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        <h2>Section: 
      Research Program</h2>
        <h3 class="titre3">Visual servoing</h3>
        <p>Basically, visual servoing techniques consist in using the data provided by
one or several cameras in order to control the motions of a dynamic
system <a href="./bibliography.html#lagadic-2015-bid0">[1]</a> .
Such systems are usually robot arms, or mobile robots, but can also be
virtual robots, or even a virtual camera.
A large variety of positioning tasks, or mobile target
tracking, can be implemented by controlling from one to
all the degrees of freedom of the system. Whatever the sensor
configuration, which can vary from one on-board camera on the robot
end-effector to several free-standing cameras,
a set of visual features has to be selected at best from the
image measurements available, allowing to control
the desired degrees of freedom. A control law has also to be designed
so that these visual features <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mrow><mi>𝐬</mi><mo>(</mo><mi>t</mi><mo>)</mo></mrow></math></span> reach a desired
value <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><msup><mi>𝐬</mi><mo>*</mo></msup></math></span>, defining a correct realization of the task.
A desired planned trajectory <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mrow><msup><mi>𝐬</mi><mo>*</mo></msup><mrow><mo>(</mo><mi>t</mi><mo>)</mo></mrow></mrow></math></span> can also be
tracked. The control
principle is thus to regulate to zero
the error vector <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mrow><mi>𝐬</mi><mrow><mo>(</mo><mi>t</mi><mo>)</mo></mrow><mo>-</mo><msup><mi>𝐬</mi><mo>*</mo></msup><mrow><mo>(</mo><mi>t</mi><mo>)</mo></mrow></mrow></math></span> .
With a vision sensor providing 2D measurements, potential visual features
are numerous, since 2D data (coordinates of feature points
in the image, moments, ...) as well as 3D data provided
by a localization algorithm exploiting
the extracted 2D features can be considered. It is also possible to
combine 2D and 3D visual features to take the advantages of each approach
while avoiding their respective drawbacks.</p>
        <p>More precisely, a set <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>𝐬</mi></math></span> of <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>k</mi></math></span> visual features can be taken into
account in a visual servoing scheme if it can be written:</p>
        <div align="center" class="mathdisplay">
          <a name="uid6"/>
          <table width="100%">
            <tr valign="middle">
              <td align="center">
                <math xmlns="http://www.w3.org/1998/Math/MathML">
                  <mrow>
                    <mi>𝐬</mi>
                    <mo>=</mo>
                    <mi>𝐬</mi>
                    <mo>(</mo>
                    <mi>𝐱</mi>
                    <mo>(</mo>
                    <mi>𝐩</mi>
                    <mo>(</mo>
                    <mi>t</mi>
                    <mo>)</mo>
                    <mo>)</mo>
                    <mo>,</mo>
                    <mi>𝐚</mi>
                    <mo>)</mo>
                  </mrow>
                </math>
              </td>
              <td class="eqno" width="10" align="right">(1)</td>
            </tr>
          </table>
        </div>
        <p class="notaparagraph">where <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mrow><mi>𝐩</mi><mo>(</mo><mi>t</mi><mo>)</mo></mrow></math></span> describes the pose at the instant <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>t</mi></math></span>
between the camera frame and the target frame, <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>𝐱</mi></math></span> the image
measurements, and <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>𝐚</mi></math></span> a set of parameters encoding a potential
additional knowledge, if available (such as for instance a coarse
approximation of the camera calibration parameters,
or the 3D model of the target in some cases).</p>
        <p>The time variation of <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>𝐬</mi></math></span> can be linked
to the relative instantaneous velocity <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>𝐯</mi></math></span> between the camera and
the scene:</p>
        <div align="center" class="mathdisplay">
          <a name="uid7"/>
          <table width="100%">
            <tr valign="middle">
              <td align="center">
                <math xmlns="http://www.w3.org/1998/Math/MathML">
                  <mrow>
                    <mover accent="true">
                      <mi>𝐬</mi>
                      <mo>˙</mo>
                    </mover>
                    <mo>=</mo>
                    <mfrac>
                      <mrow>
                        <mi>∂</mi>
                        <mi>𝐬</mi>
                      </mrow>
                      <mrow>
                        <mi>∂</mi>
                        <mi>𝐩</mi>
                      </mrow>
                    </mfrac>
                    <mspace width="0.277778em"/>
                    <mover accent="true">
                      <mi>𝐩</mi>
                      <mo>˙</mo>
                    </mover>
                    <mo>=</mo>
                    <msub>
                      <mi>𝐋</mi>
                      <mi>𝐬</mi>
                    </msub>
                    <mspace width="0.277778em"/>
                    <mi>𝐯</mi>
                  </mrow>
                </math>
              </td>
              <td class="eqno" width="10" align="right">(2)</td>
            </tr>
          </table>
        </div>
        <p class="notaparagraph">where
<span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><msub><mi>𝐋</mi><mi>𝐬</mi></msub></math></span>
is the interaction matrix related to <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>𝐬</mi></math></span>.
