5,561 research outputs found
Agent Behaviour Simulator (ABS):a platform for urban behaviour development
Computer Graphics have become important for many applicationsand the quality of the produced images have greatly improved. Oneof the interesting remaining problems is the representation of densedynamic environments such as populated cities. Although recentlywe saw some successfulwork on the rendering such environments,the real?time simulation of virtual cities populated by thousands ofintelligent animated agents is still very challenging.In this paperwe describe a platformthat aims to accelerate the developmentof agent behaviours. The platform makes it easy to enterlocal rules and callbacks which govern the individual behaviours.It automatically performs the routine tasks such as collision detectionallowing the user to concentrate on defining the more involvedtasks. The platform is based on a 2D-grid with a four-layered structure.The two first layers are used to compute the collision detectionagainst the environment and other agents and the last two are usedfor more complex behaviours.A set of visualisation tools is incorporated that allows the testingof the real?time simulation. The choices made for the visualisationallow the user to better understand the way agents move inside theworld and how they take decisions, so that the user can evaluate ifit simulates the expected behaviour.Experimentation with the system has shown that behaviours inenvironments with thousands of agents can be developed and visualisedin effortlessly
Overcoming the Challenges Associated with Image-based Mapping of Small Bodies in Preparation for the OSIRIS-REx Mission to (101955) Bennu
The OSIRIS-REx Asteroid Sample Return Mission is the third mission in NASA's
New Frontiers Program and is the first U.S. mission to return samples from an
asteroid to Earth. The most important decision ahead of the OSIRIS-REx team is
the selection of a prime sample-site on the surface of asteroid (101955) Bennu.
Mission success hinges on identifying a site that is safe and has regolith that
can readily be ingested by the spacecraft's sampling mechanism. To inform this
mission-critical decision, the surface of Bennu is mapped using the OSIRIS-REx
Camera Suite and the images are used to develop several foundational data
products. Acquiring the necessary inputs to these data products requires
observational strategies that are defined specifically to overcome the
challenges associated with mapping a small irregular body. We present these
strategies in the context of assessing candidate sample-sites at Bennu
according to a framework of decisions regarding the relative safety,
sampleability, and scientific value across the asteroid's surface. To create
data products that aid these assessments, we describe the best practices
developed by the OSIRIS-REx team for image-based mapping of irregular small
bodies. We emphasize the importance of using 3D shape models and the ability to
work in body-fixed rectangular coordinates when dealing with planetary surfaces
that cannot be uniquely addressed by body-fixed latitude and longitude.Comment: 31 pages, 10 figures, 2 table
Data visualization within urban models
Models of urban environments have many uses for town planning, pre-visualization of new building work and utility service planning. Many of these models are three-dimensional, and increasingly there is a move towards real-time presentation of such large models. In this paper we present an algorithm for generating consistent 3D models from a combination of data sources, including Ordnance Survey ground plans, aerial photography and laser height data. Although there have been several demonstrations of automatic generation of building models from 2D vector map data, in this paper we present a very robust solution that generates models that are suitable for real-time presentation. We then demonstrate a novel pollution visualization that uses these models
Value Iteration Networks on Multiple Levels of Abstraction
Learning-based methods are promising to plan robot motion without performing
extensive search, which is needed by many non-learning approaches. Recently,
Value Iteration Networks (VINs) received much interest since---in contrast to
standard CNN-based architectures---they learn goal-directed behaviors which
generalize well to unseen domains. However, VINs are restricted to small and
low-dimensional domains, limiting their applicability to real-world planning
problems.
To address this issue, we propose to extend VINs to representations with
multiple levels of abstraction. While the vicinity of the robot is represented
in sufficient detail, the representation gets spatially coarser with increasing
distance from the robot. The information loss caused by the decreasing
resolution is compensated by increasing the number of features representing a
cell. We show that our approach is capable of solving significantly larger 2D
grid world planning tasks than the original VIN implementation. In contrast to
a multiresolution coarse-to-fine VIN implementation which does not employ
additional descriptive features, our approach is capable of solving challenging
environments, which demonstrates that the proposed method learns to encode
useful information in the additional features. As an application for solving
real-world planning tasks, we successfully employ our method to plan
omnidirectional driving for a search-and-rescue robot in cluttered terrain
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