426 research outputs found

    OmniLRS: A Photorealistic Simulator for Lunar Robotics

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    Developing algorithms for extra-terrestrial robotic exploration has always been challenging. Along with the complexity associated with these environments, one of the main issues remains the evaluation of said algorithms. With the regained interest in lunar exploration, there is also a demand for quality simulators that will enable the development of lunar robots. % In this paper, we explain how we built a Lunar simulator based on Isaac Sim, Nvidia's robotic simulator. In this paper, we propose Omniverse Lunar Robotic-Sim (OmniLRS) that is a photorealistic Lunar simulator based on Nvidia's robotic simulator. This simulation provides fast procedural environment generation, multi-robot capabilities, along with synthetic data pipeline for machine-learning applications. It comes with ROS1 and ROS2 bindings to control not only the robots, but also the environments. This work also performs sim-to-real rock instance segmentation to show the effectiveness of our simulator for image-based perception. Trained on our synthetic data, a yolov8 model achieves performance close to a model trained on real-world data, with 5% performance gap. When finetuned with real data, the model achieves 14% higher average precision than the model trained on real-world data, demonstrating our simulator's photorealism.% to realize sim-to-real. The code is fully open-source, accessible here: https://github.com/AntoineRichard/LunarSim, and comes with demonstrations.Comment: 7 pages, 4 figure

    Third International Symposium on Artificial Intelligence, Robotics, and Automation for Space 1994

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    The Third International Symposium on Artificial Intelligence, Robotics, and Automation for Space (i-SAIRAS 94), held October 18-20, 1994, in Pasadena, California, was jointly sponsored by NASA, ESA, and Japan's National Space Development Agency, and was hosted by the Jet Propulsion Laboratory (JPL) of the California Institute of Technology. i-SAIRAS 94 featured presentations covering a variety of technical and programmatic topics, ranging from underlying basic technology to specific applications of artificial intelligence and robotics to space missions. i-SAIRAS 94 featured a special workshop on planning and scheduling and provided scientists, engineers, and managers with the opportunity to exchange theoretical ideas, practical results, and program plans in such areas as space mission control, space vehicle processing, data analysis, autonomous spacecraft, space robots and rovers, satellite servicing, and intelligent instruments

    Planetary Rover Simulation for Lunar Exploration Missions

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    When planning planetary rover missions it is useful to develop intuition and skills driving in, quite literally, alien environments before incurring the cost of reaching said locales. Simulators make it possible to operate in environments that have the physical characteristics of target locations without the expense and overhead of extensive physical tests. To that end, NASA Ames and Open Robotics collaborated on a Lunar rover driving simulator based on the open source Gazebo simulation platform and leveraging ROS (Robotic Operating System) components. The simulator was integrated with research and mission software for rover driving, system monitoring, and science instrument simulation to constitute an end-to-end Lunar mission simulation capability. Although we expect our simulator to be applicable to arbitrary Lunar regions, we designed to a reference mission of prospecting in polar regions. The harsh lighting and low illumination angles at the Lunar poles combine with the unique reflectance properties of Lunar regolith to present a challenging visual environment for both human and computer perception. Our simulator placed an emphasis on high fidelity visual simulation in order to produce synthetic imagery suitable for evaluating human rover drivers with navigation tasks, as well as providing test data for computer vision software development.In this paper, we describe the software used to construct the simulated Lunar environment and the components of the driving simulation. Our synthetic terrain generation software artificially increases the resolution of Lunar digital elevation maps by fractal synthesis and inserts craters and rocks based on Lunar size-frequency distribution models. We describe the necessary enhancements to import large scale, high resolution terrains into Gazebo, as well as our approach to modeling the visual environment of the Lunar surface. An overview of the mission software system is provided, along with how ROS was used to emulate flight software components that had not been developed yet. Finally, we discuss the effect of using the high-fidelity synthetic Lunar images for visual odometry. We also characterize the wheel slip model, and find some inconsistencies in the produced wheel slip behaviour

    Collaborative virtual reality platform for visualizing space data and mission planning

