CSCE 221 Culture Assignment 3

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Evaluation of Methods for Modeling Contact in Multibody Simulation

Dr. Dylan A. Shell

Rigid body Simulations: Applications of physics equations how do robots react to simulation environments?

We want our algorithms to be

  • Fast
  • Accurate (represent reality)
  • Robust

Interactions between bodies

  • Friction, other forces

Picking the best algorithm is tricky (challenging as it is important):

  • A "best" algorithm is for a certain domain

Contact models: When and how are two bodies touching each other? What forces are at work to separate the objects.


Comparison of Algorithms

Primary focus on speed and robustness

What does it mean to be accurate?

  • Very challenging issue historically

4 Different contact models (Impulse-based Event Driven)

  1. Newton Model
  2. Mirtich's Method
  3. Anitescu-Potra Method (3 solvers)
  4. Convex optimization method

7 benchmark scenarios:

  1. Impacting sphere colliding with ground plane (Netwon's was way off)
  2. Sliding Box
  3. Sticking Box
  4. Box Sliding with Circular Motion
  5. Stack of Boxes (Some models failed with 16 boxes (64 contact pointes)
  6. Mobile Robot Locomotion
  7. Manipulator Grasping (only Convex worked)

More resolution (accurate experiments) required more time

Conclusion

Simple problems:

  • Anitescu-Potra is recommended
  • Standard Lemke solver was fastest (and more robust than PATH)

Newton's contact model is very robust, but not very accurate

Mirtich's is fast, but doesn't work well with multiple contacts


Roadmap-Based Pursuit-Evasion in 3D structures

Jory Denny

Problem:

  • Pursuers attempt to capture evaders

Applications:

  • Search and rescue coverage
  • Multi-level guarding
  • Games, graphics, VR, robotics

Encoding environment:

  • 2D or 3D
  • Grid, Polygon, ROadmap

Agents:

  • Communication
  • Cooperation
  • Behavior (rules that agent will follow) and roadmap
  • View radius and angle
  • Knowledge

Some examples get complicated very fast


Algorithm: Get all agents, apply behavior

Pursuer:

 Search for a target until found.
 Once found, develop strategy to capture
 probability of evader location can be stored in a graph

Evader:

 Attempt to improve hiding location until evasive action necessary

Hiding location score: distance and direction to pursuers, visibility to pursuer (surrounding obstacles

Scenarios:

  • Immobile
  • Tracking


Basic vs. Frontier Search: Frontier searches faster Probablistic vs. Basic Pursuing: Probablistic performs better (remembers location of evaders



Robust Recognition of Planar Mirrored Walls using a single view

Dr. Dezhen Song

Humans like shiny things. Mirror are shiny. Therefore humans like mirrors (modus ponens)

Robots can't detect mirrors.

Gallup's Mirror Test Chimpanzee's, Dolphins, and humans can. Gorillas and some birds cannot.


Curvature mirrors: planar mirrors are difficult to detect, but curved mirrors are easier Polarization changes after reflection; easy to detect with stereo vision...

Given images containing stationary objects and relections, calculate the plane of the mirror.

Calculate mirror normal in 3D space: Normal is perpendicular to mirror plane, so calculate the cross product of the location vectors of the real and virtual object


Extracting real-virtual feature pairs with SIFT (128 dimensions