195 research outputs found

    Disruptive Technologies with Applications in Airline & Marine and Defense Industries

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    Disruptive Technologies With Applications in Airline, Marine, Defense Industries is our fifth textbook in a series covering the world of Unmanned Vehicle Systems Applications & Operations On Air, Sea, and Land. The authors have expanded their purview beyond UAS / CUAS / UUV systems that we have written extensively about in our previous four textbooks. Our new title shows our concern for the emergence of Disruptive Technologies and how they apply to the Airline, Marine and Defense industries. Emerging technologies are technologies whose development, practical applications, or both are still largely unrealized, such that they are figuratively emerging into prominence from a background of nonexistence or obscurity. A Disruptive technology is one that displaces an established technology and shakes up the industry or a ground-breaking product that creates a completely new industry.That is what our book is about. The authors think we have found technology trends that will replace the status quo or disrupt the conventional technology paradigms.The authors have collaborated to write some explosive chapters in Book 5:Advances in Automation & Human Machine Interface; Social Media as a Battleground in Information Warfare (IW); Robust cyber-security alterative / replacement for the popular Blockchain Algorithm and a clean solution for Ransomware; Advanced sensor technologies that are used by UUVs for munitions characterization, assessment, and classification and counter hostile use of UUVs against U.S. capital assets in the South China Seas. Challenged the status quo and debunked the climate change fraud with verifiable facts; Explodes our minds with nightmare technologies that if they come to fruition may do more harm than good; Propulsion and Fuels: Disruptive Technologies for Submersible Craft Including UUVs; Challenge the ammunition industry by grassroots use of recycled metals; Changing landscape of UAS regulations and drone privacy; and finally, Detailing Bioterrorism Risks, Biodefense, Biological Threat Agents, and the need for advanced sensors to detect these attacks.https://newprairiepress.org/ebooks/1038/thumbnail.jp

    3D reconstruction and motion estimation using forward looking sonar

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    Autonomous Underwater Vehicles (AUVs) are increasingly used in different domains including archaeology, oil and gas industry, coral reef monitoring, harbour’s security, and mine countermeasure missions. As electromagnetic signals do not penetrate underwater environment, GPS signals cannot be used for AUV navigation, and optical cameras have very short range underwater which limits their use in most underwater environments. Motion estimation for AUVs is a critical requirement for successful vehicle recovery and meaningful data collection. Classical inertial sensors, usually used for AUV motion estimation, suffer from large drift error. On the other hand, accurate inertial sensors are very expensive which limits their deployment to costly AUVs. Furthermore, acoustic positioning systems (APS) used for AUV navigation require costly installation and calibration. Moreover, they have poor performance in terms of the inferred resolution. Underwater 3D imaging is another challenge in AUV industry as 3D information is increasingly demanded to accomplish different AUV missions. Different systems have been proposed for underwater 3D imaging, such as planar-array sonar and T-configured 3D sonar. While the former features good resolution in general, it is very expensive and requires huge computational power, the later is cheaper implementation but requires long time for full 3D scan even in short ranges. In this thesis, we aim to tackle AUV motion estimation and underwater 3D imaging by proposing relatively affordable methodologies and study different parameters affecting their performance. We introduce a new motion estimation framework for AUVs which relies on the successive acoustic images to infer AUV ego-motion. Also, we propose an Acoustic Stereo Imaging (ASI) system for underwater 3D reconstruction based on forward looking sonars; the proposed system features cheaper implementation than planar array sonars and solves the delay problem in T configured 3D sonars

    Modeling and Simulation in Engineering

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    This book provides an open platform to establish and share knowledge developed by scholars, scientists, and engineers from all over the world, about various applications of the modeling and simulation in the design process of products, in various engineering fields. The book consists of 12 chapters arranged in two sections (3D Modeling and Virtual Prototyping), reflecting the multidimensionality of applications related to modeling and simulation. Some of the most recent modeling and simulation techniques, as well as some of the most accurate and sophisticated software in treating complex systems, are applied. All the original contributions in this book are jointed by the basic principle of a successful modeling and simulation process: as complex as necessary, and as simple as possible. The idea is to manipulate the simplifying assumptions in a way that reduces the complexity of the model (in order to make a real-time simulation), but without altering the precision of the results

