direction kernels: using a simplified 3d model representation for grasping

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Machine Vision and Applications (2013) 24:351–370 DOI 10.1007/s00138-011-0351-y ORIGINAL PAPER Direction Kernels: using a simplified 3D model representation for grasping Antonio Adán · Andrés S. Vázquez · Pilar Merchán · Ruben Heradio Received: 11 April 2011 / Revised: 24 May 2011 / Accepted: 26 May 2011 / Published online: 17 June 2011 © Springer-Verlag 2011 Abstract Humans decide how to carry out a spontaneous interaction with an object by using the whole geometric infor- mation obtained from their eyes. The aim of this paper is to present how our object representation model MWS (Adán in Comput Vis Image Underst 79:281–307, 2000) can help a robot manipulator to make a single and reliable interaction. The contribution of this paper is particularly focused on the grasp synthesis stage. The main idea is that the grasping sys- tem, through MWS, can use non-strict-local features of the contact points to find a consistent grasping configuration. The Direction Kernels (DK) concept, which is integrated into the MWS model, is used to define a set of candidate contact-points and interaction regions. The set of DK is a global feature which represents the principal normal vectors of the object and their relative weight in a three-connectivity mesh model. Our method calculates the optimal grasp points (which are ordered according to the quality function) for two- finger grippers, whilst maintaining the requirements of force closure and safety of the grasp. Our strategy has been exten- sively tested on real free-shape objects using a 6 DOF indus- trial robot. A. Adán (B ) · A. S. Vázquez Dpto Ingeniería E.E.A.C, Universidad de Castilla La Mancha, Ciudad Real, Spain e-mail: [email protected] A. S. Vázquez e-mail: [email protected] P. Merchán Escuela de ingenierías Industriales, Universidad de Extremadura, Badajoz, Spain e-mail: [email protected] R. Heradio Dpto de Ingeniería de Software y Sistemas Informáticos, UNED, Madrid, Spain e-mail: [email protected] Keywords 3D model representation · Object recognition · Grasping 1 Contact-point selection in the object–robot interaction problem Finding appropriate stable grasps on an arbitrary object for a robotic hand is a complex problem which has been dealt from different strategies. In general, we can say that the difficulty arises from the number of degrees-of-freedom and the geom- etry of the object to be grasped. However, humans greatly simplify the grasping problem by selecting a few prehensile postures and contact-points, depending on the object and the task to be performed. In [1], Cutkosky shows a grasp hierar- chy which offers a classification scheme for typical human grasps. Humans unconsciously use not only the local properties of the grasp points, but the whole geometry of the object to infer the best grasp. Figure 1a illustrates examples in which, despite the similarity between the local geometry on the contact-points, a human will intuitively choose option A as the most reliable grasp in comparison to options B and C. Figure 1b shows various other examples in which the approx- imate location of the best contact-points can be intuitively selected. Assuming that all these hand configurations are pos- sible, why do we select option A as the best choice if the local conditions are equal in all cases? The response may be that the final decision is not only made by considering the local properties on the contact point but also by considering an extended geometry around the contact-point and the object’s complete geometry. We are thus able to establish a priority in the candidates and then check other aspects related to the interaction. 123

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Machine Vision and Applications (2013) 24:351–370

DOI 10.1007/s00138-011-0351-y

ORIGINAL PAPER

Direction Kernels: using a simplified 3D model representationfor grasping

Antonio Adán · Andrés S. Vázquez · Pilar Merchán ·

Ruben Heradio

Received: 11 April 2011 / Revised: 24 May 2011 / Accepted: 26 May 2011 / Published online: 17 June 2011

© Springer-Verlag 2011

Abstract Humans decide how to carry out a spontaneous

interaction with an object by using the whole geometric infor-

mation obtained from their eyes. The aim of this paper is to

present how our object representation model MWS (Adán in

Comput Vis Image Underst 79:281–307, 2000) can help a

robot manipulator to make a single and reliable interaction.

The contribution of this paper is particularly focused on the

grasp synthesis stage. The main idea is that the grasping sys-

tem, through MWS, can use non-strict-local features of the

contact points to find a consistent grasping configuration.

The Direction Kernels (DK) concept, which is integrated

into the MWS model, is used to define a set of candidate

contact-points and interaction regions. The set of DK is a

global feature which represents the principal normal vectors

of the object and their relative weight in a three-connectivity

mesh model. Our method calculates the optimal grasp points

(which are ordered according to the quality function) for two-

finger grippers, whilst maintaining the requirements of force

closure and safety of the grasp. Our strategy has been exten-

sively tested on real free-shape objects using a 6 DOF indus-

trial robot.

A. Adán (B) · A. S. Vázquez

Dpto Ingeniería E.E.A.C, Universidad de Castilla La Mancha,

Ciudad Real, Spain

e-mail: [email protected]

A. S. Vázquez

e-mail: [email protected]

P. Merchán

Escuela de ingenierías Industriales,

Universidad de Extremadura, Badajoz, Spain

e-mail: [email protected]

R. Heradio

Dpto de Ingeniería de Software y Sistemas Informáticos,

UNED, Madrid, Spain

e-mail: [email protected]

Keywords 3D model representation · Object recognition ·

Grasping

1 Contact-point selection in the object–robot interaction

problem

Finding appropriate stable grasps on an arbitrary object for a

robotic hand is a complex problem which has been dealt from

different strategies. In general, we can say that the difficulty

arises from the number of degrees-of-freedom and the geom-

etry of the object to be grasped. However, humans greatly

simplify the grasping problem by selecting a few prehensile

postures and contact-points, depending on the object and the

task to be performed. In [1], Cutkosky shows a grasp hierar-

chy which offers a classification scheme for typical human

grasps.

Humans unconsciously use not only the local properties

of the grasp points, but the whole geometry of the object

to infer the best grasp. Figure 1a illustrates examples in

which, despite the similarity between the local geometry on

the contact-points, a human will intuitively choose option A

as the most reliable grasp in comparison to options B and C.

Figure 1b shows various other examples in which the approx-

imate location of the best contact-points can be intuitively

selected. Assuming that all these hand configurations are pos-

sible, why do we select option A as the best choice if the local

conditions are equal in all cases? The response may be that

the final decision is not only made by considering the local

properties on the contact point but also by considering an

extended geometry around the contact-point and the object’s

complete geometry. We are thus able to establish a priority

in the candidates and then check other aspects related to the

interaction.

