314 research outputs found
Vision-Aided Autonomous Precision Weapon Terminal Guidance Using a Tightly-Coupled INS and Predictive Rendering Techniques
This thesis documents the development of the Vision-Aided Navigation using Statistical Predictive Rendering (VANSPR) algorithm which seeks to enhance the endgame navigation solution possible by inertial measurements alone. The eventual goal is a precision weapon that does not rely on GPS, functions autonomously, thrives in complex 3-D environments, and is impervious to jamming. The predictive rendering is performed by viewpoint manipulation of computer-generated of target objects. A navigation solution is determined by an Unscented Kalman Filter (UKF) which corrects positional errors by comparing camera images with a collection of statistically significant virtual images. Results indicate that the test algorithm is a viable method of aiding an inertial-only navigation system to achieve the precision necessary for most tactical strikes. On 14 flight test runs, the average positional error was 166 feet at endgame, compared with an inertial-only error of 411 feet
Digital Fabrication Approaches for the Design and Development of Shape-Changing Displays
Interactive shape-changing displays enable dynamic representations of data and information through physically reconfigurable geometry. The actuated physical deformations of these displays can be utilised in a wide range of new application areas, such as dynamic landscape and topographical modelling, architectural design, physical telepresence and object manipulation. Traditionally, shape-changing displays have a high development cost in mechanical complexity, technical skills and time/finances required for fabrication. There is still a limited number of robust shape-changing displays that go beyond one-off prototypes. Specifically, there is limited focus on low-cost/accessible design and development approaches involving digital fabrication (e.g. 3D printing). To address this challenge, this thesis presents accessible digital fabrication approaches that support the development of shape-changing displays with a range of application examples – such as physical terrain modelling and interior design artefacts. Both laser cutting and 3D printing methods have been explored to ensure generalisability and accessibility for a range of potential users. The first design-led content generation explorations show that novice users, from the general public, can successfully design and present their own application ideas using the physical animation features of the display. By engaging with domain experts in designing shape-changing content to represent data specific to their work domains the thesis was able to demonstrate the utility of shape-changing displays beyond novel systems and describe practical use-case scenarios and applications through rapid prototyping methods. This thesis then demonstrates new ways of designing and building shape-changing displays that goes beyond current implementation examples available (e.g. pin arrays and continuous surface shape-changing displays). To achieve this, the thesis demonstrates how laser cutting and 3D printing can be utilised to rapidly fabricate deformable surfaces for shape-changing displays with embedded electronics. This thesis is concluded with a discussion of research implications and future direction for this work
Realistic reconstruction and rendering of detailed 3D scenarios from multiple data sources
During the last years, we have witnessed significant improvements in digital terrain modeling, mainly through photogrammetric techniques based on satellite and aerial photography, as well as laser scanning. These techniques allow the creation of Digital Elevation Models (DEM) and Digital Surface Models (DSM) that can be streamed over the network and explored through virtual globe applications like Google Earth or NASA WorldWind.
The resolution of these 3D scenes has improved noticeably in the last years, reaching in some urban areas resolutions up to 1m or less for DEM and buildings, and less than 10 cm per pixel in the associated aerial imagery. However, in rural, forest or mountainous areas, the typical resolution for elevation datasets ranges between 5 and 30 meters, and typical resolution of corresponding aerial photographs ranges between 25 cm to 1 m. This current level of detail is only sufficient for aerial points of view, but as the viewpoint approaches the surface the terrain loses its realistic appearance.
One approach to augment the detail on top of currently available datasets is adding synthetic details in a plausible manner, i.e. including elements that match the features perceived in the aerial view. By combining the real dataset with the instancing of models on the terrain and other procedural detail techniques, the effective resolution can potentially become arbitrary. There are several applications that do not need an exact reproduction of the real elements but would greatly benefit from plausibly enhanced terrain models: videogames and entertainment applications, visual impact assessment (e.g. how a new ski resort would look), virtual tourism, simulations, etc.
In this thesis we propose new methods and tools to help the reconstruction and synthesis of high-resolution terrain scenes from currently available data sources, in order to achieve realistically looking ground-level views. In particular, we decided to focus on rural scenarios, mountains and forest areas.
