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Zherong Pan

Publications and source records attributed to Zherong Pan.

At least 37 records · Page 2Linked to original sources

Learning Neural Traffic Rules

Extensive research has been devoted to the field of multi-agent navigation. Recently, there has been remarkable progress attributed to the emergence of learning-based techniques with substantially elevated intelligence and realism. Nonetheless, prevailing learned models face limitations in terms of scalability and effectiveness, primarily due to their agent-centric nature, i.e., the learned neural policy is individually deployed on each agent. Inspired by the efficiency observed in real-world traffic networks, we present an environment-centric navigation policy. Our method learns a set of traffic rules to coordinate a vast group of unintelligent agents that possess only basic collision-avoidance capabilities. Our method segments the environment into distinct blocks and parameterizes the traffic rule using a Graph Recurrent Neural Network (GRNN) over the block network. Each GRNN node is trained to modulate the velocities of agents as they traverse through. Using either Imitation Learning (IL) or Reinforcement Learning (RL) schemes, we demonstrate the efficacy of our neural traffic rules in resolving agent congestion, closely resembling real-world traffic regulations. Our method handles up to $240$ agents at real-time and generalizes across diverse agent and environment configurations.

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Provably Robust Semi-Infinite Program Under Collision Constraints via Subdivision

We present a semi-infinite program (SIP) solver for trajectory optimizations of general articulated robots. These problems are more challenging than standard Nonlinear Program (NLP) by involving an infinite number of non-convex, collision constraints. Prior SIP solvers based on constraint sampling cannot guarantee the satisfaction of all constraints. Instead, our method uses a conservative bound on articulated body motions to ensure the solution feasibility throughout the optimization procedure. We further use subdivision to adaptively reduce the error in conservative motion estimation. Combined, we prove that our SIP solver guarantees feasibility while approaches the critical point of SIP problems up to arbitrary user-provided precision. We have verified our method on a row of trajectory optimization problems involving industrial robot arms and UAVs, where our method can generate collision-free, locally optimal trajectories within a couple minutes.

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Second-Order Convergent Collision-Constrained Optimization-Based Planner

Finding robot poses and trajectories represents a foundational aspect of robot motion planning. Despite decades of research, efficiently and robustly addressing these challenges is still difficult. Existing approaches are often plagued by various limitations, such as intricate geometric approximations, violations of collision constraints, or slow first-order convergence. In this paper, we introduce two novel optimization formulations that offer provable robustness, achieving second-order convergence while requiring only a convex approximation of the robot's links and obstacles. Our first method, known as the Explicit Collision Barrier (ECB) method, employs a barrier function to guarantee separation between convex objects. ECB uses an efficient matrix factorization technique, enabling a second-order Newton's method with an iterative complexity linear in the number of separating planes. Our second method, referred to as the Implicit Collision Barrier (ICB) method, further transforms the separating planes into implicit functions of robot poses. We show such an implicit objective function is twice-differentiable, with derivatives evaluated at a linear complexity. To assess the effectiveness of our approaches, we conduct a comparative study with a first-order baseline algorithm across six testing scenarios. Our results unequivocally justify that our method exhibits significantly faster convergence rates compared to the baseline algorithm.

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Learning Reduced-Order Soft Robot Controller

Deformable robots are notoriously difficult to model or control due to its high-dimensional configuration spaces. Direct trajectory optimization suffers from the curse-of-dimensionality and incurs a high computational cost, while learning-based controller optimization methods are sensitive to hyper-parameter tuning. To overcome these limitations, we hypothesize that high fidelity soft robots can be both simulated and controlled by restricting to low-dimensional spaces. Under such assumption, we propose a two-stage algorithm to identify such simulation- and control-spaces. Our method first identifies the so-called simulation-space that captures the salient deformation modes, to which the robot's governing equation is restricted. We then identify the control-space, to which control signals are restricted. We propose a multi-fidelity Riemannian Bayesian bilevel optimization to identify task-specific control spaces. We show that the dimension of control-space can be less than $10$ for a high-DOF soft robot to accomplish walking and swimming tasks, allowing low-dimensional MPC controllers to be applied to soft robots with tractable computational complexity.