123

352 A. Adán et al.

Fig. 1 a The quality of different grasping can be intuitively evaluated

for different objects. Although the contact points in all cases have equal

local geometric properties, case A appears to be more secure and reliable

than cases B and C. b Using the same object, grasping A appears to be

the best option, and the local geometry is again the same in all cases

In this paper, we attempt to translate this idea to a robot

manipulator by using the information contained in the so-

called “object representation models”, which can provide

complete local/global information about the object. We par-

ticularly aim to limit the huge number of possible hand con-

figurations to a few reliable grasp candidates after using our

MWS model.

1.1 Previous works

A variety of approaches have been used to tackle the grasping

problem in a wide variety of subjects (mechanical design,

automatic control, sensors and transducer, path planning,

perception of the environment, intelligent interaction, etc).

In this paper, our interest lies exclusively in the grasping syn-

thesis stage in which the contact-points are established. The

most extended research line in this area is addressed towards

calculating the best grasp-points by using strict kinematic and

dynamic criteria. The selection is therefore obtained depend-

ing on the contact dynamic model which, in many cases, is

directly or indirectly related to form-closure and/or force-

closure requirements [2] and is subject to a specific quality

criteria [3–11]. In many cases, the grasping is highly sim-

plified owing to the fact that the models that represent the

objects are simple (e.g., planar objects) and ideal [6,9–11],

which makes these methods inappropriate or difficult to use

in real world robot interactions.

Other systems obtain the best contact-points by means

of experimental learning in a virtual or real environment.

Kawarazaki et al. [12], have developed a learning technique

that is based on a trial-error strategy. Their intention is to

carry out a non-invasive interaction in scenes with obstacles

by exploring the initial paths and poses of the grippers. The

principal idea is to drastically reduce the number of grasping

configurations through rule-based knowledge. This method

has two principal disadvantages: the learning process takes

a long time and it is only valid for a hand which has been

trained. Thus, if the grippers or the sensorial system alter, the

rules must be rewritten. In [13] a training set composed of

400 synthetic grasping tests is used. These combine decision

trees and nearest neighbor techniques to infer the best grasp.

Morales et al. [14] present a learning procedure in which the

grasping quality is classified in five levels. The quality levels

are established depending on the grasping success after mov-

ing the end-effector several times. The classification rules are

set by using a pattern with nine features and impose a KNN

(k-nearest neighbor) voting algorithm. Finally, Pelossof

et al. [15] infer the grasping quality by means of SVM (Sup-

port Vector Machine) learning. Various grasping patterns are

introduced in the training step and the quality measurement is

then calculated. This technique has been applied to synthetic

super-ellipsoids.

From another point of view, Michel et al.’s method [16]

lies on the primary natural axes. The authors of this method

argue that for a human grasp, the natural axis is defined

through the position/orientation of the palm and the fingers

which surround the object. The strategy consists of drasti-

cally reducing the number of contact-points and maintaining

those that are consistent with the natural axes. Two contact-

points are considered, and the method is clearly focused on

imitating human grasps.

1.2 3D models in grasp synthesis

To date, little has appeared in literature in which 3D mod-

els are used to improve or simplify the grasping synthe-

sis problem in order to find the best contact-points. The

simplest approaches take a basic library of volumes, such

as spheres, cylinders, cones, cubes, and boxes for specific

applications. The method presented in [4] is designed to

grasp objects with four-finger grippers when the geomet-

rical model is available in advance. The experimentation is

123

Direction Kernels: using a simplified 3D model representation for grasping 353

reduced to four simple forms (sphere, cube, telephone and

banana). The works presented by Miller et al. [6,17] also

take 3D models corresponding to simple shapes to gener-

ate a set of pre-grasping initial positions which are further

refined. This approach allows the initial set of contact-points

to be reduced. Of the aforementioned techniques, none use a

formal 3D representation model in which the object’s local

and global properties can be explored, and free-shapes are not

dealt with. On the contrary, the few objects used are restricted

to polyhedral and simple shapes.

As was mentioned previously, this paper focuses on defin-

ing an easy interaction for an isolated object using the power

of an object model representation. We specifically intend

to provide reliable grasp solutions based on non-strict-local

geometrical properties of the object which are provided by

means of the MWS model.

Figure 2 illustrates the main differences between the

approaches mentioned above and ours. Techniques [4,6,17]

define the optimal grasp through a sampling process without

using a semantic model representation. In other words, the

3D model shown in Fig. 2a is simply seen as a mesh model

with an arbitrary topology that offers no additional informa-

tion. The power of the representation model is not therefore

exploited in the grasping process. In the force-brute search

algorithm, a grasp table is obtained by testing grasps from

different approach directions of the hand after force closure

checking. This usually takes several minutes and has to be

performed for each new object to be grasped. This may save

a considerable amount of time and resources in a real robot

interaction.

However, our grasping solution is obtained directly from

the MWS representation model (Fig. 2b, left) after consider-

ing a set of non-strict-local properties of the contact-points.

As it will be detailed in Sect. 3, up to 6 properties are eval-

uated. These features allow us to evaluate important aspects

around the hypothetic contact-points (e.g., extended curva-

ture, relative location on the surface, neighbor normal vec-

tors, safety distance, etc) along with global properties of the

object (e.g., principal directions, dimension, etc), and to then

generate a set of grasp starting positions.

This paper attempts to demonstrate the utility of the MWS

representation model in the grasping problem. Section 2

provides a brief introduction to the MWS model represen-

tation, and presents the Direction Kernels feature as the

principal concept in the whole approach. Section 3 defines the

grasp parameters and presents the grasping quality measure.

Section 4 is devoted to showing the experimental results in

two parts. In the first part, the candidate grasp points for a set

of 3D free-shapes are presented. Part two shows the perfor-

mance of our method in a real experimental setup. We present

the results of 40 grasp actions using a two-finger gripper on

board an RX 90 Stäubli robot. Conclusions, improvements

and future lines of research are presented in Sect. 5.

