58 research outputs found
Generalized Wave Digital Filter Realizations of Arbitrary Reciprocal Connection Networks
In this paper, an existing approach for modeling and efficiently implementing arbitrary reciprocal connection networks using wave digital (WD) scattering junctions based on voltage waves is extended to be used in a broader class of WD filters (WDFs) based on different kinds of waves. A generalized wave definition which includes traditional voltage waves, current waves, and power-normalized waves as particular cases is employed. Closed-form formulas for computing the scattering matrices of the junctions are provided. Moreover, the approach is also extended to the family of Biparametric WDFs, which have been recently introduced in the literature
advances in wave digital modeling of linear and nonlinear systems a summary
This brief summarizes some of the main research results that I obtained during the three years, ranging from November 2015 to October 2018, as a Ph.D. student at Politecnico di Milano under the supervision of Professor Augusto Sarti, and that are contained in my doctoral dissertation, entitled "Advances in Wave Digital Modeling of Linear and Nonlinear Systems". The thesis provides contributions to all the main aspects of Wave Digital (WD) modeling of lumped systems: it introduces generalized definitions of wave variables; it presents novel WD models of one- and multi-port linear and nonlinear circuit elements; it discusses systematic techniques for the WD implementation of arbitrary connection networks and it describes a novel iterative method for the implementation of circuits with multiple nonlinear elements. Though WD methods usually focus on the discrete-time implementation of analog audio circuits; the methodologies addressed in the thesis are general enough as to be applicable to whatever system that can be described by an equivalent electric circuit
Decoding the spectra of SDSS early-type galaxies: New indicators of age and recent star formation
(Abridged) We apply Principal Component Analysis (PCA) to a sample of
early-type galaxies from the Sloan Digital Sky Survey (SDSS) in order to infer
differences in their star formation histories. Out of the first few principal
components (PC), we study four which give information about stellar populations
and velocity dispersion. We construct two parameters (eta and zeta) as linear
combinations of PC1 and PC2. We find zeta to be most sensitive to recent
episodes of star formation, and eta to be strongly dependent on the average age
of the stellar populations. The distribution of the eta component of the
composites appear to be indistinguishable between high and low density regions,
whereas the distribution of zeta parameters have a significant skew towards
lower values for galaxies in low density regions. This result suggests that
galaxies in lower density environments are less likely to present weak episodes
of recent star formation. In contrast, a significant number of galaxies from
our high density subsample -- which includes clusters (both outer regions and
centres) and groups -- underwent small but detectable recent star formation at
high metallicity, in agreement with recent estimates targeting elliptical
galaxies in Hickson Compact Groups and in the field (Ferreras et al.).Comment: 19 pages, 12 figures. Accepted for publication in MNRA
Deep Learning-Based Wave Digital Modeling of Rate-Dependent Hysteretic Nonlinearities for Virtual Analog Applications
Electromagnetic components greatly contribute to the peculiar timbre of analog audio gear. Indeed, distortion effects due to the nonlinear behavior of magnetic materials are known to play an important role in enriching the harmonic content of an audio signal. However, despite the abundant research that has been devoted to the characterization of nonlinearities in the context of virtual analog modeling over the years, the discrete-time simulation of circuits exhibiting rate-dependent hysteretic phenomena remains an open challenge. In this article, we present a novel data-driven approach for the wave digital modeling of rate-dependent hysteresis using recurrent neural networks (RNNs). Thanks to the modularity of wave digital filters, we are able to locally characterize the wave scattering relations of a hysteretic reluctance by encapsulating an RNN-based model into a single one-port wave digital block. Hence, we successfully apply the proposed methodology to the emulation of the output stage of a vacuum-tube guitar amplifier featuring a nonlinear transformer
Canonical Piecewise-Linear Representation of Curves in the Wave Digital Domain
Global, explicit representations of nonlinearities are desirable when implementing nonlinear Wave Digital (WD) structures, as they free us from the burden of managing look-up tables, performing data interpolation and/or using iterative solvers. In this paper we present a method that, starting from certain parameterized PieceWise-Linear (PWL) curves in the Kirchhoff domain, allows us to express them in the WD domain using a global and explicit representation. We will show how some curves (multi-valued functions in the Kirchhoff domain) can be represented as functions in canonical PWL form in the WD domain. In particular, we will present a procedure, which, in the most general case, also returns the conditions on the reference port resistance under which it is possible to find explicit mappings in the WD domain
Development of an active vision system for robot inspection of complex objects
Dissertação de mestrado integrado em Engenharia Mecânica (área de especialização em Sistemas Mecatrónicos)The dissertation presented here is in the scope of the IntVis4Insp project between University of Minho
and the company Neadvance. It focuses on the development of a 3D hand tracking system that must be
capable of extracting the hand position and orientation to prepare a manipulator for automatic inspection
of leather pieces.
