857 research outputs found

    Graphics simulation and training aids for advanced teleoperation

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    Graphics displays can be of significant aid in accomplishing a teleoperation task throughout all three phases of off-line task analysis and planning, operator training, and online operation. In the first phase, graphics displays provide substantial aid to investigate work cell layout, motion planning with collision detection and with possible redundancy resolution, and planning for camera views. In the second phase, graphics displays can serve as very useful tools for introductory training of operators before training them on actual hardware. In the third phase, graphics displays can be used for previewing planned motions and monitoring actual motions in any desired viewing angle, or, when communication time delay prevails, for providing predictive graphics overlay on the actual camera view of the remote site to show the non-time-delayed consequences of commanded motions in real time. This paper addresses potential space applications of graphics displays in all three operational phases of advanced teleoperation. Possible applications are illustrated with techniques developed and demonstrated in the Advanced Teleoperation Laboratory at JPL. The examples described include task analysis and planning of a simulated Solar Maximum Satellite Repair task, a novel force-reflecting teleoperation simulator for operator training, and preview and predictive displays for on-line operations

    Dynamical formulations and control of an automatic retargeting system

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    The Poincare equations, also known as Lagrange's equations in quasi coordinates, are revisited with special attention focused on a diagonal form. The diagonal form stems from a special choice of quasi velocities that were first introduced by Georg Hamel nearly a century ago. The form has been largely ignored because the quasi velocities create so-called Hamel coefficients that appear in the governing equations and are based on the partial derivative of the mass matrix factorization. Consequently, closed-form expressions for the Hamel coefficients can be difficult to obtain and relying on finite-dimensional, numerical methods are unattractive. In this thesis we use a newly developed operator overloading technique to automatically generate the Hamel coefficients through exact partial differentiation together with numerical evaluation. The equations can then be numerically integrated for system simulation. These special Poincare equations are called the Hamel Form and their usefulness in dynamic modeling and control is investigated. Coordinated control algorithms for an automatic retargeting system are developed in an attempt to protect an area against direct assaults. The scenario is for a few weapon systems to suddenly be faced with many hostile targets appearing together. The weapon systems must decide which weapon system will attack which target and in whatever order deemed sufficient to defend the protected area. This must be performed in a real-time environment, where every second is crucial. Four different control methods in this thesis are developed. They are tested against each other in computer simulations to determine the survivability and thought process of the control algorithms. An auction based control algorithm finding targets of opportunity achieved the best results

    Aircraft manoeuvring for sensor aiming

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    Airborne sensor aiming can be achieved with a fixed sensor using the manoeuvrability of an aircraft. Such a method offers advantages in potential sensor coverage and reduced payload complexity. Without use of a gimbal, an aircraft can be made more robust and sensor aiming is limited only by the aircraft flight capabilities. A novel method is developed and demonstrated for performing sensor aiming with a fixed-wing aircraft. A creative mathematical framework is presented for both a 3D path following controller and a method to seamlessly achieve sensor aiming while minimizing path deviation. A simulation environment is developed based on a fit-forpurpose aircraft model identified from live flight testing and the control algorithms are validated. Flight test data is presented demonstrating efficacy of the 3D path following controller. These demonstrations also serve to validate the aircraft modelling approach taken during controller development. Two application examples involving airborne radar aiming for detect and avoid and gimbal-less ground target tracking are used to illustrate the sensor aiming method. The proposed sensor aiming methodology is both practical and feasible as supported by results. The proposed method is applicable to both unmanned and manned aircraft. Future work involving the concept of manoeuvrable sensors is proposed in the conclusion

    A Water-Surface Self-Leveling Landing Platform for Small-Scale UAVs

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    Because many of the most widely used UAVs, such as the Vertical Take-Off and Landing (VTOL), cannot land securely on sloped or fast-changing surfaces, there is a need to design better deployment and landing stations. This document proposes an approach to design a water-surface self-leveling landing platform by implementing the best concept to be used as a safe ground for UAVs to land and deploy on open waters. After conceptualizing multiple design ideas, these options were laid out in a decision matrix with four criteria: degrees of freedom, mechanical complexity, manufacturing, and cost. The chosen concept was the spherical parallel manipulator that provides the most degrees of freedom and design symmetry allowing for an easy manufacturing process and better control precision. This concept proves innovative as it improves the range of motion with lower energy requirements resulting in a device that provides low inertia, high velocity, and precise spherical motion [36]. A spherical parallel manipulator platform was designed in SolidWorks, and then a 3D-printed prototype was assembled and tested. The forward and inverse kinematic of the mechanism were thoroughly analyzed, and tests were performed to verify the ideal inverse kinematic solution

