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Memetic Evolution for Generic Full-Body Inverse Kinematics in Robotics and Animation

机译:机器人和动画中通用全身反向运动学的模因进化

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In this paper, a novel and fast memetic evolutionary algorithm is presented which can solve fully constrained generic inverse kinematics with multiple end effectors and goal objectives, leaving high flexibility for the design of custom cost functions. The algorithm utilizes a hybridization of evolutionary and swarm optimization, combined with the limited-memory-Broyden-Fletcher-Goldfarb-Shanno with bound constraints algorithm for gradient-based optimization. Accurate solutions can be found in real-time and suboptimal extrema are robustly avoided, scaling well even for greatly higher degree of freedom. The algorithm provides a general framework for hounded continuous optimization which only requires two parameters for the number of individuals and elites to be set, and supports adding additional goals and constraints for inverse kinematics, such as minimal displacement between solutions, collision avoidance, or functional joint relations. Experimental results on several industrial and anthropomorphic robots as well as on virtual characters demonstrate the algorithm to be applicable for solving complex kinematic postures for different challenging tasks in robotics, human-robot interaction and character animation, including dexterous object manipulation, collision-free full-body motion, as well as animation post-processing for video games and films. Implementations are made available for Unity3D and robot operating system.
机译:本文提出了一种新颖,快速的模因进化算法,该算法可以解决具有多个末端执行器和目标的完全受限的通用逆运动学,为定制成本函数的设计留出了高度的灵活性。该算法利用进化和群体优化的混合方法,结合有限内存的Brooyden-Fletcher-Goldfarb-Shanno结合边界约束算法,进行基于梯度的优化。可以实时找到准确的解决方案,并且可以避免极端欠佳的极端情况,即使对于更高的自由度也可以很好地进行缩放。该算法为猎犬连续优化提供了一个通用框架,该框架仅需要两个参数即可设置个人和精英人数,并支持为逆运动学添加其他目标和约束,例如解决方案之间的最小位移,避免碰撞或功能关节关系。在多个工业和拟人机器人以及虚拟角色上的实验结果表明,该算法适用于解决机器人,人机交互和角色动画等各种挑战性任务的复杂运动姿势,包括灵巧的物体操纵,无碰撞全身体动作,以及视频游戏和电影的动画后处理。实现可用于Unity3D和机器人操作系统。

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