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    This paper presents the system architecture of a collaborative virtual environment in which distributed multidisciplinary teams involved in space exploration activities come together and explore areas of scientific interest of a planet for future missions. The aim is to reduce the current challenges of distributed scientific and engineering meetings that prevent the exploitation of their collaborative potential, as, at present, expertise, tools and datasets are fragmented. This paper investigates the functional characteristics of a software framework that addresses these challenges following the design science research methodology in the context of the space industry and research. An implementation of the proposed architecture and a validation process with end users, based on the execution of different use cases, are described. These use cases cover relevant aspects of real science analysis and operation, including planetary data visualization, as the system aims at being used in future European missions. This validation suggests that the system has the potential to enhance the way space scientists will conduct space science research in the future

    Fast Approximate Clearance Evaluation for Rovers with Articulated Suspension Systems

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    We present a light-weight body-terrain clearance evaluation algorithm for the automated path planning of NASA's Mars 2020 rover. Extraterrestrial path planning is challenging due to the combination of terrain roughness and severe limitation in computational resources. Path planning on cluttered and/or uneven terrains requires repeated safety checks on all the candidate paths at a small interval. Predicting the future rover state requires simulating the vehicle settling on the terrain, which involves an inverse-kinematics problem with iterative nonlinear optimization under geometric constraints. However, such expensive computation is intractable for slow spacecraft computers, such as RAD750, which is used by the Curiosity Mars rover and upcoming Mars 2020 rover. We propose the Approximate Clearance Evaluation (ACE) algorithm, which obtains conservative bounds on vehicle clearance, attitude, and suspension angles without iterative computation. It obtains those bounds by estimating the lowest and highest heights that each wheel may reach given the underlying terrain, and calculating the worst-case vehicle configuration associated with those extreme wheel heights. The bounds are guaranteed to be conservative, hence ensuring vehicle safety during autonomous navigation. ACE is planned to be used as part of the new onboard path planner of the Mars 2020 rover. This paper describes the algorithm in detail and validates our claim of conservatism and fast computation through experiments

    Analysis of Sample Acquisition Dynamics Using Discrete Element Method

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    The analysis presented in this paper is conducted in the framework of the Ocean Worlds Autonomy Testbed for Exploration Research and Simulation (OceanWATERS) project, currently under development at NASA Ames Research Center. OceanWATERS aims at designing a simulation environment which allows for testing autonomy of scientific lander missions to the icy moons of our solar system. Mainly focused on reproducing the end effector interaction with the inherent terrain, this paper introduces a novel discrete element method (DEM)-based approach to determine forces and torques acting on the landers scoop during the sample acquisition process. An accurate force feedback from the terrain on the scoop is required by fault-detection and autonomous decision-making algorithms to identify when the requested torque on the robotic arms joints exceeds the maximum available torque. Knowledge of the terrain force feedback significantly helps evaluating the arms links structural properties and properly selecting actuators for the joints. Models available in literature constitute a partial representation of the dynamics of the interaction. As an example, Balovnev derived an analytical expression of the vertical and horizontal force acting on a bucket while collecting a sample as a function of its geometry and velocity, soil parameters and reached depth. Although the model represents an adequate approximation of the two force components, it ignores the direction orthogonal to the scoop motion and neglects the torque. This work relies on DEM analysis to compensate for analytical models deficiencies and inaccuracies, i. e. provide force and torque 3D vectors, defined in the moving reference (body) frame attached to the scoop, at each instant of the sample collection process. Results from the first presented analysis relate to the specific OceanWATERS sampling strategy, which consists of collecting the sample through five consecutive passes with increasing depth, each pass following the same circularlinear- circular trajectory. Data is collected given a specific scoop design interacting with two types of bulk materials, which may characterize the surface of icy planetary bodies: snow and ice. Although specifically concerned with the OceanWATERS design, this first analysis provides the expected force trends for similar sampling strategies and allows to deduce phenomenological information about the general scooping process. In order to further instruct the community on the use of DEM tools as a solution to the sampling collection problem, two more analyses have been carried out, mainly focused on reducing the DEM computation time, which increases with a decrease in particle size. After running a set of identical simulations, where the only changing parameter is the size of the spherical particle, it is observed that the resulting force trajectories, starting from a given particle size, converge to the true trend. It is deducible that a further decrease in size yields negligible improvements in the accuracy, while it sensibly increases computation time. A final analysis aims at discussing limitations of approximating bulk material particles having a complex shape, e. g. ice fragments, with spheres, by comparing force trends resulting in the two cases for the same simulation scenario

    3D Path planning using a fuzzy logic navigational map for Planetary Surface Rovers