2 Simplified normal representation

2.1 A short introduction to MWS models

We have recently addressed our research towards the field of

geometric modeling in an attempt to solve robot-vision prob-

lems. In this section we aim to extract specific shape infor-

mation through a 3D representation model which is invariant

to solid transformations. A solid is usually represented as

a discrete mesh of nodes, and the features which character-

ize the solid are obtained by analyzing the geometry in local

areas. For example, high and low curvature points may define

sharp and flat local zones in the mesh. Such models recognize

the nodes as isolated items which are exclusively connected

to their neighbors, and consequently provide only local and

weak information.

In contrast to this local strategy, MWS models introduce a

new topology in meshes, which is able to connect each node

with the other nodes thus establishing a new inter-mesh rela-

tionship. This topology is maintained for all the nodes of a

canonical mesh which is fitted to the object surface. More-

over, all the MWS models come from the same mesh. This

mesh is obtained after the implosion of a tessellated spherical

mesh, which we shall denote as TI , over the object’s surface.

The fitted mesh, TR , therefore maintains the topology and

the number of nodes of TI .

In the aforementioned topology, a node is 3-connected

with its neighbors but is also recursively connected with its

neighbors’ neighbors. These structures appear to be concen-

tric rings (or wave-fronts) of nodes, and it is for this reason

that the whole structure is denominated as a Modeling Wave.

We can consequently state a multi-connectivity property in

the mesh depending on the wave-front level, and explore the

geometry of an object in a different manner, thus extracting

new descriptors and features. Finally, the MWS model stores

the object features in the canonical sphere TI . More infor-

mation concerning the MWS concept and properties can be

found in [18]. Figure 3 illustrates the principal stages through

which to achieve an MWS representation.

2.2 Direction Kernels

As was stated above, discrete values of 3D object features,

which are calculated on TR , can be mapped onto TI . For

example, it is possible to map local features such as discrete

curvature measurements, color features, distance to the ori-

gin of coordinates, etc. However, we are more concerned with

the fact that it is also possible to map global features, such as

n-connectivity features, the principal directions of the solid,

etc.

In this case, Direction Kernels are a set of global invari-

ant features that are defined over TI . The principal idea is

that the normal directions of the nodes of TR can be mapped

123

354 A. Adán et al.

Fig. 2 a Grasping strategies based on brute-force search: grasp

approach directions (left), grasp table from sampled grasps (middle)

and optimal grasp (right). b Our grasping strategy. Simplified model in

MWS format with the safety region and the contact points highlighted

(left). Visualization of the optimal grasp with the griper (right)

Fig. 3 MWS building process. After imploding a semi-regular tessellated mesh onto the object, a new 3D model with three-connectivity is obtained.

The model, called MWS, maintains the wave-front connectivity properties of the tessellated mesh

123

Direction Kernels: using a simplified 3D model representation for grasping 355

Fig. 4 Left Voting process in the tessellated sphere TI . The node NI, j

is voted when �u(NI, j ) is closest to any �u(NR,i ), NR,i ∈ TR . Right

Extraction of Direction Kernel. The number of votes of the nodes in the

hexagonal patch is symbolized by the size of the node. Definition of the

Amplitude and the Normal of a DK

onto TI . It is only possible to obtain a simplified map if the

zones of the sphere with a high density of normal vectors are

considered. Figure 4 illustrates this idea. This concept will

be formally introduced in the following paragraphs.

Let TR be the mesh of a given object. We obtain the nor-

mal vector �u(NR,i ) for each node of the mesh NR,i ∈ TR

by computing the vector which is perpendicular to the plane

formed by the three neighbor nodes of NR,i . All the com-

puted normal vectors vote their corresponding nodes in TI

so that for each node NI, j ∈ TI our model stores the num-

ber of nodes of TR whose normal vector is close to the

normal at NI, j , �u(NI, j ). These values are denominated as

g(NI, j ). That is to say, g(NI, j ) contains the number of votes

that normal �u(NI, j ) accumulates in the mapping process.

Note that we provide a global representation of the object

through the descriptor g by using the topological structure TI .

Figure 4 illustrates how the node NI, j is extensively voted

and is further able to generate a DK.

This representation may exhibit false or unimportant

information. For example, nodes near to vertices, edges or

zones with a high curvature gradient have unreliable normal

values and should be considered as unimportant or errone-

ous information for grasping tasks. Furthermore, very low g

values are relatively common in the majority of the tessel-

lated sphere TI . This information is also negligible, since it

represents only small parts (local areas) of the mesh TR (see

Fig. 5b).

Our goal is to discover the most important normal direc-

tions of the object. We have therefore simplified the original

representation by filtering out the unimportant information

and maintaining that which is meaningful in order to gener-

ate what we term as Simplified Normal Representation. The

procedure is as follows:

Definition 1 Let k, be a hexagonal patch of TI . Let k NI,s,

�u(

k NI,s

)

and g(

k NI,s

)

, s = 1, . . . 6 be the respective nodes

of patch k, their associated normal vectors and weights. Patch

k is a Direction Kernel (DK) if at least one of the following

criteria is satisfied:

I. g(

k NI,s

)

> 0, s = 1 . . . 6, in at least four nodes (1)

II.

6∑

s=1

g(

k NI,s

)

≥ λ (2)

λ being a parameter which depends on the mesh resolution.

We usually choose λ = 4% n, where n is the number of nodes

of TI . The Direction Kernel concept is extended to two more

definitions.

Definition 2 The amplitude of a Direction Kernel k is

defined as follows:

m(k) =

6∑

s=1

g(

k NI,s

)

(3)

Definition 3 The normal of a Direction Kernel k is defined

as follows:

�u(k) =

∑6s=1 g

(

k NI,s

)

�u(

k NI,s

)

m(k)(4)

This is the weighted average of the normals �u(

k NI,s

)

of the

patch k. Figure 4 (right) symbolizes the generation of a DK.

Note that Eq. (3) yields absolute values. However, the rel-

ative percentage value 100 · m(k)/n, where n is the number

of nodes, is used in practice. This simple representation is

general and can be used with any kind of 3D shape. It is eas-

ier to understand this type of representation for polyhedral

objects than for curved objects. In the first case, only a few

DKs with significant m(k) values are expected, the rest being

zero. For example, Fig. 5 shows a polyhedral object which

has seven DKs. However, for free-shape objects, a multitude

of DKs might appear (see Fig. 13c). On the other hand, since

the case of a DK neighborhood is possible (for example, two

DKs share a node of high weight g(NI, j )), an algorithm has

been introduced to definitively establish disjointed DKs in

the Simplified Normal Representation.

