Basic Kinematics •Spatial Descriptions and Transformations •Introduction to Motion Objectives of the Lecture • Learn to represent position and orientation • Be able to transform between coordinate systems. • Use frames and homogeneous coordinates Reference: Craig, “Introduction to Robotics,” Chapter 2. Handout: Chapter 1 Almost any introductory book to robotics Introduction • Robot manipulation implies movement in space • Coordinate systems are required for describing position/movement • Objective: describe rigid body motion • Starting point: there is a universe/ inertial/ stationary coordinate system, to which any other coordinate system can be referred The Descartes Connection • Descartes invented what we now call Cartesian coordinates, or the system by which we can graph mathematical functions in two-or three-dimensional space. • So, all of those problems you have been working in algebra are his fault. • Descartes was lying on his bed watching a fly. Slowly, it came to him that he could describe the fly's position at any instant by just three numbers. Those three numbers were along the planes of the floor and two adjacent walls, what we now call the x,y,z coordinate system. • So, all of those problems you have been working in algebra are really the fly’s fault (kill that fly) c a m e Coordinate System in Robotics t o h i m t h a t h e c o u l d d e Three Problems with CS • Given 2 CS’s, how do we express one as a function of the other? • Given a point in one CS, what are the point’s coordinates on a second CS? • Apply an operation on a vector Description of a Position a coordinate system • point = position vector {A} ZA AP YA XA px A P py pz Description of an Orientation Often a point is not enough: need orientation z0 {A} y0 x0 z1 • In the example, a description of {B} with y1 respect to {A} suffices to give orientation • Orientation = System of x1 Coordinates • Directions of {B}: XB, YB {B} and ZB • In {A} coord. system: AX , AY and AZ B B B From {A} to {B} {A} XB cos X X A X B aZ aX We conclude: aY X A X B A X B YA X B Z A X B cos Z Z A X B cosY YA X B Rotation Matrix • Stack three unit vectors to form Rotation Matrix A • B R describes {B} with respect to {A} A B R A A B Xˆ B YˆB A A Zˆ B • Each vector in R can be written as dot product of pair of unit vectors: cosine matrix A • Rows of B R : unit vectors of {A} with respect to {B} A 1 • What is B R ? What is det( BA R )? • Position + orientation = Frame Description of a Frame z0 • Frame: set of four vectors giving position + orientation • Description of a frame: position + rotation matrix • Ex.: {A} y0 y1 {B} x1 x0 z1 {B} A B R, APBORG • position: frame with identity as rotation • orientation: frame with zero position Mapping: from frame 2 frame {B} Translated Frames {A} ZB AP ZA BP YB XA YA AP BORG XB • If {A} has same orientation as {B}, then {B} differs from {A} in a translation: APBORG AP = BP + AP BORG • Mapping: change of description from one frame to another. The vector APBORG defines the mapping. Rotated Frames ZA B BP A P px X B p yYB pz Z B P px A X B p y AYB pz A Z B A P A XB A YB YA A XA px A Z B p y p z P BAR BP Description of Rotation = Rotation Matrix Rotated Frame (cont.) • The previous expression can be written as P BAR BP • The rotation mapping changes the description of a point from one coordinate system to another • The point does not change! only its description A Example (2D rotation) YA y0 x0 x1 x0 cos y0 sin y1 x0 sin y0 cos XA General Frame Mapping A BP AP ZA XB ZB AP BORG YA {A} XA P BAR BP APBORG Replace by the more appealing equation: YB A P BA R 1 0 0 0 A “1” added here A PBORG B P 1 1 A row added here Homogeneous Coords • Homogeneous coordinates: embed 3D vectors into 4D by adding a “1” • More generally, the transformation matrix T has the form: Rot. Matrix T Perspect. Trans. Trans. Vector Scaling Factor Operators: Translation, Rotation and General Transformation • Translation Operator: P1 Q P2 A P2 P1 Q A A A ˆ TRANS ( Q, | Q |) P1 A Translation Operator • • • • Translation Operator: Only one coordinate frame, point moves Equivalent to mapping point to a 2nd frame Point Forward = Frame Backwards • How does TRANS look in homogeneous coordinates? Operators (cont.) • Rotational Operator Rotation around axis: K AP 1 AP 2 Rotation Operator • Rotational Operator The rotation matrix can be seen as rotational operator • Takes AP1 and rotates it to AP2=R AP1 • AP2=ROT(K, q)(AP2) • Write ROT for a rotation around K Operators (Cont.) • Transformation Operators * A transformation mapping can be viewed as a transformation operator: map a point to any other in the same frame * Transform that rotates by R and translates by Q is the same a transforming the frame by R & Q Compound Transformation If {C} is known relative to {B}, and {B} is known relative to {A}. We want to transform P from {C} to {A}: B B C P CT P AP CAT CP A P ABT BP From here define T ABT CBT A C Write down the compound in homog. coords Inverse Transform Write down the inverse transform in HC’s More on Rotations • We saw that a