3,167 research outputs found
Mobile Robotic Painting of Texture
Robotic painting is well-established in controlled factory environments, but there is now potential for mobile robots to do functional painting tasks around the everyday world. An obvious first target for such robots is painting a uniform single color. A step further is the painting of textured images. Texture involves a varying appearance, and requires that paint is delivered accurately onto the physical surface to produce the desired effect. Robotic painting of texture is relevant for architecture and in themed environments. A key challenge for robotic painting of texture is to take a desired image as input, and to generate the paint commands to as closely as possible create the desired appearance, according to the robotic capabilities. This paper describes a deep learning approach to take an input ink map of a desired texture, and infer robotic paint commands to produce that texture. We analyze the trade-offs between quality of reconstructed appearance and ease of execution. Our method is general for different kinds of robotic paint delivery systems, but the emphasis here is on spray painting. More generally, the framework can be viewed as an approach for solving a specific class of inverse imaging problems
Recommended from our members
PRISMS: remote high resolution in situ multispectral imaging of wall paintings
The non-invasive monitoring and examination of wall paintings in grotto sites, tombs and buildings is particularly important since these paintings are often extremely vulnerable. Traditionally, inspection of wall paintings at high resolution (i.e. sub-millimetre resolution) requires either scaffolding or some heavy and cumbersome mechanical structure to lift a person or camera to the upper parts of a wall or ceiling. We have developed a proto-type portable remote imaging multi-spectral camera that operates at ground level for in situ high-resolution colour and spectral imaging of wall paintings. We present here the latest developments for the instrument and examples of how the instrument can be used for diagnosis of wall paintings
Planar Object Tracking in the Wild: A Benchmark
Planar object tracking is an actively studied problem in vision-based robotic
applications. While several benchmarks have been constructed for evaluating
state-of-the-art algorithms, there is a lack of video sequences captured in the
wild rather than in constrained laboratory environment. In this paper, we
present a carefully designed planar object tracking benchmark containing 210
videos of 30 planar objects sampled in the natural environment. In particular,
for each object, we shoot seven videos involving various challenging factors,
namely scale change, rotation, perspective distortion, motion blur, occlusion,
out-of-view, and unconstrained. The ground truth is carefully annotated
semi-manually to ensure the quality. Moreover, eleven state-of-the-art
algorithms are evaluated on the benchmark using two evaluation metrics, with
detailed analysis provided for the evaluation results. We expect the proposed
benchmark to benefit future studies on planar object tracking.Comment: Accepted by ICRA 201
Fast Graph-Based Object Segmentation for RGB-D Images
Object segmentation is an important capability for robotic systems, in
particular for grasping. We present a graph- based approach for the
segmentation of simple objects from RGB-D images. We are interested in
segmenting objects with large variety in appearance, from lack of texture to
strong textures, for the task of robotic grasping. The algorithm does not rely
on image features or machine learning. We propose a modified Canny edge
detector for extracting robust edges by using depth information and two simple
cost functions for combining color and depth cues. The cost functions are used
to build an undirected graph, which is partitioned using the concept of
internal and external differences between graph regions. The partitioning is
fast with O(NlogN) complexity. We also discuss ways to deal with missing depth
information. We test the approach on different publicly available RGB-D object
datasets, such as the Rutgers APC RGB-D dataset and the RGB-D Object Dataset,
and compare the results with other existing methods
Active Estimation of Distance in a Robotic Vision System that Replicates Human Eye Movement
Many visual cues, both binocular and monocular, provide 3D information. When an agent moves with respect to a scene, an important cue is the different motion of objects located at various distances. While a motion parallax is evident for large translations of the agent, in most head/eye systems a small parallax occurs also during rotations of the cameras. A similar parallax is present also in the human eye. During a relocation of gaze, the shift in the retinal projection of an object depends not only on the amplitude of the movement, but also on the distance of the object with respect to the observer. This study proposes a method for estimating distance on the basis of the parallax that emerges from rotations of a camera. A pan/tilt system specifically designed to reproduce the oculomotor parallax present in the human eye was used to replicate the oculomotor strategy by which humans scan visual scenes. We show that the oculomotor parallax provides accurate estimation of distance during sequences of eye movements. In a system that actively scans a visual scene, challenging tasks such as image segmentation and figure/ground segregation greatly benefit from this cue.National Science Foundation (BIC-0432104, CCF-0130851
Simulation and Planning of a 3D Spray Painting Robotic System
Nesta dissertação é proposto um sistema robótico 3D de pintura com spray. Este sistema inclui uma simulação realista do spray com precisão suficiente para imitar pintura com spray real. Também inclui um algoritmo otimizado para geração de caminhos que é capaz de pintar projetos 3D não triviais. A simulação parte de CAD 3D ou peças digitalizadas em 3D e produz um efeito visual realista que permite analisar qualitativamente o produto pintado. Também é apresentada uma métrica de avaliação que pontua trajetória de pintura baseada na espessura, uniformidade, tempo e desperdÃcio de tinta.In this dissertation a 3D spray painting robotic system is proposed. This system has realistic spray simulation with sufficient accuracy to mimic real spray painting. It also includes an optimized algorithm for path generation that is capable of painting non trivial 3D designs. The simulation has 3D CAD or 3D scanned input pieces and produces a realistic visual effect that allows qualitative analyses of the painted product. It is also presented an evaluation metric that scores the painting trajectory based on thickness, uniformity, time and waste of paint
Deep robot sketching: an application of deep Q-learning networks for human-like sketching
© 2023 The Authors. Published by Elsevier B.V.
