66 research outputs found
Experiments on Surface Reconstruction for Partially Submerged Marine Structures
Over the past 10 years, significant scientific effort has been dedicated to the problem of three-dimensional (3-D) surface reconstruction for structural systems. However, the critical area of marine structures remains insufficiently studied. The research presented here focuses on the problem of 3-D surface reconstruction in the marine environment. This paper summarizes our hardware, software, and experimental contributions on surface reconstruction over the past few years (2008–2011). We propose the use of off-the-shelf sensors and a robotic platform to scan marine structures both above and below the waterline, and we develop a method and software system that uses the Ball Pivoting Algorithm (BPA) and the Poisson reconstruction algorithm to reconstruct 3-D surface models of marine structures from the scanned data. We have tested our hardware and software systems extensively in Singapore waters, including operating in rough waters, where water currents are around 1–2 m/s. We present results on construction of various 3-D models of marine structures, including slowly moving structures such as floating platforms, moving boats, and stationary jetties. Furthermore, the proposed surface reconstruction algorithm makes no use of any navigation sensor such as GPS, a Doppler velocity log, or an inertial navigation system.Singapore-MIT Alliance for Research and Technology. Center for Environmental Sensing and Modelin
Active Mapping and Robot Exploration: A Survey
Simultaneous localization and mapping responds to the problem of building a map of the environment without any prior information and based on the data obtained from one or more sensors. In most situations, the robot is driven by a human operator, but some systems are capable of navigating autonomously while mapping, which is called native simultaneous localization and mapping. This strategy focuses on actively calculating the trajectories to explore the environment while building a map with a minimum error. In this paper, a comprehensive review of the research work developed in this field is provided, targeting the most relevant contributions in indoor mobile robotics.This research was funded by the ELKARTEK project ELKARBOT KK-2020/00092 of the Basque Government
Autonomous 3D Exploration of Large Structures Using an UAV Equipped with a 2D LIDAR
This paper addressed the challenge of exploring large, unknown, and unstructured
industrial environments with an unmanned aerial vehicle (UAV). The resulting system combined
well-known components and techniques with a new manoeuvre to use a low-cost 2D laser to measure
a 3D structure. Our approach combined frontier-based exploration, the Lazy Theta* path planner, and
a flyby sampling manoeuvre to create a 3D map of large scenarios. One of the novelties of our system
is that all the algorithms relied on the multi-resolution of the octomap for the world representation.
We used a Hardware-in-the-Loop (HitL) simulation environment to collect accurate measurements
of the capability of the open-source system to run online and on-board the UAV in real-time. Our
approach is compared to different reference heuristics under this simulation environment showing
better performance in regards to the amount of explored space. With the proposed approach, the UAV
is able to explore 93% of the search space under 30 min, generating a path without repetition that
adjusts to the occupied space covering indoor locations, irregular structures, and suspended obstaclesUnión Europea Marie Sklodowska-Curie 64215Unión Europea MULTIDRONE (H2020-ICT-731667)Uniión Europea HYFLIERS (H2020-ICT-779411
Actively Mapping Industrial Structures with Information Gain-Based Planning on a Quadruped Robot
In this paper, we develop an online active mapping system to enable a
quadruped robot to autonomously survey large physical structures. We describe
the perception, planning and control modules needed to scan and reconstruct an
object of interest, without requiring a prior model. The system builds a voxel
representation of the object, and iteratively determines the Next-Best-View
(NBV) to extend the representation, according to both the reconstruction itself
and to avoid collisions with the environment. By computing the expected
information gain of a set of candidate scan locations sampled on the as-sensed
terrain map, as well as the cost of reaching these candidates, the robot
decides the NBV for further exploration. The robot plans an optimal path
towards the NBV, avoiding obstacles and un-traversable terrain. Experimental
results on both simulated and real-world environments show the capability and
efficiency of our system. Finally we present a full system demonstration on the
real robot, the ANYbotics ANYmal, autonomously reconstructing a building facade
and an industrial structure
Topologic Maps for Robotic Exploration of Underground Flooded Mines
