18,721 research outputs found

    Grasping unknown objects in clutter by superquadric representation

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    © 20xx IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.In this paper, a quick and efficient method is presented for grasping unknown objects in clutter. The grasping method relies on real-time superquadric (SQ) representation of partial view objects and incomplete object modelling, well suited for unknown symmetric objects in cluttered scenarios which is followed by optimized antipodal grasping. The incomplete object models are processed through a mirroring algorithm that assumes symmetry to first create an approximate complete model and then fit for SQ representation. The grasping algorithm is designed for maximum force balance and stability, taking advantage of the quick retrieval of dimension and surface curvature information from the SQ parameters. The pose of the SQs with respect to the direction of gravity is calculated and used together with the parameters of the SQs and specification of the gripper, to select the best direction of approach and contact points. The SQ fitting method has been tested on custom datasets containing objects in isolation as well as in clutter. The grasping algorithm is evaluated on a PR2 robot and real time results are presented. Initial results indicate that though the method is based on simplistic shape information, it outperforms other learning based grasping algorithms that also work in clutter in terms of time-efficiency and accuracy.Peer ReviewedPostprint (author's final draft

    Design and fabrication of Rene 41 advanced structural panels

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    The efficiency was investigated of curved elements in the design of lightweight structural panels under combined loads of axial compression, inplane shear, and bending. The application is described of technology generated in the initial aluminum program to the design and fabrication of Rene 41 panels for subsequent performance tests at elevated temperature. Optimum designs for two panel configurations are presented. The designs are applicable to hypersonic airplane wing structure, and are designed specifically for testing at elevated temperature in the hypersonic wing test structure located at the NASA Flight Research Center. Fabrication methods developed to produce the Rene panels are described, and test results of smaller structural element specimens are presented to verify the design and fabrication methods used. Predicted strengths of the panels under several proposed elevated temperature test load conditions are presented

    3D Point Cloud Completion with Geometric-Aware Adversarial Augmentation

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    With the popularity of 3D sensors in self-driving and other robotics applications, extensive research has focused on designing novel neural network architectures for accurate 3D point cloud completion. However, unlike in point cloud classification and reconstruction, the role of adversarial samples in3D point cloud completion has seldom been explored. In this work, we show that training with adversarial samples can improve the performance of neural networks on 3D point cloud completion tasks. We propose a novel approach to generate adversarial samples that benefit both the performance of clean and adversarial samples. In contrast to the PGD-k attack, our method generates adversarial samples that keep the geometric features in clean samples and contain few outliers. In particular, we use principal directions to constrain the adversarial perturbations for each input point. The gradient components in the mean direction of principal directions are taken as adversarial perturbations. In addition, we also investigate the effect of using the minimum curvature direction. Besides, we adopt attack strength accumulation and auxiliary Batch Normalization layers method to speed up the training process and alleviate the distribution mismatch between clean and adversarial samples. Experimental results show that training with the adversarial samples crafted by our method effectively enhances the performance of PCN on the ShapeNet dataset.Comment: 11 page, 5 figure

    Stokesian jellyfish: Viscous locomotion of bilayer vesicles

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    Motivated by recent advances in vesicle engineering, we consider theoretically the locomotion of shape-changing bilayer vesicles at low Reynolds number. By modulating their volume and membrane composition, the vesicles can be made to change shape quasi-statically in thermal equilibrium. When the control parameters are tuned appropriately to yield periodic shape changes which are not time-reversible, the result is a net swimming motion over one cycle of shape deformation. For two classical vesicle models (spontaneous curvature and bilayer coupling), we determine numerically the sequence of vesicle shapes through an enthalpy minimization, as well as the fluid-body interactions by solving a boundary integral formulation of the Stokes equations. For both models, net locomotion can be obtained either by continuously modulating fore-aft asymmetric vesicle shapes, or by crossing a continuous shape-transition region and alternating between fore-aft asymmetric and fore-aft symmetric shapes. The obtained hydrodynamic efficiencies are similar to that of other low Reynolds number biological swimmers, and suggest that shape-changing vesicles might provide an alternative to flagella-based synthetic microswimmers

    Learning shape correspondence with anisotropic convolutional neural networks

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    Establishing correspondence between shapes is a fundamental problem in geometry processing, arising in a wide variety of applications. The problem is especially difficult in the setting of non-isometric deformations, as well as in the presence of topological noise and missing parts, mainly due to the limited capability to model such deformations axiomatically. Several recent works showed that invariance to complex shape transformations can be learned from examples. In this paper, we introduce an intrinsic convolutional neural network architecture based on anisotropic diffusion kernels, which we term Anisotropic Convolutional Neural Network (ACNN). In our construction, we generalize convolutions to non-Euclidean domains by constructing a set of oriented anisotropic diffusion kernels, creating in this way a local intrinsic polar representation of the data (`patch'), which is then correlated with a filter. Several cascades of such filters, linear, and non-linear operators are stacked to form a deep neural network whose parameters are learned by minimizing a task-specific cost. We use ACNNs to effectively learn intrinsic dense correspondences between deformable shapes in very challenging settings, achieving state-of-the-art results on some of the most difficult recent correspondence benchmarks

    Texture Segregation By Visual Cortex: Perceptual Grouping, Attention, and Learning

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    A neural model is proposed of how laminar interactions in the visual cortex may learn and recognize object texture and form boundaries. The model brings together five interacting processes: region-based texture classification, contour-based boundary grouping, surface filling-in, spatial attention, and object attention. The model shows how form boundaries can determine regions in which surface filling-in occurs; how surface filling-in interacts with spatial attention to generate a form-fitting distribution of spatial attention, or attentional shroud; how the strongest shroud can inhibit weaker shrouds; and how the winning shroud regulates learning of texture categories, and thus the allocation of object attention. The model can discriminate abutted textures with blurred boundaries and is sensitive to texture boundary attributes like discontinuities in orientation and texture flow curvature as well as to relative orientations of texture elements. The model quantitatively fits a large set of human psychophysical data on orientation-based textures. Object boundar output of the model is compared to computer vision algorithms using a set of human segmented photographic images. The model classifies textures and suppresses noise using a multiple scale oriented filterbank and a distributed Adaptive Resonance Theory (dART) classifier. The matched signal between the bottom-up texture inputs and top-down learned texture categories is utilized by oriented competitive and cooperative grouping processes to generate texture boundaries that control surface filling-in and spatial attention. Topdown modulatory attentional feedback from boundary and surface representations to early filtering stages results in enhanced texture boundaries and more efficient learning of texture within attended surface regions. Surface-based attention also provides a self-supervising training signal for learning new textures. Importance of the surface-based attentional feedback in texture learning and classification is tested using a set of textured images from the Brodatz micro-texture album. Benchmark studies vary from 95.1% to 98.6% with attention, and from 90.6% to 93.2% without attention.Air Force Office of Scientific Research (F49620-01-1-0397, F49620-01-1-0423); National Science Foundation (SBE-0354378); Office of Naval Research (N00014-01-1-0624
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