scholarly journals Motion primitives and 3-D path planning for fast flight through a forest

Author(s):  
Aditya A. Paranjape ◽  
Kevin C. Meier ◽  
Xichen Shi ◽  
Soon-Jo Chung ◽  
Seth Hutchinson
Author(s):  
Mihir Dharmadhikari ◽  
Tung Dang ◽  
Lukas Solanka ◽  
Johannes Loje ◽  
Huan Nguyen ◽  
...  

2015 ◽  
Vol 34 (3) ◽  
pp. 357-377 ◽  
Author(s):  
Aditya A. Paranjape ◽  
Kevin C. Meier ◽  
Xichen Shi ◽  
Soon-Jo Chung ◽  
Seth Hutchinson

Author(s):  
Maksymilian Szumowski ◽  
Teresa Zielińska

Path planning is an essential part of the control system of any mobile robot. In this article the path planner for a humanoid robot is presented. The short description of an universal control framework and the Motion Generation System is also presented. Described path planner utilizes a limited number of motions called the Motion Primitives. They are generated by Motion Generation System. Four different algorithms, namely the: Informed RRT, Informed RRT with random bias, and RRT with A* likeheuristics were tested. For the last one the version with biased random function was also considered. All mentioned algorithms were evaluated considering three dif ferent scenarios. Obtained results are described and discussed.


Author(s):  
Santhosh Kumar Thati ◽  
Aditi Raj ◽  
Atul Thakur

Exploration of obstacle-ridden underwater regions for various marine applications like automated inspection, maintenance and repair of sub-sea structures and search and rescue during disaster relief is often not possible to be carried out by the human divers. Owing to their slender and hyper-redundant structure, Anguilliform-inspired robots are capable of negotiating narrow regions. However, the challenges involved in the motion planning of Anguilliform-inspired robots include the dynamic constraints imposed by the hyper-redundant joints, the interaction between fluid environment and the robot, and the presence of obstacles. This paper reports a model-predictive motion planning approach for an Anguilliform-inspired robot, wherein dynamically feasible motion primitives are generated using a dynamics simulator. The motion primitives are then used for generating a roadmap over which A* algorithm is used for searching an optimal, obstacle-free, and dynamically feasible path to the goal. Use of Euclidean heuristic in the A* based path planning for hyper-redundant underwater robots often results in the expansion of a large number of nodes and thereby slow-down the computations. Hence, we present a simulation-based admissible heuristic function that led to a speed-up of path search computation time by a factor varying from 3.1 to 5.5 over the Euclidean heuristic for our simulation-based experiments. The factor is dependent on the complexity of the scene. We also use dynamics simulation for estimating action-specific convex collision envelops for precise and efficient collision detection during the expansion of nodes in A*.


Sign in / Sign up

Export Citation Format

Share Document