    Enabling arbitrary rotation camera-motion using multi-sprites with minimum coding cost

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    Object-oriented coding in the MPEG-4 standard enables the separate processing of foreground objects and the scene background (sprite). Since the background sprite only has to be sent once, transmission bandwidth can be saved.We have found that the counter-intuitive approach of splitting the background into several independent parts can reduce the overall amount of data. Furthermore, we show that in the general case, the synthesis of a single background sprite is even impossible and that the scene background must be sent as multiple sprites instead. For this reason, we propose an algorithm that provides an optimal partitioning of a video sequence into independent background sprites (a multisprite), resulting in a significant reduction of the involved coding cost. Additionally, our sprite-generation algorithm ensures that the sprite resolution is kept high enough to preserve all details of the input sequence, which is a problem especially during camera zoom-in operations. Even though our sprite generation algorithm creates multiple sprites instead of only a single background sprite, it is fully compatible with the existing MPEG-4 standard. The algorithm has been evaluated with several test sequences, including the well-known Table-tennis and Stefan sequences. The total coding cost for the sprite VOP is reduced by a factor of about 2.6 or even higher, depending on the sequence

    Robust Estimation of Motion Parameters and Scene Geometry : Minimal Solvers and Convexification of Regularisers for Low-Rank Approximation

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    In the dawning age of autonomous driving, accurate and robust tracking of vehicles is a quintessential part. This is inextricably linked with the problem of Simultaneous Localisation and Mapping (SLAM), in which one tries to determine the position of a vehicle relative to its surroundings without prior knowledge of them. The more you know about the object you wish to track—through sensors or mechanical construction—the more likely you are to get good positioning estimates. In the first part of this thesis, we explore new ways of improving positioning for vehicles travelling on a planar surface. This is done in several different ways: first, we generalise the work done for monocular vision to include two cameras, we propose ways of speeding up the estimation time with polynomial solvers, and we develop an auto-calibration method to cope with radially distorted images, without enforcing pre-calibration procedures.We continue to investigate the case of constrained motion—this time using auxiliary data from inertial measurement units (IMUs) to improve positioning of unmanned aerial vehicles (UAVs). The proposed methods improve the state-of-the-art for partially calibrated cases (with unknown focal length) for indoor navigation. Furthermore, we propose the first-ever real-time compatible minimal solver for simultaneous estimation of radial distortion profile, focal length, and motion parameters while utilising the IMU data.In the third and final part of this thesis, we develop a bilinear framework for low-rank regularisation, with global optimality guarantees under certain conditions. We also show equivalence between the linear and the bilinear framework, in the sense that the objectives are equal. This enables users of alternating direction method of multipliers (ADMM)—or other subgradient or splitting methods—to transition to the new framework, while being able to enjoy the benefits of second order methods. Furthermore, we propose a novel regulariser fusing two popular methods. This way we are able to combine the best of two worlds by encouraging bias reduction while enforcing low-rank solutions

