Over the course of our research, when we run experiements, we will endeavor to package up the results of those experiments for public use. This page lists published datasets along with recommended citations, should you use that data.
Manual Cube Tossing
For our ContactNets work, we threw a 10 cm acrylic cube into a wooden surface, where it bounced, rolled, and slid. AprilTags were used to record pose information at 148 Hz. We collected 570 such tosses.
Common methods for learning robot dynamics assume motion is continuous, causing unrealistic model predictions for systems undergoing discontinuous impact and stiction behavior. In this work, we resolve this conflict with a smooth, implicit encoding of the structure inherent to contact-induced discontinuities. Our method, ContactNets, learns parameterizations of inter-body signed distance and contact-frame Jacobians, a representation that is compatible with many simulation, control, and planning environments for robotics. We furthermore circumvent the need to differentiate through stiff or non-smooth dynamics with a novel loss function inspired by the principles of complementarity and maximum dissipation. Our method can predict realistic impact, non-penetration, and stiction when trained on 60 seconds of real-world data.
A realistic simulation environment is an essential
tool in every roboticist’s toolkit, with uses ranging from planning and control to training policies with reinforcement learning. Despite the centrality of simulation in modern robotics, little work has been done to compare the performance of robotics
simulators against real-world data, especially for scenarios
involving dynamic motions with high speed impact events.
Handling dynamic contact is the computational bottleneck
for most simulations, and thus the modeling and algorithmic
choices surrounding impacts and friction form the largest distinctions between popular tools. Here, we evaluate the ability of
several simulators to reproduce real-world trajectories involving
impacts. Using experimental data, we identify system-specific
contact parameters of popular simulators Drake, MuJoCo, and
Bullet, analyzing the effects of modeling choices around these
parameters. For the simple example of a cube tossed onto a
table, simulators capture inelastic impacts well while failing
to capture elastic impacts. For the higher-dimensional case of
a Cassie biped landing from a jump, the simulators capture
the bulk motion well but the accuracy is limited by numerous
model differences between the real robot and the simulators.