amino
Lightweight Robot Utility Library
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Macros Pages
FAQ

General

  • Q: What is Amino?
    • A: Amino is a lightweight library for robot modeling, control, and visualization.
  • Q: What platforms are supported?
    • A: Amino is developed on Debian GNU/Linux (stable) and Ubuntu (LTS). It should run on other Linux distributions and POSIX-y systems, but minor changes may potentially be required (patches welcome!). Currently, non-POSIX platforms are not targeted.
  • Q: Can I try amino in a virtual machine (VM)?
    • A: Yes, as long as the VM supports OpenGL 3.0. We have successfully tested amino in VMs using VirtualBox and KVM running an Ubuntu 16.04 guest on a Linux host. An Ubuntu 14.04 guest in VirtualBox on a MacOSX host did not provide sufficient OpenGL support.

SE(3)

  • Q: Why dual quaternions?
    • A: Dual quaternions are more compact and computational easier to normalize and filter than matrices.

Scene Graphs

  • Q: How can I load a URDF file?
    • A: Use the scene graph compiler, aarxc, to generate code from the URDF file. Note that URDF support has additional dependencies; see ./INSTALL for details.
  • Q: How can I reload a modified scene graph file without restarting my program?
    • A: Compile the scene graph to a shared library and load the library with dlopen(). To reload the scene graph, recompile the scene graph and dlopen() the library again.

Common Errors

  • Q: ./configure fails with when checking for cffi-grovel.
    • A: Older versions of SBCL (around 1.2.4) have issues with current versions of CFFI. Please try installing a recent SBCL (>1.3.4).
  • Q: I get error messages about missing .obj files or Blender being unable to convert a .dae to Wavefront OBJ.
    • A: We use Blender to convert various mesh formats to Wavefront OBJ, then import the OBJ file. The Blender binaries in the Debian and Ubuntu repositories (as of Jessie and Trusty) are not built with COLLADA (.dae) support. You can download the prebuilt binaries from http://www.blender.org/ which do support COLLADA.
  • Q: When I try to compile a URDF file, I receive the error "aarx.core: not found".
    • A: URDF support in amino is only built if the necessary dependencies are installed. Please ensure that you have SBCL, Quicklisp, and Sycamore installed and rebuild amino if necessary. See ./INSTALL for details.
  • Q: When building aarx.core, I get an enormous stack trace, starting with: Unable to load any of the alternatives: ("libamino_planning.so" (:DEFAULT "libamino_planning")).
    • A: This means that SBCL is unable to load the planning library or one of its dependecies, such as OMPL. Typically, this means your linker is not configured properly.

      Sometimes, you just need to run ldconfig or sudo ldconfig to update the linker cache.

      If this doesn't work, you can set the LD_LIBRARY_PATH variable. First, find the location of libompl.so, e.g., by calling locate libompl.so. Then, add the directory to your LD_LIBRARY_PATH variable. Most commonly, this will mean adding one of the following lines to your shell startup files (e.g., .bashrc):

      export LD_LIBRARY_PATH="/usr/local/lib/:$LD_LIBRARY_PATH"

      export LD_LIBRARY_PATH="/usr/local/lib/x86_64-linux-gnu/:$LD_LIBRARY_PATH"

Performance

  • Q: How do I make it faster?
    • A: Numerical code often benefits from newer CPU instructions. Try compiling amino with -march=native either via CFLAGS="-O2 -march=native ./configure or adding the equivalent to your Autoconf site defaults file (config.site).
    • A: An optimized BLAS library will also help some operations. OpenBLAS is among the fastest (http://www.openblas.net/)
  • Q: How do I use an optimized BLAS/LAPACK implementation?
    • A: (Debian and Ubuntu) Typically, the package manager will select the fastest installed BLAS/LAPACK implementation which is probably openblas:

        sudo apt-get install libopenblas-dev
      

      You can configure also manually configure the system-wide BLAS and LAPACK libraries via the update-alternatives mechanism.