Our main goal is the combination of plausible synthetic elements and procedural detail with publicly available real data to create detailed 3D scenes from existing locations. Our research has focused on the following contributions:
- An efficient pipeline for aerial imagery segmentation
- Plausible terrain enhancement from high-resolution examples
- Super-resolution of DEM by transferring details from the aerial photograph
- Synthesis of arbitrary tree picture variations from a reduced set of photographs
- Reconstruction of 3D tree models from a single image
- A compact and efficient tree representation for real-time rendering of forest landscapesDurant els darrers anys, hem presenciat avenços significatius en el modelat digital de terrenys, principalment grà cies a tècniques fotogramètriques, basades en fotografia aèria o satèl·lit, i a escà ners là ser. Aquestes tècniques permeten crear Models Digitals d'Elevacions (DEM) i Models Digitals de SuperfÃcies (DSM) que es poden retransmetre per la xarxa i ser explorats mitjançant aplicacions de globus virtuals com ara Google Earth o NASA WorldWind. La resolució d'aquestes escenes 3D ha millorat considerablement durant els darrers anys, arribant a algunes à rees urbanes a resolucions d'un metre o menys per al DEM i edificis, i fins a menys de 10 cm per pÃxel a les fotografies aèries associades. No obstant, en entorns rurals, boscos i zones muntanyoses, la resolució tÃpica per a dades d'elevació es troba entre 5 i 30 metres, i per a les corresponents fotografies aèries varia entre 25 cm i 1m. Aquest nivell de detall només és suficient per a punts de vista aeris, però a mesura que ens apropem a la superfÃcie el terreny perd tot el realisme. Una manera d'augmentar el detall dels conjunts de dades actuals és afegint a l'escena detalls sintètics de manera plausible, és a dir, incloure elements que encaixin amb les caracterÃstiques que es perceben a la vista aèria. AixÃ, combinant les dades reals amb instà ncies de models sobre el terreny i altres tècniques de detall procedural, la resolució efectiva del model pot arribar a ser arbitrà ria. Hi ha diverses aplicacions per a les quals no cal una reproducció exacta dels elements reals, però que es beneficiarien de models de terreny augmentats de manera plausible: videojocs i aplicacions d'entreteniment, avaluació de l'impacte visual (per exemple, com es veuria una nova estació d'esquÃ), turisme virtual, simulacions, etc. En aquesta tesi, proposem nous mètodes i eines per ajudar a la reconstrucció i sÃntesi de terrenys en alta resolució partint de conjunts de dades disponibles públicament, per tal d'aconseguir vistes a nivell de terra realistes. En particular, hem decidit centrar-nos en escenes rurals, muntanyes i à rees boscoses. El nostre principal objectiu és la combinació d'elements sintètics plausibles i detall procedural amb dades reals disponibles públicament per tal de generar escenes 3D d'ubicacions existents. La nostra recerca s'ha centrat en les següents contribucions: - Un pipeline eficient per a segmentació d'imatges aèries - Millora plausible de models de terreny a partir d'exemples d’alta resolució - Super-resolució de models d'elevacions transferint-hi detalls de la fotografia aèria - SÃntesis d'un nombre arbitrari de variacions d’imatges d’arbres a partir d'un conjunt reduït de fotografies - Reconstrucció de models 3D d'arbres a partir d'una única fotografia - Una representació compacta i eficient d'arbres per a navegació en temps real d'escenesPostprint (published version
FULL-WAVEFORM AND DISCRETE-RETURN LIDAR IN SALT MARSH ENVIRONMENTS: AN ASSESSMENT OF BIOPHYSICAL PARAMETERS, VERTICAL UNCERTATINTY, AND NONPARAMETRIC DEM CORRECTION
High-resolution and high-accuracy elevation data sets of coastal salt marsh environments are necessary to support restoration and other management initiatives, such as adaptation to sea level rise. Lidar (light detection and ranging) data may serve this need by enabling efficient acquisition of detailed elevation data from an airborne platform. However, previous research has revealed that lidar data tend to have lower vertical accuracy (i.e., greater uncertainty) in salt marshes than in other environments. The increase in vertical uncertainty in lidar data of salt marshes can be attributed primarily to low, dense-growing salt marsh vegetation. Unfortunately, this increased vertical uncertainty often renders lidar-derived digital elevation models (DEM) ineffective for analysis of topographic features controlling tidal inundation frequency and ecology. This study aims to address these challenges by providing a detailed assessment of the factors influencing lidar-derived elevation uncertainty in marshes. The information gained from this assessment is then used to: 1) test the ability to predict marsh vegetation biophysical parameters from lidar-derived metrics, and 2) develop a method for improving salt marsh DEM accuracy.
Discrete-return and full-waveform lidar, along with RTK GNSS (Real-time Kinematic Global Navigation Satellite System) reference data, were acquired for four salt marsh systems characterized by four major taxa (Spartina alterniflora, Spartina patens, Distichlis spicata, and Salicornia spp.) on Cape Cod, Massachusetts. These data were used to: 1) develop an innovative combination of full-waveform lidar and field methods to assess the vertical distribution of aboveground biomass as well as its light blocking properties; 2) investigate lidar elevation bias and standard deviation using varying interpolation and filtering methods; 3) evaluate the effects of seasonality (temporal differences between peak growth and senescent conditions) using lidar data flown in summer and spring; 4) create new products, called Relative Uncertainty Surfaces (RUS), from lidar waveform-derived metrics and determine their utility; and 5) develop and test five nonparametric regression model algorithms (MARS - Multivariate Adaptive Regression, CART - Classification and Regression Trees, TreeNet, Random Forests, and GPSM - Generalized Path Seeker) with 13 predictor variables derived from both discrete and full waveform lidar sources in order to develop a method of improving lidar DEM quality.
