This is my portfolio.
I hope you enjoy!
© 2024. All rights reserved.
Here is a collection of my maker projects, ranging from mechanical designs to fully integrated robots with custom machining, PCBs, low-level control, GUI interfaces, and high-level planning with perception stacks. With every unfinished project, I’ve gained insights to avoid repeating those mistakes, and with every finished one, I get to capture some great photos!
Special thanks to the Invention Studio at Georgia Tech, where I volunteer and bring many of these ideas to life. All of these overviews are very brief, so let me know if you have any questions!
Fully Designed · 30 Units Manufactured · In-Simulation Controller · RL Form-Based Controller
Fully Designed · Hip-Down Manufactured · Stress-Tested
Fully Designed · Fully Manufactured · Inverse-Kinematics
Fully Designed · Fully Manufactured · Custom PCBs · Inverse-Kinematics
Fully Designed · Fully Manufactured · Everyday Use
Fully Designed · Fully Manufactured · Custom PCBs · In-Simulation Controller
Fully Designed · Fully Manufactured
Fully Designed · Fully Manufactured · Autonomous Controller · Launched to 36km
Humans have shaped the world to suit our needs, creating a utilitarian environment we can inhabit. Anthropomorphic robotics, therefore, serves as a natural bridge to generalized robotics—capable of using the same tools and spaces, and thus performing the same tasks as we do. However, robotics has the potential to achieve much more. What if robots weren't constrained by form? What if they could navigate any conceivable space, grasp objects of any shape, and serve and manipulate any tool? Amorphic robotics opens up every niche in our world — offering possibilities beyond what evolution could provide.
All self-rearranging robots currently are prohibitively large, move very slowly, and have horribly insufficient control systems. I want to solve all of these problems. I decided to use edges and nodes. Nodes have four electromagnets which can be controlled, and edges can rotate, extend, and flex, with magnetic terminals on each side. This enables self-rearrangement and unrestricted movement. The mechanical and electrical design allows for sub-cm length of edges and 10mm width in each node-edge subsystem.
This project is ongoing, so not all of the challenges are known yet, but below are a few that caused me pain...
You'll notice that I did not use the typical cylindrical motors to actuate the joints. This was due to cost - each of those (e.g. Unitree B1) are $8,000+ which are personally unaffordable. Instead, I decided to build in the motors to the skeletal structure of the robot. This posed a massive mechanical engineering challenge as parameterizing the model is now nearly impossible. I built an API that plugs into my Fusion 360 for this that draws on available dimensions from Servocity, where I sourced the motors. This enables parameterization of limb lengths so that I can optimize stress profiles in FEA in Fusion 360.
A main objective that I gave myself for this project was to try to mimic the motion patterns of humanoid joints as closely as possible. A good example of this is the scapular motion, which does not follow a typical fixed radius arc. Instead, it moves approximately linearly until an inflection point at which it translates to an arc of approximately fixed radius. To mimic this, I used linear rails with linear bearings with pendulum-esque structures actuated by a central motor. On the linear rails, there are stiff springs. As the linear rail (attached to the shoulders) moves up the rail linearly, they quickly collide with the springs, which then translate the motion to an arc.
Similarly, shoulder abduction (generally controlled by the supraspinatus and lateral middle deltoid muscles) is controlled by linear rails themselves actuated by in-line motors attached to the spine via universal joints, allowing for a full range of motion.
The entire assembly had to be low-cost. Because of the in-line motor design and the entirely custom gearboxes, it is able to be assembled at the cost of approximately $3,000. To achieve this, I had to design a Fusion 360 widget to automatically parameterize and generate crown gearboxes since I needed to translate axial motion from the motors, which is in-line with the joints, to a perpendicular motion while also controlling the exact torque profiles of the joints.
The use of custom-coded widgets was especially useful because I was computing the necessary torque profiles of the different joints through walking simulation in MuJoCo. The walking dynamics were manually defined in the beginning after a long attempt using Pinocchio.
Due to budget constraints, I was only able to manufacture the hip-down parts. Below, I showcase one of the legs and the knee joint. All of the parts were manufactured from aluminum (a fastener for the ankle was steel due to shearing concerns) using a 5-axis CNC for 3D parts and a waterjet for the 2D parts.
After simulating necessary joint torque values, I evaluated how well the manufactured joints matched. Compared to simulated values, the resulting torque profiles were nearly identical. Below is an interesting comparison to humanoid joint profiles, which the robotic joints universally outperformed.
The goal of this project was to use creative manufacturing techniques and materials to biomechanically simulate anthropomorphic hand movements. Almost all prosthetics/robotic hands on the market are maximum of 10-13 DoF, this project aims to capture the full 27 DoF present in normal human hands.
My intention was to hang this robotic arm from the ceiling and have a large enough range of motion to reach any object in about a third of my dorm room. Due to size, utility requirements, etc. I had multiple goals
Completed in 2023. Description Coming Soon!
Completed in 2021. Description Coming Soon!
Completed in 2021. Description Coming Soon!
Completed in 2020. Description Coming Soon!