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    This work proposes an innovative app navigation path-planning problem exploration rovers by including terrain characteristics. The objective is to enhance the typical 2D arithmetical cost function by adding 3D information computed from the laser-scanned terrain such as terrain height, slopes, shadows, orientation and terrain roughness. This paper describes the algorithm developed by UPM and GMV and the tests made at the GMV outdoor test facilities using the Moon-Hound rover. This rover is a 50 Kg rover including a Sick laser mounted on a pan&tilt unit for generation of 3D Digital Elevation Models (DEM’s). Experimental results have shown the effectiveness of the proposed approach

    Percepción basada en visión estereoscópica, planificación de trayectorias y estrategias de navegación para exploración robótica autónoma

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    Tesis inédita de la Universidad Complutense de Madrid, Facultad de Informática, Departamento de Ingeniería del Software e Inteligencia artificial, leída el 13-05-2015En esta tesis se trata el desarrollo de una estrategia de navegación autónoma basada en visión artificial para exploración robótica autónoma de superficies planetarias. Se han desarrollado una serie de subsistemas, módulos y software específicos para la investigación desarrollada en este trabajo, ya que la mayoría de las herramientas existentes para este dominio son propiedad de agencias espaciales nacionales, no accesibles a la comunidad científica. Se ha diseñado una arquitectura software modular multi-capa con varios niveles jerárquicos para albergar el conjunto de algoritmos que implementan la estrategia de navegación autónoma y garantizar la portabilidad del software, su reutilización e independencia del hardware. Se incluye también el diseño de un entorno de trabajo destinado a dar soporte al desarrollo de las estrategias de navegación. Éste se basa parcialmente en herramientas de código abierto al alcance de cualquier investigador o institución, con las necesarias adaptaciones y extensiones, e incluye capacidades de simulación 3D, modelos de vehículos robóticos, sensores, y entornos operacionales, emulando superficies planetarias como Marte, para el análisis y validación a nivel funcional de las estrategias de navegación desarrolladas. Este entorno también ofrece capacidades de depuración y monitorización.La presente tesis se compone de dos partes principales. En la primera se aborda el diseño y desarrollo de las capacidades de autonomía de alto nivel de un rover, centrándose en la navegación autónoma, con el soporte de las capacidades de simulación y monitorización del entorno de trabajo previo. Se han llevado a cabo un conjunto de experimentos de campo, con un robot y hardware real, detallándose resultados, tiempo de procesamiento de algoritmos, así como el comportamiento y rendimiento del sistema en general. Como resultado, se ha identificado al sistema de percepción como un componente crucial dentro de la estrategia de navegación y, por tanto, el foco principal de potenciales optimizaciones y mejoras del sistema. Como consecuencia, en la segunda parte de este trabajo, se afronta el problema de la correspondencia en imágenes estéreo y reconstrucción 3D de entornos naturales no estructurados. Se han analizado una serie de algoritmos de correspondencia, procesos de imagen y filtros. Generalmente se asume que las intensidades de puntos correspondientes en imágenes del mismo par estéreo es la misma. Sin embargo, se ha comprobado que esta suposición es a menudo falsa, a pesar de que ambas se adquieren con un sistema de visión compuesto de dos cámaras idénticas. En consecuencia, se propone un sistema experto para la corrección automática de intensidades en pares de imágenes estéreo y reconstrucción 3D del entorno basado en procesos de imagen no aplicados hasta ahora en el campo de la visión estéreo. Éstos son el filtrado homomórfico y la correspondencia de histogramas, que han sido diseñados para corregir intensidades coordinadamente, ajustando una imagen en función de la otra. Los resultados se han podido optimizar adicionalmente gracias al diseño de un proceso de agrupación basado en el principio de continuidad espacial para eliminar falsos positivos y correspondencias erróneas. Se han estudiado los efectos de la aplicación de dichos filtros, en etapas previas y posteriores al proceso de correspondencia, con eficiencia verificada favorablemente. Su aplicación ha permitido la obtención de un mayor número de correspondencias válidas en comparación con los resultados obtenidos sin la aplicación de los mismos, consiguiendo mejoras significativas en los mapas de disparidad y, por lo tanto, en los procesos globales de percepción y reconstrucción 3D.Depto. de Ingeniería de Software e Inteligencia Artificial (ISIA)Fac. de InformáticaTRUEunpu
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