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Geometric Representations & Collision Detection Kris Hauser I400/B659: Intelligent Robotics Spring 2014

Geometric Representations & Collision Detection

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Geometric Representations & Collision Detection. Kris Hauser I400/B659: Intelligent Robotics Spring 2014. 3D models in robotics. Design Simulation Robot collision detection (i.e. prediction) Proximity calculation Map building Object recognition Grasp planning Etc. - PowerPoint PPT Presentation

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Page 1: Geometric Representations & Collision Detection

Geometric Representations & Collision DetectionKris HauserI400/B659: Intelligent RoboticsSpring 2014

Page 2: Geometric Representations & Collision Detection

3D models in robotics• Design• Simulation• Robot collision detection (i.e. prediction)• Proximity calculation• Map building• Object recognition• Grasp planning• Etc..

Page 3: Geometric Representations & Collision Detection

Common Representations• Primitives• Raw data

• Point clouds• Depth image• Polygon soup

• Surfaces• Polygon mesh• Parametric curves• Subdivision surfaces• Implicit surface

• Volumes• Voxels• Distance transforms• Quad/octree

Page 4: Geometric Representations & Collision Detection

Aspects to consider• How accurately does the geometry need to be represented?• What operations need to be performed on the geometry?

(Recognition? Matching? Simulation? Collision detection? Visualization? Distance computation?) How quickly? How accurately?

• Storage and transmission limitations?• How easily / reliably / accurately / quickly can the source data

(e.g., raw sensor data, CAD models) be converted to the desired format?

Page 5: Geometric Representations & Collision Detection

Visualization• Primitives• Raw data

• Point clouds• Depth image• Polygon soup

• Surfaces• Polygon mesh• Parametric curves• Subdivision surfaces• Implicit surface

• Volumes• Voxels• Distance transforms• Quad/octree

Easy to convert to polygons

Convert to polygons (somewhat expensive)Use specialized rasterization techniques

Page 6: Geometric Representations & Collision Detection

Easy Conversions• From primitives/surfaces to:

• Polygon soups : discretization• Point clouds: sampling• Depth images: rasterization

• From volumes to surfaces:• Simple: output a box for each occupied cell (coarse)• Marching cubes: walk along the volume until a surface is hit,

output a piece of the surface in the volume (accurate)

Page 7: Geometric Representations & Collision Detection

Harder Conversions• From point clouds / soups to surfaces / volumes: a challenge

• Fill cells that contain points (coarse)• Implicit function fitting• Silhouette carving • Lots of other methods… no “perfect” way to deal with missing

data• From surfaces to volumes :

• Fill cells that contain surface (coarse)• Euclidean distance transform: wavefront propagation from

surface cells (closed surfaces, accurate)

Page 8: Geometric Representations & Collision Detection

Resolution issues

• Accuracy, space, & computation complexity determined by resolution h• Suppose object size W• Point clouds, polygon meshes: O((W/h)2) space• Voxels: O((W/h)3) space

• Downsampling• Mesh simplification

Page 9: Geometric Representations & Collision Detection

Geometric queries• Collision detection:

• When A and B are at hypothetical poses TA and TB, would they collide?

• Distance calculation• When A and B are at hypothetical poses TA and TB, how far are

they apart?• Time-of-first contact

• When A and B move along paths TA(t) and TB(t), at what time do they first collide?

Page 10: Geometric Representations & Collision Detection

Geometric primitives• Points, Rays, Lines, Segments, Triangles, Spheres, Ellipses,

Boxes• Collision detection, distance detection fast operations (O(1))

• Ex: segment – sphere collision detection / distance calculation

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Page 11: Geometric Representations & Collision Detection

Managing large scenes• O(n2) pairs of objects – how to check collisions?

