Inverse Kinematic Solutions for Articulated Characters using Massively Parallel Architectures and Differential Evolutionary Algorithms

Ben Kenwright
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引用次数: 7

Abstract

This paper presents a Differential Evolutionary (DE) algorithm for solving multi-objective kinematic problems (e.g., endeffector locations, centre-of-mass and comfort factors). Inverse kinematic problems in the context of character animation systems are one of the most challenging and important conundrums. The problems depend upon multiple geometric factors in addition to cosmetic and physical aspects. Further complications stem from the fact that there may be non or an infinite number of solutions to the problem (especially for highly redundant manipulator structures, such as, articulated characters). What is more, the problem is global and tightly coupled so small changes to individual link’s impacts the overall solution. Our method focuses on generating approximate solutions for a range of inverse kinematic problems (for instance, positions, orientations and physical factors, like overall centre-of-mass location) using a Differential Evolutionary algorithm. The algorithm is flexible enough that it can be applied to a range of open ended problems including highly non-linear discontinuous systems with prioritisation. Importantly, evolutionary algorithms are typically renowned for taking considerable time to find a solution. We help reduce this burden by modifying the algorithm to run on a massively parallel architecture (like the GPU) using a CUDAbased framework. The computational model is evaluated using a variety of test cases to demonstrate the techniques viability (speed and ability to solve multi-objective problems). The modified parallel evolutionary solution helps reduce execution times compared to the serial DE, while also obtaining a solution within a specified margin of error (<1%).
使用大规模并行架构和微分进化算法的铰接字符的逆运动学解
本文提出了一种求解多目标运动学问题(如效应器位置、质心和舒适系数)的微分进化算法。角色动画系统中的逆运动学问题是最具挑战性和最重要的难题之一。除了外观和物理方面,这些问题还取决于多种几何因素。进一步的复杂性源于这样一个事实,即问题可能没有或无限多个解决方案(特别是对于高度冗余的操纵器结构,例如铰接字符)。更重要的是,这个问题是全球性和紧密耦合的,所以单个链接的微小变化会影响整体解决方案。我们的方法侧重于使用微分进化算法为一系列逆运动学问题(例如,位置,方向和物理因素,如整体质心位置)生成近似解。该算法具有足够的灵活性,可以应用于一系列开放式问题,包括具有优先级的高度非线性不连续系统。重要的是,进化算法通常以花费相当长的时间来寻找解决方案而闻名。我们通过使用基于cudabbased的框架修改算法以在大规模并行架构(如GPU)上运行来帮助减轻这种负担。使用各种测试用例对计算模型进行评估,以证明技术的可行性(解决多目标问题的速度和能力)。与串行DE相比,改进的并行进化解决方案有助于减少执行时间,同时还可以在指定的误差范围内(<1%)获得解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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