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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迭代演化

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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:在本文中,提出了一种新的和快速膜进化算法,其可以解决具有多个终端效应器和目标目标的完全约束的通用逆运动学,为定制成本函数的设计留下了高度的灵活性。该算法利用进化和群优化的杂交,与有限的记忆 - 泡沫氟 - 甘晶素 - Shanno相结合,具有基于梯度的梯度的约束算法。准确的解决方案可以在实时找到,次优避免次优避免,即使在大大提高的自由度方面也缩放。该算法为追逐的伴头连续优化提供了一般框架,该框架仅需要用于设置个人和精英的数量的两个参数,并且支持为逆运动学添加其他目标和约束,例如解决方案,碰撞避免或功能关节之间的最小位移关系。关于若干工业和拟人机器人以及虚拟人物的实验结果证明了适用于解决机器人,人机互动和角色动画的不同具有挑战性任务的复杂运动姿势的算法,包括灵巧的物体操纵,无碰撞的全部 - 身体运动,以及视频游戏和电影的动画后处理。实现的实现是可用于Unity3D和机器人操作系统。

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