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Krishna Suresh

Publications and source records attributed to Krishna Suresh.

4 recordsLinked to original sources

Wiggle and Go! System Identification for Zero-Shot Dynamic Rope Manipulation

Many robotic tasks are unforgiving; a single mistake in a dynamic throw can lead to unacceptable delays or unrecoverable failure. We introduce Wiggle and Go!, a two-stage framework for zero-shot rope manipulation: a brief, safe wiggle action is observed to predict descriptive rope parameters, which then conditions a trajectory optimizer for zero-shot goal-conditioned execution. Unlike prior dynamic rope manipulation methods that require large real-world datasets or iterative real-world refinement, our identification module is task-agnostic, supporting diverse manipulation policies without retraining. We achieve a 3.55\,cm average accuracy on 3D target striking in real using rope system parameters in comparison to 15.29\,cm for uninformed baselines, and over 50\% success on multi-objective lobbing and draping tasks. Predicted parameters transfer to unseen motions with 0.95 Pearson correlation between simulated and real rope dynamics, indicating that the identification module generalizes across the task corpus. Project website: https://wiggleandgo.github.io/

cs.RO

Learning Dynamic Rope Manipulation Using Task-Level Iterative Learning Control

We introduce a Task-Level Iterative Learning Control method for dynamic manipulation of ropes. We demonstrate this method on a non-planar rope manipulation task called the flying knot. Using a single human demonstration and a simplified rope model, the method learns directly on hardware without reliance on large amounts of demonstration data or massive amounts of simulation. At each iteration, the algorithm inverts a model of the robot and rope by solving a quadratic program to propagate task-space errors into action updates. We evaluate performance across 7 different kinds of ropes, including chain, latex surgical tubing, and braided and twisted ropes, ranging in thicknesses of 7--25\,mm and densities of 0.013--0.5\,kg/m. Learning achieves a 100\% success rate within 10 trials on all ropes. Furthermore, the method can successfully transfer between most rope types in 2--5 trials. https://flying-knots.github.io

cs.RO

The Invisible Map: Visual-Inertial SLAM with Fiducial Markers for Smartphone-based Indoor Navigation

We present a system for creating building-scale, easily navigable 3D maps using mainstream smartphones. In our approach, we formulate the 3D-mapping problem as an instance of Graph SLAM and infer the position of both building landmarks (fiducial markers) and navigable paths through the environment (phone poses). Our results demonstrate the system's ability to create accurate 3D maps. Further, we highlight the importance of careful selection of mapping hyperparameters and provide a novel technique for tuning these hyperparameters to adapt our algorithm to new environments.

cs.RO

Greedy Perspectives: Multi-Drone View Planning for Collaborative Perception in Cluttered Environments

Deployment of teams of aerial robots could enable large-scale filming of dynamic groups of people (actors) in complex environments for applications in areas such as team sports and cinematography. Toward this end, methods for submodular maximization via sequential greedy planning can enable scalable optimization of camera views across teams of robots but face challenges with efficient coordination in cluttered environments. Obstacles can produce occlusions and increase chances of inter-robot collision which can violate requirements for near-optimality guarantees. To coordinate teams of aerial robots in filming groups of people in dense environments, a more general view-planning approach is required. We explore how collision and occlusion impact performance in filming applications through the development of a multi-robot multi-actor view planner with an occlusion-aware objective for filming groups of people and compare with a formation planner and a greedy planner that ignores inter-robot collisions. We evaluate our approach based on five test environments and complex multi-actor behaviors. Compared with a formation planner, our sequential planner generates 14% greater view reward for filming the actors in three scenarios and comparable performance to formation planning on two others. We also observe near identical view rewards for sequential planning both with and without inter-robot collision constraints which indicates that robots are able to avoid collisions without impairing performance in the perception task. Overall, we demonstrate effective coordination of teams of aerial robots in environments cluttered with obstacles that may cause collisions or occlusions and for filming groups that may split, merge, or spread apart.

cs.RO