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Gazebo simulation uses complex collision geometry #41

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nickswalker opened this issue Sep 17, 2021 · 2 comments
Open

Gazebo simulation uses complex collision geometry #41

nickswalker opened this issue Sep 17, 2021 · 2 comments

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@nickswalker
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I've noticed that I have to run quite small stepsizes to get reasonable behavior from the simulator (see #40) and end up getting about half realtime performance. One part of the simulation that jumps out for possible performance optimization is the collision geometry. Currently, the URDF reuses the display meshes for collision bounds:

<collision>
<origin
xyz="0 0 0"
rpy="0 0 0" />
<geometry>
<mesh
filename="package://stretch_description/meshes/base_link.STL" />
</geometry>
</collision>

These should use simplified meshes or primitives where possible.

@hello-binit hello-binit linked a pull request Sep 18, 2021 that will close this issue
@hello-binit hello-binit removed a link to a pull request Sep 18, 2021
@vatanaksoytezer
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So I agree that we should use simplified geometries (and will send a PR for that), the bottleneck here is realsense rather than the meshes. I am going to open a PR to make realsense closed by default, so far I have been %99 real time always with realsense closed vs %40 real time with realsense.

@nickswalker
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Fixed in our fork:
Visual
rviz_screenshot_2022_05_01-13_54_41
Collision
rviz_screenshot_2022_05_01-13_54_52

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2 participants