1,155 research outputs found

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Multi-Character Motion Retargeting for Large Scale Changes

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    Motion Planning in Artificial and Natural Vector Fields

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    This dissertation advances the field of autonomous vehicle motion planning in various challenging environments, ranging from flows and planetary atmospheres to cluttered real-world scenarios. By addressing the challenge of navigating environmental flows, this work introduces the Flow-Aware Fast Marching Tree algorithm (FlowFMT*). This algorithm optimizes motion planning for unmanned vehicles, such as UAVs and AUVs, navigating in tridimensional static flows. By considering reachability constraints caused by vehicle and flow dynamics, flow-aware neighborhood sets are found and used to reduce the number of calls to the cost function. The method computes feasible and optimal trajectories from start to goal in challenging environments that may contain obstacles or prohibited regions (e.g., no-fly zones). The method is extended to generate a vector field-based policy that optimally guides the vehicle to a given goal. Numerical comparisons with state-of-the-art control solvers demonstrate the method\u27s simplicity and accuracy. In this dissertation, the proposed sampling-based approach is used to compute trajectories for an autonomous semi-buoyant solar-powered airship in the challenging Venusian atmosphere, which is characterized by super-rotation winds. A cost function that incorporates the energetic balance of the airship is proposed to find energy-efficient trajectories. This cost function combines the main forces acting on the vehicle: weight, buoyancy, aerodynamic lift and drag, and thrust. The FlowFMT* method is also extended to consider the possibility of battery depletion due to thrust or battery charging due to solar energy and tested in this Venus atmosphere scenario. Simulations showcase how the airship selects high-altitude paths to minimize energy consumption and maximize battery recharge. They also show the airship sinking down and drifting with the wind at the altitudes where it is fully buoyant. For terrestrial applications, this dissertation finally introduces the Sensor-Space Lattice (SSLAT) motion planner, a real-time obstacle avoidance algorithm for autonomous vehicles and mobile robots equipped with planar range finders. This planner uses a lattice to tessellate the area covered by the sensor and to rapidly compute collision-free paths in the robot surroundings by optimizing a cost function. The cost function guides the vehicle to follow an artificial vector field that encodes the desired vehicle path. This planner is evaluated in challenging, cluttered static environments, such as warehouses and forests, and in the presence of moving obstacles, both in simulations and real experiments. Our results show that our algorithm performs collision checking and path planning faster than baseline methods. Since the method can have sequential or parallel implementations, we also compare the two versions of SSLAT and show that the run-time for its parallel implementation, which is independent of the number and shape of the obstacles found in the environment, provides a significant speedup due to the independent collision checks

    Learning to reach and reaching to learn: a unified approach to path planning and reactive control through reinforcement learning

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    The next generation of intelligent robots will need to be able to plan reaches. Not just ballistic point to point reaches, but reaches around things such as the edge of a table, a nearby human, or any other known object in the robot’s workspace. Planning reaches may seem easy to us humans, because we do it so intuitively, but it has proven to be a challenging problem, which continues to limit the versatility of what robots can do today. In this document, I propose a novel intrinsically motivated RL system that draws on both Path/Motion Planning and Reactive Control. Through Reinforcement Learning, it tightly integrates these two previously disparate approaches to robotics. The RL system is evaluated on a task, which is as yet unsolved by roboticists in practice. That is to put the palm of the iCub humanoid robot on arbitrary target objects in its workspace, start- ing from arbitrary initial configurations. Such motions can be generated by planning, or searching the configuration space, but this typically results in some kind of trajectory, which must then be tracked by a separate controller, and such an approach offers a brit- tle runtime solution because it is inflexible. Purely reactive systems are robust to many problems that render a planned trajectory infeasible, but lacking the capacity to search, they tend to get stuck behind constraints, and therefore do not replace motion planners. The planner/controller proposed here is novel in that it deliberately plans reaches without the need to track trajectories. Instead, reaches are composed of sequences of reactive motion primitives, implemented by my Modular Behavioral Environment (MoBeE), which provides (fictitious) force control with reactive collision avoidance by way of a realtime kinematic/geometric model of the robot and its workspace. Thus, to the best of my knowledge, mine is the first reach planning approach to simultaneously offer the best of both the Path/Motion Planning and Reactive Control approaches. By controlling the real, physical robot directly, and feeling the influence of the con- straints imposed by MoBeE, the proposed system learns a stochastic model of the iCub’s configuration space. Then, the model is exploited as a multiple query path planner to find sensible pre-reach poses, from which to initiate reaching actions. Experiments show that the system can autonomously find practical reaches to target objects in workspace and offers excellent robustness to changes in the workspace configuration as well as noise in the robot’s sensory-motor apparatus