rotation can be represented by a rotation matrix • Matrix has 9 variables and 6+ constraints (which?) • Rotations are far from intuitive: they do not commute! • Rotation matrix can be parameterized in different manners: —Roll, pitch and yaw angles —Euler Angles —Others Euler’s Theorem • Euler’s Theorem: Any two independent orthonormal coordinate frames can be related by a sequence of rotations (not more than three) about coordinate axes, where no two successive rotations may be about the same axis. • Not to be confused with Euler angles, Euler integration, Newton-Euler dynamics, inviscid Euler equations, Euler characteristic… • Leonard Euler (1707-1783) XYZ Fixed Euler Angles • This means that we can represent an orientation with 3 numbers • A sequence of rotations around principle axes is called an Euler Angle Sequence • Assuming we limit ourselves to 3 rotations without successive rotations about the same axis, we could use any of the following 12 sequences: XYZ YXZ ZXY XZY YZX ZYX XYX YXY ZXZ XZX YZY ZYZ Euler Angles • This gives us 12 redundant ways to store an orientation using Euler angles • Different industries use different conventions for handling Euler angles (or no conventions) ZYX Euler Euler Angles to Matrix Conversion • To build a matrix from a set of Euler angles, we just multiply a sequence of rotation matrices together: 1 0 R x R y R z 0 cx 0 s x 0 c y sx 0 cx s y c y cz sx s y cz cx s z c x s y c z s x s z 0 s y cz 1 0 s z 0 c y 0 c y sz s x s y s z cx cz cx s y s z sx cz sy sxc y c x c y sz cz 0 0 0 1 Euler Angle Order • As matrix multiplication is not commutative, the order of operations is important • Rotations are assumed to be relative to fixed world axes, rather than local to the object • One can think of them as being local to the object if the sequence order is reversed Using Euler Angles • To use Euler angles, one must choose which of the 12 representations they want • There may be some practical differences between them and the best sequence may depend on what exactly you are trying to accomplish Euler Angle I, Animated w'= z w'"= w" f v'" v" v' x y u'" u' =u" Orientation Representation • Euler Angle I cos f sin f Rzf sin f cos f Rw'' 0 cos sin 0 0 sin cos 0 0 0 1 0 , Ru ' 0 cos 0 sin 1 0 0 1 sin , cos 0 Euler Angle I Resultant eulerian rotation matrix: R Rzf Ru ' Rw'' cos f cos sin f sin cos sin f cos cos f sin cos sin sin cos f sin sin f cos cos sin f sin cos f cos cos cos sin sin sin cos f sin cos Euler Angle II, Animated w'= z w"'= w" f v"' v' =v" y u"' Note the opposite (clockwise) sense of the third rotation, f. u' x u" Orientation Representation • Matrix with Euler Angle II sin f sin cos f cos cos cos f sin sin f cos cos cos sin sin f cos sin f cos cos cos f cos sin f cos cos Quiz: How to get this matrix ? sin sin cos f sin sin sin cos Orientation Representation • Description of Roll Pitch Yaw Z f X Quiz: How to get rotation matrix ? Y Vehicle Orientation • Generally, for vehicles, it is most convenient to rotate in roll (z), pitch (x), and then yaw (y) • In situations where there y is a definite ground plane, front of vehicle Euler angles can actually be an intuitive representation x z Euler Angles - Summary • Euler angles are used in a lot of applications, but they tend to require some rather arbitrary decisions • They also do not interpolate in a consistent way (but this isn’t always bad) • There is no simple way to concatenate rotations • Conversion to/from a matrix requires several trigonometry operations • They are compact (requiring only 3 numbers) Quaternions Quaternions • Quaternions are an interesting mathematical concept with a deep relationship with the foundations of algebra and number theory • Invented by W.R.Hamilton in 1843 • In practice, they are most useful to us as a means of representing orientations • A quaternion has 4 components q q0 q1 q2 q3 Quaternions (Imaginary Space) • Quaternions are actually an extension to complex numbers • Of the 4 components, one is a ‘real’ scalar number, and the other 3 form a vector in imaginary ijk space! q q0 iq1 jq2 kq3 i j k ijk 1 2 2 2 i jk kj j ki ik k ij ji Quaternions (Scalar/Vector) • Sometimes, they are written as the combination of a scalar value s and a vector value v q s, v where s q0 v q1 q2 q3 Unit Quaternions • For convenience, we will use only unit length quaternions, as they will be sufficient for our purposes and make things a little easier q q02 q12 q22 q32 1 • These correspond to the set of vectors that form the ‘surface’ of a 4D hypersphere of radius 1 • The ‘surface’ is actually a 3D volume in 4D space, but it can sometimes be visualized as an extension to the concept of a 2D surface on a 3D sphere Quaternions as Rotations • A quaternion can represent a rotation by an angle θ around a unit axis a: q cos 2 or a x sin 2 a y sin 2 a z sin q cos , a sin 2 2 • If a is unit length, then q will be also 2 Quaternions as Rotations q q q q q 2 0 cos 2 cos 2 cos 2 2 1 2 2 1 1 2 2 2 a sin 2 x sin 2 sin 2 2 3 2 2 a 2 2 2 x a sin 2 y 2 2 a y2 a z2 a cos 2 2 a sin 2 z 2 2 sin 2 2 2