Route Planning - PowerPoint PPT Presentation

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Route Planning

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Wide variety of technology, e.g. JSAF, OneSAF, DARWAR, etc. ... into the femoral artery (near the groin) and advanced into the selected liver artery ... – PowerPoint PPT presentation

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Title: Route Planning


1
Route Planning Simulation
  • Ming C. Lin
  • Department of Computer Science
  • University of North Carolina
  • http//www.cs.unc.edu/lin
  • http//www.cs.unc.edu/geom
  • lin_at_cs.unc.edu

2
State of Art (I)
  • Wide variety of technology, e.g. JSAF, OneSAF,
    DARWAR, etc.
  • Existing systems are very powerful and offer
  • Many capabilities
  • Flexibility to incorporate new technologies
  • e.g. GPU-based LoS computations

3
State of Art (II)
  • Game physics engines provides pseudo physical
    behavior that varies
  • Online multi-player games becomes increasingly
    popular

4
What Changes in Simulations
  • Yesterday tanks, vehicles, vessels, planes on
    open terrain and airspace
  • Today teams of soldiers on foot, civilians,
    insurgency, cluttered urban scenes, dynamic
    terrains civil infrastructures

5
New Needs
  • Add more realistic and higher fidelity
    simulations, especially for urban
    simulations/scenarios.
  • Require modeling/simulation of civilians many
    independent agents or heterogeneous crowds
  • Physics-based computations weather effects,
    deformable robots, explosions, entity simulation,
    spatialized sound effects, shadows, environmental
    effects, etc.

6
Gaming Technologies for Training?
  • Significant advances in rendering, modeling
    simulation
  • Physics not quite there yet
  • But, different focuses end goals
  • Visually believable, not accurate or reflective
    of real situations
  • Lower fidelity than what may be required for
    effective, reliable training

7
Some Issues
  • Performance vs. Fidelity
  • Validation and Verification
  • Assessment Evaluation
  • Correct training
  • Performance enhancement
  • Cost saving

8
Speed vs. Fidelity/Accuracy
  • Multiresolution framework
  • Perception-based
  • Data driven Physics New Math

9
Real-time Path Planning for Virtual Agents in
Dynamic Environments
Sud et al. IEEE VR 2007
10
Overview
At each time step
Environment (Static Obstacles, Dynamic
Obstacles, and Agents)
Scripted Behaviors
Multi-agent Navigation Graph
Update
Local Dynamics Collision Detection
Forces to move along path
Path to goal
11
Multi-Agent Navigation Graph
  • Unified data structure for path planning of
    multiple agents
  • Computed using 1st and 2nd order Voronoi diagrams

12
Multi-Agent Navigation Graph
  • Unified data structure for path planning of
    multiple agents
  • Computed using 1st and 2nd order Voronoi diagrams
  • Advantage
  • Provides pairwise proximity information for all
    agents simultaneously
  • Compute collision free paths of all agents from
    single MaNG

13
1st Order Voronoi Diagram (VD1)
Agents
Static Obstacle
14
1st Order Voronoi Diagram (VD1)
Agents
Static Obstacle
15
2nd Order Voronoi Diagram (VD2)
16
VD1 and VD2
VD1
VD2
17
Voronoi Graphs
VG1
VG2
U
18
2nd nearest nbr graph
2nd order Voronoi graph
1st order Voronoi graph
19
MaNG
  • Subset of the 2nd nearest neighbor graph

Static Obstacle
20
Multi-Agent Navigation Graph
  • Unified data structure for path planning of
    multiple agents
  • Computed using 1st and 2nd order Voronoi diagrams
  • Advantage Reduce omputation of many 1st order
    Voronoi graphs to computation of a single MaNG

21
MaNG Planner
  • For each agent
  • Connect agent (source) to VG2 edges

Agent
22
MaNG Planner
  • For each agent
  • Connect agent (source) to VG2 edges
  • Connect destination to VG1 edges