The key property of this kind of global representation,

which makes it particularly interesting for robot interaction

applications, consists of the fact that the set of Direction

Kernels are invariant to solid transformations. Let us assume

a Simplified Normal Representation of an object �, which has

123

356 A. Adán et al.

Fig. 5 a Data points of the object and mesh model TR . b Normal

vectors mapped onto TI . A meaningful region is marked with a circle and

unimportant information regarding the object appears with the values

of g 1 and 2. c Direction Kernel painted in different grey levels. d

Simplified Normal Representation: Correspondence between Direction

Kernel on TI and regions on TR

h Direction Kernels. There are three parameters that must be

conserved whatever the pose of � is:

1. The number of DKs: h.

2. The set of Amplitudes: m(k), k=1,…h

3. The set of angles between pairs of Normals: θi j =

(�u(i k), �u( j k)), i, j = 1, . . . .h

In practice, small oscillations may appear in cases 2 and

3 as a result of the use of discrete meshes. Figure 5 shows

an example of the different stages in a DK building process.

In part a we show the original geometric mesh with thou-

sands of points, along with the mesh TR with 1280 nodes.

Note that TR is then a simplified version with an MWS

topology. Part b illustrates the mapping process in which

the number of normal vectors associated with each node is

plotted onto TI . A meaningful region is marked with a circle.

Note that unimportant information corresponds to nodes with

low g values. Direction Kernels in different colors, together

with their corresponding Amplitudes, are shown in part c.

Figure 5d presents the regions associated with different

Direction Kernels, in which the color of their correspond-

ing DKs is maintained.

As has already been mentioned, since the mesh model

is obtained after the implosion of a tessellated spherical

mesh over the object’s surface, the fitted mesh maintains

the original topology and the properties of the MWS struc-

ture. The object model therefore maintains the same topology

with a tessellate sphere. Nevertheless, this does not neces-

sarily imply that the method must work with simple-shapes

or quasi-spherical shapes. In fact, a wide variety of shapes

have been used in our experiments. We can honestly say that

the approach is usually applied to objects with genus zero

(in other words, without holes), but we believe that it would

be possible to extend it to non-genus zero objects. This

question is dealt with at the end of Sect. 5 as a future extension

of the method.

3 Interaction statement

3.1 Feature extraction

Bear in mind that having obtained the Simplified Normal Rep-

resentation, we can then extract the nodes from the surface

of the object which correspond to each DK. Nodes which

come from one DK are usually connected in mesh TR . For

example, in polyhedral shapes, nodes belonging to the same

DK define polygonal regions in TR (Fig. 5d). Note also that

points originating in the Direction Kernel are potential can-

didates to be taken as grasp-points. This first intuitive idea

will be developed in detail in this section.

First, and by following a minimalistic viewpoint, our goal

is to synthesize a two-contact interaction. In order to select

a set of grasping points, we define six parameters related

to each pair of contact points on the object model. These

parameters are as follows.

(i) τ : Force-closure requirement The force-closure defini-

tion allows us to obtain that a grasp with at least two soft-

finger contacts is force-closure if and only if the angle β

between the two planes of contact is strictly less than the

angle of the friction cone 2θ (see Fig. 6a). The same force-

closure condition can be found in [2]. The line crossing P

and Q is inside the friction cones if β/2 < θ .

Let P, Q be two nodes of the model TR, �u p and �uq be

their respective normals, and let θ be the cone friction angle

and β be the angle between the two planes of contact. By

assuming a soft-finger contact model, we introduce a binary

parameter as follows:

τ(P, Q) =

{

1 if β ≤ 2θ

0 if β > 2θ(5)

(ii) σ : DK membership Given the Simplified Normal Repre-

sentation � of an object, we find the nodes which have been

123

Direction Kernels: using a simplified 3D model representation for grasping 357

P

Q

β/2

θ

β

Friction cone

(a) (b)

Fig. 6 a The soft-finger contact model. b Regions associated with DKs

voted to any DK. If a node N belongs to a DK then N will be

a potential contact point. Thus, for a pair of contact points,

this feature can be formalized through the parameter σ .

Let P, Q be two nodes of the model TR, P ∈ i k, Q ∈ j k.

We define:

σ(P, Q) =

{

1 if (i �= j and i k, j k ∈ �)

0 if (i = j or (i k /∈ � or j k /∈ �))(6)

This constraint has an influence on factors such as discard-

ing points of extreme curvature and the filtering out of iso-

lated contact-space. It is, therefore, a high frequency filter

on a 3D curvature variable. Figure 6b shows two examples

of the regions associated with Direction Kernels, which are

depicted in different colors.

(iii) α: Facing angle Let P, Q be two nodes of the model

TR and let �u p, �uq be their respective normals defined by the

position of their three neighbors in the mesh. Let the vector

�d =−→P Q. The angles αp and αq between �d and �u p, �uq can

be calculated by:

αp = ar cos(

−�nTp . �d

)

αq = ar cos(

�nTq . �d

) (7)

We define the facing angle for points P and Q as:

α(P, Q) = max(αp, αq) (8)

It is obvious that if α(P, Q) = 0, then P and Q ideally

face each other. In practice, we say that they face each other

if α(P, Q) ≤ δ, δ being a tolerance parameter that can

be associated with the grasping friction coefficient (that is,

related to the friction cone aperture).

Figure 7a shows pairs of points with different facing angle

values in which the normals have been plotted in blue and

green.

(iv) λ: Distance to the centroid Let O be the centroid of

the object and let P, Q be two nodes of the model TR .

The distance of the centroid is defined as the distance from

O to the straight line formed by P and Q. Formally:

λ(P, Q) = d(O,P Q) (9)

λ ∈ [0, 1], since our model is normalized and centered on

the centroid of the object.

(v) χ : Cone Curvature at the contact-points The Cone

Curvature (CC) is defined as a measure of curvature in the

MWS models at which a specific CC order can be imposed.

Roughly speaking, as the order increases, the CC provides a

measure of curvature for a wider region around the selected

contact point. The range of CC values lies in the interval

[−π/2, π/2], going from concave to convex. In our case we

use a CC or order 2 and 3. In other words, we use 2nd and

3rd wave-fronts around the nodes P and Q. A more detailed

description of the CC can be found in [19]. Figure 8 illustrates

the CC values for a set of orders following a color scale.