This research has been financed by ALMA, ‘‘Human Centric Algebraic Machine Learning’’, H2020 RIA under EU grant agreement 952091; ROBOASSET, ‘‘Sistemas robóticos inteligentes de diagnóstico y rehabilitación de terapias de miembro superior’’, PID2020-113508RBI00, financed by AEI/10.13039/501100011033; ‘‘RoboCity2030-DIHCM, Madrid Robotics Digital Innovation Hub’’, S2018/NMT-4331, financed by ‘‘Programas de Actividades I+D en la Comunidad de Madrid’’; ‘‘iREHAB: AI-powered Robotic Personalized Rehabilitation’’, ISCIIIAES-2022/003041 financed by ISCIII and UE; and EU structural fundsThe current success of Reinforcement Learning algorithms for its performance in complex environments has inspired many recent theoretical approaches to cognitive science. Artistic environments are studied within the cognitive science community as rich, natural, multi-sensory, multi-cultural environments. In this work, we propose the introduction of Reinforcement Learning for improving the control of artistic robot applications. Deep Q-learning Neural Networks (DQN) is one of the most successful algorithms for the implementation of Reinforcement Learning in robotics. DQN methods generate complex control policies for the execution of complex robot applications in a wide set of environments. Current art painting robot applications use simple control laws that limits the adaptability of the frameworks to a set of simple environments. In this work, the introduction of DQN within an art painting robot application is proposed. The goal is to study how the introduction of a complex control policy impacts the performance of a basic art painting robot application. The main expected contribution of this work is to serve as a first baseline for future works introducing DQN methods for complex art painting robot frameworks. Experiments consist of real world executions of human drawn sketches using the DQN generated policy and TEO, the humanoid robot. Results are compared in terms of similarity and obtained reward with respect to the reference inputs.Sección Deptal. de Arquitectura de Computadores y Automática (FÃsicas)Fac. de Ciencias FÃsicasTRUEUnión Europea. H2020Ministerio de Ciencia e Innovación (MICINN)/ AEI/10.13039/501100011033;Comunidad de MadridInstituto de Salud Carlos III (ISCIII)/UEROBOTICSLABpu
Recommended from our members
Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art
Tactile reliefs offer many benefits over the more classic raised line drawings or tactile diagrams, as depth, 3D shape, and surface textures are directly perceivable. Although often created for blind and visually impaired (BVI) people, a wider range of people may benefit from such multimodal material. However, some reliefs are still difficult to understand without proper guidance or accompanying verbal descriptions, hindering autonomous exploration.
In this work, we present a gesture-controlled interactive audio guide (IAG) based on recent low-cost depth cameras that can be operated directly with the hands on relief surfaces during tactile exploration. The interactively explorable, location-dependent verbal and captioned descriptions promise rapid tactile accessibility to 2.5D spatial information in a home or education setting, to online resources, or as a kiosk installation at public places.
We present a working prototype, discuss design decisions, and present the results of two evaluation studies: the first with 13 BVI test users and the second follow-up study with 14 test users across a wide range of people with differences and difficulties associated with perception, memory, cognition, and communication. The participant-led research method of this latter study prompted new, significant and innovative developments
- …