    Real-time hybrid cutting with dynamic fluid visualization for virtual surgery

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    It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery

    Emergence of self-organized amoeboid movement in a multi-agent approximation of Physarum polycephalum

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    The giant single-celled slime mould Physarum polycephalum exhibits complex morphological adaptation and amoeboid movement as it forages for food and may be seen as a minimal example of complex robotic behaviour. Swarm computation has previously been used to explore how spatio-temporal complexity can emerge from, and be distributed within, simple component parts and their interactions. Using a particle-based swarm approach we explore the question of how to generate collective amoeboid movement from simple non-oscillatory component parts in a model of P. polycephalum. The model collective behaves as a cohesive and deformable virtual material, approximating the local coupling within the plasmodium matrix. The collective generates de-novo and complex oscillatory patterns from simple local interactions. The origin of this motor behaviour distributed within the collective rendering is morphologically adaptive, amenable to external influence and robust to simulated environmental insult. We show how to gain external influence over the collective movement by simulated chemo-attraction (pulling towards nutrient stimuli) and simulated light irradiation hazards (pushing from stimuli). The amorphous and distributed properties of the collective are demonstrated by cleaving it into two independent entities and fusing two separate entities to form a single device, thus enabling it to traverse narrow, separate or tortuous paths. We conclude by summarizing the contribution of the model to swarm-based robotics and soft-bodied modular robotics and discuss the future potential of such material approaches to the field. © 2012 IOP Publishing Ltd

    Authority-Sharing Control of Assistive Robotic Walkers

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    A recognized consequence of population aging is a reduced level of mobility, which undermines the life quality of several senior citizens. A promising solution is represented by assisitive robotic walkers, combining the benefits of standard walkers (improved stability and physical support) with sensing and computing ability to guarantee cognitive support. In this context, classical robot control strategies designed for fully autonomous systems (such as fully autonomous vehicles, where the user is excluded from the loop) are clearly not suitable, since the user’s residual abilities must be exploited and practiced. Conversely, to guarantee safety even in the presence of user’s cognitive deficits, the responsibility of controlling the vehicle motion cannot be entirely left to the assisted person. The authority-sharing paradigm, where the control authority, i.e., the capability of controlling the vehicle motion, is shared between the human user and the control system, is a promising solution to this problem. This research develops control strategies for assistive robotic walkers based on authority-sharing: this way, we ensure that the walker provides the user only the help he/she needs for safe navigation. For instance, if the user requires just physical support to reach the restrooms, the robot acts as a standard rollator; however, if the user’s cognitive abilities are limited (e.g., the user does not remember where the restrooms are, or he/she does not recognize obstacles on the path), the robot also drives the user towards the proper corridors, by planning and following a safe path to the restrooms. The authority is allocated on the basis of an error metric, quantifying the distance between the current vehicle heading and the desired movement direction to perform the task. If the user is safely performing the task, he/she is endowed with control authority, so that his/her residual abilities are exploited. Conversely, if the user is not capable of safely solving the task (for instance, he/is going to collide with an obstacle), the robot intervenes by partially or totally taking the control authority to help the user and ensure his/her safety (for instance, avoiding the collision). We provide detailed control design and theoretical and simulative analyses of the proposed strategies. Moreover, extensive experimental validation shows that authority-sharing is a successful approach to guide a senior citizen, providing both comfort and safety. The most promising solutions include the use of haptic systems to suggest the user a proper behavior, and the modification of the perceived physical interaction of the user with the robot to gradually share the control authority using a variable stiffness vehicle handling
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