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Learning based 2D Irregular Shape Packing

2D irregular shape packing is a necessary step to arrange UV patches of a 3D model within a texture atlas for memory-efficient appearance rendering in computer graphics. Being a joint, combinatorial decision-making problem involving all patch positions and orientations, this problem has well-known NP-hard complexity. Prior solutions either assume a heuristic packing order or modify the upstream mesh cut and UV mapping to simplify the problem, which either limits the packing ratio or incurs robustness or generality issues. Instead, we introduce a learning-assisted 2D irregular shape packing method that achieves a high packing quality with minimal requirements from the input. Our method iteratively selects and groups subsets of UV patches into near-rectangular super patches, essentially reducing the problem to bin-packing, based on which a joint optimization is employed to further improve the packing ratio. In order to efficiently deal with large problem instances with hundreds of patches, we train deep neural policies to predict nearly rectangular patch subsets and determine their relative poses, leading to linear time scaling with the number of patches. We demonstrate the effectiveness of our method on three datasets for UV packing, where our method achieves a higher packing ratio over several widely used baselines with competitive computational speed.

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Visual-Guided Mesh Repair

Mesh repair is a long-standing challenge in computer graphics and related fields. Converting defective meshes into watertight manifold meshes can greatly benefit downstream applications such as geometric processing, simulation, fabrication, learning, and synthesis. In this work, we first introduce three visual measures for visibility, orientation, and openness, based on ray-tracing. We then present a novel mesh repair framework that incorporates visual measures with several critical steps, i.e., open surface closing, face reorientation, and global optimization, to effectively repair defective meshes, including gaps, holes, self-intersections, degenerate elements, and inconsistent orientations. Our method reduces unnecessary mesh complexity without compromising geometric accuracy or visual quality while preserving input attributes such as UV coordinates for rendering. We evaluate our approach on hundreds of models randomly selected from ShapeNet and Thingi10K, demonstrating its effectiveness and robustness compared to existing approaches.

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Learning Physically Realizable Skills for Online Packing of General 3D Shapes

We study the problem of learning online packing skills for irregular 3D shapes, which is arguably the most challenging setting of bin packing problems. The goal is to consecutively move a sequence of 3D objects with arbitrary shapes into a designated container with only partial observations of the object sequence. Meanwhile, we take physical realizability into account, involving physics dynamics and constraints of a placement. The packing policy should understand the 3D geometry of the object to be packed and make effective decisions to accommodate it in the container in a physically realizable way. We propose a Reinforcement Learning (RL) pipeline to learn the policy. The complex irregular geometry and imperfect object placement together lead to huge solution space. Direct training in such space is prohibitively data intensive. We instead propose a theoretically-provable method for candidate action generation to reduce the action space of RL and the learning burden. A parameterized policy is then learned to select the best placement from the candidates. Equipped with an efficient method of asynchronous RL acceleration and a data preparation process of simulation-ready training sequences, a mature packing policy can be trained in a physics-based environment within 48 hours. Through extensive evaluation on a variety of real-life shape datasets and comparisons with state-of-the-art baselines, we demonstrate that our method outperforms the best-performing baseline on all datasets by at least 12.8% in terms of packing utility.

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Real-Time Decentralized Navigation of Nonholonomic Agents Using Shifted Yielding Areas

We present a lightweight, decentralized algorithm for navigating multiple nonholonomic agents through challenging environments with narrow passages. Our key idea is to allow agents to yield to each other in large open areas instead of narrow passages, to increase the success rate of conventional decentralized algorithms. At pre-processing time, our method computes a medial axis for the freespace. A reference trajectory is then computed and projected onto the medial axis for each agent. During run time, when an agent senses other agents moving in the opposite direction, our algorithm uses the medial axis to estimate a Point of Impact (POI) as well as the available area around the POI. If the area around the POI is not large enough for yielding behaviors to be successful, we shift the POI to nearby large areas by modulating the agent's reference trajectory and traveling speed. We evaluate our method on a row of 4 environments with up to 15 robots, and we find our method incurs a marginal computational overhead of 10-30 ms on average, achieving real-time performance. Afterward, our planned reference trajectories can be tracked using local navigation algorithms to achieve up to a $100\%$ higher success rate over local navigation algorithms alone.

