Inverse kinematics
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In computer animation and
robotics Robotics is an 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 humans. Robotics integrat ...
, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a
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 Machine ...
, 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 kinematics makes use of the
kinematics Kinematics is a subfield of physics, developed in classical mechanics, that describes the motion of points, bodies (objects), and systems of bodies (groups of objects) without considering the forces that cause them to move. Kinematics, as a fiel ...
equations to determine the joint parameters that provide a desired configuration (position and rotation) for each of the robot's end-effectors. Determining the movement of a robot so that its end-effectors move from an initial configuration to a desired configuration is known as motion planning. Inverse kinematics transforms the motion plan into joint
actuator An actuator is a component of a machine that is responsible for moving and controlling a mechanism or system, for example by opening a valve. In simple terms, it is a "mover". An actuator requires a control device (controlled by control signal) a ...
trajectories for the robot. Similar formulae determine the positions of the skeleton of an animated character that is to move in a particular way in a film, or of a vehicle such as a car or boat containing the camera which is shooting a scene of a film. Once a vehicle's motions are known, they can be used to determine the constantly-changing viewpoint for computer-generated imagery of objects in the landscape such as buildings, so that these objects change in perspective while themselves not appearing to move as the vehicle-borne camera goes past them. The movement of a
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 Machine ...
, whether it is a robot or an animated character, is modeled by the kinematics equations of the chain. These equations define the configuration of the chain in terms of its joint parameters. Forward kinematics uses the joint parameters to compute the configuration of the chain, and inverse kinematics reverses this calculation to determine the joint parameters that achieve a desired configuration.J. J. Uicker, G. R. Pennock, and J. E. Shigley, 2003, Theory of Machines and Mechanisms, Oxford University Press, New York.J. M. McCarthy and G. S. Soh, 2010
''Geometric Design of Linkages,''
Springer, New York.


Kinematic analysis

Kinematic analysis is one of the first steps in the design of most industrial robots. Kinematic analysis allows the designer to obtain information on the position of each component within the mechanical system. This information is necessary for subsequent dynamic analysis along with control paths. Inverse kinematics is an example of the kinematic analysis of a constrained system of rigid bodies, or
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 Machine ...
. The kinematic equations of a robot can be used to define the loop equations of a complex articulated system. These loop equations are non-linear constraints on the configuration parameters of the system. The independent parameters in these equations are known as the degrees of freedom of the system. While analytical solutions to the inverse kinematics problem exist for a wide range of kinematic chains, computer modeling and animation tools often use Newton's method to solve the non-linear kinematics equations. Other applications of inverse kinematic algorithms include interactive manipulation, animation control and collision avoidance.


Inverse kinematics and 3D animation

Inverse kinematics is important to game programming and 3D animation, where it is used to connect game characters physically to the world, such as feet landing firmly on top of terrain (see for a comprehensive survey o
Inverse Kinematics Techniques in Computer Graphics
. An animated figure is modeled with a skeleton of rigid segments connected with joints, called a
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 Machine ...
. The kinematics equations of the figure define the relationship between the joint angles of the figure and its pose or configuration. The forward kinematic animation problem uses the kinematics equations to determine the pose given the joint angles. The ''inverse kinematics problem'' computes the joint angles for a desired pose of the figure. It is often easier for computer-based designers, artists, and animators to define the spatial configuration of an assembly or figure by moving parts, or arms and legs, rather than directly manipulating joint angles. Therefore, inverse kinematics is used in computer-aided design systems to animate assemblies and by computer-based artists and animators to position figures and characters. The assembly is modeled as rigid links connected by joints that are defined as mates, or geometric constraints. Movement of one element requires the computation of the joint angles for the other elements to maintain the joint constraints. For example, inverse kinematics allows an artist to move the hand of a 3D human model to a desired position and orientation and have an algorithm select the proper angles of the wrist, elbow, and shoulder joints. Successful implementation of computer
animation Animation is a method by which still figures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most ani ...
usually also requires that the figure move within reasonable
anthropomorphic Anthropomorphism is the attribution of human traits, emotions, or intentions to non-human entities. It is considered to be an innate tendency of human psychology. Personification is the related attribution of human form and characteristics t ...
limits. A method of comparing both forward and inverse kinematics for the animation of a character can be defined by the advantages inherent to each. For instance, blocking animation where large motion arcs are used is often more advantageous in forward kinematics. However, more delicate animation and positioning of the target end-effector in relation to other models might be easier using inverted kinematics. Modern digital creation packages (DCC) offer methods to apply both forward and inverse kinematics to models.


Analytical solutions to inverse kinematics

In some, but not all cases, there exist analytical solutions to inverse kinematic problems. One such example is for a 6-DoF robot (for example, 6 revolute joints) moving in 3D space (with 3 position degrees of freedom, and 3 rotational degrees of freedom). If the degrees of freedom of the robot exceeds the degrees of freedom of the end-effector, for example with a 7 DoF robot with 7 revolute joints, then there exist infinitely many solutions to the IK problem, and an analytical solution does not exist. Further extending this example, it is possible to fix one joint and analytically solve for the other joints, but perhaps a better solution is offered by numerical methods (next section), which can instead optimize a solution given additional preferences (costs in an optimization problem). An analytic solution to an inverse kinematics problem is a closed-form expression that takes the end-effector pose as input and gives joint positions as output, q = f(x). Analytical inverse kinematics solvers can be significantly faster than numerical solvers and provide more than one solution, but only a finite number of solutions, for a given end-effector pose. Many different software products (Such as FOSS programs IKFast an
Inverse Kinematics Library
are able to solve these problems quickly and efficiently using different algorithms such as the FABRIK solver. One issue with these solvers, is that they are known to not necessarily give locally smooth solutions between two adjacent configurations, which can cause instability if iterative solutions to inverse kinematics are required, such as if the IK is solved inside a high-rate control loop.