Results of this study indicate strong correlations for Spartina alterniflora (r \u3e 0.9) between vertical biomass (VB), the distribution of vegetation biomass by height, and vertical obscuration (VO), the measure of the vertical distribution of the ratio of vegetation to airspace. It was determined that simple, feature-based lidar waveform metrics, such as waveform width, can provide new information to estimate salt marsh vegetation biophysical parameters such as vegetation height. The results also clearly illustrate the importance of seasonality, species, and lidar interpolation and filtering methods on elevation uncertainty in salt marshes. Relative uncertainty surfaces generated from lidar waveform features were determined useful in qualitative/visual assessment of lidar elevation uncertainty and correlate well with vegetation height and presence of Spartina alterniflora. Finally, DEMs generated using full-waveform predictor models produced corrections (compared to ground based RTK GNSS elevations) with R2 values of up to 0.98 and slopes within 4% of a perfect 1:1 correlation. The findings from this research have strong potential to advance tidal marsh mapping, research and management initiatives
A Fast and Scalable System to Visualize Contour Gradient from Spatio-temporal Data
Changes in geological processes that span over the years may often go unnoticed due to their inherent noise and variability. Natural phenomena such as riverbank erosion, and climate change in general, is invisible to humans unless appropriate measures are taken to analyze the underlying data. Visualization helps geological sciences to generate scientific insights into such long-term geological events. Commonly used approaches such as side-by-side contour plots and spaghetti plots do not provide a clear idea about the historical spatial trends.
To overcome this challenge, we propose an image-gradient based approach called ContourDiff. ContourDiff overlays gradient vector over contour plots to analyze the trends of change across spatial regions and temporal domain. Our approach first aggregates for each location, its value differences from the neighboring points over the temporal domain, and then creates a vector field representing the prominent changes. Finally, it overlays the vectors (differential trends) along the contour paths, revealing the differential trends that the contour lines (isolines) experienced over time.
We designed an interface, where users can interact with the generated visualization to reveal changes and trends in geospatial data. We evaluated our system using real-life datasets, consisting of millions of data points, where the visualizations were generated in less than a minute in a single-threaded execution. We show the potential of the system in detecting subtle changes from almost identical images, describe implementation challenges, speed-up techniques, and scope for improvements. Our experimental results reveal that ContourDiff can reliably visualize the differential trends, and provide a new way to explore the change pattern in spatiotemporal data. The expert evaluation of our system using real-life WRF (Weather Research and Forecasting) model output reveals the potential of our technique to generate useful insights on the spatio-temporal trends of geospatial variables
Visual-Inertial Odometry for 3D Pose Estimation and Scene Reconstruction using Unmanned Aerial Vehicles
As Unmanned Aerial Vehicles (UAVs) become increasingly available, pose estimation remains critical for navigation. Pose estimation is also useful for scene reconstruction in certain surveillance applications, such as surveillance in the event of a natural disaster. This thesis presents a Direct Sparse Visual-Inertial Odometry with Loop Closure (VIL-DSO) algorithm design as a pose estimation solution, combining several existing algorithms to fuse inertial and visual information to improve pose estimation and provide metric scale, as initially implemented in Direct Sparse Odometry (DSO) and Direct Sparse Visual-Inertial Odometry (VI-DSO). VIL-DSO utilizes the point selection and loop closure method of the Direct Sparse Odometry with Loop Closure (LDSO) approach. This point selection method improves repeatability by calculating the Shi-Tomasi score to favor corners as point candidates and allows for generating matches for loop closure between keyframes. The proposed VIL-DSO then uses the Kabsch-Umeyama algorithm to reduce the effects of scale-drift caused by loop closure. The proposed VIL-DSO algorithm is composed of three main threads for computing: a coarse tracking thread to assist with keyframe selection and initial pose estimation, a local window optimization thread to fuse Inertial Measurement Unit (IMU) information and visual information to pose scale and pose estimate, and a global optimization thread to identify loop closure and improve pose estimates. The loop closure thread also includes the modification to mitigate scale-drift using the Kabsch-Umeyama algorithm. The trajectory analysis of the estimates yields that the loop closure improves the pose estimation, but causes to scale estimate to drift. The scale-drift mitigation method successfully improves the scale estimate after loop closure. However, the estimation error level struggles to exceed the other state-of-the-art methods, namely VI-DSO and VI-ORB SLAM. The results were evaluated on the EuRoC MAV dataset, which contains fairly short sequences. VIL-DSO is expected to show more advantages when used on a longer dataset,where loop closure is more useful. Lastly, using the odometry as a feed, scene reconstruction and the effects of various factors regarding mapping are discussed, including the use of a monocular camera, camera angle and resolution in outdoor settings
