Real Time Collision Avoidance with GPU-Computed Distance Maps
Wendwosen Bellete Bedada, Gianluca Palli
TL;DR
The paper introduces a unified, real-time collision avoidance framework for redundant robotic manipulators that leverages GPU-accelerated 3D Euclidean Distance Transforms (EDTs) on a voxelized environment and a compact, offline voxelized robot model built from oriented bounding boxes and minimal spheres. By computing exact EDTs with the Parallel Banding Algorithm (PBA) on the GPU and integrating obstacle and self-collision tasks within a task-priority controller, the approach achieves fast, smooth reactive behavior even in the presence of dynamic obstacles, demonstrated on the Tiago robot with live sensor data. The architecture minimizes CPU-GPU data transfer, uses a Bayesian voxel map for obstacles, and applies a task-oriented regularization to mitigate practical discontinuities during task activation. Experimental results show EDT updates at hundreds of Hz and successful collision avoidance while maintaining end-effector tracking, outperforming CPU-based distance-field methods in speed and scalability for larger workspace representations.
Abstract
This paper presents reactive obstacle and self-collision avoidance of redundant robotic manipulators within real time kinematic feedback control using GPU-computed distance transform. The proposed framework utilizes discretized representation of the robot and the environment to calculate 3D Euclidean distance transform for task-priority based kinematic control. The environment scene is represented using a 3D GPU-voxel map created and updated from a live pointcloud data while the robotic link model is converted into a voxels offline and inserted into the voxel map according to the joint state of the robot to form the self-obstacle map. The proposed approach is evaluated using the Tiago robot, showing that all obstacle and self collision avoidance constraints are respected within one framework even with fast moving obstacles while the robot performs end-effector pose tracking in real time. A comparison of related works that depend on GPU and CPU computed distance fields is also presented to highlight the time performance as well as accuracy of the GPU distance field.