    Extraction of Cellulose-Based Polymers from Textile Wastes

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    The extraction and exploration of cellulose-based polymers is an exciting area of research. For many years, wood (especially from bleached kraft wood pulp) was considered the main source of cellulosic compounds because of its abundance in nature. However, in the past decade, researchers have been devoted to finding alternatives to extract cellulose from byproducts of agricultural crops and/or textile wastes, which are both highly available at a very reduced raw material cost. This book brings together original research that details the recent progresses and new developments in this field, and how this research is contributing to a circular economy

    Enabling the Development and Implementation of Digital Twins : Proceedings of the 20th International Conference on Construction Applications of Virtual Reality

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    Welcome to the 20th International Conference on Construction Applications of Virtual Reality (CONVR 2020). This year we are meeting on-line due to the current Coronavirus pandemic. The overarching theme for CONVR2020 is "Enabling the development and implementation of Digital Twins". CONVR is one of the world-leading conferences in the areas of virtual reality, augmented reality and building information modelling. Each year, more than 100 participants from all around the globe meet to discuss and exchange the latest developments and applications of virtual technologies in the architectural, engineering, construction and operation industry (AECO). The conference is also known for having a unique blend of participants from both academia and industry. This year, with all the difficulties of replicating a real face to face meetings, we are carefully planning the conference to ensure that all participants have a perfect experience. We have a group of leading keynote speakers from industry and academia who are covering up to date hot topics and are enthusiastic and keen to share their knowledge with you. CONVR participants are very loyal to the conference and have attended most of the editions over the last eighteen editions. This year we are welcoming numerous first timers and we aim to help them make the most of the conference by introducing them to other participants

    Image Registration Workshop Proceedings

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    Automatic image registration has often been considered as a preliminary step for higher-level processing, such as object recognition or data fusion. But with the unprecedented amounts of data which are being and will continue to be generated by newly developed sensors, the very topic of automatic image registration has become and important research topic. This workshop presents a collection of very high quality work which has been grouped in four main areas: (1) theoretical aspects of image registration; (2) applications to satellite imagery; (3) applications to medical imagery; and (4) image registration for computer vision research

    Higher Performance Traversal and Construction of Tree-Based Raytracing Acceleration Structures

