842 research outputs found

    Numerical simulation of flooding from multiple sources using adaptive anisotropic unstructured meshes and machine learning methods

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    Over the past few decades, urban floods have been gaining more attention due to their increase in frequency. To provide reliable flooding predictions in urban areas, various numerical models have been developed to perform high-resolution flood simulations. However, the use of high-resolution meshes across the whole computational domain causes a high computational burden. In this thesis, a 2D control-volume and finite-element (DCV-FEM) flood model using adaptive unstructured mesh technology has been developed. This adaptive unstructured mesh technique enables meshes to be adapted optimally in time and space in response to the evolving flow features, thus providing sufficient mesh resolution where and when it is required. It has the advantage of capturing the details of local flows and wetting and drying front while reducing the computational cost. Complex topographic features are represented accurately during the flooding process. This adaptive unstructured mesh technique can dynamically modify (both, coarsening and refining the mesh) and adapt the mesh to achieve a desired precision, thus better capturing transient and complex flow dynamics as the flow evolves. A flooding event that happened in 2002 in Glasgow, Scotland, United Kingdom has been simulated to demonstrate the capability of the adaptive unstructured mesh flooding model. The simulations have been performed using both fixed and adaptive unstructured meshes, and then results have been compared with those published 2D and 3D results. The presented method shows that the 2D adaptive mesh model provides accurate results while having a low computational cost. The above adaptive mesh flooding model (named as Floodity) has been further developed by introducing (1) an anisotropic dynamic mesh optimization technique (anisotropic-DMO); (2) multiple flooding sources (extreme rainfall and sea-level events); and (3) a unique combination of anisotropic-DMO and high-resolution Digital Terrain Model (DTM) data. It has been applied to a densely urbanized area within Greve, Denmark. Results from MIKE 21 FM are utilized to validate our model. To assess uncertainties in model predictions, sensitivity of flooding results to extreme sea levels, rainfall and mesh resolution has been undertaken. The use of anisotropic-DMO enables us to capture high resolution topographic features (buildings, rivers and streets) only where and when is needed, thus providing improved accurate flooding prediction while reducing the computational cost. It also allows us to better capture the evolving flow features (wetting-drying fronts). To provide real-time spatio-temporal flood predictions, an integrated long short-term memory (LSTM) and reduced order model (ROM) framework has been developed. This integrated LSTM-ROM has the capability of representing the spatio-temporal distribution of floods since it takes advantage of both ROM and LSTM. To reduce the dimensional size of large spatial datasets in LSTM, the proper orthogonal decomposition (POD) and singular value decomposition (SVD) approaches are introduced. The performance of the LSTM-ROM developed here has been evaluated using Okushiri tsunami as test cases. The results obtained from the LSTM-ROM have been compared with those from the full model (Fluidity). Promising results indicate that the use of LSTM-ROM can provide the flood prediction in seconds, enabling us to provide real-time flood prediction and inform the public in a timely manner, reducing injuries and fatalities. Additionally, data-driven optimal sensing for reconstruction (DOSR) and data assimilation (DA) have been further introduced to LSTM-ROM. This linkage between modelling and experimental data/observations allows us to minimize model errors and determine uncertainties, thus improving the accuracy of modelling. It should be noting that after we introduced the DA approach, the prediction errors are significantly reduced at time levels when an assimilation procedure is conducted, which illustrates the ability of DOSR-LSTM-DA to significantly improve the model performance. By using DOSR-LSTM-DA, the predictive horizon can be extended by 3 times of the initial horizon. More importantly, the online CPU cost of using DOSR-LSTM-DA is only 1/3 of the cost required by running the full model.Open Acces

    Assessment of Structure from Motion for Reconnaissance Augmentation and Bandwidth Usage Reduction

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    Modern militaries rely upon remote image sensors for real-time intelligence. A typical remote system consists of an unmanned aerial vehicle, or UAV, with an attached camera. A video stream is sent from the UAV, through a bandwidth-constrained satellite connection, to an intelligence processing unit. In this research, an upgrade to this method of collection is proposed. A set of synthetic images of a scene captured by a UAV in a virtual environment is sent to a pipeline of computer vision algorithms, collectively known as Structure from Motion. The output of Structure from Motion, a three-dimensional model, is then assessed in a 3D virtual world as a possible replacement for the images from which it was created. This study shows Structure from Motion results from a modifiable spiral flight path and compares the geoaccuracy of each result. A flattening of height is observed, and an automated compensation for this flattening is performed. Each reconstruction is also compressed, and the size of the compression is compared with the compressed size of the images from which it was created. A reduction of 49-60% of required space is shown