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Multi-Robot Path Planning Using Medial-Axis-Based Pebble-Graph Embedding

We present a centralized algorithm for labeled, disk-shaped Multi-Robot Path Planning (MPP) in a continuous planar workspace with polygonal boundaries. Our method automatically transform the continuous problem into a discrete, graph-based variant termed the pebble motion problem, which can be solved efficiently. To construct the underlying pebble graph, we identify inscribed circles in the workspace via a medial axis transform and organize robots into layers within each inscribed circle. We show that our layered pebble-graph enables collision-free motions, allowing all graph-restricted MPP instances to be feasible. MPP instances with continuous start and goal positions can then be solved via local navigations that route robots from and to graph vertices. We tested our method on several environments with high robot-packing densities (up to $61.6\%$ of the workspace). For environments with narrow passages, such density violates the well-separated assumptions made by state-of-the-art MPP planners, while our method achieves an average success rate of $83\%$.

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First-Order Bilevel Topology Optimization for Fast Mechanical Design

Topology Optimization (TO), which maximizes structural robustness under material weight constraints, is becoming an essential step for the automatic design of mechanical parts. However, existing TO algorithms use the Finite Element Analysis (FEA) that requires massive computational resources. We present a novel TO algorithm that incurs a much lower iterative cost. Unlike conventional methods that require exact inversions of large FEA system matrices at every iteration, we reformulate the problem as a bilevel optimization that can be solved using a first-order algorithm and only inverts the system matrix approximately. As a result, our method incurs a low iterative cost, and users can preview the TO results interactively for fast design updates. Theoretical convergence analysis and numerical experiments are conducted to verify our effectiveness. We further discuss extensions to use high-performance preconditioners and fine-grained parallelism on the Graphics Processing Unit (GPU).

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Robust Multi-Robot Trajectory Optimization Using Alternating Direction Method of Multiplier

We propose a variant of alternating direction method of multiplier (ADMM) to solve constrained trajectory optimization problems. Our ADMM framework breaks a joint optimization into small sub-problems, leading to a low iteration cost and decentralized parameter updates. Starting from a collision-free initial trajectory, our method inherits the theoretical properties of primal interior point method (P-IPM), i.e., guaranteed collision avoidance and homotopy preservation throughout optimization, while being orders of magnitude faster. We have analyzed the convergence and evaluated our method for time-optimal multi-UAV trajectory optimizations and simultaneous goal-reaching of multiple robot arms, where we take into consider kinematics-, dynamics-limits, and homotopy-preserving collision constraints. Our method highlights an order of magnitude's speedup, while generating trajectories of comparable qualities as state-of-the-art P-IPM solver.

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Joint Search of Optimal Topology and Trajectory for Planar Linkages

We present an algorithm to compute planar linkage topology and geometry, given a user-specified end-effector trajectory. Planar linkage structures convert rotational or prismatic motions of a single actuator into an arbitrarily complex periodic motion, \refined{which is an important component when building low-cost, modular robots, mechanical toys, and foldable structures in our daily lives (chairs, bikes, and shelves). The design of such structures require trial and error even for experienced engineers. Our research provides semi-automatic methods for exploring novel designs given high-level specifications and constraints.} We formulate this problem as a non-smooth numerical optimization with quadratic objective functions and non-convex quadratic constraints involving mixed-integer decision variables (MIQCQP). We propose and compare three approximate algorithms to solve this problem: mixed-integer conic-programming (MICP), mixed-integer nonlinear programming (MINLP), and simulated annealing (SA). We evaluated these algorithms searching for planar linkages involving $10-14$ rigid links. Our results show that the best performance can be achieved by combining MICP and MINLP, leading to a hybrid algorithm capable of finding the planar linkages within a couple of hours on a desktop machine, which significantly outperforms the SA baseline in terms of optimality. We highlight the effectiveness of our optimized planar linkages by using them as legs of a walking robot.

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New Formulation of Mixed-Integer Conic Programming for Globally Optimal Grasp Planning

We present a two-level branch-and-bound (BB) algorithm to compute the optimal gripper pose that maximizes a grasp metric in a restricted search space. Our method can take the gripper's kinematics feasibility into consideration to ensure that a given gripper can reach the set of grasp points without collisions or predict infeasibility with finite-time termination when no pose exists for a given set of grasp points. Our main technical contribution is a novel mixed-integer conic programming (MICP) formulation for the inverse kinematics of the gripper that uses a small number of binary variables and tightened constraints, which can be efficiently solved via a low-level BB algorithm. Our experiments show that optimal gripper poses for various target objects can be computed taking 20-180 minutes of computation on a desktop machine and the computed grasp quality, in terms of the Q1 metric, is better than those generated using sampling-based planners.

