140 research outputs found

    A Real-Time local path planning method based on SVM for UGV

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    Path planning is one of essentials of unmanned ground vehicle (UGV). For the case of poor lighting and weather, traditional vision based methods can not extract effective route boundaries to generate reasonable path stably in unstructured road. By ta king advantage of distance-sensing technology (e.g. 64-beam LiDAR), th is paper proposes an efficient real-time path planning approach. In this approach, given grid map fro m 64-bea m LiDAR, obstacles on both sides of the road are regarded as two classes fed to Support Vector Machine (SVM) to generate an initial safe path. During driving, a time weight based least square fitting is adopted to refine path fro m mu ltiple safe paths which will be described by quartic polynomial, providing stable driving route. Co mbined with UGV's state, controls points from the refined path are adopted to generate the final path through Bezier curve fitting. Experiments on real UGV under different road scenario are conducted, showing that the proposed method can obtain stable and reasonable path with promising performance

    Laser Scanner Technology

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    Laser scanning technology plays an important role in the science and engineering arena. The aim of the scanning is usually to create a digital version of the object surface. Multiple scanning is sometimes performed via multiple cameras to obtain all slides of the scene under study. Usually, optical tests are used to elucidate the power of laser scanning technology in the modern industry and in the research laboratories. This book describes the recent contributions reported by laser scanning technology in different areas around the world. The main topics of laser scanning described in this volume include full body scanning, traffic management, 3D survey process, bridge monitoring, tracking of scanning, human sensing, three-dimensional modelling, glacier monitoring and digitizing heritage monuments

    Raising Port Royal: A Geospatial Reconstruction of the 1692 City Through Integrated GIS and 3D Modeling

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    In 1692, the British port of Port Royal, Jamaica was largely lost to the sea after an earthquake shook the city down to the seabed, devastating the town and leaving the coastline of the peninsula permanently changed. Prior to its sinking, Port Royal was a town of some 6,500 people, a hub of shipping and commerce for the British West Indies, and a stronghold for British privateering in the Caribbean Sea. After the earthquake, the peninsula on which Port Royal had been positioned was dramatically shrunk, and the major residential and economic centers of the city were lost to the water. This project endeavors to apply the archaeological information collected during excavations of the submerged city to a larger geospatial analysis of the area prior to sinking. The first portion of this project looks at using historical cartographic and archival data, along with contemporary bathymetry and satellite images to reconstruct the coast of peninsula supporting Port Royal in ESRI’s ArcGIS software. The second portion of this project focuses on the buildings excavated between 1981-1990, creating 3D digital models of the five buildings within the reconstruction of the Port Royal shoreline, and integrating them into the GIS model for comparative analysis. This is, to the researcher’s knowledge, the first attempt to virtually reconstruct the structures of Port Royal based on archival and excavation data, and will allow for an interactive mechanism through which one can explore the structures of the excavated section of Port Royal in a scalable, geographically realistic way

    Computational intelligence approaches to robotics, automation, and control [Volume guest editors]

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    From light rays to 3D models

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    Three-dimensional scene recovery for measuring sighting distances of rail track assets from monocular forward facing videos

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    Rail track asset sighting distance must be checked regularly to ensure the continued and safe operation of rolling stock. Methods currently used to check asset line-of-sight involve manual labour or laser systems. Video cameras and computer vision techniques provide one possible route for cheaper, automated systems. Three categories of computer vision method are identified for possible application: two-dimensional object recognition, two-dimensional object tracking and three-dimensional scene recovery. However, presented experimentation shows recognition and tracking methods produce less accurate asset line-of-sight results for increasing asset-camera distance. Regarding three-dimensional scene recovery, evidence is presented suggesting a relationship between image feature and recovered scene information. A novel framework which learns these relationships is proposed. Learnt relationships from recovered image features probabilistically limit the search space of future features, improving efficiency. This framework is applied to several scene recovery methods and is shown (on average) to decrease computation by two-thirds for a possible, small decrease in accuracy of recovered scenes. Asset line-of-sight results computed from recovered three-dimensional terrain data are shown to be more accurate than two-dimensional methods, not effected by increasing asset-camera distance. Finally, the analysis of terrain in terms of effect on asset line-of-sight is considered. Terrain elements, segmented using semantic information, are ranked with a metric combining a minimum line-of-sight blocking distance and the growth required to achieve this minimum distance. Since this ranking measure is relative, it is shown how an approximation of the terrain data can be applied, decreasing computation time. Further efficiency increases are found by decomposing the problem into a set of two-dimensional problems and applying binary search techniques. The combination of the research elements presented in this thesis provide efficient methods for automatically analysing asset line-of-sight and the impact of the surrounding terrain, from captured monocular video.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Computer-Aided Geometry Modeling

