Computer Science A family of rigid body models: connections between quasistatic and dynamic multibody systems Jeff Trinkle Computer Science Department Rensselaer Polytechnic Institute Troy, NY 12180 Jong-Shi Pang, Steve Berard, Guanfeng Liu Computer Science Motivation Dexterous Manipulation Planning Parts Feeder Design Parts feeder design goals: Valid quasistatic plan exists 1) Exit orientation independent of entering orientation 2) High throughput Design geometry of feeder to guarantee 1) and maximize 2). Part enters cg down Feeder geometry has 12 design parameters No quasistatic plan found, but dynamic plan exists Evaluate feeder design via simulation Part enters cg up Computer Science Simulation of Pawl Insertion Computer Science Past Work in Quasistatic Multibody Systems Grasping and Walking Machines – late 1970s. Used quasistatic models with assumed contact states. Whtney, “Quasistatic Assembly of Compliantly Supported Rigid Parts,” ASME DSMC, 1982 Caine, Quasistatic Assembly, 1982 Peshkin, Sanderson, Quasistatic Planar Sliding, 1986 Cutkosky, Kao, “Computing and Controlling Compliance in Robot Hands,” IEEE TRA, 1989 Kao, Cutkosky, “Quasistatic Manipulation with Compliance and Sliding,” IJRR, 1992 Peshkin, Schimmels, Force-Guided Assembly, 1992 Computer Science Past Work in Quasistatic Multibody Systems Mason, Quasistatic Pushing, 1982 - 1996 Brost, Goldberg, Erdmann, Zumel, Lynch, Wang Trinkle, Hunter, Ram , Farahat, Stiller, Ang, Pang, Lo, Yeap, Han, Berard, 1991 – present Trinkle Zeng, “Prediction of Quasistatic Planar Motion of a Contacted Rigid Body,” IEEE TRA, 1995 Pang, Trinkle, Lo, “A Complementarity Approach to a Quasistatic Rigid Body Motion Problem,” COAP 1996 Computer Science Hierarchical Family of Models • Models range from pure geometric to dynamic with contact compliance • Required model “resolution” is dependent on design or planning task Model Space Dynamic • Approach: – Plan with low resolution model first – Use low resolution results to speed planning with high resolution model – Repeat until plan/design with required accuracy is achieved Quasistatic Kinematic Geometric Rigid Compliant Computer Science Components of a Dynamic Model Newton-Euler Equation Defines motion dynamics Kinematic Constraints Describe unilateral and bilateral constraints Normal Complementarity Prevents penetration and allows contact separation Friction Law Defines friction force behavior: Bounded magnitude Maximum Dissipation Leads to tangential complementarity Maintains rolling or allows transition from rolling to sliding Quasistatic model: time-scale the Newton-Euler equation. Computer Science Complementarity Problems n z Let be an element of and n let w(z ) be a given function in . Find z such that: w( z ) : n n 0w z0 Linear Complementarity Problem of size 1. Given constants R and b , find z such that: w w Rz b 0w z0 z Computer Science Newton-Euler Equation Non-contact forces q - configuration v - generalized velocity M - symmetric, positive definite inertia matrix f - non-contact generalized forces G - Jacobian relating generalized velocity and time rate of change of configuration M (q(t ))v(t ) f (t , q(t ), v(t )) q (t ) G (q(t ))v(t ) where dx x dt Computer Science Kinematic Quantities at Contacts Normal and tangential displacement functions: in (t , q (t )) it (t , q (t )) i 1,..., N io (t , q (t )) Locally, C-space is represented as: in (t , q(t )) 0; i 1, , N tˆi n̂i it in q Computer Science Normal Complementarity i it Define the contact force in i (t ) [in it io ] T Normal Complementarity 0 n (t , q) n (t ) 0 where n [ in ] T n [ in ] T tˆi n̂i Computer Science Dry Friction Assume a maximum dissipation law (it , io ) arg min( it (t , q, v)it io (t , q, v)io ) where (it , io ) (i in ); i 1,..., N ( it , io ) is the contact slip rate Linearized Coulomb Coulomb Friction Friction Friction Slip Slip Slip Computer Science Instantaneous-Time Dynamic Model q Gv Mv f (t , q, v) Wn n Wt t Wo o 0 n (t , q) n 0 (t , o ) arg min( tT (t , q, v)t oT (t , q, v)o ) (t , o ) ( n ) Non-contact forces Computer Science Scale the Times of the Input Functions Scale the driving inputs. Replace t with t in the driving input functions. q (t ) G (q)v(t ) M (q)v(t ) f (t , q, v) Wn (t , q)n (t ) Wt (t , q)t (t ) Wo (t , q)o (t ) 0 n (t , q) n (t ) 0 (t (t ), o (t )) arg min( tT (t , q, v)t (t ) oT (t , q, v)o (t )) (t , o ) ( n ) Computer Science Time-Scaled Dynamic Model Change variables t q~ ( ) q (t ) v~( ) 1v(t ) ~ ( ) (t ) Application of chain rule and algebra yields: ~ d v ~ ~ ~ 2 ~ ~ M f ( , q , v ) Wn n Wt t Wo o d ~ ~ 0 n ( , q ) n 0 ~ ~ ~T d t ~T d o ~ ~ (t , o ) arg min( t ( , q , v ) o ( , q~, v~ )) d d ~ ~ ~ (t , o ) (n ) Computer Science Time Stepping Methods Approximate derivatives by: dx / d ( x l 1 x l ) / h th where h is the time step, x l x ( l ), and l is the l scaled time at which the state of the system was obtained. ~l 1 l 1 l ~ ~ ~ ~ M (v v ) f ( , q , v ) W 2 n ~l 1 l 1 ~ 0 (W v )h n 0 l n T n ~l 1 ~l 1 ~l 1 T T ~ l 1 t ~l 1 T T ~ l 1 o (t , o ) arg min(( t ) (Wt v ) (o ) (Wo v )) ~l 1 ~l 1 ~ (t , o ) (n ) q~ l 1 q~ l Gv~ l 1h Computer Science LCP Time-Stepping Problem 6B 2 0 M l 1 T W n l 1 n f Wf T l 1 0 N F Wn Wf 0 0 0 0 U ET N 0 v~ l 1 2 Mv hf ~l 1 0 n n / h n / ~ l 1 E f n / l 1 0 0 ~ n l 1 nl 1 l 1 ~l 1 0 f f 0 l 1 l 1 q~ l 1 q~ l Gv~ l 1h Constraint Stabilization Kinematic Control Size 6B 2N F Computer Science Example: Fence and Particle Assume: Particle is constrained from below Non-contact force: f [0 0 mg]T Fence is position-controlled Wall is fixed in place Expected motion: Quasistatic: no motion when not in contact with fence. Dynamic: if deceleration of paddle is large, then particle can continue sliding without fence contact Computer Science Time-Scaled Fence and Particle System Dynamic Quasistatic Boundary Computer Science Time-Scaled Fence and Particle System Dynamic Quasistatic Computer Science Cast Model as Convex Optimization Problem Introduce the friction work rate value function: ~l 1 T ~l 1 ~l 1 T ~l 1 l 1 ~l 1 ~l 1 ~ (v , t , o ) (t ) bt (v ) (o ) bo (v ) t l 1 T ~ l 1 ~ bt (v ) (Wt v ) o l 1 T ~ l 1 ~ bo (v ) (Wo v ) Linear in v~ l 1 Introduce the friction work rate minimum value function: l 1 l 1 ~l 1 ~l 1 ~ ~ (v ) min (v , t , o ) * ~ ~ ~ (t , o ) (n ) Computer Science Equivalent Convex Optimization Problem min f T v~ l 1 * (v~ l 1 ) OPT := v~ l 1 l 1 l 1 ~ ~ s.t. W v bn (v ) T n * (v~ l 1 ) is convex. Therefore * (v~ l 1 ) is ~ l 1 ) is convex. concave and * (v Hypograph of KKT conditions are exactly the discrete-time model. Computer Science Theorem If l 1 ~ l 1 ~ l 1 ~ l 1 ~ (v , n , t , o ) solves the model with quadratic friction v~ l 1 is a globally optimal solutions of OPT