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研究生: 楊凱翔
KAI-HSIANG YANG
論文名稱: 兩足人形機器人拖曳式動作編輯的模擬穩定度改善
Improving Simulation Stability of Drag-and-Drop Motion Editing for Biped Humanoid Robots
指導教授: 鄧惟中
Wei-Chung Teng
口試委員: 林彥君
none
項天瑞
none
李維楨
none
鄧惟中
Wei-Chung Teng
學位類別: 碩士
Master
系所名稱: 電資學院 - 資訊工程系
Department of Computer Science and Information Engineering
論文出版年: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 50
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本研究介紹我們開發的一個適用於雙足人形機器人之拖曳式動作編修環境,以及我們如何改善拖曳時肇因於物理引擎的模擬穩定度。傳統的機器人動作編輯軟體只使用參數介面調整或捲軸控制器來調整每個關節的轉動角度,這個方式在動作製作上需花費相當龐大的時間。本研究開發的動作編修系統為直覺化與機器人之互動編修動作環境,透過滑鼠於動作編輯器上之模型身體部位拖曳,即可改變連接的身體部位姿勢,還可以透過物理引擎播放動作的模擬結果,大幅增快動作製作之效率。

本系統利用知名的開放源碼物理引擎-Bullet Physics實現物理環境,在動作編輯環境可以觀察機器人自體碰撞之狀況,以便使用者調整動作來防範自體碰撞。我們使用了Kondo KHR-2HV雙足人形機器人來讀取系統產生之動作檔,並與系統的模擬情況做對照。由於物理引擎使用的計算方法在運動計算上會產生誤差,而這使得我們在編修環境中使用滑鼠拉動身體部位時會有拉長及抖動之問題。針對這些問題我們使用既有的post-stabilization方法做改善,在我們的實驗中平均抖動幅度約改善了75%,最大拉長量約減少83%。另外為了效率上的考量我們另外提出使用運動學的方式實作拉動手臂,可以完全避免手臂拉長及抖動的問題。


This master’s thesis introduces a motion editing environment for biped humanoid robots we have developed in order to realize interactive drag-and-drop motion editing. Simulation stability issues caused by dynamics engine are also studied and compensated. Traditional motion editors use one degree-of-freedom controls like scroll bars to adjust the rotation degrees of joints and this inefficient method makes motion edition a time-consuming process. The developed motion editing environment supports drag-and-drop feature by which users edit static poses of any assigned moment by dragging hand or other part of the robot body, shown as a 3D model, and the whole limb moves according to inverse kinematics calculation. The inputted motions can then be verified immediately by motion playback. The developed motion editor is believed to significantly enhance the efficiency of motion editing.

We used the famous open source project Bullet physics engine to realize the physical simulator. It supports collision detection feature which allows users to modify motions in order to avoid self-collision. The Kondo KHR-2HV biped humanoid robot was used to test the edited motions. The algorithm Bullet uses to calculate motions of rigid body with kinematic constraints give results containing numeric errors in some dragging operations. These errors detach the dragging body parts or make part of the link continuously trembling. We used Post-stabilization method to reduce about 75% of trembling degrees and 83% of body gap errors. Furthermore, we propose a kinematic motion calculation method which can complete eliminate the above-mentioned problems in some cases.

中文摘要 I Abstract II 致謝 III 目錄 IV 圖目錄 VI 表目錄 VIII 第一章 緒論 1 1.1 前言 1 1.2 研究背景與動機 1 1.3 研究目的與方法 2 1.4 論文架構 3 第二章 機器人模擬器 4 2.1 機器人模擬器之介紹 4 2.2 物理引擎的簡介 5 2.2.1 非開放源碼之物理引擎 5 2.2.2 開放源碼之物理引擎 6 2.3 物理引擎的架構 7 2.4 各種物體間連接類型介紹 11 2.4.1 Ball-in-Socket連接方式 11 2.4.2 Hinge連接方式 12 2.4.3 Slider連接方式 13 2.4.4 Wheel連接方式 13 2.4.5 Universal連接方式 14 2.4.6 Contact連接方式 15 2.5 機器人動作編輯系統 16 2.5.1 系統介面及功能介紹 16 2.5.2 機器人模型製作 17 2.5.3 機器人動作製作 19 2.5.4 機器人動作模擬 20 第三章 拖曳式動作編輯 22 3.1 動作模擬之穩定度 22 3.2 背景知識 23 3.2.1 Baumgarte stabilization 23 3.2.2 Post-stabilization 24 3.3 利用物理引擎的穩定度修正 25 3.4 利用運動學的穩定度修正 28 第四章 實驗系統 30 4.1 實驗環境 30 4.2 實驗流程 30 4.3 實驗設計與結果 30 4.3.1 固定點偏移實驗 30 4.3.2 有限角度之肢體擺動實驗 32 4.3.3 模擬滑鼠帶動物體轉動實驗 35 第五章 結論與未來工作 48 5.1 結論 48 5.2 未來工作 48 參考文獻 49

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