125 research outputs found

    Grasping unknown objects in clutter by superquadric representation

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    © 20xx IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.In this paper, a quick and efficient method is presented for grasping unknown objects in clutter. The grasping method relies on real-time superquadric (SQ) representation of partial view objects and incomplete object modelling, well suited for unknown symmetric objects in cluttered scenarios which is followed by optimized antipodal grasping. The incomplete object models are processed through a mirroring algorithm that assumes symmetry to first create an approximate complete model and then fit for SQ representation. The grasping algorithm is designed for maximum force balance and stability, taking advantage of the quick retrieval of dimension and surface curvature information from the SQ parameters. The pose of the SQs with respect to the direction of gravity is calculated and used together with the parameters of the SQs and specification of the gripper, to select the best direction of approach and contact points. The SQ fitting method has been tested on custom datasets containing objects in isolation as well as in clutter. The grasping algorithm is evaluated on a PR2 robot and real time results are presented. Initial results indicate that though the method is based on simplistic shape information, it outperforms other learning based grasping algorithms that also work in clutter in terms of time-efficiency and accuracy.Peer ReviewedPostprint (author's final draft

    Deep representations of structures in the 3D-world

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    This thesis demonstrates a collection of neural network tools that leverage the structures and symmetries of the 3D-world. We have explored various aspects of a vision system ranging from relative pose estimation to 3D-part decomposition from 2D images. For any vision system, it is crucially important to understand and to resolve visual ambiguities in 3D arising from imaging methods. This thesis has shown that leveraging prior knowledge about the structures and the symmetries of the 3D-world in neural network architectures brings about better representations for ambiguous situations. It helps solve problems which are inherently ill-posed

    GBM Volumetry using the 3D Slicer Medical Image Computing Platform

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    Volumetric change in glioblastoma multiforme (GBM) over time is a critical factor in treatment decisions. Typically, the tumor volume is computed on a slice-by-slice basis using MRI scans obtained at regular intervals. (3D)Slicer – a free platform for biomedical research – provides an alternative to this manual slice-by-slice segmentation process, which is significantly faster and requires less user interaction. In this study, 4 physicians segmented GBMs in 10 patients, once using the competitive region-growing based GrowCut segmentation module of Slicer, and once purely by drawing boundaries completely manually on a slice-by-slice basis. Furthermore, we provide a variability analysis for three physicians for 12 GBMs. The time required for GrowCut segmentation was on an average 61% of the time required for a pure manual segmentation. A comparison of Slicer-based segmentation with manual slice-by-slice segmentation resulted in a Dice Similarity Coefficient of 88.43 ± 5.23% and a Hausdorff Distance of 2.32 ± 5.23 mm

    The whole is created by the sum of which parts?: using prosopagnosia to determine the visual primitives used in human object recognition

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    Some contemporary theories of basic level object recognition posit visual object recognition through the use of structural descriptions (i.e., a form of representation in which objects are represented in terms of their parts and the categorical relations among the parts). Much empirical evidence exists supporting this suggestion, yet no empirical investigation has determined the exact visual primitives and categorical relations used in the structural descriptions that humans use for visual object recognition. The current study attempts to identify the exact visual primitives used in basic level object recognition by testing a prosopagnosic patient\u27s ability to discriminate visual primitives. According to the Coordinate Relations Hypothesis (Cooper & Wojan, 2000), individuals with prosopagnosia should perform normally relative to controls when discriminating visual primitives that are coded distinctly from one another by the visual system, but should be impaired relative to controls when discriminating visual primitives that are coded the same way. Nine studies investigated a prosopagnosic\u27s ability to discriminate visual primitives (geons, Biederman, 1987) relative to controls. The results indicate that not all of the features defining visual primitives proposed by Biederman are coded uniquely in the human visual system, suggesting that the alphabet of visual primitives used for object recognition is comprised of fewer than the 36 geons proposed by Biederman. In particular, the results suggest that the features of axis curvature, size change of the cross section (constant vs. expanding; constant vs. expanding & contracting), and cross section symmetry (reflectional & rotational vs. reflectional; reflectional & rotational vs. asymmetrical; reflectional vs. asymmetrical) are used to define the visual primitives in object recognition, whereas the features of cross section curvature, and size change of the cross section (expanding vs. expanding & contracting) are not

    Learning the natural grasping component of an unknown object

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    A grasp is the beginning of any manipulation task. Therefore, an autonomous robot should be able to grasp objects it sees for the first time. It must hold objects appropriately in order to successfully perform the task. This paper considers the problem of grasping unknown objects in the same manner as humans. Based on the idea that the human brain represents objects as volumetric primitives in order to recognize them, the presented algorithm predicts grasp as a function of the object’s parts assembly. Beginning with a complete 3D model of the object, a segmentation step decomposes it into single parts. Each single part is fitted with a simple geometric model. A learning step is finally needed in order to find the object component that humans choose to grasp it

    Fully Immersive Virtual Reality for Skull-base Surgery: Surgical Training and Beyond

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    Purpose: A virtual reality (VR) system, where surgeons can practice procedures on virtual anatomies, is a scalable and cost-effective alternative to cadaveric training. The fully digitized virtual surgeries can also be used to assess the surgeon's skills using measurements that are otherwise hard to collect in reality. Thus, we present the Fully Immersive Virtual Reality System (FIVRS) for skull-base surgery, which combines surgical simulation software with a high-fidelity hardware setup. Methods: FIVRS allows surgeons to follow normal clinical workflows inside the VR environment. FIVRS uses advanced rendering designs and drilling algorithms for realistic bone ablation. A head-mounted display with ergonomics similar to that of surgical microscopes is used to improve immersiveness. Extensive multi-modal data is recorded for post-analysis, including eye gaze, motion, force, and video of the surgery. A user-friendly interface is also designed to ease the learning curve of using FIVRS. Results: We present results from a user study involving surgeons with various levels of expertise. The preliminary data recorded by FIVRS differentiates between participants with different levels of expertise, promising future research on automatic skill assessment. Furthermore, informal feedback from the study participants about the system's intuitiveness and immersiveness was positive. Conclusion: We present FIVRS, a fully immersive VR system for skull-base surgery. FIVRS features a realistic software simulation coupled with modern hardware for improved realism. The system is completely open-source and provides feature-rich data in an industry-standard format.Comment: IPCAI/IJCARS 202
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