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Active Learning of Neural Collision Handler for Complex 3D Mesh Deformations

We present a robust learning algorithm to detect and handle collisions in 3D deforming meshes. Our collision detector is represented as a bilevel deep autoencoder with an attention mechanism that identifies colliding mesh sub-parts. We use a numerical optimization algorithm to resolve penetrations guided by the network. Our learned collision handler can resolve collisions for unseen, high-dimensional meshes with thousands of vertices. To obtain stable network performance in such large and unseen spaces, we progressively insert new collision data based on the errors in network inferences. We automatically label these data using an analytical collision detector and progressively fine-tune our detection networks. We evaluate our method for collision handling of complex, 3D meshes coming from several datasets with different shapes and topologies, including datasets corresponding to dressed and undressed human poses, cloth simulations, and human hand poses acquired using multiview capture systems. Our approach outperforms supervised learning methods and achieves $93.8-98.1\%$ accuracy compared to the groundtruth by analytic methods. Compared to prior learning methods, our approach results in a $5.16\%-25.50\%$ lower false negative rate in terms of collision checking and a $9.65\%-58.91\%$ higher success rate in collision handling.

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Multi-Robot Path Planning in Complex Environments via Graph Embedding

We propose an approach to solve multi-agent path planning (MPP) problems for complex environments. Our method first designs a special pebble graph with a set of feasibility constraints, under which MPP problems have feasibility guarantee. We further propose an algorithm to greedily improve the optimality of planned MPP solutions via parallel pebble motions. As a second step, we develop a mesh optimization algorithm to embed our pebble graph into arbitrarily complex environments. We show that the feasibility constraints of a pebble graph can be converted into differentiable geometric constraints, such that our mesh optimizer can satisfy these constraints via constrained numerical optimization. We have evaluated the effectiveness and efficiency of our method using a set of environments with complex geometries, on which our method achieves an average of 99.0% free-space coverage and 30.3% robot density within hours of computation on a desktop machine.

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Planning of Power Grasps Using Infinite Program Under Complementary Constraints

We propose an optimization-based approach to plan power grasps. Central to our method is a reformulation of grasp planning as an infinite program under complementary constraints (IPCC), which allows contacts to happen between arbitrary pairs of points on the object and the robot gripper. We show that IPCC can be reduced to a conventional finite-dimensional nonlinear program (NLP) using a kernel-integral relaxation. Moreover, the values and Jacobian matrices of the kernel-integral can be evaluated efficiently using a modified Fast Multipole Method (FMM). We further guarantee that the planned grasps are collision-free using primal barrier penalties. We demonstrate the effectiveness, robustness, and efficiency of our grasp planner on a row of challenging 3D objects and high-DOF grippers, such as Barrett Hand and Shadow Hand, where our method achieves superior grasp qualities over competitors.

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Robust & Asymptotically Locally Optimal UAV-Trajectory Generation Based on Spline Subdivision

Generating locally optimal UAV-trajectories is challenging due to the non-convex constraints of collision avoidance and actuation limits. We present the first local, optimization-based UAV-trajectory generator that simultaneously guarantees the validity and asymptotic optimality for known environments. \textit{Validity:} Given a feasible initial guess, our algorithm guarantees the satisfaction of all constraints throughout the process of optimization. \textit{Asymptotic Optimality:} We use an asymptotic exact piecewise approximation of the trajectory with an automatically adjustable resolution of its discretization. The trajectory converges under refinement to the first-order stationary point of the exact non-convex programming problem. Our method has additional practical advantages including joint optimality in terms of trajectory and time-allocation, and robustness to challenging environments as demonstrated in our experiments.

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Optimized Coverage Planning for UV Surface Disinfection

UV radiation has been used as a disinfection strategy to deactivate a wide range of pathogens, but existing irradiation strategies do not ensure sufficient exposure of all environmental surfaces and/or require long disinfection times. We present a near-optimal coverage planner for mobile UV disinfection robots. The formulation optimizes the irradiation time efficiency, while ensuring that a sufficient dosage of radiation is received by each surface. The trajectory and dosage plan are optimized taking collision and light occlusion constraints into account. We propose a two-stage scheme to approximate the solution of the induced NP-hard optimization, and, for efficiency, perform key irradiance and occlusion calculations on a GPU. Empirical results show that our technique achieves more coverage for the same exposure time as strategies for existing UV robots, can be used to compare UV robot designs, and produces near-optimal plans. This is an extended version of the paper originally contributed to ICRA2021.

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