Given two nodes, P, Q, the parameter χ is defined as the

maximum value of order 2 and 3 CC of P and Q. In this case

we take the most adverse result for grasping purposes, which

corresponds to the highest value.

(vi) ρ: Safety distance This parameter is introduced to over-

come the difficulties involved in real grasping arising from:

– the uncertainty in the fingers’ positioning, which always

has an error range.

– the real size of the finger contact region, which is not

precise in a real case.

– the proximity of the contact points to the edges, which

may cause the gripper to slip.

In the MWS topology, the wave-front concept has also been

used to characterize the grasping security region. Thus, for a

node P , a security zone around P includes the complete con-

secutive WFs which belong to the same grasping region. For

a pair of grasping points P, Q, the safety distance parameter

is defined as:

ρ(P, Q) = min(ρ(P), ρ(Q)) (10)

123

358 A. Adán et al.

Fig. 7 a Example of

contact-points and the facing

angle value. b Example of

distance to the centroid

αp

αq

P

Q

λ

(a)

(b)

Fig. 8 Illustration of second,

fifth and tenth CCs calculated

in three models

Fig. 9 Examples of security

regions for several grasping

points. The second example

shows that the pair of points is

close to the edges

ρ(P) being the distance from P to the nearest node of the

largest complete WF. That is:

ρ(P) = min(

P P ′, P ′ ∈ W Fmax(P)

)

(11)

Since our model is normalized in a unitary sphere, ρ ∈ [0, 2].

Figure 9 shows some examples of security regions for sev-

eral points of the object on which the last complete WF is

marked.

3.2 Grasping evaluation

The parameters presented in the previous section are used

to define a grasping quality function. As a result, two opti-

mal contact points can eventually be selected for grasping

purposes.

The criterion of a grasping evaluation is implemented

through a non-linear function F depending on all the parame-

ters defined in the previous section. The function F is defined

as the product of five normalized functions, each of which

123

Direction Kernels: using a simplified 3D model representation for grasping 359

Fig. 10 a Graphical representation of functions Fα, Fλ, Fχ , Fρ . b Precision–recall curves for parameter selection experiments: b1 facing angle

parameter, b2 cone-curvature parameter, b3 safety distance parameter

is defined over one parameter. Each function models the

influence of each parameter on the grasping global quality

according to the specifications imposed on our environment.

Therefore, for each pair of grasping points (P, Q) the qual-

ity function is defined as follows:

F(P, Q) = Fτ .Fσ .Fα.Fλ.Fχ .Fρ (12)

being:

Fτ = τ

Fσ = σ

Fα = (e−aα), a > 1

Fλ = 1 −1

λ2

Fχ = e−bχ2

, b > 1

Fρ = (1 − e−cρ), c > 1

(13)

Figure 10a plots the above functions. The following com-

ments can be made about their expressions:

– Fτ is an on/off function. The inclusion of Fτ implies that

only force-closure grasps are evaluated.

– Fσ is an on/off discrete function which controls the mem-

bership to DK.

– Fα drastically penalizes the increase of the facing angle.

The parameter a > 1 regulates the sensitivity of this

function.

– Fλ smoothly penalizes the distance from the centroid of

the object to the grasping points. In our case this is not an

essential factor.

– Fχ drastically controls grasping points with high values

of CC and favors those whose values are close to zero.

Parameter b > 1 modulates this action. For a point of

CC near to π/2 (high convexity) the grasp will be highly

unstable. However, if CC is near to −π/2, although the

grasping stability is ensured, these points will, in prac-

tice, be inaccessible owing to the gripper’s dimension.

We therefore introduce a square term for χ .

– Fρ considerably increases the security in the global grasp-

ing function. Likewise, the parameter c > 1 controls the

sensibility of this characteristic.

Finally, the optimal grasp and the determination of its cor-

responding contact points are obtained by optimizing the

function F for all pairs of points in the mesh.

F(P, Q)opt = max(F(P, Q),∀P, Q ∈ TR) (14)

We conducted a set of experiments to determine the effect

of parameters a, b and c on algorithm performance. This

123

360 A. Adán et al.

study was evaluated by means of the F-measure since it

integrates Precision and Recall concepts. Our idea is to

use Precision and Recall to compare a pair of associated

query/ground-true contact-points. We have therefore adapted

these statistical measures to our environment, thus quanti-

fying the goodness of our method. Precision, Recall and

F-measure values can be calculated with the following

equations:

Precision =tp

tp + f p

Recall =tp

tp + f n(15)

Fβ = 2Precision.Recall

Precision + Recall

where tp, fp, and fn are the number of true positives, false

positives, and false negatives.

The statement of parameters a, b and c was carried out by

using a model database with 25 objects on which the ground-

truth contact points were manually established in advance.

This procedure is as follows.

Given a ground truth, we must first determine the asso-

ciation between a pair of points obtained by our algorithm

and the ground truth. This association is made by matching

each calculated contact-point with the closest ground truth

contact-point only in the case of their being in the same DK

region. One pair of detected contact points which are both

in the first wave front of their associated ground-truth points

thus count as true positives. If any of them are situated in

longer wave fronts, they then count as false positives. Finally,

when the query and ground truth contact-points are located

in different DK regions, no association occurs and this case

is labeled as a false negative. Once the labeling has been

completed for all the objects in the database, the number

of true positives, false positives and false negatives is com-

puted, Precision and Recall values are obtained from Eq. 15.

Finally, the parameter is set for the best F-measure.

Figure 10b highlights the precision–recall curves for those

experiments in which parameters a, b and c vary in the range

[0,10]. Based on these experiments, we set the parameters

as follows: facing angle parameter a = 3.9 cone-curvature

parameter b = 5.8 and safety distance parameter c = 4.1.

3.3 Grasping planner

Aspects such as robot sensing, perception and recognition

must obviously be considered in a real robot interaction.

Figure 11 shows an overview of all the agents involved in

a grasping procedure. The phases in which our 3D model

representation plays an important role are highlighted. In

general, our interaction system can be summarized in the

set of blocks shown in Fig. 11.

