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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 184 (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 Nbody 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 computeraided 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 disassembly, motion pla...
Optimal and Efficient Path Planning for PartiallyKnown Environments
 In Proceedings of the IEEE International Conference on Robotics and Automation
, 1994
"... The task of planning trajectories for a mobile robot has received considerable attention in the research literature. Most of the work assumes the robot has a complete and accurate model of its environment before it begins to move; less attention has been paid to the problem of partially known enviro ..."
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Cited by 179 (25 self)
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The task of planning trajectories for a mobile robot has received considerable attention in the research literature. Most of the work assumes the robot has a complete and accurate model of its environment before it begins to move; less attention has been paid to the problem of partially known environments. This situation occurs for an exploratory robot or one that must move to a goal location without the benefit of a floorplan or terrain map. Existing approaches plan an initial path based on known information and then modify the plan locally or replan the entire path as the robot discovers obstacles with its sensors, sacrificing optimality or computational efficiency respectively. This paper introduces a new algorithm, D*, capable of planning paths in unknown, partially known,
Probabilistic Algorithms in Robotics
 AI Magazine vol
"... This article describes a methodology for programming robots known as probabilistic robotics. The probabilistic paradigm pays tribute to the inherent uncertainty in robot perception, relying on explicit representations of uncertainty when determining what to do. This article surveys some of the progr ..."
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Cited by 166 (9 self)
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This article describes a methodology for programming robots known as probabilistic robotics. The probabilistic paradigm pays tribute to the inherent uncertainty in robot perception, relying on explicit representations of uncertainty when determining what to do. This article surveys some of the progress in the field, using indepth examples to illustrate some of the nuts and bolts of the basic approach. Our central conjecture is that the probabilistic approach to robotics scales better to complex realworld applications than approaches that ignore a robot’s uncertainty. 1
The Haptic Display of Complex Graphical Environments
 Proc. of ACM SIGGRAPH
, 1997
"... Force feedback coupled with visual display allows people to interact intuitively with complex virtual environments. For this synergy of haptics and graphics to flourish, however, haptic systems must be capable of modeling environments with the same richness, complexity and interactivity that can be ..."
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Cited by 158 (10 self)
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Force feedback coupled with visual display allows people to interact intuitively with complex virtual environments. For this synergy of haptics and graphics to flourish, however, haptic systems must be capable of modeling environments with the same richness, complexity and interactivity that can be found in existing graphic systems. To help meet this challenge, we have developed a haptic rendering system that allows for the efficient tactile display of graphical information. The system uses a common highlevel framework to model contact constraints, surface shading, friction and texture. The multilevel control system also helps ensure that the haptic device will remain stable even as the limits of the renderer's capabilities are reached. CR Categories and Subject Descriptors: C.3 [Special Purpose and ApplicationBased Systems]: Realtime Systems
Probabilistic Algorithms and the Interactive Museum TourGuide Robot Minerva
, 2000
"... This paper describes Minerva, an interactive tourguide robot that was successfully deployed in a Smithsonian museum. Minerva's software is pervasively probabilistic, relying on explicit representations of uncertainty in perception and control. This article describes ..."
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Cited by 153 (42 self)
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This paper describes Minerva, an interactive tourguide robot that was successfully deployed in a Smithsonian museum. Minerva's software is pervasively probabilistic, relying on explicit representations of uncertainty in perception and control. This article describes
Geometric Shortest Paths and Network Optimization
 Handbook of Computational Geometry
, 1998
"... Introduction A natural and wellstudied problem in algorithmic graph theory and network optimization is that of computing a "shortest path" between two nodes, s and t, in a graph whose edges have "weights" associated with them, and we consider the "length" of a path to be the sum of the weights of t ..."
