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Efficient trajectory planning for a 4-DOF robotic arm with curve interpolation and Gaussian process inference for pick-and-place manipulation tasks

Published online by Cambridge University Press:  15 May 2025

Shiwei Pan
Affiliation:
School of Mechanical Engineering, Tongji University, Shanghai, China
Jiaxue Li
Affiliation:
School of Mechanical Engineering, Tongji University, Shanghai, China
Xiaoxiao Lv
Affiliation:
School of Mechanical Engineering, Tongji University, Shanghai, China Postdoctoral Mobile Station of Mechanical Engineering, Tongji University, Shanghai, China
Wenrui Jin*
Affiliation:
School of Mechanical Engineering, Tongji University, Shanghai, China Sino-German College of Applied Sciences (CDHAW), Tongji University, Shanghai, China
*
Corresponding author: Wenrui Jin; Email: wrjin@tongji.edu.cn
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Abstract

This paper presents an efficient trajectory planning method for a 4-DOF robotic arm designed for pick-and-place manipulation tasks. The method addresses several challenges, where traditional optimization approaches struggle with high dimensionality, and data-driven methods are costly to collect enough data. The proposed approach leverages Bézier curves for computationally efficient, smooth trajectory generation, minimizing abrupt changes in motion. When continuous solutions for the end-effector angle are unavailable, joint angles are interpolated using Bézier or Hermite interpolation. Additionally, we use custom metrics to evaluate deviation between the interpolated trajectory and the original trajectory, as well as the overall smoothness of the path. When a continuous solution exists, the trajectory is treated as a Gaussian process, where a prior factor is generated using the centerline. This prior is then combined with a smoothness factor to optimize the trajectory, ensuring it remains as smooth as possible within the feasible solution space through stochastic gradient descent. The method is evaluated through simulations in Nvidia Isaac Sim; results highlight the method’s suitability, and future work will explore enhancements in prior trajectory integration and smoothing techniques.

Information

Type
Research Article
Copyright
© The Author(s), 2025. Published by Cambridge University Press
Figure 0

Table I. DH table.

Figure 1

Figure 1. A 4-DOF Robotic arm,$\alpha$in the figure is the end-effector angle.

Figure 2

Figure 2. 2-DOF robot arm inverse kinematic. For the same 2D point, there are generally two solutions.

Figure 3

Figure 3. A schematic illustrating the path generated by the Bézier curve. The blue point is a control point that adjusts the curve’s final direction, while the red points mark the starting and ending positions.

Figure 4

Figure 4. The illustration of the case with no solution shows that the distance from$ X_3$ to $X_1$is greater than$ \|L_1 + L_2\|$or less than$ \|L_2 - L_1\|$(highlighted in red in the diagram), indicating that this scenario cannot satisfy the length constraints of the links.

Figure 5

Figure 5. The diagram for determining the range of$\alpha$can be solved using$\angle 0$, which is the angle between line segment$X_4X_1$and the horizontal plane, along with the relationships of the triangle’s three sides. This allows for the calculation of the two$\alpha$angles, which are indicated by red lines in the diagram.

Figure 6

Figure 6. The blue area in the diagram represents the region where$\alpha$has a solution. It can be observed that in this case, there is no trajectory such that the entire trajectory lies within the blue area; therefore, a continuous solution does not exist.

Figure 7

Figure 7. This figure presents the results of the interpolation methods. The blue linear interpolation deviates significantly from the original trajectory and has unsmooth transitions. The green Hermite interpolation is smoothest but slightly deviates from the original path. The red Bézier interpolation is closer to the original trajectory while maintaining a good level of smoothness. (a) joint 1, (b) joint 2, (c) joint 3.

Figure 8

Figure 8. The blue linear interpolation deviates significantly from the original trajectory and has unsmooth transitions. The green Hermite interpolation is smoothest but slightly deviates from the original path. The red Bézier interpolation is closer to the original trajectory while maintaining a good level of smoothness.

Figure 9

Figure 9. The diagram of the optimization results shows that if interpolation is used, there exists a portion of$\alpha$with no solution. However, by utilizing Gaussian processes for optimization, we first obtain the yellow centerline path and then apply boundary conditions to derive the blue prior path. Finally, we optimize the trajectory with different values of$\lambda$to achieve the optimal values for$\alpha$.

Figure 10

Algorithm 1 Find the Optimal Path for Bézier Curve

Figure 11

Table II. Evaluation results for different $p$ values and interpolation methods.

Figure 12

Figure 10. Comparison of joint angles obtained using different values of$\lambda$for optimization. As$\lambda$increases, the curves become smoother, indicating improved trajectory quality. (a) joint 1, (b) joint 2, (c) joint 3.

Figure 13

Figure 11. The left image shows the unoptimized trajectory of the brick, while the right image displays the optimized trajectory, which strictly follows the Bézier curve.

Figure 14

Figure 12. The two figures show the simulation results in the NVIDIA Isaac Sim environment. It can be observed that, except for slight oscillations at the beginning of the motion, the velocity remains stable at a relatively low value during the rest of the time. (a) linear velocity (b) angular velocity.