Page 12: Geometric Representations & Collision Detection

Collision Detection Methods• Many different methods• In particular:

• Grid method: good for many simple moving objects of about the same size (e.g., many moving discs with similar radii)

• Closest-feature tracking: good for moving polyhedral objects• Bounding Volume Hierarchy (BVH) method: good for few moving

objects with complex and diverse geometry

Page 13: Geometric Representations & Collision Detection

Grid Method

Subdivide space into a regular grid cubic of square bins

Index each object in a bin

d

Page 14: Geometric Representations & Collision Detection

Grid Method

d

Running time is proportional tonumber of moving objects

Useful also to compute pairs of objects within some distance (vision,sound, …)

Page 15: Geometric Representations & Collision Detection

Closest-Feature Tracking(M. Lin and J. Canny. A Fast Algorithm for Incremental Distance Calculation. Proc. IEEE Int. Conf. on Robotics and Automation, 1991)

The closest pair of features (vertex, edge, face) between two polyhedral objects are computed at the start configurations of the objects

During motion, at each small increment of the motion, they are updated

Efficiency derives from two observations: The pair of closest features

changes relatively infrequently When it changes the new closest features will

usually be on a boundary of the previous closest features

Page 16: Geometric Representations & Collision Detection

Closest-Feature Test for Vertex-Vertex

VertexVertex

Page 17: Geometric Representations & Collision Detection

Application: Detecting Self-Collision in Humanoid Robots(J. Kuffner et al. Self-Collision and Prevention for Humanoid Robots. Proc. IEEE Int. Conf. on Robotics and Automation, 2002)

Page 18: Geometric Representations & Collision Detection

BVH with spheres:S. Quinlan. Efficient Distance Computation Between Non-Convex Objects. Proc. IEEE Int. Conf. on Robotics and Automation, 1994.

BVH with Oriented Bounding Boxes:S. Gottschalk, M. Lin, and D. Manocha. OBB-Tree: A Hierarchical Structure for Rapid Interference Detection. Proc. ACM SIGGRAPH '96, 1996.

Combination of BVH and feature-tracking:S.A. Ehmann and M.C. Lin. Accurate and Fast Proximity Queries Between Polyhedra Using Convex Surface Decomposition. Proc. 2001 Eurographics, Vol. 20, No. 3, pp. 500-510, 2001.

Adaptive bisection in dynamic collision checking:F. Schwarzer, M. Saha, J.C. Latombe. Adaptive Dynamic Collision Checking for Single and Multiple Articulated Robots in Complex Environments, manuscript, 2003.

Bounding Volume Hierarchy Method

Page 19: Geometric Representations & Collision Detection

Enclose objects into bounding volumes (spheres or boxes) Check the bounding volumes first Decompose an object into two

Bounding Volume Hierarchy Method

Page 20: Geometric Representations & Collision Detection

Enclose objects into bounding volumes (spheres or boxes) Check the bounding volumes first Decompose an object into two Proceed hierarchically

Bounding Volume Hierarchy Method

Page 21: Geometric Representations & Collision Detection

Enclose objects into bounding volumes (spheres or boxes) Check the bounding volumes first Decompose an object into two Proceed hierarchically

Bounding Volume Hierarchy Method

Page 22: Geometric Representations & Collision Detection

• BVH is pre-computed for each object

Bounding Volume Hierarchy Method

Page 23: Geometric Representations & Collision Detection

BVH in 3D

Page 24: Geometric Representations & Collision Detection

Collision Detection

Two objects described by their precomputed BVHs

A

B C

D E F G

A

B C

D E F G

Page 25: Geometric Representations & Collision Detection

Collision Detection

AASearch tree

AA

pruning

Page 26: Geometric Representations & Collision Detection

Collision Detection

AA

CCCBBCBB

Search tree

AA

A

B C

D E F G

Page 27: Geometric Representations & Collision Detection

Collision Detection

CCCBBCBB

AASearch tree

pruning

A

B C

D E F G

Page 28: Geometric Representations & Collision Detection

If two leaves of the BVH’s overlap(here, G and D) check their contentfor collision

Collision Detection

CCCBBCBB

AASearch tree

GEGDFEFD

A

B C

D E F G

G D

Page 29: Geometric Representations & Collision Detection

Variant

AA

CCCBBCBB

Search tree

AA

A

B C

D E F GAA

CABA

Page 30: Geometric Representations & Collision Detection

Collision Detection• Pruning discards subsets of the two objects that are separated

by the BVs

• Each path is followed until pruning or until two leaves overlap

• When two leaves overlap, their contents are tested for overlap

Page 31: Geometric Representations & Collision Detection

Search Strategy and Heuristics

If there is no collision, all paths must eventually be followed down to pruning or a leaf node