    Automatic video segmentation employing object/camera modeling techniques

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    Practically established video compression and storage techniques still process video sequences as rectangular images without further semantic structure. However, humans watching a video sequence immediately recognize acting objects as semantic units. This semantic object separation is currently not reflected in the technical system, making it difficult to manipulate the video at the object level. The realization of object-based manipulation will introduce many new possibilities for working with videos like composing new scenes from pre-existing video objects or enabling user-interaction with the scene. Moreover, object-based video compression, as defined in the MPEG-4 standard, can provide high compression ratios because the foreground objects can be sent independently from the background. In the case that the scene background is static, the background views can even be combined into a large panoramic sprite image, from which the current camera view is extracted. This results in a higher compression ratio since the sprite image for each scene only has to be sent once. A prerequisite for employing object-based video processing is automatic (or at least user-assisted semi-automatic) segmentation of the input video into semantic units, the video objects. This segmentation is a difficult problem because the computer does not have the vast amount of pre-knowledge that humans subconsciously use for object detection. Thus, even the simple definition of the desired output of a segmentation system is difficult. The subject of this thesis is to provide algorithms for segmentation that are applicable to common video material and that are computationally efficient. The thesis is conceptually separated into three parts. In Part I, an automatic segmentation system for general video content is described in detail. Part II introduces object models as a tool to incorporate userdefined knowledge about the objects to be extracted into the segmentation process. Part III concentrates on the modeling of camera motion in order to relate the observed camera motion to real-world camera parameters. The segmentation system that is described in Part I is based on a background-subtraction technique. The pure background image that is required for this technique is synthesized from the input video itself. Sequences that contain rotational camera motion can also be processed since the camera motion is estimated and the input images are aligned into a panoramic scene-background. This approach is fully compatible to the MPEG-4 video-encoding framework, such that the segmentation system can be easily combined with an object-based MPEG-4 video codec. After an introduction to the theory of projective geometry in Chapter 2, which is required for the derivation of camera-motion models, the estimation of camera motion is discussed in Chapters 3 and 4. It is important that the camera-motion estimation is not influenced by foreground object motion. At the same time, the estimation should provide accurate motion parameters such that all input frames can be combined seamlessly into a background image. The core motion estimation is based on a feature-based approach where the motion parameters are determined with a robust-estimation algorithm (RANSAC) in order to distinguish the camera motion from simultaneously visible object motion. Our experiments showed that the robustness of the original RANSAC algorithm in practice does not reach the theoretically predicted performance. An analysis of the problem has revealed that this is caused by numerical instabilities that can be significantly reduced by a modification that we describe in Chapter 4. The synthetization of static-background images is discussed in Chapter 5. In particular, we present a new algorithm for the removal of the foreground objects from the background image such that a pure scene background remains. The proposed algorithm is optimized to synthesize the background even for difficult scenes in which the background is only visible for short periods of time. The problem is solved by clustering the image content for each region over time, such that each cluster comprises static content. Furthermore, it is exploited that the times, in which foreground objects appear in an image region, are similar to the corresponding times of neighboring image areas. The reconstructed background could be used directly as the sprite image in an MPEG-4 video coder. However, we have discovered that the counterintuitive approach of splitting the background into several independent parts can reduce the overall amount of data. In the case of general camera motion, the construction of a single sprite image is even impossible. In Chapter 6, a multi-sprite partitioning algorithm is presented, which separates the video sequence into a number of segments, for which independent sprites are synthesized. The partitioning is computed in such a way that the total area of the resulting sprites is minimized, while simultaneously satisfying additional constraints. These include a limited sprite-buffer size at the decoder, and the restriction that the image resolution in the sprite should never fall below the input-image resolution. The described multisprite approach is fully compatible to the MPEG-4 standard, but provides three advantages. First, any arbitrary rotational camera motion can be processed. Second, the coding-cost for transmitting the sprite images is lower, and finally, the quality of the decoded sprite images is better than in previously proposed sprite-generation algorithms. Segmentation masks for the foreground objects are computed with a change-detection algorithm that compares the pure background image with the input images. A special effect that occurs in the change detection is the problem of image misregistration. Since the change detection compares co-located image pixels in the camera-motion compensated images, a small error in the motion estimation can introduce segmentation errors because non-corresponding pixels are compared. We approach this problem in Chapter 7 by integrating risk-maps into the segmentation algorithm that identify pixels for which misregistration would probably result in errors. For these image areas, the change-detection