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    Techniques in computer-aided geometry modeling and their application are addressed. Mathematical modeling, solid geometry models, management of geometric data, development of geometry standards, and interactive and graphic procedures are discussed. The applications include aeronautical and aerospace structures design, fluid flow modeling, and gas turbine design

    System of Terrain Analysis, Energy Estimation and Path Planning for Planetary Exploration by Robot Teams

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    NASA’s long term plans involve a return to manned moon missions, and eventually sending humans to mars. The focus of this project is the use of autonomous mobile robotics to enhance these endeavors. This research details the creation of a system of terrain classification, energy of traversal estimation and low cost path planning for teams of inexpensive and potentially expendable robots. The first stage of this project was the creation of a model which estimates the energy requirements of the traversal of varying terrain types for a six wheel rocker-bogie rover. The wheel/soil interaction model uses Shibly’s modified Bekker equations and incorporates a new simplified rocker-bogie model for estimating wheel loads. In all but a single trial the relative energy requirements for each soil type were correctly predicted by the model. A path planner for complete coverage intended to minimize energy consumption was designed and tested. It accepts as input terrain maps detailing the energy consumption required to move to each adjacent location. Exploration is performed via a cost function which determines the robot’s next move. This system was successfully tested for multiple robots by means of a shared exploration map. At peak efficiency, the energy consumed by our path planner was only 56% that used by the best case back and forth coverage pattern. After performing a sensitivity analysis of Shibly’s equations to determine which soil parameters most affected energy consumption, a neural network terrain classifier was designed and tested. The terrain classifier defines all traversable terrain as one of three soil types and then assigns an assumed set of soil parameters. The classifier performed well over all, but had some difficulty distinguishing large rocks from sand. This work presents a system which successfully classifies terrain imagery into one of three soil types, assesses the energy requirements of terrain traversal for these soil types and plans efficient paths of complete coverage for the imaged area. While there are further efforts that can be made in all areas, the work achieves its stated goals

