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Hardware & control

Coordinate frame

A coordinate frame is a defined origin and set of oriented axes used to express positions, orientations, motions, forces, or other spatial quantities. A value has no complete geometric meaning until its frame and convention are known. Transformations relate measurements expressed in frames such as world, robot base, camera, end effector, object, or sensor.

Also known as: reference frame, frame of reference, coordinate frames

Updated

Spatial numbers need an origin and axes

The vector (0.1, 0, 0) could mean ten centimetres forward from a robot base, rightward from a camera or along an object's local axis. The numeric value alone cannot resolve the difference. A coordinate frame defines the origin, axis directions and handedness needed to interpret it.

Modern Robotics uses rotation and homogeneous transformation matrices to represent rigid-body configurations and change the frame in which a vector or pose is expressed. A transform between two frames contains both their relative translation and orientation.

Robotics systems use many connected frames

Common frames include a fixed world or map frame, a moving robot base frame, link and joint frames, an end-effector or tool frame, camera optical frames and object frames. ROS REP 120 adds conventions for humanoid locations such as wrists, hands, feet and soles.

Axis conventions are not universal. REP 103 recommends right-handed body frames with x forward, y left and z up, while optical camera frames use a different named convention. A frame identifier must therefore travel with the values.

Frame errors can look numerically plausible

Applying a pose or action in the wrong frame can rotate directions, shift origins or reverse signs while leaving every number within a reasonable range. This makes frame mistakes dangerous in cross-robot datasets.

Dataset documentation should name the parent and child frames, units, axis convention, transform direction, calibration source and whether actions are absolute or relative. Time-varying transforms also need timestamps because the relationship between a moving camera, hand and world changes throughout an episode.

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