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Cited by 147 (12 self)
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Introduction A natural and wellstudied problem in algorithmic graph theory and network optimization is that of computing a "shortest path" between two nodes, s and t, in a graph whose edges have "weights" associated with them, and we consider the "length" of a path to be the sum of the weights of the edges that comprise it. Efficient algorithms are well known for this problem, as briefly summarized below. The shortest path problem takes on a new dimension when considered in a geometric domain. In contrast to graphs, where the encoding of edges is explicit, a geometric instance of a shortest path problem is usually specified by giving geometric objects that implicitly encode the graph and its edge weights. Our goal in devising efficient geometric algorithms is generally to avoid explicit construction of the entire underlying graph, since the full induced graph may be very large (even exponential in the input size, or infinite). Computing an optimal
Flocking for multiagent dynamic systems: Algorithms and theory
 IEEE Transactions on Automatic Control
, 2006
"... Submitted to the IEEE Transactions on Automatic Control Technical Report CITCDS 2004005 In this paper, we present a theoretical framework for design and analysis of distributed flocking algorithms. Two cases of flocking in freespace and presence of multiple obstacles are considered. We present th ..."
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Cited by 147 (1 self)
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Submitted to the IEEE Transactions on Automatic Control Technical Report CITCDS 2004005 In this paper, we present a theoretical framework for design and analysis of distributed flocking algorithms. Two cases of flocking in freespace and presence of multiple obstacles are considered. We present three flocking algorithms: two for freeflocking and one for constrained flocking. A comprehensive analysis of the first two algorithms is provided. We demonstrate the first algorithm embodies all three rules of Reynolds. This is a formal approach to extraction of interaction rules that lead to the emergence of collective behavior. We show that the first algorithm generically leads to regular fragmentation, whereas the second and third algorithms both lead to flocking. A systematic method is provided for construction of cost functions (or collective potentials) for flocking. These collective potentials penalize deviation from a class of latticeshape objects called αlattices. We use a multispecies framework for construction of collective potentials that consist of flockmembers, or αagents, and virtual agents associated with αagents called β and γagents. We show that the tracking/migration problem for flocks can be solved using an algorithm with a peertopeer architecture. Each node (or macroagent) of this peertopeer network is the aggregation of all three species of agents. The implication of this fact is that “flocks
RealTime Motion Planning For Agile Autonomous Vehicles
 AIAA JOURNAL OF GUIDANCE, CONTROL, AND DYNAMICS
, 2000
"... ..."
Fast Marching Methods
 SIAM Review
, 1998
"... Fast Marching Methods are numerical schemes for computing solutions to the nonlinear Eikonal equation and related static HamiltonJacobi equations. Based on entropysatisfying upwind schemes and fast sorting techniques, they yield consistent, accurate, and highly efficient algorithms. They are opti ..."
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Cited by 145 (4 self)
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Fast Marching Methods are numerical schemes for computing solutions to the nonlinear Eikonal equation and related static HamiltonJacobi equations. Based on entropysatisfying upwind schemes and fast sorting techniques, they yield consistent, accurate, and highly efficient algorithms. They are optimal in the sense that the computational complexity of the algorithms is O(N log N ), where N is the total number of points in the domain. The schemes are of use in a variety of applications, including problems in shape offsetting, computing distances from complex curves and surfaces, shapefromshading, photolithographic development, computing rst arrivals in seismic travel times, construction of shortest geodesics on surfaces, optimal path planning around obstacles, and visibility and reection calculations. In this paper, we review the development of these techniques, including the theoretical and numerical underpinnings, provide details of the computational schemes including higher order versions,...
On ThreeLayer Architectures
 Artificial Intelligence and Mobile Robots
, 1998
"... firestorm of interest in autonomous robots with the introduction of the Subsumption architecture 1 [Brooks86]. At the time, the dominant view in the AI community was that a control system for an autonomous mobile robot should be decomposed into three functional elements: a sensing system, a planning ..."
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Cited by 142 (1 self)
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firestorm of interest in autonomous robots with the introduction of the Subsumption architecture 1 [Brooks86]. At the time, the dominant view in the AI community was that a control system for an autonomous mobile robot should be decomposed into three functional elements: a sensing system, a planning system, and an execution system [Nilsson80]. The job of the sensing system is to translate raw sensor input (usually sonar or vision data) into a world model. The job of the planner is to take the world model and a goal and generate a plan to achieve the goal. The job of the execution system is to take the plan and generate the actions it prescribes. The senseplanact (SPA) approach has two significant architectural features. First, the flow of