    Novel Compression Algorithm Based on Sparse Sampling of 3-D Laser Range Scans

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    Cataloged from PDF version of article.Three-dimensional models of environments can be very useful and are commonly employed in areas such as robotics, art and architecture, facility management, water management, environmental/industrial/urban planning and documentation. A 3-D model is typically composed of a large number of measurements. When 3-D models of environments need to be transmitted or stored, they should be compressed efficiently to use the capacity of the communication channel or the storage medium effectively. We propose a novel compression technique based on compressive sampling applied to sparse representations of 3-D laser range measurements. The main issue here is finding highly sparse representations of the range measurements, since they do not have such representations in common domains, such as the frequency domain. To solve this problem, we develop a new algorithm to generate sparse innovations between consecutive range measurements acquired while the sensor moves. We compare the sparsity of our innovations with others generated by estimation and filtering. Furthermore, we compare the compression performance of our lossy compression method with widely used lossless and lossy compression techniques. The proposed method offers a small compression ratio and provides a reasonable compromise between the reconstruction error and processing time

    Multi-set canonical correlation analysis for 3D abnormal gait behaviour recognition based on virtual sample generation

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    Small sample dataset and two-dimensional (2D) approach are challenges to vision-based abnormal gait behaviour recognition (AGBR). The lack of three-dimensional (3D) structure of the human body causes 2D based methods to be limited in abnormal gait virtual sample generation (VSG). In this paper, 3D AGBR based on VSG and multi-set canonical correlation analysis (3D-AGRBMCCA) is proposed. First, the unstructured point cloud data of gait are obtained by using a structured light sensor. A 3D parametric body model is then deformed to fit the point cloud data, both in shape and posture. The features of point cloud data are then converted to a high-level structured representation of the body. The parametric body model is used for VSG based on the estimated body pose and shape data. Symmetry virtual samples, pose-perturbation virtual samples and various body-shape virtual samples with multi-views are generated to extend the training samples. The spatial-temporal features of the abnormal gait behaviour from different views, body pose and shape parameters are then extracted by convolutional neural network based Long Short-Term Memory model network. These are projected onto a uniform pattern space using deep learning based multi-set canonical correlation analysis. Experiments on four publicly available datasets show the proposed system performs well under various conditions

    Past, Present, and Future of Simultaneous Localization And Mapping: Towards the Robust-Perception Age

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    Simultaneous Localization and Mapping (SLAM)consists in the concurrent construction of a model of the environment (the map), and the estimation of the state of the robot moving within it. The SLAM community has made astonishing progress over the last 30 years, enabling large-scale real-world applications, and witnessing a steady transition of this technology to industry. We survey the current state of SLAM. We start by presenting what is now the de-facto standard formulation for SLAM. We then review related work, covering a broad set of topics including robustness and scalability in long-term mapping, metric and semantic representations for mapping, theoretical performance guarantees, active SLAM and exploration, and other new frontiers. This paper simultaneously serves as a position paper and tutorial to those who are users of SLAM. By looking at the published research with a critical eye, we delineate open challenges and new research issues, that still deserve careful scientific investigation. The paper also contains the authors' take on two questions that often animate discussions during robotics conferences: Do robots need SLAM? and Is SLAM solved

    Computational Learning for Hand Pose Estimation

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    Rapid advances in human–computer interaction interfaces have been promising a realistic environment for gaming and entertainment in the last few years. However, the use of traditional input devices such as trackballs, keyboards, or joysticks has been a bottleneck for natural interactions between a human and computer as two points of freedom of these devices cannot suitably emulate the interactions in a three-dimensional space. Consequently, a comprehensive hand tracking technology is expected as a smart and intuitive option to these input tools to enhance virtual and augmented reality experiences. In addition, the recent emergence of low-cost depth sensing cameras has led to their broad use of RGB-D data in computer vision, raising expectations of a full 3D interpretation of hand movements for human–computer interaction interfaces. Although the use of hand gestures or hand postures has become essential for a wide range of applications in computer games and augmented/virtual reality, 3D hand pose estimation is still an open and challenging problem because of the following reasons: (i) the hand pose exists in a high-dimensional space because each finger and the palm is associated with several degrees of freedom, (ii) the fingers exhibit self-similarity and often occlude to each other, (iii) global 3D rotations make pose estimation more difficult, and (iv) hands only exist in few pixels in images and the noise in acquired data coupled with fast finger movement confounds continuous hand tracking. The success of hand tracking would naturally depend on synthesizing our knowledge of the hand (i.e., geometric shape, constraints on pose configurations) and latent features about hand poses from the RGB-D data stream (i.e., region of interest, key feature points like finger tips and joints, and temporal continuity). In this thesis, we propose novel methods to leverage the paradigm of analysis by synthesis and create a prediction model using a population of realistic 3D hand poses. The overall goal of this work is to design a concrete framework so the computers can learn and understand about perceptual attributes of human hands (i.e., self-occlusions or self-similarities of the fingers) and to develop a pragmatic solution to the real-time hand pose estimation problem implementable on a standard computer. This thesis can be broadly divided into four parts: learning hand (i) from recommendiations of similar hand poses, (ii) from low-dimensional visual representations, (iii) by hallucinating geometric representations, and (iv) from a manipulating object. Each research work covers our algorithmic contributions to solve the 3D hand pose estimation problem. Additionally, the research work in the appendix proposes a pragmatic technique for applying our ideas to mobile devices with low computational power. Following a given structure, we first overview the most relevant works on depth sensor-based 3D hand pose estimation in the literature both with and without manipulating an object. Two different approaches prevalent for categorizing hand pose estimation, model-based methods and appearance-based methods, are discussed in detail. In this chapter, we also introduce some works relevant to deep learning and trials to achieve efficient compression of the network structure. Next, we describe a synthetic 3D hand model and its motion constraints for simulating realistic human hand movements. The section for the primary research work starts in the following chapter. We discuss our attempts to produce a better estimation model for 3D hand pose estimation by learning hand articulations from recommendations of similar poses. Specifically, the unknown pose parameters for input depth data are estimated by collaboratively learning the known parameters of all neighborhood poses. Subsequently, we discuss deep-learned, discriminative, and low-dimensional features and a hierarchical solution of the stated problem based on the matrix completion framework. This work is further extended by incorporating a function of geometric properties on the surface of the hand described by heat diffusion, which is robust to capture both the local geometry of the hand and global structural representations. The problem of the hands interactions with a physical object is also considered in the following chapter. The main insight is that the interacting object can be a source of constraint on hand poses. In this view, we employ pose dependency on the shape of the object to learn the discriminative features of the hand–object interaction, rather than losing hand information caused by partial or full object occlusions. Subsequently, we present a compressive learning technique in the appendix. Our approach is flexible, enabling us to add more layers and go deeper in the deep learning architecture while keeping the number of parameters the same. Finally, we conclude this thesis work by summarizing the presented approaches for hand pose estimation and then propose future directions to further achieve performance improvements through (i) realistically rendered synthetic hand images, (ii) incorporating RGB images as an input, (iii) hand perseonalization, (iv) use of unstructured point cloud, and (v) embedding sensing techniques