23
MaNG Planner
  • For each agent
  • Connect agent (source) to VG2 edges
  • Connect destination to VG1 edges
  • Assign edge weights

8
3
4
2
3
6
5
2
7
1
2
3
1
3
24
MaNG Planner
  • For each agent
  • Connect agent (source) to VG2 edges
  • Connect destination to VG1 edges
  • Assign edge weights
  • Graph search

8
3
4
2
3
6
5
2
7
1
2
3
1
3
25
MaNG Planner
  • For each time step
  • Compute MaNG once
  • Compute paths for all agents from same MaNG

26
MaNG Planner
  • 2nd order Voronoi diagram gives proximity to
    closest obstacle
  • Sud et al.06
  • Compute force fields at each step
  • Repulsive forces from closest obstacle

27
MaNG Computation
  • Computing exact Voronoi diagram difficult
  • Non-linear boundaries
  • High complexity

28
MaNG Computation
  • Computing exact Voronoi diagram difficult
  • Compute Discrete Voronoi Diagram (DVD)
  • Compute closest site at finite set of points

29
MaNG Computation
  • Computing exact Voronoi diagram difficult
  • Compute Discrete Voronoi Diagram (DVD)
  • Interactive computation using GPU Sud et al. 06
  • Culling techniques for fast 2D computation (paper)

30
Undersampling
  • Fixed grid resolution on GPU

31
Undersampling
  • Disconnected Voronoi regions
  • Complex graph
  • Solution Local tests to reduce graph complexity
    without changing connectivity (paper)

32
Demos
  • Fruit stealing
  • Crowds in urban environment

33
Demos
  • Fruit stealing
  • Dynamic goal update
  • Swarming behavior observed
  • Crowds in urban environment

34
Demo Stealing Fruit
100 Agent simulation at 9 fps
35
Demos
  • Fruit stealing
  • Crowds in small urban environment
  • Dynamic obstacles

36
Demos Crowd
100 Agent simulation at 10 fps
37
Motivation
  • Traditional approaches
  • Randomized, only considers agent geometry
  • Not realistic motion
  • Better motion paths
  • Requires smoother paths, incorporating physics

38
Motivation
  • Traditional approaches
  • Randomized, only considers agent geometry
  • Not realistic motion
  • Better motion paths
  • Requires smoother paths, incorporating physics

Traditional Straight-line links
39
Motivation
  • Traditional approaches
  • Randomized, only considers agent geometry
  • Not realistic motion
  • Better motion paths
  • Requires smoother paths, incorporating physics

Better Smoother path
Goal
Start
40
Motivation Performance
  • Motion planning is exponential in agent degrees
    of freedom
  • Traditional Intractable for very high number of
    joints, many agents, or incorporating dynamics

300 rotational joints
2,500 rotational joints
41
Applications
  • Autonomous vehicles
  • Search and rescue
  • Medical simulations
  • Virtual prototyping
  • Cable planning
  • Multi-agent planning
  • Character animation
  • Molecular modeling
  • Many more!

42
Physically-based Motion Planning (PMP)
  • Novel motion planning approach
  • Goal Generate realistic paths in a practical
    amount of time for very complex situations

Planned trajectory for a deforming sphere
43
Physically-based Motion Planning
  • Approach Bias the planning search by artificial
    workspace forces and agent motion equations
  • Obstacle avoidance
  • Guiding paths
  • Energy functions
  • Agent behavior
  • Sensing information

44
Planning Architecture
45
Applied to Deformable Agents
  • Motion equations
  • Particle motion in a mass-spring lattice
  • Artificial forces
  • Volume preservation
  • Obstacle avoidance
  • Collision resolution
  • Goal seeking

46
Algorithm Overview
  • Roadmap Generation
  • Path Estimation
  • Path Query
  • Advance simulation while satisfy constraints
  • min E(x) subject to ?V(x) ?
  • Non-penetration
  • Volume Preservation

47
GPU Acceleration
  • GPUs can be utilized to
  • accelerate collision detection
  • high-level path generation
  • link queries
  • These optimizations allow each simulation step to
    be computed much faster, thus allowing more
    complex planning scenarios to be solved in a
    reasonable amount of time.