The mapping of confined environments in mobile robotics is traditionally tackled in dense occupancy maps, requiring large amounts of storage. For some use cases, such as the exploration of flooded mines, the use of dense maps in processing slow down processes like path generation. I introduce a method of generating topological maps in constrained spaces such as mines. By taking a structure with fewer points, traversal and storage of explored space can be made more efficient, avoiding com plex graphs generated by methods like RRT and it’s variants. It’s simpler structure also allows for more intuitive human-machine interactions with it’s fewer points. I also introduce an autonomous frontier-based exploration approach to generate the topological map during exploration, taking advantage of it’s traversal to navigate through known space. With this work, simulation tests show it is possible to success fully extract a simpler graph structure describing the topology during autonomous exploration and that this structure is robust through explored regionsO mapeamento de ambientes confinados em robótica móvel, é tradicionalmente abordado em mapas densos de ocupação, necessitando de grandes quantidades de armazenamento. Para certos casos, tal como a exploração de minas submersas, o uso de mapas densos no processamento, atrasa processos como geração de caminhos. Utilizando uma estrutura com menos pontos, a travessia e o armazenamento de espaço explorado tornam-se mais eficientes, evitando grafos complexos gerados por métodos como RRT e variantes. A sua estrutura mais simples permite também interações homem-máquina com o seu número reduzido de pontos. Introduzo também uma abordagem autónoma de exploração baseada em fronteiras, para gerar o mapa topo lógico durante a exploração, tirando vantagem da travessia do mesmo para navegar por espaço conhecido. Com este trabalho, testes em simulação mostram ser possÃvel extrair uma estrutura sob forma de grafo, descrevendo a topologia ao longo de explorações autónomas e que esta estrutura é robusta para a travessia em regiões explorada
Online 3-dimensional path planning with kinematic constraints in unknown environments using hybrid A* with tree pruning
In this paper we present an extension to the hybrid A* (HA*) path planner. This extension allows autonomous underwater vehicles (AUVs) to plan paths in 3-dimensional (3D) environments. The proposed approach enables the robot to operate in a safe manner by accounting for the vehicle’s motion constraints, thus avoiding collisions and ensuring that the calculated paths are feasible. Secondly, we propose an improvement for operations in unexplored or partially known environments by endowing the planner with a tree pruning procedure, which maintains a valid and feasible search- tree during operation. When the robot senses new obstacles in the environment that invalidate its current path, the planner prunes the tree of branches which collides with the environment. The path planning algorithm is then initialised with the pruned tree, enabling it to find a solution in a lower time than replanning from scratch. We present results obtained through simulation which show that HA* performs better in known underwater environments than compared algorithms in regards to planning time, path length and success rate. For unknown environments, we show that the tree pruning procedure reduces the total planning time needed in a variety of environments compared to running the full planning algorithm during replanning
Efficient scene simulation for robust monte carlo localization using an RGB-D camera
This paper presents Kinect Monte Carlo Localization (KMCL), a new method for localization in three dimensional indoor environments using RGB-D cameras, such as the Microsoft Kinect. The approach makes use of a low fidelity a priori 3-D model of the area of operation composed of large planar segments, such as walls and ceilings, which are assumed to remain static. Using this map as input, the KMCL algorithm employs feature-based visual odometry as the particle propagation mechanism and utilizes the 3-D map and the underlying sensor image formation model to efficiently simulate RGB-D camera views at the location of particle poses, using a graphical processing unit (GPU). The generated 3D views of the scene are then used to evaluate the likelihood of the particle poses. This GPU implementation provides a factor of ten speedup over a pure distance-based method, yet provides comparable accuracy. Experimental results are presented for five different configurations, including: (1) a robotic wheelchair, (2) a sensor mounted on a person, (3) an Ascending Technologies quadrotor, (4) a Willow Garage PR2, and (5) an RWI B21 wheeled mobile robot platform. The results demonstrate that the system can perform robust localization with 3D information for motions as fast as 1.5 meters per second. The approach is designed to be applicable not just for robotics but other applications such as wearable computing
Toward autonomous exploration in confined underwater environments
Author Posting. © The Author(s), 2015. This is the author's version of the work. It is posted here by permission of John Wiley & Sons for personal use, not for redistribution. The definitive version was published in Journal of Field Robotics 33 (2016): 994-1012, doi:10.1002/rob.21640.In this field note we detail the operations and discuss the results of an experiment conducted
in the unstructured environment of an underwater cave complex, using an autonomous underwater vehicle (AUV). For this experiment the AUV was equipped with two acoustic
sonar to simultaneously map the caves’ horizontal and vertical surfaces. Although the
caves’ spatial complexity required AUV guidance by a diver, this field deployment successfully demonstrates a scan matching algorithm in a simultaneous localization and mapping (SLAM) framework that significantly reduces and bounds the localization error for fully
autonomous navigation. These methods are generalizable for AUV exploration in confined
underwater environments where surfacing or pre-deployment of localization equipment are
not feasible and may provide a useful step toward AUV utilization as a response tool in
confined underwater disaster areas.This research work was partially sponsored by the EU FP7-Projects: Tecniospring-
Marie Curie (TECSPR13-1-0052), MORPH (FP7-ICT-2011-7-288704), Eurofleets2 (FP7-INF-2012-312762),
and the National Science Foundation (OCE-0955674)
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