How to compute strain energy from Drake BSpline - spline

I'm currently working on a project that requires me to solve for a few joint configurations that determine a path my robot will take. The joint configurations have some constraints and costs (such as distance and gaze constraints), but I would like to add a cost for some idea of "smoothness" of the path.
To accomplish this, I wanted to create a BsplineTrajectory_, and then get the strain energy. I don't currently see a way to do this though. The only thing I can think of is to reverse engineer all of the polynomials using a bunch of queries to EvaluateCurve, and then use that to analytically determine the average curvature. This seems a little messy though.
I wanted to know if there is currently a way in Drake for me to compute a cost akin to strain energy easily? Otherwise, I was wondering if Drake could provide a strain_energy function, or if not simply a function to get the coefficients of the polynomials?

Related

Information about CGAL and alternatives

I'm working on a problem that will eventually run in an embedded microcontroller (ESP8266). I need to perform some fairly simple operations on linear equations. I don't need much, but do need to be able work with points and linear equations to:
Define an equations for lines either from two known points, or one
point and a gradient
Calculate a new x,y point on an equation line that is a specific distance from another point on that equation line
Drop a perpendicular onto an equation line from a point
Perform variations of cosine-rule calculations on points and triangle sides defined as equations
I've roughed up some code for this a while ago based on high school "y = mx + c" concepts, but it's flawed (it fails with infinities when lines are vertical), and currently in Scala. Since I suspect I'm reinventing a wheel that's not my primary goal, I'd like to use someone else's work for this!
I've come across CGAL, and it seems very likely it's capable of all this and more, but I have two questions about it (given that it seems to take ages to get enough understanding of this kind of huge library to actually be able to answer simple questions!)
It seems to assert some kind of mathematical perfection in it's calculations, but that's not important to me, and my system will be severely memory constrained. Does it use/offer memory efficient approximations?
Is it possible (and hopefully easy) to separate out just a limited subset of features, or am I going to find the entire library (or even a very large subset) heading into my memory limited machine?
And, I suppose the inevitable follow up: are there more suitable libraries I'm unaware of?
TIA!
The problems that you are mentioning sound fairly simple indeed, so I'm wondering if you really need any library at all. Maybe if you post your original code we could help you fix it--your problem sounds like you need to redo a calculation avoiding a division by zero.
As for your point (2) about separating a limited number of features from CGAL, giving the size and the coding style of that project, from my experience that will be significantly more complicated (if at all possible) than fixing your own code.
In case you want to try a simpler library than CGAL, maybe you could try Boost.Geometry
Regards,

Correcting SLAM drift error using GPS measurements

I'm trying to figure out how to correct drift errors introduced by a SLAM method using GPS measurements, I have two point sets in euclidian 3d space taken at fixed moments in time:
The red dataset is introduced by GPS and contains no drift errors, while blue dataset is based on SLAM algorithm, it drifts over time.
The idea is that SLAM is accurate on short distances but eventually drifts, while GPS is accurate on long distances and inaccurate on short ones. So I would like to figure out how to fuse SLAM data with GPS in such way that will take best accuracy of both measurements. At least how to approach this problem?
Since your GPS looks like it is very locally biased, I'm assuming it is low-cost and doesn't use any correction techniques, e.g. that it is not differential. As you probably are aware, GPS errors are not Gaussian. The guys in this paper show that a good way to model GPS noise is as v+eps where v is a locally constant "bias" vector (it is usually constant for a few metters, and then changes more or less smoothly or abruptly) and eps is Gaussian noise.
Given this information, one option would be to use Kalman-based fusion, e.g. you add the GPS noise and bias to the state vector, and define your transition equations appropriately and proceed as you would with an ordinary EKF. Note that if we ignore the prediction step of the Kalman, this is roughly equivalent to minimizing an error function of the form
measurement_constraints + some_weight * GPS_constraints
and that gives you a more straigh-forward, second option. For example, if your SLAM is visual, you can just use the sum of squared reprojection errors (i.e. the bundle adjustment error) as the measurment constraints, and define your GPS constraints as ||x- x_{gps}|| where the x are 2d or 3d GPS positions (you might want to ignore the altitude with low-cost GPS).
If your SLAM is visual and feature-point based (you didn't really say what type of SLAM you were using so I assume the most widespread type), then fusion with any of the methods above can lead to "inlier loss". You make a sudden, violent correction, and augment the reprojection errors. This means that you lose inliers in SLAM's tracking. So you have to re-triangulate points, and so on. Plus, note that even though the paper I linked to above presents a model of the GPS errors, it is not a very accurate model, and assuming that the distribution of GPS errors is unimodal (necessary for the EKF) seems a bit adventurous to me.
So, I think a good option is to use barrier-term optimization. Basically, the idea is this: since you don't really know how to model GPS errors, assume that you have more confidance in SLAM locally, and minimize a function S(x) that captures the quality of your SLAM reconstruction. Note x_opt the minimizer of S. Then, fuse with GPS data as long as it does not deteriorate S(x_opt) more than a given threshold. Mathematically, you'd want to minimize
some_coef/(thresh - S(X)) + ||x-x_{gps}||
and you'd initialize the minimization with x_opt. A good choice for S is the bundle adjustment error, since by not degrading it, you prevent inlier loss. There are other choices of S in the litterature, but they are usually meant to reduce computational time and add little in terms of accuracy.
This, unlike the EKF, does not have a nice probabilistic interpretation, but produces very nice results in practice (I have used it for fusion with other things than GPS too, and it works well). You can for example see this excellent paper that explains how to implement this thoroughly, how to set the threshold, etc.
Hope this helps. Please don't hesitate to tell me if you find inaccuracies/errors in my answer.

