1,057 research outputs found

    Scouting algorithms for field robots using triangular mesh maps

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    Labor shortage has prompted researchers to develop robot platforms for agriculture field scouting tasks. Sensor-based automatic topographic mapping and scouting algorithms for rough and large unstructured environments were presented. It involves moving an image sensor to collect terrain and other information and concomitantly construct a terrain map in the working field. In this work, a triangular mesh map was first used to represent the rough field surface and plan exploring strategies. A 3D image sensor model was used to simulate collection of field elevation information.A two-stage exploring policy was used to plan the next best viewpoint by considering both the distance and elevation change in the cost function. A greedy exploration algorithm based on the energy cost function was developed; the energy cost function not only considers the traveling distance, but also includes energy required to change elevation and the rolling resistance of the terrain. An information-based exploration policy was developed to choose the next best viewpoint to maximise the information gain and minimize the energy consumption. In a partially known environment, the information gain was estimated by applying the ray tracing algorithm. The two-part scouting algorithm was developed to address the field sampling problem; the coverage algorithm identifies a reasonable coverage path to traverse sampling points, while the dynamic path planning algorithm determines an optimal path between two adjacent sampling points.The developed algorithms were validated in two agricultural fields and three virtual fields by simulation. Greedy exploration policy, based on energy consumption outperformed other pattern methods in energy, time, and travel distance in the first 80% of the exploration task. The exploration strategy, which incorporated the energy consumption and the information gain with a ray tracing algorithm using a coarse map, showed an advantage over other policies in terms of the total energy consumption and the path length by at least 6%. For scouting algorithms, line sweeping methods require less energy and a shorter distance than the potential function method

    Building Fuzzy Elevation Maps from a Ground-based 3D Laser Scan for Outdoor Mobile Robots

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    Mandow, A; Cantador, T.J.; Reina, A.J.; Martínez, J.L.; Morales, J.; García-Cerezo, A. "Building Fuzzy Elevation Maps from a Ground-based 3D Laser Scan for Outdoor Mobile Robots," Robot2015: Second Iberian Robotics Conference, Advances in Robotics, (2016) Advances in Intelligent Systems and Computing, vol. 418. This is a self-archiving copy of the author’s accepted manuscript. The final publication is available at Springer via http://link.springer.com/book/10.1007/978-3-319-27149-1.The paper addresses terrain modeling for mobile robots with fuzzy elevation maps by improving computational speed and performance over previous work on fuzzy terrain identification from a three-dimensional (3D) scan. To this end, spherical sub-sampling of the raw scan is proposed to select training data that does not filter out salient obstacles. Besides, rule structure is systematically defined by considering triangular sets with an unevenly distributed standard fuzzy partition and zero order Sugeno-type consequents. This structure, which favors a faster training time and reduces the number of rule parameters, also serves to compute a fuzzy reliability mask for the continuous fuzzy surface. The paper offers a case study using a Hokuyo-based 3D rangefinder to model terrain with and without outstanding obstacles. Performance regarding error and model size is compared favorably with respect to a solution that uses quadric-based surface simplification (QSlim).This work was partially supported by the Spanish CICYT project DPI 2011-22443, the Andalusian project PE-2010 TEP-6101, and Universidad de Málaga-Andalucía Tech

    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

    Application of the fast marching method for outdoor motion planning in robotics

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    In this paper, a new path planning method for robots used in outdoor environments is presented. The proposed method applies Fast Marching to a 3D surface represented by a triangular mesh to calculate a smooth trajectory from one point to another. The method uses a triangular mesh instead of a square one since this kind of grid adapts better to 3D surfaces. The novelty of this approach is that, before running the algorithm, the method calculates a weight matrix W based on the information extracted from the 3D surface characteristics. In the presented experiments these features are the height, the spherical variance, and the gradient of the surface. This matrix can be viewed as a difficulty map situated over the 3D surface and is used to limit the propagation speed of the Fast Marching wave in order to find the best path depending on the task requirements, e.g., the least energy consumption path, the fastest path, or the most plain terrain. The algorithm also gives the speed for the robot, which depends on the wave front propagation speed. The results presented in this paper show how, by varying this matrix W, the paths obtained are different. Moreover, as it is shown in the experimental part, this algorithm is also useful for calculating paths for climbing robots in much more complex environments. Finally, at the end of the paper, it is shown that this algorithm can also be used for robot avoidance when two robots approach each other, and they know each other's position.Comunidad de Madri

    Multiresolution Techniques for Real–Time Visualization of Urban Environments and Terrains

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    In recent times we are witnessing a steep increase in the availability of data coming from real–life environments. Nowadays, virtually everyone connected to the Internet may have instant access to a tremendous amount of data coming from satellite elevation maps, airborne time-of-flight scanners and digital cameras, street–level photographs and even cadastral maps. As for other, more traditional types of media such as pictures and videos, users of digital exploration softwares expect commodity hardware to exhibit good performance for interactive purposes, regardless of the dataset size. In this thesis we propose novel solutions to the problem of rendering large terrain and urban models on commodity platforms, both for local and remote exploration. Our solutions build on the concept of multiresolution representation, where alternative representations of the same data with different accuracy are used to selectively distribute the computational power, and consequently the visual accuracy, where it is more needed on the base of the user’s point of view. In particular, we will introduce an efficient multiresolution data compression technique for planar and spherical surfaces applied to terrain datasets which is able to handle huge amount of information at a planetary scale. We will also describe a novel data structure for compact storage and rendering of urban entities such as buildings to allow real–time exploration of cityscapes from a remote online repository. Moreover, we will show how recent technologies can be exploited to transparently integrate virtual exploration and general computer graphics techniques with web applications

    Advances in Simultaneous Localization and Mapping in Confined Underwater Environments Using Sonar and Optical Imaging.