Fig. 11 Outline of processes in an automatic grasp. The phases on

which this paper is focused are highlighted

The first stage deals with the sensory processing. In

this stage, we first analyze the information retrieved by a

range finder sensor and find the position of the object in

the scene. We used the DGI-BS (Depth Gradient Image

Based on Silhouette) technique, which can obtain both

a complete model and a partial model of an object in

occluded scenes. This property allows us to recognize and

pose objects in complex scenes in which only incomplete

surfaces of the objects are available. The complete DGI-

BS version synthesizes surface information (through depth

images) and shape information (through contours) of the

whole object in a single image which is smaller than 1

mega pixel. Object pose is carried out by means of a sim-

ple matching algorithm in the DGI-BS space which yields

a correspondence point-to-point between scene and model.

Details of the DGI-BS technique can be found in references

[20,21].

The grasping synthesis technique presented in Sects. 3.1

and 3.2 represents an important part of the robot interac-

tion. However, there are more phases and tools which are

necessary to plan robot manipulation tasks in real envi-

ronments. For example, the scenario will determine the

robot’s path. The shape and size of the gripper and the

object’s surroundings may also influence the grasping selec-

tion. The optimal grasp obtained from our analysis might,

therefore, be unreliable as a result of collisions between

the gripper and the environment, or of kinematics prob-

lems (e.g., non-inverse kinematic solution at the grasping

location). In order to solve collision problems, our plan-

ner again takes information from 3D models of the whole

scenario. A short explanation of this procedure is shown in

Fig. 12.

The optimal grasp, which corresponds to the pair of grasp-

ing points (P, Q) that maximizes Eq. (12), is first simulated

in a virtual setting which includes the 3D models of scenario,

object, gripper and robot. Note that the object has been previ-

ously posed in the scenario thanks to the DGI-BS algorithm,

and that the coordinates of (P, Q) in the robot reference

system are therefore known.

123

Direction Kernels: using a simplified 3D model representation for grasping 361

Fig. 12 a Grasping planner diagram. b Path planning simulation tool

The inverse kinematic is calculated for (P, Q). If there

is no kinematic solution or path without colliding with the

environment, this wrist pose is rejected and the next pair of

candidate contact-points on the list is taken. This process

continues until a reliable wrist pose solution is obtained.

The next step consists of a path-planning algorithm which

guarantees a smooth and reliable path for the robot through

the scenario from the initial position to the grasping posi-

tion. We used a path planning for manipulation environments

through interpolated walks. Our approach is based on two

points. Firstly, unlike most sampling techniques, we have

defined a non-random local sampling, which greatly reduces

the computational time. Secondly, a set of interpolated

walks is obtained through cubic splines which guarantee

the smoothness and continuity of the walks. This technique

allows us to solve the collisions and to generate a semi-

directed distribution of the search area in the C-space. This

last characteristic is used to avoid local minima. Figure 12b

shows the trajectories generated by the planner algorithm

using W =5, which signifies that each time a collision occurs,

the local planner generates 5 new walks. Complete informa-

tion concerning path planning can be found in [22].

After all these grasping components have been calculated,

the grasp is simulated on a computer simulation tool and is

finally executed in the robotic cell. Implementation details

concerning both the simulation tools and the execution pro-

cess can be found in [23].

4 Experimental results

This section is devoted to showing the experimental results

in two parts. In the first part, the candidate grasp points for a

set of 3D free-shapes are presented, whereas part two shows

the performance of our method in a real experimental setup.

123

362 A. Adán et al.

Fig. 13 a Examples of absolute

optimal grasp. b Examples of

optimal grasps constructed from

pairs of regions associate with

DKs. c Examples of grasp on

free-form shapes

123

Direction Kernels: using a simplified 3D model representation for grasping 363

Table 1 Grasp evaluation test

Grasping

solution Initial grasp Stability test

Grasping

solution Initial Grasp Stability test

Grasping

solution Initial grasp Stability test

Grasping

solution Initial Grasp Stability test

1)

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364 A. Adán et al.

Fig. 14 a Grasp-points obtained with our method. b Robot hand configuration found for the grasp-points. c Initial grasping. d Final grasping

4.1 Examples of grasp synthesis

The approach presented in this paper has been used to

carry out experiments with real objects which have been

synthesized with a MINOLTA VI910 laser scanner. The

Simplified Normal Representations are obtained in the first

stage. The functions Fτ , Fσ , Fα, Fλ, Fχ , Fρ and the quality

function F are then defined. The highest quality grasping has

been determined by following two strategies.

The contact point grasps are first sorted according to

function F , that is, regardless of their membership to the

specific DK. In this strategy, the first best candidates usually

correspond to the same pairs of DKs. This might be a dis-

advantage when the grasp is executed since the chosen pair

of zones may be inaccessible to the gripper. In this situation,

the system must explore the sorted grasp list until it chooses

the first executable grasps associated with other DK pairs.

Figure 13a shows the optimal grasping points for several

objects. The magnitude of parameters σ, α, λ, χ, ρ can

be visually evaluated. Note that the regions associated with

the DKs appear in different colors.

The second strategy consists of establishing all possible

pairs of DKs and choosing the best grasp for each pair of

associated zones. This method favors grasp execution plan-

ning, since the zones associated with DKs which cannot be

accessed by the robot are discarded beforehand, thus opti-

mizing the search procedure for only the accessible pairs.

Figure 13b illustrates this option, taking the three best grasps

for each pair of DKs.

This strategy has been applied to a wide set of 3D shapes.

The system not only works on polyhedral objects, but is also

capable of working on free-shape objects. Figure 13c shows

results for free-form objects. Note the increase in the num-

ber of DKs and the reduction of the safety region size for

the spinning top. Observe also that the grasping regions on

the dinosaur head are scattered owing to the surface’s curved

nature. However, note that a clear region can be perceived

in red at the base of the head, and that the marked security

distance does not surpass this region.

In order to test the quality of the grasps that our method

achieves, we have carried out a test bench with real grasps. In

this experiment we tested how stable the grasps of a set of ten

objects (see Table 1) in different locations were. The objects

chosen for this experiment were made of wood (objects 1,

2, 3, 8), plastic (objects 6, 7, 9, 10) and cardboard (objects

4 and 5). For each object at each location we first calculated

the grasping points (Fig. 14a) and we then obtained the hand

configuration for grasping points, bearing in mind that only

those grasps with a robot kinematics solution were checked

(Fig. 14b). The real grasp was then executed by the robot

(Fig. 14c). Finally, the robot was moved in order to verify

the stability of the grasp. A grasp is considered to be sta-

ble if the object is still grasped after the movement and its

location in the gripper has not altered. We have used a pneu-

matic parallel gripper, setting the maximum force applied to

1,000 mN. Rubber pads are used on the gripper’s fingers to

assume the soft-finger contact, as stated in Sect. 3.1. More

information about the experimental setting is included in the

following section.

