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Product Of Exponentials Formula
The product of exponentials (POE) method is a robotics convention for mapping the links of a spatial kinematic chain. It is an alternative to Denavit–Hartenberg parameterization. While the latter method uses the minimal number of parameters to represent joint motions, the former method has a number of advantages: uniform treatment of prismatic and revolute joints, definition of only two reference frames, and an easy geometric interpretation from the use of screw axes for each joint. The POE method was introduced by Roger W. Brockett in 1984. Method The following method is used to determine the product of exponentials for a kinematic chain, with the goal of parameterizing an affine transformation matrix between the base and tool frames in terms of the joint angles \theta_1...\theta_N. Define "zero configuration" The first step is to select a "zero configuration" where all the joint angles are defined as being zero. The 4x4 matrix g_(0) describes the transformation from the ba ...
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Robotics Conventions
There are many conventions used in the robotics research field. This article summarises these conventions. Line representations Lines are very important in robotics because: * They model joint axes: a revolute joint makes any connected rigid body rotate about the line of its axis; a prismatic joint makes the connected rigid body translate along its axis line. * They model edges of the polyhedral objects used in many task planners or sensor processing modules. * They are needed for shortest distance calculation between robots and obstacles Non-minimal vector coordinates A line L(p,d) is completely defined by the ordered set of two vectors: * a point vector p, indicating the position of an arbitrary point on L * one free direction vector d, giving the line a direction as well as a sense. Each point x on the line is given a parameter value t that satisfies: x = p+td. The parameter t is unique once p and d are chosen. The representation L(p,d) is not minimal, because it uses six ...
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Forward Kinematics
In robot kinematics, forward kinematics refers to the use of the kinematic equations of a robot to compute the position of the end-effector from specified values for the joint parameters. The kinematics equations of the robot are used in robotics Robotics is an interdisciplinarity, interdisciplinary branch of computer science and engineering. Robotics involves design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist human ..., computer games, and animation. The reverse process, that computes the joint parameters that achieve a specified position of the end-effector, is known as inverse kinematics. Kinematics equations The kinematics equations for the series chain of a robot are obtained using a rigid transformation to characterize the relative movement allowed at each joint and separate rigid transformation to define the dimensions of each link. The result is a sequence of rigid transformation ...
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Frames Of Reference
In physics and astronomy, a frame of reference (or reference frame) is an abstract coordinate system whose origin, orientation, and scale are specified by a set of reference points― geometric points whose position is identified both mathematically (with numerical coordinate values) and physically (signaled by conventional markers). For ''n'' dimensions, reference points are sufficient to fully define a reference frame. Using rectangular Cartesian coordinates, a reference frame may be defined with a reference point at the origin and a reference point at one unit distance along each of the ''n'' coordinate axes. In Einsteinian relativity, reference frames are used to specify the relationship between a moving observer and the phenomenon under observation. In this context, the term often becomes observational frame of reference (or observational reference frame), which implies that the observer is at rest in the frame, although not necessarily located at its origin. A rela ...
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Newton's Method
In numerical analysis, Newton's method, also known as the Newton–Raphson method, named after Isaac Newton and Joseph Raphson, is a root-finding algorithm which produces successively better approximations to the roots (or zeroes) of a real-valued function. The most basic version starts with a single-variable function defined for a real variable , the function's derivative , and an initial guess for a root of . If the function satisfies sufficient assumptions and the initial guess is close, then :x_ = x_0 - \frac is a better approximation of the root than . Geometrically, is the intersection of the -axis and the tangent of the graph of at : that is, the improved guess is the unique root of the linear approximation at the initial point. The process is repeated as :x_ = x_n - \frac until a sufficiently precise value is reached. This algorithm is first in the class of Householder's methods, succeeded by Halley's method. The method can also be extended to complex fu ...
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Inverse Kinematics
In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a given position and orientation relative to the start of the chain. Given joint parameters, the position and orientation of the chain's end, e.g. the hand of the character or robot, can typically be calculated directly using multiple applications of trigonometric formulas, a process known as forward kinematics. However, the reverse operation is, in general, much more challenging. Inverse kinematics is also used to recover the movements of an object in the world from some other data, such as a film of those movements, or a film of the world as seen by a camera which is itself making those movements. This occurs, for example, where a human actor's filmed movements are to be duplicated by an animated character. Robotics In robotics, inverse ki ...
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Paden–Kahan Subproblems
Paden–Kahan subproblems are a set of solved geometric problems which occur frequently in inverse kinematics of common robotic manipulators. Although the set of problems is not exhaustive, it may be used to simplify inverse kinematic analysis for many industrial robots. Beyond the three classical subproblems several others have been proposed. Simplification strategies For a structure equation defined by the Product of exponentials formula, product of exponentials method, Paden–Kahan subproblems may be used to simplify and solve the inverse kinematics problem. Notably, the matrix exponentials are non-Commutative property, commutative. Generally, subproblems are applied to solve for particular points in the inverse kinematics problem (e.g., the intersection of joint axes) in order to solve for joint angles. Eliminating revolute joints Simplification is accomplished by the principle that a rotation has no effect on a point lying on its axis. For example, if the point p is on ...
