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Modeling, Visualizing and Analyzing
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A view of our resulting 3-D model of For Jay

Beauvais Cathedral
images and Laser Range scans of Cathedral
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Computational Tools for Modeling, Visualizing and Analyzing Historic and Archaeological Sites (NSF ITR Project)
This has been a 6 year project, begun in September 2001,
and work related to the project is still ongoing. We had a number of broad
research goals in this research project:
- Developing new methods of creating complex, three-dimensional,
photo-realistic, interactive models of large historical and
archaeological sites.
- Developing a system to create a new class of information
visualization systems that integrate three-dimensional models, two
dimensional images, text, and other web-based resources to annotate the
physical environment. This system will support scientists in the field,
as well as facilitate on-site interpretation and distance learning.
- Developing new database technology to catalogue and access a site's
structures, artifacts, objects, and their context. This will
significantly improve a user's ability to query and analyze a site's
information.
- Developing methods and resources that will permit teachers and
students to access the model and associated information over the
Internet and to use it both in the classroom and at home. The goal is to
allow flexible access on a variety of educational levels to a mass of
emerging scientific and historic data to show how discovery and change
are a part of both scientific and interpretive dynamic processes.
Project Participants:
Peter Allen Computer Science
James Conlon Media Center for Art History, Archaeology, Preservation
Steven Feiner Computer Science
Lynn Meskell Anthropology
Stephen Murray Art History and Archaeology
Kenneth Ross Computer Science
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Building Geometric and Photometric Correct 3-D Models
This research has 2 components. The first is a patented
method for 3-D CAD models from range data. The second part is the AVENUE
project which extends these methods to create geometric and photometric
correct models of large outdoor structures (buildings). We are currently
pursuing three testbeds for this research: the Columbia University campus,
the Cathedral of Saint Pierre in Beauvais, France, and the Columbia
University excavation in Amheida, Egypt.
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A 3-D model of a building

Our mobile platform
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AVENUE: Autonomous Vehicle for Exploration and Navigation in Urban Environments
AVENUE stands for Autonomous Vehicle for Exploration and
Navigation in Urban Environments. The project targets the automation of the
urban site modeling process. The main goal is to build not only
realistically looking but also geometrically accurate and photometrically
correct models of complex outdoor urban environments. These environments are
typified by large 3-D structures that encompass a wide range of geometric
shapes and a very large scope of photometric properties.
The models are needed in a variety of applications, such as city planning,
urban design, historical preservation and archaeology, fire and police
planning, military applications, virtual and augmented reality, geographic
information systems and many others. Currently, such models are typically
created by hand which is extremely slow and error prone. AVENUE addresses
these problems by building a mobile system that will autonomously navigate
around a site and create a model with minimum human interaction, if any.
The task of the mobile robot is to go to desired locations and acquire
requested 3-D scans and images of selected buildings. The locations are
determined by the sensor planning (a.k.a view planning) system and are used
by the path planning system to generate reliable trajectories which the
robot then follows. When the robot arrives at the target location, it uses
the sensors to acquire the scans and images and forwards them to the
modeling system. The modeling system registers and incorporates the new data
into the existing partial model of the site (which in the beginning could be
empty). After that, the view planning system decides upon the next best data
acquisition location and the above steps repeat. The process starts from a
certain location and gradually expands the area it covers until a complete
model of the site is obtained.
The entire task is complex and requires the solution of a number of
fundamental problems:
the creation of complete 3-D models of buildings and other large urban
structures
the fusion of range and image data
the automated planning of new viewpoints
the automated acquisition of range and image data
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GRASPIT! A Versatile 3-D Grasping and Simulation Tool
We have created a unique tool for grasp simulation,
visualization, and analysis that allows a user to create and analyze grasps
of a given 3D object model with a given articulated hand model. The grasps
can be performed either automatically, where the system closes the fingers
around the object at preset velocities, or manually through direct
manipulation of the joints. As collisions occur between the links of the
fingers and the object, the system locates the contacts and analyzes the
evolving grasp on the fly. Each time the grasp changes, the system updates
two numeric measures of quality and recomputes 3D projections of the grasp
wrench space which are useful when visualizing a grasps capabilities. We
feel the system is very useful for hand designers who prototype different
hand models in simulation and determine how design decisions affect a hands
grasping ability. It is also useful for researchers in grasp planning or for
simulation and virtual reality designers wishing to perform realistic
grasping in a virtual setting.