48
Benchmark Scenarios
Deforming cylinder in a tunnel agent must deform
to exit.
Deforming sphere in a cup agent deforms to
quickly get to and enter the cup
49
Applied to Deformable Agents
50
Highly Articulated Chains
  • Motion equations
  • Articulated body motion equation
  • Artificial forces
  • Joint configuration
  • Path following
  • Obstacle avoidance
  • Collision resolution

51
Challenges
  • Chain planning and simulation is expensive
  • Each joint adds exponentially
  • Exploit temporal coherence to reduce adaptively
    reduce problem dimensionality
  • Goal Fewer active joints

52
Reducing dimensionality
  • Based on adaptive forward dynamics
  • Adaptively determine which sub-bodies behave most
    like rigid bodies and rigidify them

At each step, 25 most important joints are
simulated
All joints simulated
53
System Demonstrations
Chain with 300 joints must navigate a sequence of
walls
Chain with 600 joints must travel through a tunnel
54
Cable Routing on Bridge
A snake robot of 500 links and 500 DOFs with
only 70 DOFs used in this bridge scene
55
Search and Rescue
  • A snake robot with 2,000 joints searches for a
    cavity in debris and then exits

56
Pipe inspection
  • A snake robot with 2,000 joints inspects pipes
    for a leak by coiling around it

57
Video Demonstration
58
Catheterization Procedures
  • In medical and surgical procedures, flexible
    catheters are often inserted in human vessels to
  • Obtain diagnostic information (blood pressure or
    flow)
  • Enhance imaging with the injection of contrast
    agents
  • Provide a mechanism to deliver treatment to a
    specific area

59
Liver Chemoembolization
  • Catheter is used to inject chemotherapy drugs
    directly to the blood vessel supplying a liver
    tumor
  • Catheter is inserted into the femoral artery
    (near the groin) and advanced into the selected
    liver artery
  • A fluoroscopic display and the resistance felt
    from the catheter are used to determine how it
    should be advanced, withdrawn, or rotated
  • Chemotherapy drugs followed by embolizing agents
    are injected through the catheter into the liver
    tumor

tumor
catheter
60
Motion Planning Application
  • Application to plan the path of a flexible
    catheter, inserted at the femoral artery, to a
    specific liver artery supplying a tumor
  • Environment 3D models of the liver and blood
    vessels obtained from the 4D NCAT phantom, a
    realistic computer model of the human body
  • Catheter was modeled as a snake robot with 2500
    joints with only 10 of joints simulated to
    achieve 10x speed up.

61
Benchmark Liver (Courtesy of JHU)
A birds eye view of the entire live arteries
A catheter enters the left artery.
A closer view of liver and the internal arteries
62
Applied to multiple agents
  • Motion equation
  • Each agent as constrained particle motion
  • Artificial forces
  • Roadmap following
  • Obstacle/other agent avoidance
  • For human agents Social forces

10 red agents among moving spheres
63
Reactive Deformation Roadmaps (RDR)
  • PMP not restricted to agents
  • Reactive roadmaps
  • Adjust to moving obstacles, changing environments
  • Particle motion
  • Physically-based limits on elasticity

Link removed
64
Reactive Deformation Roadmap
  • Blend together ideas from decoupled planning,
    fast path and roadmap modification, and
    replanning into a single unified framework
  • Useful for modeling of heterogeneous crowds as
    well

65
PMP Conclusions
  • General framework practical planning of complex
    agents
  • Incorporates kinematic/geometic, dynamic, and
    mechanical constraints
  • Tighter coupling with agent allows adjustable
    behavior
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