'Virtual Maze'

Com S 576, FINAL PROJECT - Spring '00 

Frode Aarstad, frode@iastate.edu

Project Description

Introduction.

This project was an attempt to unite two disciplines - Virtual Reality and Motion Planning. The motivation behind this project was to utilize the visualization power of an immersive virtual environment as a tool to better understand the strength and weaknesses of different path planning algorithms. By allowing the user to interactively design the world and the placement of the robots, the user can make interesting and challenging worlds so the efficiency of the path planning algorithms can be measured and visualized.

Problem

The problem of this project was to implement different variations of RRT-planners in a 3D world. Two different robots were implemented, robot A with 2 DOF and robot B with 4 DOF, this gives us the following configuration spaces:



The robot B in addition to being able to translate in x,y and z directions it can rotate around the y-axis.

The model of this project is a standard holonomic model, but the user is able to specify the inputs to the robots. By specifying inputs the user can add constraints to the model, like forward and downward only helicopter or forward and left turn only helicopter. This type of kinematic constraints still makes the problem holonomic and small-time controllable.

What makes this project difficult is the transition from 4D configuration space to a 3D world space. Going from a un-visualizable 4D to 3D was a problem in implementing this
project.

Approach

The application is written in C++ using object oriented techniques. The graphical interface is based on openGL and vrJuggler. vrJuggler is a platform for developing VR applications that allows the user to simulate virtual environments on regular SGI workstations. For collision detection the PQP-toolkit is used. The use of PQP along with LEDA allows for flexible and 'easy' integration of the course framework for motion planning.

The approach was to extend the application being developed for CpE 575 Virtual Reality to also include motion planning. This application enables the user to create a 'virtual maze' by sketching it in 2D then transforming this sketch into 3D, then allow the user to navigate in the created maze and modify it further. (The final report for CpE 575 can be found here). This was done by allowing the user to place the two robots A and B in the scene. Then the user was able to choose from the RRT-implementations provided in the course framework, the RRT-implementations are: RRT, RRTGoalBias, RRTCon, RRTExt, RRTConCon, RRTExtExt, RRTExtCon. This allows the user to run the different RRT's on the same geometry and observe the different behaviors. The user is also able to show all the nodes generated by the RRT, show an successful path and animate an successful path. (fig.1).

In order to make the course framework to work with a 3D environment mode additions and modifications were necessary for the framework. First, the World-class was extended with an WorldPQP class. This new class essentially handled collision detection with the scene, this was done by querying the PQP objects for collision distance. Then the Problem-class was extended with an Problem3D class that handled reading inputs corresponding to the 2D inputs for robot A, and the 4 D inputs for robot B. Finally, the Model-class had to be extended with a Model3D-class. This new class included the following changes:

Metric:

{
  double dphi = min(fabs(x1[3]-x2[3]),2.0*PI - fabs(x1[3]-x2[3]));
  double rho;

  rho = sqrt(sqr(x1[0] - x2[0]) + sqr(x1[1] - x2[1]) + sqr(x1[2] - x2[2])
             + sqr(20/PI*dphi));

  return rho;
}
State Transition Equations:
{
  vector dx(4);

  dx[0] = Speed*u[0]* cos(x[3]);
  dx[1] = Speed*u[1];
  dx[2] = Speed*u[0]*sin(x[3]);
  dx[3] = u[3];

  return dx;
}

Findings

It was clear that the bi-driectional planners performed much better than the one-dimensional planners, in fact the one-dimensional planners almost never found solution. This was somewhat expected but the poor performance of the one-dimensional planners was not.

Among the bi-directional planners the ConCon used the least amount of nodes and time to reach a solution. The ExtExt planner generated the 'smoothest' path but used more time and nodes than the ConCon planner. The ExtCon planner was as expected a compromise between the ExtExt and ConCon planners.


 

Examples

Here are some tests that I ran with the finished project. Click on the images for bigger and nicer pictures.

Test #1

This test sets the maximum of nodes for one-directions RRT's as 1000 nodes. The input file
used allows only forward movement and turning.
 
Ext Con RRT used.
ExtExt RRT used.
ConCon RRT used.
GoalBias planner used. This failed to find
a path to the goal. The nodes in the RRT
graph is show in yellow.
 

 

Test #2

In this test the max nodes for one-dimensional planners were set to 5000 and the inputs
allowed the robot to go almost everywhere. I wanted to check if the one-dimentional planners
coould find a solution this time.
 
ConCon RRT
ExtExt RRT used.
ExtCon planner used, in this case the planner
choosed to ignore the constraints and jump
over the obstacle. (strange)

Even in this case the one-dimensional planners also had no chance in finding a solution.
 
 

Test #2

These examples were done just for fun, I was playing with the inputs to the planners.
 
 
ExtExt RRT with only backward and right turn motion allowed.
Same as above with some obstacles.
ExtExt with only forward and right turn allowed.
This is just a mpeg movie showing naviagtion among a path.

 

Implementation files

Source Code

The code is developed on IRIX using vjJuggler, PQP and LEDA libraries, some tweaking might (will!) be nessecary for it to run on other platforms (don't ask me how to do it).

Input Files

These files are inputs to the program.

Conclusions

Through our experiences with implementing this application and running the tests with the path planners, it has become evident that virtual reality is an excellent tool for testing and developing 3D path planners in a 3D environment. We also learned for a 3D environment bi-directional planners are more suited than one-directional ones.

References


Frode Aarstad, 04/25/2K