Table 1 shows the results obtained during the grasp solu-

tion, initial grasp and final grasp for each object-location.

As can be seen, only one of the 26 grasps became unstable

after moving the robot. This indicates that the reliability of

our grasp method is higher than 96%.

4.2 Robot interaction in a robotic cell

The purpose of this section is to show the results of a set

of robot interaction tests, following the scheme shown in

Sect. 3.3 (Figs. 11 and 12). The interaction will consist of

the robot autonomously moving an object from position A

to position B. Figure 15a shows our experimental setup, in

which scene information is obtained via a structured light

sensor (Gray Range Finder) that provides the coordinates

123

Direction Kernels: using a simplified 3D model representation for grasping 365

Theoretical

grasp-points

Z-axis of the

end-effector

q1

q2

q4

q3

q5

q6

(a) (b) (c)

(e)(d)

(f)

(g)

Fig. 15 a Position of object in the experimental cell. b 3D data

acquisition of a partial view and spatial localization and recognition

algorithm. c Representation in the simulation environment. d Process

of localization of grasping points. e Calculation of paths. f Simulated

manipulation. g Real manipulation

123

366 A. Adán et al.

Table 2 Objects and poses in the experimental test

of the visible surface. Recognition and positioning of the

object was solved by following the method of Merchán et al.

[20,21]. This technique can be used to determine the pose of

a fixed object in the reference system of the scene.

Figure 15 shows the full sequence of steps in the auton-

omous manipulation tasks. Part a presents the experimental

setup, composed of the robot, the range finder sensor and the

scene. Note that the object is placed in front of the range sen-

sor. In part b (above) we show the points cloud of the object

in the scene coordinate system and part b (below) illustrates

the geometric model of the recognized object in the calcu-

lated pose. The model is superimposed onto the range data.

In order to carry out the grasping simulation, the synthetic

model is inserted into the virtualized setup (part c) and the

assignment of the best contact-points is made. Figure 15d

shows the contact-points and the Z-axis of the end-effector.

A simulation of the wrist pose and the gripper touching the

points is also presented. Part (e) concerns the path planning

for each DOF of the robot, and part (f) illustrates several

shots corresponding to the grasping simulation. Finally, the

grasping is executed in the real environment (part g).

The test was carried out on ten objects from our data-

base, and four random poses were taken for each of them.

The manipulator was a Staübli RX90 robot with a pneumatic

gripper and a gray range finder sensor that yielded the 3D

information from the scene. Table 2 shows the collection of

objects used in different poses, and Table 3 shows the results

according to the success in each stage (recognition, pose,

grasping synthesis, path planning and grasping execution).

The errors are classified as critical (in red) or non-critical (in

blue). A non-critical error is produced when an unforeseen

circumstance occurs in the real execution, although the com-

pletion of the rest of the execution takes place. The errors

are numbered within the table to facilitate their subsequent

analysis in the paragraph concerning error analysis.

The points cloud (in blue), provided by the range finder,

together with the complete model, are superimposed in the

calculated pose. Figure 16 (bottom) shows details of the

grasping execution stage.

Errors 1 and 2 have been overcome by improving the pre-

cision of the modeling of the gripper in the simulator. As was

confirmed in the virtual version, the opening of the gripper

was slightly greater than in the real version, which was why

these errors occurred. We intend to carry out research into

solutions to the errors caused by the grasping algorithm, such

as those in errors 3, 6, and 13, at a later date. The solution to

errors 5, 9, 11 and 12 can be found via a revision of the 3D

models and recognition algorithm used, or via a second shot

from another position of the sensor, which would allow us to

solve any ambiguous cases.

5 Conclusions and future research

3D object-model based grasping solutions are relatively new.

Only a few works on this subject, which do not really exploit

the power of the proposed models, can be found in jour-

nals and conferences. In this paper, we introduce a simplified

3D representation model which helps a robot manipulator to

make easy and reliable interactions with an object. We spe-

cifically propose a method which calculates the best pairs of

contact-points using MWS models.

A MWS model is generated through a three-connectivity

spherical mesh which is imploded on the object’s surface.

The topology imposed in the MWS model allows us to

define non-strict-local features which provide an extended

geometrical knowledge around the contact points. Thus, in

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Direction Kernels: using a simplified 3D model representation for grasping 367

