 188 (34 self)
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We introduce the notion of expansiveness to characterize a family of robot configuration spaces whose connectivity can be effectively captured by a roadmap of randomly-sampled milestones. The analysis of expansive configuration spaces has inspired us to develop a new randomized planning algorithm. This algorithm tries to sample only the portion of the configuration space that is relevant to the current query, avoiding the cost of precomputing a roadmap for the entire configuration space. Thus, it is well-suited for problems where a single query is submitted for a given environment. The algorithm has been implemented and successfully applied to complex assembly maintainability problems from the automotive industry.
Rapidly-Exploring Random Trees: Progress and Prospects
- Algorithmic and Computational Robotics: New Directions
, 2000
"... this paper, which presents randomized, algorithmic techniques for path planning that are particular suited for problems that involve dierential constraints. ..."
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Cited by 185 (24 self)
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this paper, which presents randomized, algorithmic techniques for path planning that are particular suited for problems that involve dierential constraints.
Rapidly-Exploring Random Trees: A New Tool for Path Planning
, 1998
"... We introduce the concept of a Rapidly-exploring Random Tree (RRT) as a randomized data structure that is designed for a broad class of path planning problems. While they share many of the beneficial properties of existing randomized planning techniques, RRTs are specifically designed to handle nonho ..."
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Cited by 184 (15 self)
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We introduce the concept of a Rapidly-exploring Random Tree (RRT) as a randomized data structure that is designed for a broad class of path planning problems. While they share many of the beneficial properties of existing randomized planning techniques, RRTs are specifically designed to handle nonholonomic constraints (including dynamics) and high degrees of freedom. An RRT is iteratively expanded by applying control inputs that drive the system slightly toward randomly-selected points, as opposed to requiring point-to-point convergence, as in the probabilistic roadmap approach. Several desirable properties and a basic implementation of RRTs are discussed. To date, we have successfully applied RRTs to holonomic, nonholonomic, and kinodynamic planning problems of up to twelve degrees of freedom.
Efficient Distance Computation between Non-Convex Objects
- In Proceedings of International Conference on Robotics and Automation
, 1994
"... This paper describes an efficient algorithm for computing the distance between non-convex objects. Objects are modeled as the union of a set of convex components. From this model we construct a hierarchical bounding representation based on spheres. The distance between objects is determined by compu ..."
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Cited by 181 (0 self)
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This paper describes an efficient algorithm for computing the distance between non-convex objects. Objects are modeled as the union of a set of convex components. From this model we construct a hierarchical bounding representation based on spheres. The distance between objects is determined by computing the distance between pairs of convex components using preexisting techniques. The key to efficiency is a simple search routine that uses the bounding representation to ignore most of the possible pairs of components. The efficiency can further be improved by accepting a relative error in the returned result. Several empirical trials are presented to examine the performance of the algorithm. 1. Introduction Computing the distance between objects is a common problem in robotics. Using a mathematical model of two objects, we find a point on each object such that the distance between the points is minimized. If one object is a robot and the other object is the union of all the obstacles i...
Path Planning Using Lazy PRM
- In IEEE Int. Conf. Robot. & Autom
, 2000
"... This paper describes a new approach to probabilistic roadmap planners (PRMs). The overall theme of the algorithm, called Lazy PRM, is to minimize the number of collision checks performed during planning and hence minimize the running time of the planner. Our algorithm builds a roadmap in the configu ..."
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Cited by 175 (11 self)
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This paper describes a new approach to probabilistic roadmap planners (PRMs). The overall theme of the algorithm, called Lazy PRM, is to minimize the number of collision checks performed during planning and hence minimize the running time of the planner. Our algorithm builds a roadmap in the configuration space, whose nodes are the user-defined initial and goal configurations and a number of randomly generated nodes. Neighboring nodes are connected by edges representing paths between the nodes. In contrast with PRMs, our planner initially assumes that all nodes and edges in the roadmap are collision-free, and searches the roadmap at hand for a shortest path between the initial and the goal node. The nodes and edges along the path are then checked for collision. If a collision with the obstacles occurs, the corresponding nodes and edges are removed from the roadmap. Our planner either finds a new shortest path, or first updates the roadmap with new nodes and edges, and then searches for a shortest path. The above process is repeated until a collision-free path is returned.
Collision Detection Between Geometric Models: A Survey
- In Proc. of IMA Conference on Mathematics of Surfaces
, 1998
"... In this paper, we survey the state of the art in collision detection between general geometric models. The set of models include polygonal objects, spline or algebraic surfaces, CSG models, and deformable bodies. We present a number of techniques and systems available for contact determination. We a ..."
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Cited by 168 (15 self)
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In this paper, we survey the state of the art in collision detection between general geometric models. The set of models include polygonal objects, spline or algebraic surfaces, CSG models, and deformable bodies. We present a number of techniques and systems available for contact determination. We also describe several N-body algorithms to reduce the number of pairwise intersection tests. 1 Introduction The goal of collision detection (also known as interference detection or contact determination) is to automatically report a geometric contact when it is about to occur or has actually occurred. The geometric models may be polygonal objects, splines, or algebraic surfaces. The problem is encountered in computer-aided design and machining (CAD/CAM), robotics and automation, manufacturing, computer graphics, animation and computer simulated environments. Collision detection enables simulationbased design, tolerance verification, engineering analysis, assembly and dis-assembly, motion pla...
Fast Computation of Generalized Voronoi Diagrams Using Graphics Hardware
, 1999
"... We present a new approach for computing generalized 2D and 3D Voronoi diagrams using interpolation-based polygon rasterization hardware. We compute a discrete Voronoi diagram by rendering a three dimensional distance mesh for each Voronoi site. The polygonal mesh is a bounded-error approximation of ..."
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Cited by 160 (19 self)
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We present a new approach for computing generalized 2D and 3D Voronoi diagrams using interpolation-based polygon rasterization hardware. We compute a discrete Voronoi diagram by rendering a three dimensional distance mesh for each Voronoi site. The polygonal mesh is a bounded-error approximation of a (possibly) non-linear function of the distance between a site and a 2D planar grid of sample points. For each sample point, we compute the closest site and the distance to that site using polygon scan-conversion and the Z-buffer depth comparison. We construct distance meshes for points, line segments, polygons, polyhedra, curves, and curved surfaces in 2D and 3D. We generalize to weighted and farthest-site Voronoi diagrams, and present efficient techniques for computing the Voronoi boundaries, Voronoi neighbors, and the Delaunay triangulation of points. We also show how to adaptively refine the solution through a simple windowing operation. The algorithm has been implemented on SGI workstations and PCs using OpenGL, and applied to complex datasets. We demonstrate the application of our algorithm to fast motion planning in static and dynamic environments, selection in complex user-interfaces, and creation of dynamic mosaic effects.