    Improving Usability in Procedural Modeling

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    This work presents new approaches and algorithms for procedural modeling geared towards user convenience and improving usability, in order to increase artists’ productivity. Procedural models create geometry for 3D models from sets of rules. Existing approaches that allow to model trees, buildings, and terrain are reviewed and possible improvements are discussed. A new visual programming language for procedural modeling is discussed, where the user connects operators to visual programs called model graphs. These operators create geometry with textures, assign or evaluate variables or control the sequence of operations. When the user moves control points using the mouse in 3D space, the model graph is executed to change the geometry interactively. Thus, model graphs combine the creativity of freehand modeling with the power of programmed modeling while displaying the program structure more clearly than textbased approaches. Usability is increased as a result of these advantages. Also, an interactive editor for botanical trees is demonstrated. In contrast to previous tree modeling systems, we propose linking rules, parameters and geometry to semantic entities. This has the advantage that problems of associating parameters and instances are completely avoided. When an entity is clicked in the viewport, its parameters are displayed immediately, changes are applied to selected entities, and viewport editing operations are reflected in the parameter set. Furthermore, we store the entities in a hierarchical data structure and allow the user to activate recursive traversal via selection options for all editing operations. The user may choose to apply viewport or parameter changes to a single entity or many entities at once, and only the geometry for the affected entities needs to be updated. The proposed user interface simplifies the modeling process and increases productivity. Interactive editing approaches for 3D models often allow more precise control over a model than a global set of parameters that is used to generate a shape. However, usually scripted procedural modeling generates shapes directly from a fixed set of parameters, and interactive editing mostly uses a fixed set of tools. We propose to use scripts not only to generate models, but also for manipulating the models. A base script would set up the state of an object, and tool scripts would modify that state. The base script and the tool scripts generate geometry when necessary. Together, such a collection of scripts forms a template, and templates can be created for various types of objects. We examine how templates simplify the procedural modeling workflow by allowing for editing operations that are context-sensitive, flexible and powerful at the same time. Many algorithms have been published that produce geometry for fictional landscapes. There are algorithms which produce terrain with minimal setup time, allowing to adapt the level of detail as the user zooms into the landscape. However, these approaches lack plausible river networks, and algorithms that create eroded terrain with river networks require a user to supervise creation and minutes or hours of computation. In contrast to that, this work demonstrates an algorithm that creates terrain with plausible river networks and adaptive level of detail with no more than a few seconds of preprocessing. While the system can be configured using parameters, this text focuses on the algorithm that produces the rivers. However, integrating more tools for user-controlled editing of terrain would be possible.Verbesserung der Usability bei prozeduraler Modellierung Ziel der vorliegenden Arbeit ist es, prozedurale Modellierung durch neue neue Ansätze und Algorithmen einfacher, bequemer und anwendungsfreundlicher zu machen, und damit die Produktivität der Künstler zu erhöhen. Diese Anforderungen werden häufig unter dem Stichwort Usability zusammengefasst. Prozedurale Modelle spezifizieren 3D-Modelle über Regeln. Existierende Ansätze für Bäume, Gebäude und Terrain werden untersucht und es werden mögliche Verbesserungen diskutiert. Eine neue visuelle Programmiersprache für prozedurale Modelle wird vorgestellt, bei der Operatoren zu Modellgraphen verschaltet werden. Die Operatoren erzeugen texturierte Geometrie, weisen Variablen zu und werten sie aus, oder sie steuern den Ablauf der Operationen. Wenn der Benutzer Kontrollpunkte im Viewport mit der Maus verschiebt, wird der Modellgraph ausgeführt, um interaktiv neue Geometrie für das Modell zu erzeugen. Modellgraphen kombinieren die kreativen Möglichkeiten des freihändigen Editierens mit der Mächtigkeit der prozeduralen Modellierung. Darüber hinaus sind Modellgraphen eine visuelle Programmiersprache und stellen die Struktur der Algorithmen deutlicher dar als textbasierte Programmiersprachen. Als Resultat dieser Verbesserungen erhöht sich die Usability. Ein interaktiver Editor für botanische Bäume wird ebenfalls vorgestellt. Im Gegensatz zu früheren Ansätzen schlagen wir vor, Regeln, Parameter und Geometrie zu semantischen Entitäten zu verschmelzen. Auf diese Weise werden Zuordnungsprobleme zwischen Parametern und deren Instanzen komplett vermieden. Wenn im Viewport eine Instanz angeklickt wird, werden sofort ihre Parameter angezeigt, alle Änderungen wirken sich direkt auf die betroffenen Instanzen aus, und Änderungen im Viewport werden sofort in den Parametern reflektiert. Darüber hinaus werden die Entitäten in einer hierarchischen Datenstruktur gespeichert und alle Änderungen können rekursiv auf der Hierarchie ausgeführt werden. Dem Benutzer werden Selektionsoptionen zur Verfügung gestellt, über die er Änderungen an den Parametern oder Änderungen im Viewport an einzelnen oder vielen Instanzen gleichzeitig vornehmen kann. Anschließend muss das System nur die Geometrie der betroffenen Instanzen aktualisieren. Auch hier ist das Ziel, das User Interface möglichst an den Bedürfnissen des Benutzers auszurichten, um Vereinfachungen und eine Erhöhung der Produktivität zu erreichen. Interaktive Editieransätze für 3D-Modelle erlauben häufig eine präzisere Kontrolle über ein Modell als ein globaler Parametersatz, der für die Erzeugung des Modells genutzt wird. Trotzdem erzeugen prozedurale Modellierskripte ihre Modelle meist direkt aus einem festen Parametersatz, während interaktive Tools meist mit hartkodierten Operationen arbeiten. Wir schlagen vor, Skripte nicht nur zur Erzeugung der Modelle zu verwenden, sondern auch um die erzeugten Modelle zu editieren. Ein Basisskript soll die Statusinformationen eines Objekts anlegen, während weitere Skripte diesen Status verändern und passende Geometrie erzeugen. Diese Skripte bilden dann ein Template zum Erzeugen einer Klasse von Objekten. Verschiedene Objekttypen können jeweils ihr eigenes Template haben. Wir zeigen, wie Templates den Workflow mit prozeduralen Modellen vereinfachen können, indem Operationen geschaffen werden, die gleichzeitig kontext-sensitiv, mächtig und flexibel sind. Es existiert eine Reihe von Verfahren, um Geometrie für synthetische Landschaften zu erzeugen. Ein Teil der Algorithmen erzeugt Geometrie mit minimaler Vorberechnung und erlaubt es, den Detailgrad der Landschaft interaktiv an die Perspektive anzupassen. Leider fehlen den so erzeugten Landschaften plausible Flussnetze. Algorithmen, die erodiertes Terrain mit Flussnetzen erzeugen, müssen aufwendig vom Benutzer überwacht werden und brauchen Minuten oder Stunden Rechenzeit. Im Gegensatz dazu stellen wir einen Algorithmus vor, der plausible Flussnetze erzeugt, während sich der Betrachter interaktiv durch die Szene bewegt. Das System kann über Parameter gesteuert werden, aber der Fokus liegt auf dem Algorithmus zur Erzeugung der Flüsse. Dennoch wäre es möglich, Tools zum benutzergesteuerten Editieren von Terrain zu integrieren

    Computational intelligence approaches to robotics, automation, and control [Volume guest editors]

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    No abstract available
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