corresponding ~ ~ l 1 is a globally optimal solution to OPT for to nl 1. Conversely, if v ~ ~ a given nl 1 and if nl 1 is equal to an optimal KKT multiplier of the cone, then ~l 1 ~l 1 constraint in OPT, then defining (t , o ) as below, the tuple l 1 ~ l 1 ~ l 1 ~ l 1 ~ (v , n , t , o ) solves the model with quadratic friction cone. ~l 1 ~l 1 it i in it it2 io2 ~ ~ iol 1 i inl 1 io it2 io2 Computer Science Proposition: Solution Uniqueness l 1 ~ l 1 ~ l 1 ~ l 1 ~ (v , n , t , o ) of the ~ l 1 is the unique discrete-time model with quadratic friction cone, v Corresponding to the solution solution of OPT, if and only if the following implication holds: Added motion does not decrease work f T dv~ l 1 0 T ~ l 1 W 0; i | in 0, in 0 it dv Added motion does not change friction work. W T dv~ l 1 0; i | 0, 0 io Added motion does not cause penetration in dv~ l 1 0 in WinT dv~ l 1 0; i | in 0 l 1 where dv~ is a small change in v~ l 1 Computer Science Example Solution is unique with non-zero quadratic friction on plane Friction Slip Solution is not unique without friction Solution is not unique with linearized friction on plane Friction Slip Computer Science Future Work Convergence analysis Experimental validation Design applications Computer Science Fini Computer Science Maximum Work Inequalty: Unilateral Constraints Friction Impulse Linearize the limit curve at contact i : di4 pifl 1 Di il 1 , il 1 0 di 3 Limit Curve di2 di 5 where the columns of Di are the d ij vectors transformed into C-space. di6 DiT v l 1 is the vector of the components of relative velocity at the contact in the d ij directions. d i1 di7 di8 Relative Velocity 0 il 1 DiT vl 1 eli 1 0 0 li 1 i pinl 1 eT il 1 0 Maximum Work Boundary or Interior where e [1 1]T Computer Science Tangential Complementarity: Example 0 0 ( D v )1 0 T l 1 l 1 ( Di v )8 i 0 l 1 1 T i l 1 8 l 1 Friction Impulse l 1 i di4 l 1 ( D v ) 8 T i 8l 1 i pinl 1 l 1 j 0, j 8 Curve di2 di 5 di6 l 1 i di 3 Limit d i1 di7 di8 Relative Velocity Computer Science Instantaneous Rigid Body Dynamics in the Plane anR ( Ann ) R R a ( A ) nR nn RR atR ( Atn ) RR stR 0 ( Ann ) R R ( Ant ) R R ( Ann ) RR ( Ant ) RR ( Atn ) RR ( Att ) RR 2U R I a nR c nR a c nR 0 0 nR atR stR stR atR UR 0 cnR bnR 0 cnR bnR I stR btR 0 atR 0 Size N R 3N R - diagonal matrix of friction coefficients at rolling contacts Computer Science Example: Sphere initially translating on horizontal plane. Computer Science Simulation with Unilateral and Bilateral Constraints Computer Science Time-Stepping with Unilateral Constraints With Constraint Without Constraint Stabilization Stabilization q l 3 q l 3 ql 2 Admissible Configurations ql q l 1 Solution always exists and Lemke’s algorithm can compute one (Anitescu and Potra). ql 2 Admissible Configurations ql q l 1 Current implementation uses stabilization and the “path” algorithm (Munson and Ferris). Solution Non-uniqueness: Computer Science LCP Non-Convexity an Rc n b 0 an cn 0 g ext l b sin( ) 2 m 1 l cos( ) R (cos( ) sin( )) m 4J 2 an Two Solutions cn Computer Science Solution Non-Uniqueness: Contact Force Null Space Both friction cones can “see” the other contact point. Assume: Blue discs are fixed in space Red disc is initially at rest Solution 1 – disc remains at rest Solution 2 – disc accelerates downward External Load
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