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Computer models for studying the human hand
Our current efforts are focused on constructing a
biomechanically realistic human hand model. Such a model would serve to aid
clinicians planning reconstructive surgeries of a hand, since many of the
mechanical aspects of this complex organ are still not fully understood.
However, this sort of model would also allow us to determine which features
of the human hand are the most important to be mimicked when designing a
robotic hand. These beneficial features will be identified by creating
several versions of the human hand model, each with different sets of
features, and analyzing the ability of each hand to perform a set of
grasping and manipulation tasks. The iterative refinements include skin
deformations, realistic human joints to determine the benefits of a
compliant kinematic structure, and the network of tendons to determine what
are the advantages, if any, of indirect actuation of the joints.
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Low dimensional hand control using Eigengrasps
One difficulty in understanding human hand control is the
large number of degrees of freedom (DOFs) involved. This flexibility gives
rise to an enormous set of possible hand configurations. The high
dimensionality of the control space also explains the difficulty in creating
effective control algorithms for all but the simplest artificial hand
designs.
One possible explanation for human efficiency in selecting appropriate
grasps assumes that humans unconsciously simplify the large search space
through learning and experience. Recent advances in neuroscience research
have shown that control of the human hand during grasping is indeed
dominated by movement in a configuration space of highly reduced
dimensionality. In my work, I extend this concept to robotic hands and show
how a similar dimensionality reduction can be defined using a number of
basis vectors called eigengrasps. This framework can be used to derive
optimization algorithms that simplify the task of finding stable grasps even
for highly complex hand designs. Furthermore, it offers a unified approach
for controlling different hands, even if the kinematic structures of the
models are significantly different.
Image: planning results obtained by searching the eigengrasp space for
stable grasps. The planning method uses a unified treatment for all robotic
hand models in the image, even though the kinematic specifications are
significantly different.
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Grasp Planning
The ability to plan and execute a realizable and stable
grasp on a 3-D object is crucial for many robotics applications, but many
grasp planning approaches ignore the relative sizes of the robotic hand and
the object being grasped or do not account for physical joint and
positioning limitations. We have developed a grasp planner that can consider
the full range of parameters of a real hand and an arbitrary object,
including physical and material properties as well as environmental
obstacles and forces, and produce an output grasp that can be immediately
executed without any further computation. We do this by decomposing a 3D
model into a superquadric "decomposition tree". We can then use this
decomposition tree to prune the intractably large space of possible grasps
into a subspace that is likely to contain many good grasps. The parameters
of the grasps that lie within this subspace can then be sampled and the
results evaluated in GraspIt!, to find a highly stable grasp to output. We
have experimental results on a database of object models using a Barrett
hand. We have also implemented an SVM classifier that can be used to reduce
the number of candidate grasps.
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On-Line Interactive Dexterous Grasping
We have developed a system that combines human input and
automatic grasp planning for controlling an artificial hand, with
applications in the area of hand neuroprosthetics. We consider the case
where a user attempts to grasp an object using a robotic hand, but has no
direct control over the hand posture. An automated grasp planner searches
for stable grasps of the target object and shapes the hand accordingly,
allowing the user to successfully complete the task. We rely on two methods
for achieving the computational rates required for effective user
interaction: first, grasp planning is performed in a hand posture subspace
of highly reduced dimensionality; second, our system uses real-time input
provided by the human user, further simplifying the search for stable grasps
to the point where solutions can be found at interactive rates. We
demonstrate our approach on a number of different hand models and target
objects, in both real and virtual environments.