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Inverse Kinematics
In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a given position and orientation relative to the start of the chain. Given joint parameters, the position and orientation of the chain's end, e.g. the hand of the character or robot, can typically be calculated directly using multiple applications of trigonometric formulas, a process known as forward kinematics. However, the reverse operation is, in general, much more challenging. Inverse kinematics is also used to recover the movements of an object in the world from some other data, such as a film of those movements, or a film of the world as seen by a camera which is itself making those movements. This occurs, for example, where a human actor's filmed movements are to be duplicated by an animated character. Robotics In robotics, inverse ki ...
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Cartesian Coordinate System
A Cartesian coordinate system (, ) in a plane is a coordinate system that specifies each point uniquely by a pair of numerical coordinates, which are the signed distances to the point from two fixed perpendicular oriented lines, measured in the same unit of length. Each reference coordinate line is called a ''coordinate axis'' or just ''axis'' (plural ''axes'') of the system, and the point where they meet is its ''origin'', at ordered pair . The coordinates can also be defined as the positions of the perpendicular projections of the point onto the two axes, expressed as signed distances from the origin. One can use the same principle to specify the position of any point in three-dimensional space by three Cartesian coordinates, its signed distances to three mutually perpendicular planes (or, equivalently, by its perpendicular projection onto three mutually perpendicular lines). In general, ''n'' Cartesian coordinates (an element of real ''n''-space) specify the point ...
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Identity Matrix
In linear algebra, the identity matrix of size n is the n\times n square matrix with ones on the main diagonal and zeros elsewhere. Terminology and notation The identity matrix is often denoted by I_n, or simply by I if the size is immaterial or can be trivially determined by the context. I_1 = \begin 1 \end ,\ I_2 = \begin 1 & 0 \\ 0 & 1 \end ,\ I_3 = \begin 1 & 0 & 0 \\ 0 & 1 & 0 \\ 0 & 0 & 1 \end ,\ \dots ,\ I_n = \begin 1 & 0 & 0 & \cdots & 0 \\ 0 & 1 & 0 & \cdots & 0 \\ 0 & 0 & 1 & \cdots & 0 \\ \vdots & \vdots & \vdots & \ddots & \vdots \\ 0 & 0 & 0 & \cdots & 1 \end. The term unit matrix has also been widely used, but the term ''identity matrix'' is now standard. The term ''unit matrix'' is ambiguous, because it is also used for a matrix of ones and for any unit of the ring of all n\times n matrices. In some fields, such as group theory or quantum mechanics, the identity matrix is sometimes denoted by a boldface one, \mathbf, or called "id" (short for identity ...
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Kinematic Chain
In mechanical engineering, a kinematic chain is an assembly of rigid bodies connected by joints to provide constrained (or desired) motion that is the mathematical model for a mechanical system. Reuleaux, F., 187''The Kinematics of Machinery,''(trans. and annotated by A. B. W. Kennedy), reprinted by Dover, New York (1963) As in the familiar use of the word chain, the rigid bodies, or links, are constrained by their connections to other links. An example is the simple open chain formed by links connected in series, like the usual chain, which is the kinematic model for a typical robot manipulator.J. M. McCarthy and G. S. Soh, 2010''Geometric Design of Linkages,''Springer, New York. Mathematical models of the connections, or joints, between two links are termed kinematic pairs. Kinematic pairs model the hinged and sliding joints fundamental to robotics, often called ''lower pairs'' and the surface contact joints critical to cams and gearing, called ''higher pairs.'' ...
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Rodrigues' Rotation Formula
In the theory of three-dimensional rotation, Rodrigues' rotation formula, named after Olinde Rodrigues, is an efficient algorithm for rotating a vector in space, given an axis and angle of rotation. By extension, this can be used to transform all three basis vectors to compute a rotation matrix in , the group of all rotation matrices, from an axis–angle representation. In other words, the Rodrigues' formula provides an algorithm to compute the exponential map from , the Lie algebra of , to without actually computing the full matrix exponential. This formula is variously credited to Leonhard Euler, Olinde Rodrigues, or a combination of the two. A detailed historical analysis in 1989 concluded that the formula should be attributed to Euler, and recommended calling it "Euler's finite rotation formula." This proposal has received notable support, but some others have viewed the formula as just one of many variations of the Euler–Rodrigues formula, thereby crediting both. S ...
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Cross Product
In mathematics, the cross product or vector product (occasionally directed area product, to emphasize its geometric significance) is a binary operation on two vectors in a three-dimensional oriented Euclidean vector space (named here E), and is denoted by the symbol \times. Given two linearly independent vectors and , the cross product, (read "a cross b"), is a vector that is perpendicular to both and , and thus normal to the plane containing them. It has many applications in mathematics, physics, engineering, and computer programming. It should not be confused with the dot product (projection product). If two vectors have the same direction or have the exact opposite direction from each other (that is, they are ''not'' linearly independent), or if either one has zero length, then their cross product is zero. More generally, the magnitude of the product equals the area of a parallelogram with the vectors for sides; in particular, the magnitude of the product of two per ...
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