Saved in:
Bibliographic Details
Main Authors: Bedada, Wendwosen Bellete, Palli, Gianluca
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2407.02363
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866916309762048000
author Bedada, Wendwosen Bellete
Palli, Gianluca
author_facet Bedada, Wendwosen Bellete
Palli, Gianluca
contents This paper presents reactive obstacle and self-collision avoidance of redundant robotic manipulators within real time kinematic feedback control using GPU-computed distance transform. The proposed framework utilizes discretized representation of the robot and the environment to calculate 3D Euclidean distance transform for task-priority based kinematic control. The environment scene is represented using a 3D GPU-voxel map created and updated from a live pointcloud data while the robotic link model is converted into a voxels offline and inserted into the voxel map according to the joint state of the robot to form the self-obstacle map. The proposed approach is evaluated using the Tiago robot, showing that all obstacle and self collision avoidance constraints are respected within one framework even with fast moving obstacles while the robot performs end-effector pose tracking in real time. A comparison of related works that depend on GPU and CPU computed distance fields is also presented to highlight the time performance as well as accuracy of the GPU distance field.
format Preprint
id arxiv_https___arxiv_org_abs_2407_02363
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Real Time Collision Avoidance with GPU-Computed Distance Maps
Bedada, Wendwosen Bellete
Palli, Gianluca
Robotics
This paper presents reactive obstacle and self-collision avoidance of redundant robotic manipulators within real time kinematic feedback control using GPU-computed distance transform. The proposed framework utilizes discretized representation of the robot and the environment to calculate 3D Euclidean distance transform for task-priority based kinematic control. The environment scene is represented using a 3D GPU-voxel map created and updated from a live pointcloud data while the robotic link model is converted into a voxels offline and inserted into the voxel map according to the joint state of the robot to form the self-obstacle map. The proposed approach is evaluated using the Tiago robot, showing that all obstacle and self collision avoidance constraints are respected within one framework even with fast moving obstacles while the robot performs end-effector pose tracking in real time. A comparison of related works that depend on GPU and CPU computed distance fields is also presented to highlight the time performance as well as accuracy of the GPU distance field.
title Real Time Collision Avoidance with GPU-Computed Distance Maps
topic Robotics
url https://arxiv.org/abs/2407.02363