Columbia University Robotics Lab.
Matei T. Ciocarlie and Peter K. Allen
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Physical-based dynamic simulation
We have developed a Finite Element Method based engine
for dynamic simulation of deformable objects (top image shows this engine
used to compute the deformation of a box-shaped object under the effect of
gravity). This software can be used as a C++ library, and also as a
stand-alone application as it includes an OpenGL-based visualization
component. The engine can currently use three simulation methods:
Newton iteration method converging to the equilibrium position of the system
Newmark step based method, used for dynamic simulations and computing the
velocity and accelerations at the vertices of the deformable mesh
modified Newton iteration accounting for frictional contacts against planar
surfaces. If the direction of relative motion at the contact is specified,
this will compute the effects of contact normal forces as well as friction
on the vertices of the deformable mesh.
This engine has been used for studying robotic fingertips (as described
above) as well as human fingertips. The bottom image shows an anatomically
correct fingertip model (with outer surface as well as the inner bone
obtained from medical images) deforming under pressure from a planar
surface.
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Protein Streak Seeding and Protein Crystal Mounting
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 Step 1: Wash
Step 2: Touch

Step 3: Streak
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Protein Streak Seeding
Overview
The goal of the Protein Streak Seeding project is the
creation of an innovative high-throughput (HTP) microrobotic system for a
protein crystallography task called streak seeding. The system uses visual
feedback from a camera mounted on a microscope to control a micromanipulator
which has the mounting tool attached as its end-effector. For use with our
robotic system, we have developed unique new tools, called miscroshovels,
which are designed to address certain limitations of the traditionally used
by crystallographers whiskers, bristles, or other kinds of hair.
Task Description
Streak seeding is useful when the initial crystallization experiments yield
crystals which are too small (less than 40um in size) and/or of low quality
and can not be used for structure determination. To obtain higher quality
crystals, a new reaction is setup like the original one, however, before
incubation, small fragments of the initially obtained crystals are
transferred to the new protein-reagent mixture to bootstrap the
crystallization process. This crystal fragment transfer process is called
streak seeding.
The task of streak seeding consists of three steps (right). First, the tool
to be used is washed in clean water to remove any residue. Second, the tool
is used to touch and probe the existing crystals thus breaking them up into
fragments and picking some up. Third, the tool is streaked through the fresh
mixture, which deposits some of the fragments in it. For this to work, the
tool has to have the necessary properties to be able to break up, retain and
release crystal fragments. Typically, various types of hair, bristles,
whiskers or horse tail are used.
System Design And Operation
We have designed and assembled a micro-robotic system for protein crystal
manipulation, which we use for our research and experiments. The system uses
our own custom tools, called microshovels, which we designed and fabricated
using MEMS technology.
The streak seeding system is designed to work with the hanging drop
crystallization method, seeding from source crystals on a 22mm square
coverslip to destination drops on a coversheet for a 96-well plate. The user
sets up the system by placing on the stage the coverslip with the protein
crystals, the coversheet of the 96-well plate with the target protein
droplets, and a microbridge with water used for cleaning the seeding tool.
Then the system is started and it performs the seeding autonomously. The
video on the right (sped up twice) shows the system in operation.
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Protein Crystal Mounting
The goal of the Protein Crystal Mounting project is to
produce a microrobotic system capable of autonomously mounting protein
crystals on a tool for the purpose of X-ray data collection. The system uses
visual feedback from a camera mounted on a microscope to control a
micromanipulator which has the mounting tool attached as its end-effector.
For use with our robotic system, we have developed unique new tools, called
miscroshovels, which are designed to address certain limitations of the
traditionally used by crystallographers cryogenic loops and capillaries.
