Columbia Robotics Lab AvenueUI

Ethan Gold
9/27/00

etgold@cs.columbia.edu

Abstract

A live-data interactive 3-dimensional modular framework for mobile robot visualization and control. This extensible system provides a flexible environment for conducting mobile robot experiments on a variety of hardware and software platforms.

Introduction

This page describes the design and architecture of a mobile robot visualization and control software framework and application. While complete autonomy is often a goal in mobile robotics, frequently manual control is require to perform experiments, manage the robot, or simply direct the robot in its task if further automation is not possible. For research platforms, the software layer available to the researcher is often very low-level, requiring an entire experimental API layer to be written or so general that it is only useful for verifying hardware functionality or product demos. RWII provides a sophisticated multi-layer software platform for their line of robots, including a component-oriented visualization and control application. In previous work, we extended RWI's MOM (Mobility Object Manager) UI to handle our own Mobility-tied robot control services. This approach was reasonably effective, but had several drawbacks which eventually resulted in the writing of the software described here.
Drawbacks of MOM and extensions:

  • Modules added to mom require source code modification - while these mods are simple, they require a source license and then thereafter you have you maintain your own branch of the vendor's source tree, re-integrating your modifications for each new version
  • Organization is fundamentally interface-oriented. Modules are launched by selecting them from a list of registered modules for that particular Mobility/CORBA interface-type. This makes it very difficult to build an integrated system without creating a heinous mess.
  • The threading model provided is simplistic (though simplicity is not necessarily bad) and extremely manual.
  • Each new module require the re-compilation of at least one MOM source object.

Given the chance to write a visualization/control system from scratch, it made sense to go all-out and build the whole thing in 3D. The tools are/were maturing, etc.

Related Work

RWII
Real World Interfaces supplies sensor visualization and control interface with their Mobility software which lets a user examine exported CORBA/Mobility objects by launching a type-sensitive GUI window for each object. Since many objects use the same types, but interpret the contained data differently, you have to know which GUI component to launch for each named object. The user manually spawns a UI component foreach item he is interested in. This allows a fine degree of control of the visualization canvas and is extremely convenient for testing during control software development, but lacks the integrated nature of a more task-oriented interface.

Robot Excavator (U. of Vancouver?)
The U. of V. uses a 3D visualization tool to provide remote and/or simulated visual feedback for its 4dof joystick-driven backhoe. The backhoe model controlled by the joystick has a working context and real-time articulation response keyed to either the model or the live-data sensors on the actual backhoe. Our visualization objectives are somewhat similar to the backhoe project, but we also need to be able to modify our environment in various ways (view platform motion, batch navigation control, etc.)

Problem/Solution

Build a live-data 3D visualization and control system which is easy for an independant programmer to extend (without a source license or custom tree) that allows full-robot descriptions for easy control of complex experiments. A user-controled runtime module-loading system allows independantly developed extensions to be toggled on and off for both development and experimentation. Multiple robot support lets you visualize your entire fleet of robots at once, controlling each independantly. Publicized Module APIs let modules communicate cooperatively if required.
possible UI ideas from complex gaming interaction.
CORBA helper routines, but nothing required.

Platform

RWI Pioneers and ATRV2
Our robot hardware platforms currently in use for this layer of software development is a pair of small RWII Pioneers with a sonar suite and odometry feedback, and an larger ATRV-2 all-terrain robot with sonars, odometry, GPS, video and digital compass.

software
  • Mobility across CORBA
  • The low-level control software is the RWII-supplied Mobility suite.
  • Java-1.2.2
  • Java3D-1.3
  • Jacorb-1.1
  • The User Interface is written for Java-1.2.2, Java3D-1.3, and Jacorb-1.1.

Architecture

The Virtual environment consists of a single VitualUniverse populated by any number of declared Robot objects. Each robot has any number of robot-specific visualization and control modules which render data for that particular robot. The VirtualUniverse may additionally contain some non-robot-specific modules such as maps or buildings for display.

The Framework architecture consists of a main framework container which holds the ModuleLoader, VirtualUniverse, and creates the basic UI components. The ModuleLoader reads a runtime config file describing the VirtualUniverse and creates the Robots and SensorModules declared therein. SensorModules may communicate by finding each other by name as necessary (all configurable in the runtime config) and calling each other's public APIs. Logging data structures are provided to module programmers for easy recording of data streams during experiments.

Results

How fast is this?
On a reasonably fast machine the UI performs adequately until a large number of data streams are managing lots of polygons at once. Unfortunately the JVM seems to be the limiting factor on our Linux development platforms. How large is large? maybe actually not so large? buildings? ** test on windows? dare we? **

How easy is it to develop new modules? Modules are all subclasses of the SensorModule class which provides a large API for simplifying development. They are loaded into the UI at runtime by declaring them in association with a specific robot (if necessary) in the config file, thereby keying them for the ModuleLoader. Only declared modules are loaded for a given robot, so module sets may differ widely across robots with different capabilities.

Relevant/Special module description

NavServerModule
One of the main workhourse control modules is the front-end to the Navigation and Localizer system which provides a task-oriented API containing commands ranging from basic motion (GOTO, TURNTO) to camera control, and a batch command processing facility. The NavServer command "targets" are managed via a combination list widget and universe manifestation interface. The user can manage navigational targets by clicking in the virtual world and dragging the generated golf-cup-style flags around. An integrated Voronoi-based pathplanner in the client can optionally be used to interpolate safe paths between geographic targets.
Active Robot
The notion of an "active" robot separates robot control windows from one another. Generally only one module receives user input at a time, and the currently active robot's windows will be shown by default while the others are hidden to minimize confusion. Modules may also choose to render their data differently depending on whether or not they are active. The robot manifestation module, for example, draws a ring around the robot if it is active.

Screenshot of 3D RobotUniverse window w/ a robot and some NavTargets

Framework class and dataflow diagram