Localization and Mapping from Shore Contours and Depth
This work examines the problem of solving SLAM in aquatic environments using an unmanned surface vessel under conditions that restrict global knowledge of the robot's pose. These conditions refer specifically to the absence of a global positioning system to estimate position, a poor vehicle motion model, and absence of magnetic field to estimate absolute heading. These conditions are present in terrestrial environments where GPS satellite reception is occluded by surrounding structures and magnetic inference affects compass measurements. Similar conditions are anticipated in extra-terrestrial environments such as on Titan which lacks the infrastructure necessary for traditional positioning sensors and the unstable magnetic core renders compasses useless. This work develops a solution to the SLAM problem that utilizes shore features coupled with information about the depth of the water column. The approach is validated experimentally using an autonomous surface vehicle utilizing omnidirectional video and SONAR, results are compared to GPS ground truth
Ghosts, Hauntings, Kinship, and Contamination: Key Tropes for Narrating Extinction in Jeff VanderMeer\u27s Hummingbird Salamander and James Bradley\u27s Ghost Species
This thesis examines the narrative portrayals of issues pertaining to anthropogenic extinction in two contemporary speculative fiction novels: Jeff VanderMeer’s Hummingbird Salamander (2021) and James Bradley’s Ghost Species (2020). This focus leads to consideration of narrative genre, tropes, and affective resonance. The first half of this thesis centers the genres of tragedy and elegy, their tropes of ghosts and hauntings, and the affective processes of grief and horror. Within these narrative frameworks extinction is experienced as a claustrophobic site of horror in Hummingbird Salamander, and as a time-warping inspiration of grief in Ghost Species. However, in each novel these genres of experience permeate one another, suggesting that grief and horror, tragedy and elegy are intertwined. The latter half of this thesis builds on this permeability to trace how tragedy and elegy can bleed into comedy, grief and horror can morph into hope, and ghosts and hauntings – reminders of loss – can be reconceived as kin and contaminants which affirm presence and connection. Ultimately, I suggest that VanderMeer and Bradley each accomplish the novel usage of kinship and contamination as comedic tropes through which to narrate localized, embodied experiences of the sixth extinction that trigger hope, in juxtaposition with the relatively well-worn usage of elegiac and tragic tropes of ghosts and hauntings to narrate the grief and horror with which anthropogenic extinction is generally met
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Large-scale 3D environmental modelling and visualisation for flood hazard warning.
3D environment reconstruction has received great interest in recent years in areas such as city planning, virtual tourism and flood hazard warning. With the rapid development of computer technologies, it has become possible and necessary to develop new methodologies and techniques for real time simulation for virtual environments applications. This thesis proposes a novel dynamic simulation scheme for flood hazard warning. The work consists of three main parts: digital terrain modelling; 3D environmental reconstruction and system development; flood simulation models. The digital terrain model is constructed using real world measurement data of GIS, in terms of digital elevation data and satellite image data. An NTSP algorithm is proposed for very large data assessing, terrain modelling and visualisation. A pyramidal data arrangement structure is used for dealing with the requirements of terrain details with different resolutions. The 3D environmental reconstruction system is made up of environmental image segmentation for object identification, a new shape match method and an intelligent reconstruction system. The active contours-based multi-resolution vector-valued framework and the multi-seed region growing method are both used for extracting necessary objects from images. The shape match method is used with a template in the spatial domain for a 3D detailed small scale urban environment reconstruction. The intelligent reconstruction system is designed to recreate the whole model based on specific features of objects for large scale environment reconstruction. This study then proposes a new flood simulation scheme which is an important application of the 3D environmental reconstruction system. Two new flooding models have been developed. The first one is flood spreading model which is useful for large scale flood simulation. It consists of flooding image spatial segmentation, a water level calculation process, a standard gradient descent method for energy minimization, a flood region search and a merge process. The finite volume hydrodynamic model is built from shallow water equations which is useful for urban area flood simulation. The proposed 3D urban environment reconstruction system was tested on our simulation platform. The experiment results indicate that this method is capable of dealing with complicated and high resolution region reconstruction which is useful for many applications. When testing the 3D flood simulation system, the simulation results are very close to the real flood situation, and this method has faster speed and greater accuracy of simulating the inundation area in comparison to the conventional flood simulation model
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