Numerical solutions to IK problems

There are many methods of modelling and solving inverse kinematics problems. The most flexible of these methods typically rely on iterative optimization to seek out an approximate solution, due to the difficulty of inverting the forward kinematics equation and the possibility of an empty
solution space In mathematical optimization, a feasible region, feasible set, search space, or solution space is the set of all possible points (sets of values of the choice variables) of an optimization problem that satisfy the problem's constraints, pote ...
. The core idea behind several of these methods is to model the forward kinematics equation using a Taylor series expansion, which can be simpler to invert and solve than the original system.


The Jacobian inverse technique

The
Jacobian In mathematics, a Jacobian, named for Carl Gustav Jacob Jacobi, may refer to: * Jacobian matrix and determinant * Jacobian elliptic functions * Jacobian variety *Intermediate Jacobian In mathematics, the intermediate Jacobian of a compact Kähle ...
inverse technique is a simple yet effective way of implementing inverse kinematics. Let there be m variables that govern the forward-kinematics equation, i.e. the position function. These variables may be joint angles, lengths, or other arbitrary real values. If the IK system lives in a 3-dimensional space, the position function can be viewed as a mapping p(x): \mathbb^m \rightarrow \mathbb^3. Let p_0 = p(x_0) give the initial position of the system, and :p_1 = p(x_0 + \Delta x) be the goal position of the system. The Jacobian inverse technique iteratively computes an estimate of \Delta x that minimizes the error given by , , p(x_0 + \Delta x_) - p_1, , . For small \Delta x-vectors, the series expansion of the position function gives :p(x_1) \approx p(x_0) + J_p(x_0)\Delta x, where J_p(x_0) is the (3 × m)
Jacobian matrix In vector calculus, the Jacobian matrix (, ) of a vector-valued function of several variables is the matrix of all its first-order partial derivatives. When this matrix is square, that is, when the function takes the same number of variable ...
of the position function at x_0. Note that the (i, k)-th entry of the Jacobian matrix can be approximated numerically :\frac \approx \frac, where p_i(x) gives the i-th component of the position function, x_ + h is simply x_0 with a small delta added to its k-th component, and h is a reasonably small positive value. Taking the Moore–Penrose pseudoinverse of the Jacobian (computable using a
singular value decomposition In linear algebra, the singular value decomposition (SVD) is a factorization of a real or complex matrix. It generalizes the eigendecomposition of a square normal matrix with an orthonormal eigenbasis to any \ m \times n\ matrix. It is re ...
) and re-arranging terms results in :\Delta x \approx J_p^+(x_0)\Delta p, where \Delta p = p(x_0 + \Delta x) - p(x_0). Applying the inverse Jacobian method once will result in a very rough estimate of the desired \Delta x-vector. A line search should be used to scale this \Delta x to an acceptable value. The estimate for \Delta x can be improved via the following algorithm (known as the Newton–Raphson method): :\Delta x_ = J_p^+(x_k)\Delta p_k Once some \Delta x-vector has caused the error to drop close to zero, the algorithm should terminate. Existing methods based on the Hessian matrix of the system have been reported to converge to desired \Delta x values using fewer iterations, though, in some cases more computational resources.


Heuristic methods

The inverse kinematics problem can also be approximated using heuristic methods. These methods perform simple, iterative operations to gradually lead to an approximation of the solution. The heuristic algorithms have low computational cost (return the final pose very quickly), and usually support joint constraints. The most popular heuristic algorithms are cyclic coordinate descent (CCD) an
forward and backward reaching inverse kinematics
(FABRIK).A. Aristidou, and J. Lasenby. 2011
FABRIK: A fast, iterative solver for the inverse kinematics problem
Graph. Models 73, 5, 243–260.


See also

* 321 kinematic structure * Arm solution * Forward kinematic animation * Forward kinematics *
Jacobian matrix and determinant In vector calculus, the Jacobian matrix (, ) of a vector-valued function of several variables is the matrix of all its first-order partial derivatives. When this matrix is square, that is, when the function takes the same number of variable ...
* Joint constraints * Kinematic synthesis * Kinemation * Levenberg–Marquardt algorithm * Motion capture * Physics engine * Pseudoinverse * Ragdoll physics *
Robot kinematics In robotics, robot kinematics applies geometry to the study of the movement of multi-degree of freedom kinematic chains that form the structure of robotic systems. The emphasis on geometry means that the links of the robot are modeled as rig ...
* Denavit–Hartenberg parameters


References


External links


Forward And Backward Reaching Inverse Kinematics (FABRIK)

Robotics and 3D Animation in FreeBasic
{{in lang, es
Analytical Inverse Kinematics Solver
- Given an OpenRAVE robot kinematics description, generates a C++ file that analytically solves for the complete IK.





with an explanation of inverse kinematics
3D animations of the calculation of the geometric inverse kinematics of an industrial robot



Protein Inverse Kinematics

Simple Inverse Kinematics example with source code using Jacobian


* ttp://www.autodesk.com/products/humanik Autodesk HumanIK
A 3D visualization of an analytical solution of an industrial robot
3D computer graphics Computational physics Robot kinematics Virtual reality Inverse problems