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Robotics (cs.RO)

Fri, 02 Jun 2023

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1.Efficient volumetric mapping of multi-scale environments using wavelet-based compression

Authors:Victor Reijgwart, Cesar Cadena, Roland Siegwart, Lionel Ott

Abstract: Volumetric maps are widely used in robotics due to their desirable properties in applications such as path planning, exploration, and manipulation. Constant advances in mapping technologies are needed to keep up with the improvements in sensor technology, generating increasingly vast amounts of precise measurements. Handling this data in a computationally and memory-efficient manner is paramount to representing the environment at the desired scales and resolutions. In this work, we express the desirable properties of a volumetric mapping framework through the lens of multi-resolution analysis. This shows that wavelets are a natural foundation for hierarchical and multi-resolution volumetric mapping. Based on this insight we design an efficient mapping system that uses wavelet decomposition. The efficiency of the system enables the use of uncertainty-aware sensor models, improving the quality of the maps. Experiments on both synthetic and real-world data provide mapping accuracy and runtime performance comparisons with state-of-the-art methods on both RGB-D and 3D LiDAR data. The framework is open-sourced to allow the robotics community at large to explore this approach.

2.Nonholonomic Motion Planning as Efficient as Piano Mover's

Authors:David Nister, Jaikrishna Soundararajan, Yizhou Wang, Harshad Sane

Abstract: We present an algorithm for non-holonomic motion planning (or 'parking a car') that is as computationally efficient as a simple approach to solving the famous Piano-mover's problem, where the non-holonomic constraints are ignored. The core of the approach is a graph-discretization of the problem. The graph-discretization is provably accurate in modeling the non-holonomic constraints, and yet is nearly as small as the straightforward regular grid discretization of the Piano-mover's problem into a 3D volume of 2D position plus angular orientation. Where the Piano mover's graph has one vertex and edges to six neighbors each, we have three vertices with a total of ten edges, increasing the graph size by less than a factor of two, and this factor does not depend on spatial or angular resolution. The local edge connections are organized so that they represent globally consistent turn and straight segments. The graph can be used with Dijkstra's algorithm, A*, value iteration or any other graph algorithm. Furthermore, the graph has a structure that lends itself to processing with deterministic massive parallelism. The turn and straight curves divide the configuration space into many parallel groups. We use this to develop a customized 'kernel-style' graph processing method. It results in an N-turn planner that requires no heuristics or load balancing and is as efficient as a simple solution to the Piano mover's problem even in sequential form. In parallel form it is many times faster than the sequential processing of the graph, and can run many times a second on a consumer grade GPU while exploring a configuration space pose grid with very high spatial and angular resolution. We prove approximation quality and computational complexity and demonstrate that it is a flexible, practical, reliable, and efficient component for a production solution.

3.Granular Gym: High Performance Simulation for Robotic Tasks with Granular Materials

Authors:David Millard, Daniel Pastor, Joseph Bowkett, Paul Backes, Gaurav S. Sukhatme

Abstract: Granular materials are of critical interest to many robotic tasks in planetary science, construction, and manufacturing. However, the dynamics of granular materials are complex and often computationally very expensive to simulate. We propose a set of methodologies and a system for the fast simulation of granular materials on Graphics Processing Units (GPUs), and show that this simulation is fast enough for basic training with Reinforcement Learning algorithms, which currently require many dynamics samples to achieve acceptable performance. Our method models granular material dynamics using implicit timestepping methods for multibody rigid contacts, as well as algorithmic techniques for efficient parallel collision detection between pairs of particles and between particle and arbitrarily shaped rigid bodies, and programming techniques for minimizing warp divergence on Single-Instruction, Multiple-Thread (SIMT) chip architectures. We showcase our simulation system on several environments targeted toward robotic tasks, and release our simulator as an open-source tool.

4.CLIPGraphs: Multimodal Graph Networks to Infer Object-Room Affinities

Authors:Ayush Agrawal, Raghav Arora, Ahana Datta, Snehasis Banerjee, Brojeshwar Bhowmick, Krishna Murthy Jatavallabhula, Mohan Sridharan, Madhava Krishna

Abstract: This paper introduces a novel method for determining the best room to place an object in, for embodied scene rearrangement. While state-of-the-art approaches rely on large language models (LLMs) or reinforcement learned (RL) policies for this task, our approach, CLIPGraphs, efficiently combines commonsense domain knowledge, data-driven methods, and recent advances in multimodal learning. Specifically, it (a)encodes a knowledge graph of prior human preferences about the room location of different objects in home environments, (b) incorporates vision-language features to support multimodal queries based on images or text, and (c) uses a graph network to learn object-room affinities based on embeddings of the prior knowledge and the vision-language features. We demonstrate that our approach provides better estimates of the most appropriate location of objects from a benchmark set of object categories in comparison with state-of-the-art baselines

5.Temporal-controlled Frame Swap for Generating High-Fidelity Stereo Driving Data for Autonomy Analysis

Authors:Yedi Luo, Xiangyu Bai, Le Jiang, Aniket Gupta, Eric Mortin, Hanumant Singh Sarah Ostadabbas

Abstract: This paper presents a novel approach, TeFS (Temporal-controlled Frame Swap), to generate synthetic stereo driving data for visual simultaneous localization and mapping (vSLAM) tasks. TeFS is designed to overcome the lack of native stereo vision support in commercial driving simulators, and we demonstrate its effectiveness using Grand Theft Auto V (GTA V), a high-budget open-world video game engine. We introduce GTAV-TeFS, the first large-scale GTA V stereo-driving dataset, containing over 88,000 high-resolution stereo RGB image pairs, along with temporal information, GPS coordinates, camera poses, and full-resolution dense depth maps. GTAV-TeFS offers several advantages over other synthetic stereo datasets and enables the evaluation and enhancement of state-of-the-art stereo vSLAM models under GTA V's environment. We validate the quality of the stereo data collected using TeFS by conducting a comparative analysis with the conventional dual-viewport data using an open-source simulator. We also benchmark various vSLAM models using the challenging-case comparison groups included in GTAV-TeFS, revealing the distinct advantages and limitations inherent to each model. The goal of our work is to bring more high-fidelity stereo data from commercial-grade game simulators into the research domain and push the boundary of vSLAM models. %Our dataset also demonstrates the effectiveness of pre-trained state-of-the-art stereo matching networks, which show considerable performance gains on KITTI stereo depth estimation benchmarks. All code and datasets will be released upon acceptance.