面向人形机器人导航的三维多边形映射

Arindam Roychoudhury, M. Missura, Maren Bennewitz
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引用次数: 1

摘要

人形机器人足迹规划和碰撞检测的传统环境表示是2.5D高度图。尽管高度地图易于计算且相对节省空间,但由于缺乏可行走表面的明确表示,因此在复杂的现实世界环境中,高度地图有一些限制,阻碍了人形机器人实现其全部导航潜力。在本文中,我们提出用倾斜多边形嵌入三维笛卡尔空间来表示平面,这大大减少了地图所需的内存占用。这些3D多边形具有明确的边界,并作为类人支持放置的可平面区域,例如,脚步规划,以及对象放置和操作。同时,我们使用前面提到的3D多边形在地图中进行定位,而地图是根据传感器数据实时构建的。因此,我们将基于平面和边缘配准的视觉里程计技术与定义良好的多边形集合操作相结合,以建立具有全局地平面的室内环境的精确和紧凑的表示。结果是一个几何映射,它不仅提供了明确的有界平面表示,而且允许解析计算碰撞和放置信息。正如我们用Nao人形机器人获得的实验结果所显示的那样,我们能够在RGB-D帧的扩展序列上获得3D多边形地图,同时在特别小的内存消耗下保持高效的每帧运行时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
3D Polygonal Mapping for Humanoid Robot Navigation
The traditional environment representation for footstep planning and collision detection for humanoid robots is the 2.5D height map. Although easy to compute and relatively space efficient, height maps have limitations that prevent a humanoid from achieving its full navigational potential in complex real-world environments, e.g., due to lack of explicit representation of walkable surfaces. In this paper, we propose to represent planar surfaces with slanted polygons embedded into 3D Cartesian space, which significantly reduce the memory footprint required for a map. These 3D polygons have explicit boundaries and serve as planable regions for a humanoid for support placement, e.g., footstep planning, and for object placement and manipulation. At the same time, we use the aforementioned 3D polygons for localization within the map while it is being built from sensor data in real time. We hereby combine visual odometry techniques based on plane and edge registration with well-defined polygonal set operations to build an accurate and compact representation of indoor environments with a global ground plane. The result is a geometric map which not only provides an explicit bounded planar surface representation but also allows analytically computed collision and placement information. As our experimental results obtained with the Nao humanoid robot show, we are able to obtain 3D polygonal maps built over extended sequences of RGB-D frames while maintaining an efficient per frame run-time at an especially small memory consumption.
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