        sudo update-alternatives --config liblapack.so
        sudo update-alternatives --config libblas.so
      
    • A: (Mac OS X) Disable the Accelerate framework and specify the desired BLAS/LAPACK libraries via LDFLAGS. For example, to use openblas:
        ./configure --without-accelerate-framework LDFLAGS="-lopenblas"
      
    • A: (General) Specify the desired BLAS/LAPACK libraries via LDFLAGS. For example, to use openblas:
        ./configure LDFLAGS="-lopenblas"
      
  • Q: Why is the scene graph (aarxc) compiler slow?
    • A: The scene graph compiler prepossesses meshes to reduce load time. Mesh data is arranged in the compiled scene graph according to its in-memory layout, eliminating the need to parse or copy meshes at load time. However, the processing itself is somewhat expensive.

      Using Clang instead of GCC may improve compilation times. To do so, configure amino with ./configure CC=clang CXX=clang++.

  • Q: Ray Tracing is SLOOOWWW!
    • A: Ray tracing is computationally expensive. Here are a few notes to help performance.

      Distribute: Ray tracing is embarassingly parallel, both across multiple frames and across pixels within a frame. The easiest way to render faster is to throw more cores at the problem.

      Parsing: While POV-Ray can use multiple threads to render a frame, parsing the input file uses only a single core. If large meshes are used, this can take a noticeable amount of time, and must be repeated for each frame. Consequently, rather than using multiple threads per frame, it may often be better to render multiple frames in parallel so that parsing is parallelized across the different frames.

      Optimize POV-Ray: Ray tracing is floating-point heavy. A few compilation flags make a small but noticable (~10%) improvement in performance.

      • -march=native: optimize for the current CPU. This may take advantage of FPU instructions available on newer CPUs, e.g., AVX.
      • -ffast-math: optimize floating-point computation in ways that my violate IEEE semantics. Note that this could flag may slightly change the resulting image.
      • -flto: enable link-time optimization. This optimizes across multiple translation units.

Comparison with Other Packages

  • Q: How does Amino relate to MoveIt!?
    • A: MoveIt uses separate data structures for the robot the environment. Amino uses a single data structure (the scene graph) for both the robot and environment. Using a single data structure greatly simplifies interactions with multiple objects, e.g., carrying a tray of objects or pushing a loaded cart.
    • A: MoveIt! is closely coupled with ROS. Amino can load ROS URDF files and is also able to operate stand-alone.
  • Q: How do the Scene Graphs in Amino compare to ROS URDF?
    • A: URDF and Amino scene graphs contain similar information. Amino can parse URDF files and referenced meshes into scene graphs.
    • A: Amino scene graphs use a streamlined parent-child representation of kinematic topology which simplifies modifying the kinematic structure, for example, if a robot picks up an object or pushes a tray.
  • Q: How do the Scene Graphs in Amino compare to the Trees in OROCOS KDL?
    • A: Amino provides a more extensive set of kinematic operations than KDL, e.g., logarithms, exponentials, derivatives, exact integration.
    • A: Amino scene graphs include support for geometry (i.e., meshes, primitive shapes) attached to frames and provide visualization (via OpenGL and POV-ray) and collision checking (via FCL). Geometry is out of scope for KDL.
    • A: Amino scene graphs use a streamlined parent-child representation of kinematic topology which simplifies modifying the kinematic structure, for example, if a robot picks up an object or pushes a tray.
    • A: Amino scene graphs use quaternions which have better computational properties that the matrices used in KDL.
  • Q: How do the SE(3) functions in amino compare with the Eigen Geometry module?
    • A: Aside from the superficial differences in API style, Amino provides support for velocities, derivatives, logarithms, and exponentials while Eigen does not. In fact, Eigen quaternions are strictly unit quaternions, making it impossible to use them to represent derivatives!
    • A: The Eigen Geometry module is composed of C++ templates, allowing easy operations on other types (such as single or long double floats) but complicating interfacing with languages besides C++. Amino's SE(3) functions are written in C and operate on double floats. These functions are easily called from other languages.