Recent work has demonstrated real-time mapping and reconstruction from dense perception, while motion planning based on distance fields has been shown to achieve fast, collision-free motion synthesis with good convergence properties. However, demonstration of a fully integrated system that can safely re-plan in unknown environments, in the presence of static and dynamic obstacles, has remained an open challenge. In this work, we first study the impact that signed and unsigned distance fields have on optimisation convergence, and the resultant error cost in trajectory optimisation problems in 2D path planning, arm manipulator motion planning, and whole-body loco-manipulation planning. We further analyse the performance of three state-of-the-art approaches to generating distance fields (Voxblox, Fiesta, and GPU-Voxels) for use in real-time environment reconstruction. Finally, we use our findings to construct a practical hybrid mapping and motion planning system which uses GPU-Voxels and GPMP2 to perform receding-horizon whole-body motion planning that can smoothly avoid moving obstacles in 3D space using live sensor data. Our results are validated in simulation and on a real-world Toyota Human Support Robot (HSR).
翻译:最近的工作显示了实时绘图和从密集的感知中重建的实时图象,而基于距离场的运动规划已证明能够实现快速、无碰撞运动的合成,并具有良好的趋同性能;然而,展示一个完全一体化的系统,在存在静态和动态障碍的情况下,能够在未知环境中安全地在静态和动态障碍的情况下进行重新规划,这仍然是一个公开的挑战;在这项工作中,我们首先研究所签署和未签署距离场对优化趋同的影响,以及2D路径规划、手臂操纵运动规划和全机机操作规划中的轨道优化问题所产生的错误成本;我们进一步分析三种最先进的生成距离场(Voxblox、Fiesta和GPU-Voxels)的性能,以便用于实时环境重建。最后,我们利用我们的调查结果来建立一个实用的混合绘图和运动规划系统,利用GPU-Voxel和GMP2来进行再退休里松整体运动规划,从而使用实时传感器数据在3D空间中顺利地避免移动障碍。我们的结果在模拟和现实世界的人体支持上得到验证。