    Data driven regularization models of non-linear ill-posed inverse problems in imaging

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    Imaging technologies are widely used in application fields such as natural sciences, engineering, medicine, and life sciences. A broad class of imaging problems reduces to solve ill-posed inverse problems (IPs). Traditional strategies to solve these ill-posed IPs rely on variational regularization methods, which are based on minimization of suitable energies, and make use of knowledge about the image formation model (forward operator) and prior knowledge on the solution, but lack in incorporating knowledge directly from data. On the other hand, the more recent learned approaches can easily learn the intricate statistics of images depending on a large set of data, but do not have a systematic method for incorporating prior knowledge about the image formation model. The main purpose of this thesis is to discuss data-driven image reconstruction methods which combine the benefits of these two different reconstruction strategies for the solution of highly nonlinear ill-posed inverse problems. Mathematical formulation and numerical approaches for image IPs, including linear as well as strongly nonlinear problems are described. More specifically we address the Electrical impedance Tomography (EIT) reconstruction problem by unrolling the regularized Gauss-Newton method and integrating the regularization learned by a data-adaptive neural network. Furthermore we investigate the solution of non-linear ill-posed IPs introducing a deep-PnP framework that integrates the graph convolutional denoiser into the proximal Gauss-Newton method with a practical application to the EIT, a recently introduced promising imaging technique. Efficient algorithms are then applied to the solution of the limited electrods problem in EIT, combining compressive sensing techniques and deep learning strategies. Finally, a transformer-based neural network architecture is adapted to restore the noisy solution of the Computed Tomography problem recovered using the filtered back-projection method

    Scalable Realtime Rendering and Interaction with Digital Surface Models of Landscapes and Cities

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    Interactive, realistic rendering of landscapes and cities differs substantially from classical terrain rendering. Due to the sheer size and detail of the data which need to be processed, realtime rendering (i.e. more than 25 images per second) is only feasible with level of detail (LOD) models. Even the design and implementation of efficient, automatic LOD generation is ambitious for such out-of-core datasets considering the large number of scales that are covered in a single view and the necessity to maintain screen-space accuracy for realistic representation. Moreover, users want to interact with the model based on semantic information which needs to be linked to the LOD model. In this thesis I present LOD schemes for the efficient rendering of 2.5d digital surface models (DSMs) and 3d point-clouds, a method for the automatic derivation of city models from raw DSMs, and an approach allowing semantic interaction with complex LOD models. The hierarchical LOD model for digital surface models is based on a quadtree of precomputed, simplified triangle mesh approximations. The rendering of the proposed model is proved to allow real-time rendering of very large and complex models with pixel-accurate details. Moreover, the necessary preprocessing is scalable and fast. For 3d point clouds, I introduce an LOD scheme based on an octree of hybrid plane-polygon representations. For each LOD, the algorithm detects planar regions in an adequately subsampled point cloud and models them as textured rectangles. The rendering of the resulting hybrid model is an order of magnitude faster than comparable point-based LOD schemes. To automatically derive a city model from a DSM, I propose a constrained mesh simplification. Apart from the geometric distance between simplified and original model, it evaluates constraints based on detected planar structures and their mutual topological relations. The resulting models are much less complex than the original DSM but still represent the characteristic building structures faithfully. Finally, I present a method to combine semantic information with complex geometric models. My approach links the semantic entities to the geometric entities on-the-fly via coarser proxy geometries which carry the semantic information. Thus, semantic information can be layered on top of complex LOD models without an explicit attribution step. All findings are supported by experimental results which demonstrate the practical applicability and efficiency of the methods
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