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Kinematics Jehee Lee Seoul National University
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Kinematics How to animate skeletons (articulated figures) Kinematics is the study of motion without regard to the forces that caused it
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Hierarchical Models Tree structure of joints and links –The root link can be chosen arbitrarily Joints –Revolute (hinge) joint allows rotation about a fixed axis –Prismatic joint allows translation along a line –Ball-and-socket joint allows rotation about an arbitrary axis
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Human Joints Human joints are actually much more complicated
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Forward and Inverse Kinematics Forward KinematicsInverse Kinematics
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Forward Kinematics: A Simple Example A simple robot arm in 2-dimensional space –2 revolute joints –Joint angles are known –Compute the position of the end-effector
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3D Position and Orientation The position and orientation of an object is represented as a rigid transformation Vector & 3x3 Matrix 4x4 Matrix Vector & Quaternion
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Forward Kinematics: A Simple Example Forward kinematics map as a coordinate transformation –The body local coordinate system of the end-effector was initially coincide with the global coordinate system –Forward kinematics map transforms the position and orientation of the end-effector according to joint angles
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A Chain of Transformations
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Thinking of Transformations In a view of body-attached coordinate system
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Thinking of Transformations In a view of body-attached coordinate system
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Thinking of Transformations In a view of body-attached coordinate system
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Thinking of Transformations In a view of body-attached coordinate system
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Thinking of Transformations In a view of body-attached coordinate system
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Thinking of Transformations In a view of global coordinate system
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Thinking of Transformations In a view of global coordinate system
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Thinking of Transformations In a view of global coordinate system
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Thinking of Transformations In a view of global coordinate system
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Thinking of Transformations In a view of global coordinate system
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How to Handle Ball-and-Socket Joints ? Three revolute joints whose axes intersect at a point (equivalent to Euler angles), or 3D rotation about an arbitrary axis
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Floating Base The position and orientation of the root segment are added
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Joint & Link Transformations Each segment has its own coordinate frame Forward kinematics map is an alternating multiple of –Joint transformations : represents joint movement –Link transformations : defines a frame relative to its parent The position and orientation of the root segment 1 st link transformation 1 st joint transformation
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Joint & Link Transformations Both are rigid transformations in general –Joint transformations may include translation Human joints are not ideal hinges –Link transformations may include rotation Some links are twisted
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Denavit-Hartenberg Notation
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Link Transformations How do you compute the link transform for the i th joint if you know the position and orientation of the i th joint as well as its parent’s position and orientation at the neutral pose ?
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Representing Hierarchical Models A tree structure –A node contains a joint transformation –A arc contains a link transformation
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Depth-First Tree Traversal Draw graphics needs to compute the position and orientation of all links OpenGL’s matrix stack is useful
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Summary Kinematics is the study of motion of articulated figures –Kinematics does not consider physics (forces, mass, …) Forward kinematics is straightforward –Forward kinematics map can be considered as a coordinate transformation The next lecture: How to solve the inverse problem
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Programming Assignment #1 Create a tree-structured hierarchical model of human figures –You have to compute the forward kinematics map of your model –You may use a matrix stack to build the forward kinematics map incrementally The model may be displayed using three-dimensional primitives such as polygons, boxes, cylinders, and spheres The joints are either revolute or ball-and-sockets
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Programming Assignment #1 Animate the model to demonstrate the hierarchical structure –For example, use sin/cos functions to make it walk and run Implement a scene 3D viewer –You should be able to change the viewpoint (scene rotation/translation) –The viewer will be used in all the other programming assignment Submit a report of at most three A4 pages –Describe the tree-structure, joints, and geometric primitives –Describe how the joints are animated
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