Lecture 10. Rigid Body Transformation & C-Space Obstacles. CS 460/560 Introduction to Computational Robotics Fall 2017, Rutgers University
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1 CS 460/560 Introduction to Computational Robotics Fall 017, Rutgers University Lecture 10 Rigid Body Transformation & C-Space Obstacles Instructor: Jingjin Yu
2 Outline Rigid body, links, and joints Task space and workspace Rigid body transformations Coordinate frames D rotations and translations 3D rotations and translations Special Euclidean group in three dimensions, SE 3 C-space topology, revisited Obstacles and the free C-space Minkowski sum for computing free C-space
3 Rigid Body, Links, and Joints To unify notations A rigid body generally means a one-piece robot A link is a rigid piece, often a part of a multi-piece robot The links of a multi-piece robot are joined with joints (connectors) Last lecture s slides have been updated to reflect this This course mostly work with a single rigid body Joints Links
4 Task Space and Workspace Task space: a space where the robot s task can be naturally expressed Workspace: captures the reachable space of the end-effector Both involve some user choice and often are different from C-space Examples SCARA robot Task space: R 3 S 1 Workspace: reachable points in R 3 Spray paint arm Task space: R 3 S Workspace: reachable points in R 3 S Image source: Modern Robotics,
5 Coordinate Frames We use two types of coordinate frames (or simply frames) A global frame: a world coordinate frame A local (body) frame: a coordinate frame fixed on the robot A configuration can be represented as a matrix, e.g., in D x 0, y 0, θ 0 P 0 = cos θ 0 sin θ 0 x 0 sin θ 0 cos θ 0 y 0 Rigid body transformation: moving the local frame with respect to the global frame (x 0, y 0 ) θ 0 (x 1, y 1 ) θ 1 (0,0,0)
6 Rigid Body Transformations in D Given (x 0, y 0, θ 0 ) and (Δx, Δy, Δθ), how to compute (x 1, y 1, θ 1 )? First, represent (Δx, Δy, Δθ) also as a matrix A rotational component R θ = cos Δθ sin Δθ 0 sin Δθ cosδθ 0 Followed by a translational component r x, y = 1 0 Δx 0 1 Δy Together, 1 0 Δx 0 1 Δy cos Δθ sin Δθ 0 sin Δθ cosδθ 0 = cos Δθ sin Δθ Δx sin Δθ cos Δθ Δy = T (Δx, Δy, Δθ) (x 0, y 0, θ 0 ) (x 1, y 1, θ 1 )
7 Rigid Body Transformations in D, Continued Given (x 0, y 0, θ 0 ) and (Δx, Δy, Δθ), how to compute (x 1, y 1, θ 1 )? Use matrix multiplication! cos Δθ sin Δθ Δx Represent (Δx, Δy, Δθ) as a matrix T = sin Δθ cos Δθ Δy 0 Note this is rotation followed by translation 0 1 Putting things together cos θ 1 sin θ 1 x 1 sin θ 1 cos θ 1 y 1 = P 1 = TP 0 = cos Δθ sin Δθ Δx sin Δθ cos Δθ Δy (Δx, Δy) cos θ 0 sin θ 0 x 0 sin θ 0 cos θ 0 y 0 (Δx, Δy, Δθ) Δθ (x 0, y 0, θ 0 ) P 0 T (x 1, y 1, θ 1 ) P 1
8 Example A D transformation example P 0 = ( 1,) (0,3) P 1 (,1) P 0 Rotate 90 degrees counterclockwise and then translate by (1,1) T = cos Δθ sin Δθ Δx sin Δθ cos Δθ Δy = cos 90 sin 90 1 sin 90 cos 90 1 = Apply the transformation P 1 = TP 0 = = Let s check
9 Why Matrix Multiplication? It applies to all points on the rigid body E.g., P 0 = (3,0.5) P 1 = TP 0 = Can be easily chained, i.e P n = T n T 1 P 0 = (0,3) (0.5,4) T = (,1) (3,0.5) This is not easily doable with other approaches (e.g., additions) Essential for things like collision checking?
10 Change Global Frame Changing the global coordinate frame can also be useful sometimes E.g., a drone is protecting one base and then a different base Can also be done using a transformation matrix Going from frame 0 to frame 1 Let the P 0 be the configuration of the local frame in frame 0 Let T be the configuration of frame 0 in frame 1 Then the configuration of the local frame in frame 1 is simply P 1 = TP 0 Frame 1
11 Change Global Frame: Example The local frame has a configuration (, Write as P 0 =, π ) in the red global frame 4 The red global frame has a configuration (1,1, π ) in the blue global 4 frame Written as T = Going from frame 0 to frame (1,1, π 4 ) (,, π 4 ) P 1 = TP 0 = 1 1 =
12 Rigid Body Transformations in 3D Homogeneous transformation generalizes to higher dimensions In 3D, each transformation has 4 components Yaw: counterclockwise rotation of α along the z axis Pitch: counterclockwise rotation of β along the y axis Roll: counterclockwise rotation of γ along the x axis Translation (x t, y t, z t ) in R 3 Using homogeneous transformation Remember the order! Roll by γ Pitch by β Yaw by α Translate by (x t, y t, z t )
13 Special Euclidean Group SE(3) Special Euclidean group SE 3 = R 3 SO(3) The name is similar to how SE() is named SO(3) however is very interesting These are all possible 3D rotations A 3D rotation can be represented as a rotation of θ along a 3D vector v But this is not unique! It turns out that SO 3 RP 3 Important: SO(3) is not the same as S 3
14 C-Space Topology, Revisited The topology of C-space is its most important property E.g., SE = R S 1 R 3 A car in D rotating clockwise in place will repeat a configuration periodically A point in 3D moving along z-axis will never repeat a configuration Similarly, SE SO(3) Similarly, cylinder R S 1 Mobius band A robot traveling continuously on a cylinder can never change side A robot traveling continuously on a Mobius band can reach both sides
15 Obstacles and Free Configuration Space Planning in C-space is trivial without obstacles Why? To go from x I to x G, simply draw a straight line between them! However, obstacles make things more interesting Let q be a robot configuration C-space obstacle C obs : all q that are in collision with an obstacle The obstacle could be the robot itself Free C-space: C free = C\C obs A D example Ignore rotation for now More on this later
16 How Does a Configuration Space Look Like? Rigid body transformations SE() When there are no obstacles, R [0, π) with 0 and π identified π 0 It can be more complex with obstacles E.g. parallel parking a car Not in collision Part of the space is carved out Same (x, y), different θ, in collision
17 How Does a Configuration Space Look Like? A 3-chain line in D with one end on the origin and the other on y axis Visualizing a -link arm Image sources:
18 Computing the Free Configuration Spaces The computation can be extremely challenging For easy cases, we can use Minkowski sum, defined as A + B = a + b a A, b B} Example: disc robot in D (rotation invariant) A: an obstacle, B = { x, y x + y = r } The robot is now shrunk into a point!
19 Rotation makes the computation much more complex (recall 3-link example) Image sources: A Slightly More Complex Example What about this case (A only translates but does not rotate)? We can do the same, or simply slide
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