Table 3 Summary of results

Recognition Pose Grasping synthesis Path-planning Real I Robot interaction

O → A A → B O → A Grasping A → B

Object 1-a OK OK OK OK OK OK ERROR-1 –

Object 1-b OK OK OK OK OK OK ERROR-2 OK

Object 1-c OK OK OK ERROR-3 – – – –

Object 1-d OK OK OK OK OK OK OK OK

Object 2-a OK OK OK OK OK OK OK OK

Object 2-b OK OK OK OK OK OK OK OK

Object 2-c OK OK OK OK OK OK OK OK

Object 2-d OK OK OK OK OK OK OK OK

Object 3-a OK OK ERROR-4 – – – – –

Object 3-b OK OK OK OK OK OK OK OK

Object 3-c OK OK OK OK OK OK OK OK

Object 3-d OK OK OK OK OK OK OK OK

Object 4-a OK OK OK OK OK OK OK OK

Object 4-b OK ERROR-5 – – – – – –

Object 4-c OK OK OK OK OK OK OK OK

Object 4-d OK OK OK OK OK OK OK OK

Object 5-a OK OK OK ERROR-6 – – – –

Object 5-b OK OK ERROR-7 – – – – –

Object 5-c OK OK ERROR-8 – – – – –

Object 5-d OK OK OK OK OK OK OK OK

Object 6-a OK OK OK OK OK OK OK OK

Object 6-b OK OK OK OK OK OK OK OK

Object 6-c OK OK OK OK OK OK OK OK

Object 6-d ERROR-9* – – – – – – –

Object 7-a OK OK OK OK OK OK OK OK

Object 7-b OK OK OK OK OK OK OK OK

Object 7-c OK OK ERROR-10 – – – – –

Object 7-d OK OK OK OK OK OK OK OK

Object 8-a OK OK OK OK OK OK OK OK

Object 8-b OK ERROR-11 – – – – – –

Object 8-c ERROR-12 – – – – – – –

Object 8-d OK OK OK OK OK OK OK OK

Object 9-a OK OK OK OK OK OK OK OK

Object 9-b OK OK OK OK OK OK OK OK

Object 9-c OK OK OK ERROR-13 – – – –

Object 9-d OK OK OK OK OK OK OK OK

Object 10-a OK OK OK OK OK OK OK OK

Object 10-b OK OK OK OK OK OK OK OK

Object 10-c OK OK OK OK OK OK OK OK

Object 10-d OK OK OK OK OK OK OK OK

this framework, the optimal selection of gasping points is

based on a set of geometrical properties.

Direction Kernels are presented in the paper as non-strict-

local features which discriminate zones of the object in which

reliable grasps can take place. DKs are used as discrimina-

tive factor, and up to six other features are used in order to

precisely establish a contact points ranking, where this rank-

ing is imposed by a grasping quality function.

This approach has been tested on a wide set of objects

in different poses in a real environment. The system suc-

123

368 A. Adán et al.

Fig. 16 Top Recognition and pose of Object 10. Bottom Grasping execution

cessfully calculates the optimal grasping points which are

ordered according to the quality function F for two finger

grippers while maintaining the constraints of grasping secu-

rity. The correct performance of the method on free or smooth

shaped objects is original with regard to the grasping methods

normally used on polyhedral objects.

Future improvements to the method will be addressed in

various lines. Firstly, in order to improve the efficiency of the

algorithms and make them more robust, a more extended test

should be carried out in other scenarios and on other objects

over the next few months. Secondly, we aim to implement this

technique in an industrial environment in which a manipula-

tor will have to carry out an easy interaction with free-shapes.

For example, pick and place actions could be performed by

following the guidelines of our method, thus avoiding other

complex solutions based on purely kinematic and dynamic

requirements.

A further interesting aspect is that our strategy can be

extended to robotic grippers with more than two fingers. Note

that the DKs determine the potential safety grasping regions

on the object and that these are established whatever the num-

ber of contacts is. For more than two contact points, we would

simply need to maintain the requirements of force closure and

safety of the new grasps, which implies adapting the features

presented in Sect. 3.1. We consider this issue to be a future

development. In summary, we believe that this is a prom-

ising line for robot interaction that could be considered by

other researchers and developed for more complex grasping

problems in the future.

Finally, the extension of the method to non-genus objects

is a future research line on which we feel encouraged to work.

For a non-genus object, the method proposed here would

yield a coarse model of the object in which zones fitted to

the data and zones generated by holes could be clearly del-

imitated. In this respect, like other works [17,4] which use

coarse models, a simplified model would be used to calculate

the Direction Kernels by taking the first type of zones. This

is an idea on which we are currently working. Shape restric-

tions and simple shapes (spheres, cylinders, cones, cubes,

parallelepiped. . .) are used in most of the grasping references

cited in this paper [17,4,16], including simulated models and

topologies imposed by the users [6,9–11]. The method pre-

sented here is not restricted to a basic library of volumes. It

has been tested on a multitude of genus-zero shapes and we

believe that it could be adapted to non-genus-zero shapes in

the future.

Acknowledgments This research has been supported by the CICYT

Spanish projects DPI2009-14024-C02-01 and PEII11-0113-2590.

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Author Biographies

Antonio Adán received the MSc

degree in Physics from both Uni-

versidad Complutense of Madrid

and Universidad Nacional de

Educación a Distancia (UNED),

Spain in 1983 and 1990 respec-

tively. He received the Ph.D.

degree with honours in Industrial

Engineering. Since 1990 he is

an Associate Professor at Castilla

La Mancha University (UCLM)

and leader of the 3D Visual Com-

puting Group. His research inter-

ests are in Pattern Recognition,

3D Object Representation, 3D

Segmentation, 3D Sensors and

Robot Interaction on Complex Scenes. Along this time he has made

more than 100 international technical contributions on prestigious

journals and conferences. From 2009 to 2010 he was a Visiting Faculty

at the Robotics Institute, Carnegie Mellon University, Pittsburgh, PA,

USA. Dr. Adán was awarded of the Twenty Eighth Annual Pattern

Recognition Society Award corresponding to the best paper published

in Pattern Recognition Journal during 2001. Dr Adán is a member of

the Institute of Electrical and Electronic Engineers (IEEE).

Andrés S. Vázquez received

his MSc in Computer Science

from the University of Castilla-

La Mancha, Spain, in 2002. He

received his Ph.D. in Mecha-

tronics in 2008. He worked as

a research assistant for UNED

University from 2001 to 2002.

Since 2002, he has been work-

ing as a research assistant for the

Computing Vision and Robotics

Group at the School of Comput-

ing Science at Castilla La Man-

cha University (UCLM). He has

pursued a postdoctoral fellow-

ship of the Castilla-La Mancha

regional Government at the Robotics Institute, Carnegie Mellon Univer-

sity in 2008/2009. Currently he is an assistant professor and researcher,

and has been teaching Control Theory, Introduction to Computing and

Industrial Robotics since 2003.

Pilar Merchán received the

MSc degree in Physics and the

Ph.D. degree in Industrial Engi-

neering, from the Universidad de

Extremadura, Spain , in 1996 and

2007, respectively. She has work

as a researcher since 1997 and

as assistant professor since 2000

at Universidad de Extremadura.

She has made more than 50 inter-

national technical contributions

on prestigious journals and con-

ferences. Her research interests

are in complex scene segmenta-

tion and retrieval, pattern recog-

nition, 3D sensors and 3D scene modeling and representation.

123

370 A. Adán et al.

Ruben Heradio completed his

Bachelor of Computer Science

at the Polytechnic University

of Madrid (UPM), Spain, in

2001. He subsequently joined the

Department of Software Engi-

neering and Control Systems at

the National University of Dis-

tance Education (UNED), Spain,

where he received his Ph.D. in

2007. Currently, he works as a

teacher assistant in such Depart-

ment.

123