This interaction matrix
plays an essential role. Indeed, if we consider for instance an eye-in-hand
system and the camera velocity as input of the robot controller, we
obtain when the control law is designed
to try to obtain an exponential decoupled decrease of the error:</p>
        <div align="center" class="mathdisplay">
          <a name="uid8"/>
          <table width="100%">
            <tr valign="middle">
              <td align="center">
                <math xmlns="http://www.w3.org/1998/Math/MathML">
                  <mrow>
                    <msub>
                      <mi>𝐯</mi>
                      <mi>c</mi>
                    </msub>
                    <mo>=</mo>
                    <mo>-</mo>
                    <mi>λ</mi>
                    <msup>
                      <mover accent="true">
                        <msub>
                          <mi>𝐋</mi>
                          <mi>𝐬</mi>
                        </msub>
                        <mo>^</mo>
                      </mover>
                      <mo>+</mo>
                    </msup>
                    <mrow>
                      <mo>(</mo>
                      <mi>𝐬</mi>
                      <mo>-</mo>
                      <msup>
                        <mi>𝐬</mi>
                        <mo>*</mo>
                      </msup>
                      <mo>)</mo>
                    </mrow>
                    <mo>-</mo>
                    <msup>
                      <mover accent="true">
                        <msub>
                          <mi>𝐋</mi>
                          <mi>𝐬</mi>
                        </msub>
                        <mo>^</mo>
                      </mover>
                      <mo>+</mo>
                    </msup>
                    <mover accent="true">
                      <mfrac>
                        <mrow>
                          <mi>∂</mi>
                          <mi>𝐬</mi>
                        </mrow>
                        <mrow>
                          <mi>∂</mi>
                          <mi>t</mi>
                        </mrow>
                      </mfrac>
                      <mo>^</mo>
                    </mover>
                  </mrow>
                </math>
              </td>
              <td class="eqno" width="10" align="right">(3)</td>
            </tr>
          </table>
        </div>
        <p class="notaparagraph">where <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>λ</mi></math></span> is a proportional gain that has to be tuned to minimize the
time-to-convergence, <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><msup><mover accent="true"><msub><mi>𝐋</mi><mi>𝐬</mi></msub><mo>^</mo></mover><mo>+</mo></msup></math></span> is the
pseudo-inverse of a model or an approximation
of the interaction matrix, and <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mover accent="true"><mfrac><mrow><mi>∂</mi><mi>𝐬</mi></mrow><mrow><mi>∂</mi><mi>t</mi></mrow></mfrac><mo>^</mo></mover></math></span>
an estimation of the features velocity due to a possible own
object motion.</p>
        <p>From the selected
visual features and the corresponding interaction matrix, the behavior of
the system will have particular properties as for stability, robustness
with respect to noise or to calibration errors, robot 3D trajectory, etc.
Usually, the interaction matrix is composed of highly non linear terms
and does not present
any decoupling properties. This is generally the case when <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>𝐬</mi></math></span> is
directly chosen as <span class="math"><math xmlns="http://www.w3.org/1998/Math/MathML"><mi>𝐱</mi></math></span>.
In some cases, it may lead to inadequate robot
trajectories or even motions impossible to realize, local minimum, tasks
singularities, etc.
It is thus extremely important to design
adequate visual features for each robot task or application, the ideal case
(very difficult to obtain) being when the corresponding interaction matrix
is constant, leading to a simple linear control system. To conclude in
few words, <b>visual servoing is basically a non linear control problem.
Our Holy Grail quest is to transform it into a linear control problem.</b></p>
        <p>Furthermore, embedding visual servoing in the task function
approach allows solving efficiently the redundancy
problems that appear when the visual task does not constrain all the
degrees of freedom of the system.
It is then possible to realize
simultaneously the visual task and secondary tasks such as visual inspection,
or joint limits or singularities avoidance. This formalism can also be used
for tasks sequencing purposes in order to deal with high level complex
applications.</p>
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