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    This thesis reports on the incorporation of surface information into a probabilistic simultaneous localization and mapping (SLAM) framework used on an autonomous underwater vehicle (AUV) designed for underwater inspection. AUVs operating in cluttered underwater environments, such as ship hulls or dams, are commonly equipped with Doppler-based sensors, which---in addition to navigation---provide a sparse representation of the environment in the form of a three-dimensional (3D) point cloud. The goal of this thesis is to develop perceptual algorithms that take full advantage of these sparse observations for correcting navigational drift and building a model of the environment. In particular, we focus on three objectives. First, we introduce a novel representation of this 3D point cloud as collections of planar features arranged in a factor graph. This factor graph representation probabalistically infers the spatial arrangement of each planar segment and can effectively model smooth surfaces (such as a ship hull). Second, we show how this technique can produce 3D models that serve as input to our pipeline that produces the first-ever 3D photomosaics using a two-dimensional (2D) imaging sonar. Finally, we propose a model-assisted bundle adjustment (BA) framework that allows for robust registration between surfaces observed from a Doppler sensor and visual features detected from optical images. Throughout this thesis, we show methods that produce 3D photomosaics using a combination of triangular meshes (derived from our SLAM framework or given a-priori), optical images, and sonar images. Overall, the contributions of this thesis greatly increase the accuracy, reliability, and utility of in-water ship hull inspection with AUVs despite the challenges they face in underwater environments. We provide results using the Hovering Autonomous Underwater Vehicle (HAUV) for autonomous ship hull inspection, which serves as the primary testbed for the algorithms presented in this thesis. The sensor payload of the HAUV consists primarily of: a Doppler velocity log (DVL) for underwater navigation and ranging, monocular and stereo cameras, and---for some applications---an imaging sonar.PhDElectrical Engineering: SystemsUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/120750/1/paulozog_1.pd

    Automatic Reconstruction of Textured 3D Models

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    Three dimensional modeling and visualization of environments is an increasingly important problem. This work addresses the problem of automatic 3D reconstruction and we present a system for unsupervised reconstruction of textured 3D models in the context of modeling indoor environments. We present solutions to all aspects of the modeling process and an integrated system for the automatic creation of large scale 3D models

    Digital 3D documentation of cultural heritage sites based on terrestrial laser scanning

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    Comparing Features of Three-Dimensional Object Models Using Registration Based on Surface Curvature Signatures

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    This dissertation presents a technique for comparing local shape properties for similar three-dimensional objects represented by meshes. Our novel shape representation, the curvature map, describes shape as a function of surface curvature in the region around a point. A multi-pass approach is applied to the curvature map to detect features at different scales. The feature detection step does not require user input or parameter tuning. We use features ordered by strength, the similarity of pairs of features, and pruning based on geometric consistency to efficiently determine key corresponding locations on the objects. For genus zero objects, the corresponding locations are used to generate a consistent spherical parameterization that defines the point-to-point correspondence used for the final shape comparison

    Heuristic 3d Reconstruction Of Irregular Spaced Lidar

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    As more data sources have become abundantly available, an increased interest in 3D reconstruction has emerged in the image processing academic community. Applications for 3D reconstruction of urban and residential buildings consist of urban planning, network planning for mobile communication, tourism information systems, spatial analysis of air pollution and noise nuisance, microclimate investigations, and Geographical Information Systems (GISs). Previous, classical, 3D reconstruction algorithms solely utilized aerial photography. With the advent of LIDAR systems, current algorithms explore using captured LIDAR data as an additional feasible source of information for 3D reconstruction. Preprocessing techniques are proposed for the development of an autonomous 3D Reconstruction algorithm. The algorithm is designed for autonomously deriving three dimensional models of urban and residential buildings from raw LIDAR data. First, a greedy insertion triangulation algorithm, modified with a proposed noise filtering technique, triangulates the raw LIDAR data. The normal vectors of those triangles are then passed to an unsupervised clustering algorithm – Fuzzy Simplified Adaptive Resonance Theory (Fuzzy SART). Fuzzy SART returns a rough grouping of coplanar triangles. A proposed multiple regression algorithm then further refines the coplanar grouping by further removing outliers and deriving an improved planar segmentation of the raw LIDAR data. Finally, further refinement is achieved by calculating the intersection of the best fit roof planes and moving nearby points close to that intersection to exist at the intersection, resulting in straight roof ridges. The end result of the aforementioned techniques culminates in a well defined model approximating the considered building depicted by the LIDAR data
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