This work starts with a literature review about the two main methods for collecting the necessary data to
perform 3D hand tracking. These divide into glove-based methods and vision-based methods. The first
ones work with some kind of support mounted on the hand that holds all the necessary sensors to
measure the desired parameters. While the second ones recur to one or more cameras to capture the
hands and through computer vision algorithms track their position and configuration. The selected
method for this work was the vision-based method Openpose. For each recorded image, this application
can locate 21 hand keypoints on each hand that together form a skeleton of the hands.
This application is used in the tracking system developed throughout this dissertation. Its information is
used in a more complete pipeline where the location of those hand keypoints is crucial to track the hands
in videos of the demonstrated movements. These videos were recorded with an RGB-D camera, the
Microsoft Kinect, which provides a depth value for every RGB pixel recorded. With the depth information
and the 2D location of the hand keypoints in the images, it was possible to obtain the 3D world coordinates
of these points considering the pinhole camera model.
To define the hand, position a point is selected among the 21 for each hand, but for the hand orientation,
it was necessary to develop an auxiliary method called “Iterative Pose Estimation Method” (ITP), which
estimates the complete 3D pose of the hands. This method recurs only to the 2D locations of every hand
keypoint, and the complete 3D world coordinates of the wrists to estimate the right 3D world coordinates
of all the remaining points on the hand. This solution solves the problems related to hand occlusions that
a prone to happen due to the use of only one camera to record the inspection videos. Once the world
location of all the points in the hands is accurately estimated, their orientation can be defined by selecting
three points forming a plane.A dissertação aqui apresentada insere-se no âmbito do projeto IntVis4Insp entre a Universidade do Minho
e a empresa Neadavance, e foca-se no desenvolvimento de um sistema para extração da posição e
orientação das mãos no espaço para posterior auxílio na manipulação automática de peças de couro,
com recurso a manipuladores robóticos.
O trabalho inicia-se com uma revisão literária sobre os dois principais métodos existentes para efetuar a
recolha de dados necessária à monitorização da posição e orientação das mãos ao longo do tempo.
Estes dividem-se em métodos baseados em luvas ou visão. No caso dos primeiros, estes recorrem
normalmente a algum tipo de suporte montado na mão (ex.: luva em tecido), onde estão instalados todos
os sensores necessários para a medição dos parâmetros desejados. Relativamente a sistemas de visão
estes recorrem a uma câmara ou conjunto delas para capturar as mãos e por via de algoritmos de visão
por computador determinam a sua posição e configuração. Foi selecionado para este trabalho um
algoritmo de visão por computador denominado por Openpose. Este é capaz de, em cada imagem
gravada e para cada mão, localizar 21 pontos pertencentes ao seu esqueleto.
Esta aplicação é inserida no sistema de monitorização desenvolvido, sendo utilizada a sua informação
numa arquitetura mais completa onde é efetuada a extração da localização dos pontos chave de cada
mão nos vídeos de demonstração dos movimentos de inspeção. A gravação destes vídeos é efetuada
com uma câmara RGB-D, a Microsoft Kinect, que fornece um valor de profundidade para cada pixel RGB
gravado. Com os dados de profundidade e a localização dos pontos chave nas imagens foi possível obter
as coordenadas 3D no mundo destes pontos considerando o modelo pinhole para a câmara. No caso da
posição da mão é selecionado um ponto de entre os 21 para a definir ao longo do tempo, no entanto,
para o cálculo da orientação foi desenvolvido um método auxiliar para estimação da pose tridimensional
da mão denominado por “Iterative Pose Estimation Method” (ITP). Este método recorre aos dados 2D
do Openpose e às coordenadas 3D do pulso de cada mão para efetuar a correta estimação das
coordenadas 3D dos restantes pontos da mão. Isto permite essencialmente resolver problemas com
oclusões da mão, muito frequentes com o uso de uma só câmara na gravação dos vídeos. Uma vez
estimada corretamente a posição 3D no mundo dos vários pontos da mão, a sua orientação pode ser
definida com recurso a quaisquer três pontos que definam um plano
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