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Surgical Imaging System
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In-Vivo Surgical Imaging System
Endoscopic imaging for minimal access surgery has many
limitations that include: 2D and narrow angle imaging, limited workspace of
the endoscope caused by the fulcrum effect of the body wall, and the
presence of the endoscope in the incision that prevents use of the incision
for other instrumentation. We have designed a novel stereoscopic 3D imaging
device with 5 DOF and remote control that can be inserted and attached in
the body cavity. The device, contained within a 11/16" tube, includes two
miniature cameras and five small motors that position the cameras to provide
a stereoscopic view of the surgical site. When inserted the cameras are
retracted and protected by an outer shell. After the device is fixed within
the abdominal cavity, a motor rotates an inner shell to expose the cameras.
Once exposed, the cameras can tilt in tandem, translate independently along
the axis of the tube, and independently pan. The software controls the
cameras to create new views for the surgeon, to move along the adjustable
baseline, to verge for stereoscopic viewing, and to potentially track moving
organs. We have completed a proof of concept design, which includes CAD
models and animations of the device, and we are currently building a
physical prototype. Once the prototype is completed, we will begin testing
it in a surgical mock-up, followed by animal and clinical trials. [Patent
pending] Andrew Miller, Peter Allen, and Dennis Fowler. “In-vivo
stereoscopic imaging system with 5 degrees-of-freedom for minimal access
surgery.” In Medicine Meets Virtual Reality 12, pp. 234-240, January, 2004.
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Visual Servoing
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Visual Servoing: A Partitioned Visual Feedback System
My specific interest in machine vision is to monitor a
large assembly workcell (about the size of a classroom). I want to visually
track objects like tools, workpieces and grippers as they move around in the
workcell. We therefore custom built a ceiling-mounted gantry and attached a
pan-tilt unit (PTU) and camera at the end-effector. The net result is a
hybrid 5 degrees-of-freedom (DOF) robot that can position and orient the
camera anywhere in the workspace. Our hybrid robot servos the camera to keep
the moving object centered in its field-of-view and at a desired image
resolution.
Approach
Traditionally researchers attacked similar problems by measuring 3-D object
pose from 2-D camera images. This requires a priori knowledge of the object
geometry and hence researchers typically use CAD-based models or paint
fiducial marks at specific locations on the object. The 3-D object pose
measurements are then used with image and manipulator Jacobians to map
velocity changes in the camera's image space to the robot's joint space. The
net effect is that the robot servos the camera to regulate a desired
camera-to-object pose constraint.
The caveat of such a regulation technique is that the robot's motors may not
have sufficient bandwidth (torque capabilities) to maintain such a
constraint. Our gantry is slow because of its heavy linkages. Failure to
accelerate the camera fast enough will result in loss of visual contact.
Furthermore, abrupt accelerations generate endpoint vibrations which effect
image acquisition. By contrast, the PTU is lightweight and fast and can
quickly rotate the camera to maintain visual contact. The net effect is that
tracking performance depends on which DOF are invoked in the tracking task.
My approach to the tracking problem was to design a control law that defines
a joint coupling between the PTU and gantry. This idea came from casually
observing human tracking behavior. People also have joints (eyes, neck,
torso) of varying bandwidths and kinematic range. We synergize all of our
DOF when tracking a moving object and we don't need a priori object geometry
knowledge. One also notices that the eyes and neck tend to pan in the same
direction as we follow an object's motion trajectory. This behavior suggests
an underlying kinematic joint coupling.
(Paul Y. Oh)
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| Profile |
Computer Science at Columbia University
Established in 1979, the Department of Computer Science is located within the
tree-lined Morningside campus on the Upper West Side of Manhattan. Drawing upon
Columbia's tradition of research and teaching excellence, the department of 32
faculty and 600 students works closely together in an open, collegial
atmosphere. Our curriculum places equal emphasis on theoretical and experimental
computer science. Areas of research range across the entire spectrum of computer
science. Students at all levels are encouraged to participate in our world-class
research centers.
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