algorithm is modified to disregard the difference values for the pixels marked in the risk-map. This modification significantly reduces the number of false object detections in fine-textured image areas. The algorithmic building-blocks described above can be combined into a segmentation system in various ways, depending on whether camera motion has to be considered or whether real-time execution is required. These different systems and example applications are discussed in Chapter 8. Part II of the thesis extends the described segmentation system to consider object models in the analysis. Object models allow the user to specify which objects should be extracted from the video. In Chapters 9 and 10, a graph-based object model is presented in which the features of the main object regions are summarized in the graph nodes, and the spatial relations between these regions are expressed with the graph edges. The segmentation algorithm is extended by an object-detection algorithm that searches the input image for the user-defined object model. We provide two objectdetection algorithms. The first one is specific for cartoon sequences and uses an efficient sub-graph matching algorithm, whereas the second processes natural video sequences. With the object-model extension, the segmentation system can be controlled to extract individual objects, even if the input sequence comprises many objects. Chapter 11 proposes an alternative approach to incorporate object models into a segmentation algorithm. The chapter describes a semi-automatic segmentation algorithm, in which the user coarsely marks the object and the computer refines this to the exact object boundary. Afterwards, the object is tracked automatically through the sequence. In this algorithm, the object model is defined as the texture along the object contour. This texture is extracted in the first frame and then used during the object tracking to localize the original object. The core of the algorithm uses a graph representation of the image and a newly developed algorithm for computing shortest circular-paths in planar graphs. The proposed algorithm is faster than the currently known algorithms for this problem, and it can also be applied to many alternative problems like shape matching. Part III of the thesis elaborates on different techniques to derive information about the physical 3-D world from the camera motion. In the segmentation system, we employ camera-motion estimation, but the obtained parameters have no direct physical meaning. Chapter 12 discusses an extension to the camera-motion estimation to factorize the motion parameters into physically meaningful parameters (rotation angles, focal-length) using camera autocalibration techniques. The speciality of the algorithm is that it can process camera motion that spans several sprites by employing the above multi-sprite technique. Consequently, the algorithm can be applied to arbitrary rotational camera motion. For the analysis of video sequences, it is often required to determine and follow the position of the objects. Clearly, the object position in image coordinates provides little information if the viewing direction of the camera is not known. Chapter 13 provides a new algorithm to deduce the transformation between the image coordinates and the real-world coordinates for the special application of sport-video analysis. In sport videos, the camera view can be derived from markings on the playing field. For this reason, we employ a model of the playing field that describes the arrangement of lines. After detecting significant lines in the input image, a combinatorial search is carried out to establish correspondences between lines in the input image and lines in the model. The algorithm requires no information about the specific color of the playing field and it is very robust to occlusions or poor lighting conditions. Moreover, the algorithm is generic in the sense that it can be applied to any type of sport by simply exchanging the model of the playing field. In Chapter 14, we again consider panoramic background images and particularly focus ib their visualization. Apart from the planar backgroundsprites discussed previously, a frequently-used visualization technique for panoramic images are projections onto a cylinder surface which is unwrapped into a rectangular image. However, the disadvantage of this approach is that the viewer has no good orientation in the panoramic image because he looks into all directions at the same time. In order to provide a more intuitive presentation of wide-angle views, we have developed a visualization technique specialized for the case of indoor environments. We present an algorithm to determine the 3-D shape of the room in which the image was captured, or, more generally, to compute a complete floor plan if several panoramic images captured in each of the rooms are provided. Based on the obtained 3-D geometry, a graphical model of the rooms is constructed, where the walls are displayed with textures that are extracted from the panoramic images. This representation enables to conduct virtual walk-throughs in the reconstructed room and therefore, provides a better orientation for the user. Summarizing, we can conclude that all segmentation techniques employ some definition of foreground objects. These definitions are either explicit, using object models like in Part II of this thesis, or they are implicitly defined like in the background synthetization in Part I. The results of this thesis show that implicit descriptions, which extract their definition from video content, work well when the sequence is long enough to extract this information reliably. However, high-level semantics are difficult to integrate into the segmentation approaches that are based on implicit models. Intead, those semantics should be added as postprocessing steps. On the other hand, explicit object models apply semantic pre-knowledge at early stages of the segmentation. Moreover, they can be applied to short video sequences or even still pictures since no background model has to be extracted from the video. The definition of a general object-modeling technique that is widely applicable and that also enables an accurate segmentation remains an important yet challenging problem for further research
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