Character
Animation
We work on automatic generation of character
animation. The performance of a motion synthesizer is characterized by the
fulfillment of four requirements: modest dependence on motion capture,
applicability to general motions, naturalness, and accurate positioning.
While none of the existing methods meets all the four requirements, we aim
at developing a synthesizer that satisfies them all. In a motion editing
setting, by enforcing a style similarity constraint to the reference
motion, along with foot/hand position constraints, a desired motion can be
generated by solving a spacetime-constrained optimization problem. To make
the style comparison [spacetime optimization, resp.] more tractable, we
will base its observations [variables, resp.] on a compact representation
of motion. Constraints inherently met by all natural-looking human motions
can be formulated to eliminate some free variables from the
representation.
Trajectory Generation of Mobile
Robots with Application to Robot Soccer Game
The research
objective of our lab is to build a general algorithm for the trajectory
generation of mobile robots that can reach from any initial configuration
to arbitrary configuration. We use maximal curvature as the restriction of
the vehicle in turning radius, and the path length as the criterion to
search the best solution within whole combinations of trajectories. Based
on the Cubic Spiral Method proposed by Y.J.Kanayama in 1997, an improved
method for joining cubic spirals with straight lines is being studied now.
This novel method will amend some drawbacks of the original one and be
extended to suit the mobile robot with both forward and backward motion
abilities. Furthermore, a basic wall-collision and obstacle-collision
avoidance function is also considered for practical use. We are
planning to use this path planning method to study the ball passing
problem of robot soccer games. A ball passing problem includes not only
path planning but also topics of multi-robot cooperation, control strategy
and velocity planning. Robot soccer games held by RoboCup have become a
prevailing activity in recent years. Research institutes and famous
universities all have their own robot soccer teams to participate in
international games. Our lab is working hard to establish one locally.
Collision Detection of
Scaled Convex Polyhedra and its Applications
This study addresses the following collision detection problem: determine
the collision status for a pair of deformable convex polyhedral objects
with or without relative motion, whose allowed deformation is uniform but
arbitrary scaling of vertices within given upper and lower limits. This
problem poses an interesting accuracy challenge to collision detection
methods since a continuum, rather than a discrete set, of scaling pairs
can make the objects contact each other externally. For this problem, we
present a more reliable, more efficient and more accurate numerical
approach as compared to reapplying GJK for each scaled configuration,
based on the decision curve that characterizes the continuum of all
scaling pairs that make a pair of stationary convex polyhedral objects
maintain the same contact feature or make instantaneous contact feature
transition. The decision curve is a descending piecewise linear curve
composed of a collection of connecting line segments. Each line segment of
this curve denotes the range of scaling pairs within which a specific
contact feature does not vary, while the junction of two adjacent line
segments, called switching point, is the single scaling pair that the
contact feature changes instantaneously. This curve partitions the
rectangle of allowable scaling pairs into an exact overlap and an exact
non-overlap sub-region. By one-to-one mapping of this decision curve from
the plane of scaling factors to the plane of parametric estimated closest
points along a selected direction, collision detection could also be
performed via estimated closest points. We also illustrate the family of
decision curves resulting from two contacting convex polyhedra with
relative motion within a range of coherent contact maintenance/transition
relation is also of use as a design tool to tolerance assembly problem, a
feature most distinct from GJK and other collision detection methods.Therefore
the decision curve as an economical way
that describes
the correlations between
the correlated parameters of scaling pairs,
small relative motion conditions (type, direction and amount) and contact
configurations (feature) of two scaled convex polyhedral objects wheredenotes the scaling factor of object i=1,2.
Moreover, We illustrate via two examples this
method allows users to systematically and efficiently search a lot of
design of fine motions to reorient two nominally contacting convex or
non-convex polyhedral objects with assigned tolerance of scaling factors
that satisfy the requirements. Also the assembly
problems that could make a pair of objects mate precisely under the
specific circumstance, and for the collision-avoidance problems that could
define the safe region of the particular relative motions for those
objects.This study could also deal with the other problems that need to
deal with scaling, motion and collision detection.
There are many
industry
applications,
like robot control and path planning, manufacturing/assembly, CAD/CAM
design tool, interactive 3D virtual environments of TV/PC games,
physically-based simulation and animation, computer graphics and movie
industry…etc.
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