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    Ray tracing is an important computational primitive used in different algorithms including collision detection, line-of-sight computations, ray tracing-based sound propagation, and most prominently light transport algorithms. It computes the closest intersections for a given set of rays and geometry. The geometry is usually modeled with a set of geometric primitives such as triangles or quadrangles which define a scene. An efficient ray tracing implementation needs to rely on an acceleration structure to decouple ray tracing complexity from scene complexity as far as possible. The most common ray tracing acceleration structures are kd-trees and bounding volume hierarchies (BVHs) which have an O(log n) ray tracing complexity in the number of scene primitives. Both structures offer similar ray tracing performance in practice. This thesis presents theoretical insights and practical approaches for higher quality, improved graphics processing unit (GPU) ray tracing performance, and faster construction of BVHs and kd-trees, where the focus is on BVHs. The chosen construction strategy for BVHs and kd-trees has a significant impact on final ray tracing performance. The most common measure for the quality of BVHs and kd-trees is the surface area metric (SAM). Using assumptions on the distribution of ray origins and directions the SAM gives an approximation for the cost of traversing an acceleration structure without having to trace a single ray. High quality construction algorithms aim at reducing the SAM cost. The most widespread high quality greedy plane-sweep algorithm applies the surface area heuristic (SAH) which is a simplification of the SAM. Advances in research on quality metrics for BVHs have shown that greedy SAH-based plane-sweep builders often construct BVHs with superior traversal performance despite the fact that the resulting SAM costs are higher than those created by more sophisticated builders. Motivated by this observation we examine different construction algorithms that use the SAM cost of temporarily constructed SAH-built BVHs to guide the construction to higher quality BVHs. An extensive evaluation reveals that the resulting BVHs indeed achieve significantly higher trace performance for primary and secondary diffuse rays compared to BVHs constructed with standard plane-sweeping. Compared to the Spatial-BVH, a kd-tree/BVH hybrid, we still achieve an acceptable increase in performance. We show that the proposed algorithm has subquadratic computational complexity in the number of primitives, which renders it usable in practical applications. An alternative construction algorithm to the plane-sweep BVH builder is agglomerative clustering, which constructs BVHs in a bottom-up fashion. It clusters primitives with a SAM-inspired heuristic and gives mixed quality BVHs compared to standard plane-sweeping construction. While related work only focused on the construction speed of this algorithm we examine clustering heuristics, which aim at higher hierarchy quality. We propose a fully SAM-based clustering heuristic which on average produces better performing BVHs compared to original agglomerative clustering. The definitions of SAM and SAH are based on assumptions on the distribution of ray origins and directions to define a conditional geometric probability for intersecting nodes in kd-trees and BVHs. We analyze the probability function definition and show that the assumptions allow for an alternative probability definition. Unlike the conventional probability, our definition accounts for directional variation in the likelihood of intersecting objects from different directions. While the new probability does not result in improved practical tracing performance, we are able to provide an interesting insight on the conventional probability. We show that the conventional probability function is directly linked to our examined probability function and can be interpreted as covertly accounting for directional variation. The path tracing light transport algorithm can require tracing of billions of rays. Thus, it can pay off to construct high quality acceleration structures to reduce the ray tracing cost of each ray. At the same time, the arising number of trace operations offers a tremendous amount of data parallelism. With CPUs moving towards many-core architectures and GPUs becoming more general purpose architectures, path tracing can now be well parallelized on commodity hardware. While parallelization is trivial in theory, properties of real hardware make efficient parallelization difficult, especially when tracing so called incoherent rays. These rays cause execution flow divergence, which reduces efficiency of SIMD-based parallelism and memory read efficiency due to incoherent memory access. We investigate how different BVH and node memory layouts as well as storing the BVH in different memory areas impacts the ray tracing performance of a GPU path tracer. We also optimize the BVH layout using information gathered in a pre-processing pass by applying a number of different BVH reordering techniques. This results in increased ray tracing performance. Our final contribution is in the field of fast high quality BVH and kd-tree construction. Increased quality usually comes at the cost of higher construction time. To reduce construction time several algorithms have been proposed to construct acceleration structures in parallel on GPUs. These are able to perform full rebuilds in realtime for moderate scene sizes if all data completely fits into GPU memory. The sheer amount of data arising from geometric detail used in production rendering makes construction on GPUs, however, infeasible due to GPU memory limitations. Existing out-of-core GPU approaches perform hybrid bottom-up top-down construction which suffers from reduced acceleration structure quality in the critical upper levels of the tree. We present an out-of-core multi-GPU approach for full top-down SAH-based BVH and kd-tree construction, which is designed to work on larger scenes than conventional approaches and yields high quality trees. The algorithm is evaluated for scenes consisting of up to 1 billion triangles and performance scales with an increasing number of GPUs

    Improved robustness and efficiency for automatic visual site monitoring

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Cataloged from student-submitted PDF version of thesis.Includes bibliographical references (p. 219-228).Knowing who people are, where they are, what they are doing, and how they interact with other people and things is valuable from commercial, security, and space utilization perspectives. Video sensors backed by computer vision algorithms are a natural way to gather this data. Unfortunately, key technical issues persist in extracting features and models that are simultaneously efficient to compute and robust to issues such as adverse lighting conditions, distracting background motions, appearance changes over time, and occlusions. In this thesis, we present a set of techniques and model enhancements to better handle these problems, focusing on contributions in four areas. First, we improve background subtraction so it can better handle temporally irregular dynamic textures. This allows us to achieve a 5.5% drop in false positive rate on the Wallflower waving trees video. Secondly, we adapt the Dalal and Triggs Histogram of Oriented Gradients pedestrian detector to work on large-scale scenes with dense crowds and harsh lighting conditions: challenges which prevent us from easily using a background subtraction solution. These scenes contain hundreds of simultaneously visible people. To make using the algorithm computationally feasible, we have produced a novel implementation that runs on commodity graphics hardware and is up to 76 faster than our CPU-only implementation. We demonstrate the utility of this detector by modeling scene-level activities with a Hierarchical Dirichlet Process.(cont.) Third, we show how one can improve the quality of pedestrian silhouettes for recognizing individual people. We combine general appearance information from a large population of pedestrians with semi-periodic shape information from individual silhouette sequences. Finally, we show how one can combine a variety of detection and tracking techniques to robustly handle a variety of event detection scenarios such as theft and left-luggage detection. We present the only complete set of results on a standardized collection of very challenging videos.by Gerald Edwin Dalley.Ph.D
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