But if there is collision, it is desirable to detect it as quickly as possible

Greedy best-first search strategy with f(N) = d/(rX+rY)

[Expand the node XY with largest relative overlap (most likely to contain a collision)]

rX

rYd

X

Y

Page 32: Geometric Representations & Collision Detection

Recursive (Depth-First) Collision Detection Algorithm

Test(A,B)1. If A and B do not overlap, then return 12. If A and B are both leaves, then return 0 if their contents overlap

and 1 otherwise3. Switch A and B if A is a leaf, or if B is bigger and not a leaf4. Set A1 and A2 to be A’s children5. If Test(A1,B) = 1 then return Test(A2,B) else return 0

Page 33: Geometric Representations & Collision Detection

Performance• Several thousand collision checks per second for 2 three-

dimensional objects each described by 500,000 triangles, on a 1-GHz PC

Page 34: Geometric Representations & Collision Detection

Distance Computation

M

> M, prune

Page 35: Geometric Representations & Collision Detection

Greedy Distance Computation

Greedy-Distance(A,B,M)1. If min-dist(A,B) > M, then return M2. If A and B are both leaves, then return distance between their

contents 3. Switch A and B if A is a leaf, or if B is bigger and not a leaf4. Set A1 and A2 to be A’s children5. M min(max-dist(A1,B), max-dist(A2,B), M)6. d1 Greedy-Distance(A1,B,M) 7. d2 Greedy-Distance(A2,B,M) 8. Return Min(d1,d2)

M (upper bound on distance) is initialized to infinity

Page 36: Geometric Representations & Collision Detection

Approximate Distance

Approx-Greedy-Distance(A,B,M,a)1. If (1+a)min-dist(A,B) > M, then return M2. If A and B are both leaves, then return distance between their

contents 3. Switch A and B if A is a leaf, or if B is bigger and not a leaf4. Set A1 and A2 to be A’s children5. M min(max-dist(A1,B), max-dist(A2,B), M)6. d1 Approx-Greedy-Distance(A1,B,M,a) 7. d2 Approx-Greedy-Distance(A2,B,M,a) 8. Return Min(d1,d2)

M (upper bound on distance) is initialized to infinity

Page 37: Geometric Representations & Collision Detection

Desirable Properties of BVs and BVHsBVs:• Tightness• Efficient testing• Invariance

BVH: Separation Balanced tree

?

Page 38: Geometric Representations & Collision Detection

Spheres• Invariant• Efficient to test• But tight?

Page 39: Geometric Representations & Collision Detection

Axis-Aligned Bounding Box (AABB)

Page 40: Geometric Representations & Collision Detection

Axis-Aligned Bounding Box (AABB) Not invariant Efficient to test Not tight

Page 41: Geometric Representations & Collision Detection

Oriented Bounding Box (OBB)

Page 42: Geometric Representations & Collision Detection

Invariant Less efficient to test Tight

Oriented Bounding Box (OBB)

Page 43: Geometric Representations & Collision Detection

Comparison of BVs

Sphere AABB OBB

Tightness - -- +

Testing + + o

Invariance yes no yes

No type of BV is optimal for all situations

Page 44: Geometric Representations & Collision Detection

Desirable Properties of BVs and BVHsBVs:• Tightness• Efficient testing• Invariance

BVH: Separation Balanced tree ?

Page 45: Geometric Representations & Collision Detection

Desirable Properties of BVs and BVHsBVs:• Tightness• Efficient testing• Invariance

BVH: Separation Balanced tree

Page 46: Geometric Representations & Collision Detection

Construction of a BVH • Top-down construction • At each step, create the two children of a BV• Example:

For OBB, split longest side at midpoint

Page 47: Geometric Representations & Collision Detection

Computation of an OBB[Gottschalk, Lin, and Manocha, 96]

N points ai = (xi, yi, zi)T, i = 1,…, N

SVD of A = (a1 a2 ... aN) A = UDVT where

D = diag(s1,s2,s3) such that s1 s2 s3 0

U is a 3x3 rotation matrix that defines the principal axes of variance of the ai’s OBB’s directions

The OBB is defined by max and min coordinates of the ai’s along these directions

Possible improvements: use vertices of convex hull of the ai’s or dense uniform sampling of convex hull

x

y

X

Yrotation described bymatrix U