Smoothed Particle Hydrodynamics - Particle Density Estimation Issue

I'm currently writing an SPH Solver using CUDA on https://github.com/Mathiasb17/sph_opengl.
I have pretty good results and performances but in my mind they still seem pretty weird for some reason :
https://www.youtube.com/watch?v=_DdHN8qApns
https://www.youtube.com/watch?v=Afgn0iWeDoc
In some implementations, i saw that a particle does not contribute to its own internal forces (which would be 0 anyways due to the formulas), but it does contribute to its own density.
My simulations work "pretty fine" (i don't like "pretty fine", i want it perfect) and in my implementation a particle does not contribute to its own density.
Besides when i change the code so it does contribute to its own density, the resulting simulation becomes way too unstable (particles explode).
I asked this to a lecturer in physics based animation, he told me a particle should not contribute to its density, but did not give me specific details about this assertion.
Any idea of how it should be ?
As long as you calculate the density with the summation formula instead of the continuity equation, yes you need to do it with self-contribution.
Here is why:
SPH is an interpolation scheme, which allows you to interpolate a specific value in any position in space over a particle cloud. Any position means you are not restricted to evaluate it on a particle, but anywhere in space. If you do so, obviously you need to consider all particles within the influence radius. From this point of view, it is easy to see that interpolating a quantity at a particle's position does not influence its contribution.
For other quantities like forces, where the derivative of some quantity is approximated, you don't need to apply self-contribution (that would lead to the evaluation of 0/0).
To discover the source of the instability:
check if the kernel is normalised
are the stiffness of the liquid and the time step size compatible (for the weakly compressible case)?

Calculating heading value in a quad copter

I'm building an autonomous quad copter I'm trying to move the quad to a target GPS co-ordinate, I'm calculating the distance of the target using haversine formula, and now I want to calculate the heading.
For example, I want the quad to turn to the direction of the target and move forward until it reaches the destination (this part is already done).
How do I calculate the yaw so that it turns to the direction of target?
Calculating it using only the GPS co-ordinates is very inaccurate. If I use a magnetometer, the declination angle changes from place to place.
How do I calculate this? How does ardu pilot do this calculation?
One way to develop control algorithms that deal with inaccurate measures is to combine different measures by some sort of filtering. In that sense, your set point reference is built based on both GPS and magnetometer measures.
There are several ways to accomplish this task. Many applications use data fusion based on Kalman Filters. The general idea is that you are going to use a predictor (or state observer) to achieve a better estimate of the heading. I suggest some research on these topics: data fusion, Kalman filtering.
Here is an example:
http://scholarscompass.vcu.edu/cgi/viewcontent.cgi?article=4188&context=etd

Modeling human running on a soccer field

In a soccer game, I am computing a steering force using steering behaviors. This part is ok.
However, I am looking for the best way to implement simple 2d human locomotion.
For instance, the players should not "steer" (or simply add acceleration computed from steering force) to its current velocity when the cos(angle) between the steering force and the current velocity or heading vectors is lower than 0.5 because it looks as if the player is a vehicule. A human, when there is an important change of direction, slows down and when it has slowed enough, it starts accelerating in the new direction.
Does anyone have any advice, ideas on how to achieve this behavior? Thanks in advance.
Make it change direction very quickly but without perfect friction. EG super mario
Edit: but feet should not slide - use procedural animation for feet
This is already researched and developed in an initiative called "Robocup". They have a simulation 2D league that should be really similar to what you are trying to accomplish.
Here's a link that should point you to the right direction:
http://wiki.robocup.org/wiki/Main_Page
Maybe you could compute the curvature. If the curvature value is to big, the speed slows down.
http://en.wikipedia.org/wiki/Curvature
At low speed a human can turn on a dime. At high speed only very slight turns require no slowing. The speed and radius of the turn are thus strongly correlated.
How much a human slows down when aiming toward a target is actually a judgment call, not an automatic computation. One human might come to almost a complete stop, turn sharply, and run directly toward the target. Another human might slow only a little and make a wide curving arc—even if this increases the total length to the target. The only caveat is that if the desired target is inside the radius of the curve at the current speed, the only reasonable path is to slow since it would take a wide loop far from the target in order to reach it (rather than circling it endlessly).
Here's how I would go about doing it. I apologize for the Imperial units if you prefer metric.
The fastest human ever recorded traveled just under 28 mph. Each of your human units should be given a personal top speed between 1 and 28 mph.
Create a 29-element table of the maximum acceleration and deceleration rates of a human traveling at each whole mph in a straight line. It doesn't have to be exact--just approximate accel and decel values for each value. Create fast, medium, slow versions of the 29-element table and assign each human to one of these tables. The table chosen may be mapped to the unit's top speed, so a unit with a max of 10mph would be a slow accelerator.
Create a 29-element table of the sharpest radius a human can turn at that mph (0-28).
Now, when animating each human unit, if you have target information and must choose an acceleration from that, the task is harder. If instead you just have a force vector, it is easier. Let's start with the force vector.
If the force vector's net acceleration and resultant angle would exceed the limit of the unit's ability, restrict the unit's new vector to the maximum angle allowed, and also decelerate the unit at its maximum rate for its current linear speed.
During the next clock tick, being slower, it will be able to turn more sharply.
If the force vector can be entirely accommodated, but the unit is traveling slower than its maximum speed for that curvature, apply the maximum acceleration the unit has at that speed.
I know the details are going to be quite difficult, but I think this is a good start.
For the pathing version where you have a target and need to choose a force to apply, the problem is a bit different, and even harder. I'm out of ideas for now--but suffice it to say that, given the example condition of the human already running away from the target at top stpeed, there will be a best-time path that is between on the one hand, slowing enough while turning to complete a perfect arc to the target, and on the other hand stopping completely, rotating completely and running straight to the target.