亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

Loop Closure Detection (LCD) is an essential component of visual simultaneous localization and mapping (SLAM) systems. It enables the recognition of previously visited scenes to eliminate pose and map estimate drifts arising from long-term exploration. However, current appearance-based LCD methods face significant challenges, including high computational costs, viewpoint variance, and dynamic objects in scenes. This paper introduces an online based on Superpixel Grids (SGs) LCD approach, SGIDN-LCD, to find similarities between scenes via hand-crafted features extracted from SGs. Unlike traditional Bag-of-Words (BoW) models requiring pre-training, we propose an adaptive mechanism to group similar images called $\textbf{\textit{dynamic}}$ $\textbf{\textit{node}}$, which incremental adjusts the database in an online manner, allowing for efficient retrieval of previously viewed images. Experimental results demonstrate the SGIDN-LCD significantly improving LCD precision-recall and efficiency. Moreover, our proposed overall LCD method outperforms state-of-the-art approaches on multiple typical datasets.

相關內容

In this paper, we design a 3D map management scheme for edge-assisted mobile augmented reality (MAR) to support the pose estimation of individual MAR device, which uploads camera frames to an edge server. Our objective is to minimize the pose estimation uncertainty of the MAR device by periodically selecting a proper set of camera frames for uploading to update the 3D map. To address the challenges of the dynamic uplink data rate and the time-varying pose of the MAR device, we propose a digital twin (DT)-based approach to 3D map management. First, a DT is created for the MAR device, which emulates 3D map management based on predicting subsequent camera frames. Second, a model-based reinforcement learning (MBRL) algorithm is developed, utilizing the data collected from both the actual and the emulated data to manage the 3D map. With extensive emulated data provided by the DT, the MBRL algorithm can quickly provide an adaptive map management policy in a highly dynamic environment. Simulation results demonstrate that the proposed DT-based 3D map management outperforms benchmark schemes by achieving lower pose estimation uncertainty and higher data efficiency in dynamic environments.

Multi-robot motion planning (MRMP) is the problem of finding collision-free paths for a set of robots in a continuous state space. The difficulty of MRMP increases with the number of robots and is exacerbated in environments with narrow passages that robots must pass through, like warehouse aisles where coordination between robots is required. In single-robot settings, topology-guided motion planning methods have shown improved performance in these constricted environments. In this work, we extend an existing topology-guided single-robot motion planning method to the multi-robot domain to leverage the improved efficiency provided by topological guidance. We demonstrate our method's ability to efficiently plan paths in complex environments with many narrow passages, scaling to robot teams of size up to 25 times larger than existing methods in this class of problems. By leveraging knowledge of the topology of the environment, we also find higher-quality solutions than other methods.

Score distillation sampling (SDS) has shown great promise in text-to-3D generation by distilling pretrained large-scale text-to-image diffusion models, but suffers from over-saturation, over-smoothing, and low-diversity problems. In this work, we propose to model the 3D parameter as a random variable instead of a constant as in SDS and present variational score distillation (VSD), a principled particle-based variational framework to explain and address the aforementioned issues in text-to-3D generation. We show that SDS is a special case of VSD and leads to poor samples with both small and large CFG weights. In comparison, VSD works well with various CFG weights as ancestral sampling from diffusion models and simultaneously improves the diversity and sample quality with a common CFG weight (i.e., $7.5$). We further present various improvements in the design space for text-to-3D such as distillation time schedule and density initialization, which are orthogonal to the distillation algorithm yet not well explored. Our overall approach, dubbed ProlificDreamer, can generate high rendering resolution (i.e., $512\times512$) and high-fidelity NeRF with rich structure and complex effects (e.g., smoke and drops). Further, initialized from NeRF, meshes fine-tuned by VSD are meticulously detailed and photo-realistic. Project page: //ml.cs.tsinghua.edu.cn/prolificdreamer/

Object instance segmentation is a key challenge for indoor robots navigating cluttered environments with many small objects. Limitations in 3D sensing capabilities often make it difficult to detect every possible object. While deep learning approaches may be effective for this problem, manually annotating 3D data for supervised learning is time-consuming. In this work, we explore zero-shot instance segmentation (ZSIS) from RGB-D data to identify unseen objects in a semantic category-agnostic manner. We introduce a zero-shot split for Tabletop Objects Dataset (TOD-Z) to enable this study and present a method that uses annotated objects to learn the ``objectness'' of pixels and generalize to unseen object categories in cluttered indoor environments. Our method, SupeRGB-D, groups pixels into small patches based on geometric cues and learns to merge the patches in a deep agglomerative clustering fashion. SupeRGB-D outperforms existing baselines on unseen objects while achieving similar performance on seen objects. We further show competitive results on the real dataset OCID. With its lightweight design (0.4 MB memory requirement), our method is extremely suitable for mobile and robotic applications. Additional DINO features can increase performance with a higher memory requirement. The dataset split and code are available at //github.com/evinpinar/supergb-d.

This paper presents a dataset containing recordings of the electroencephalogram (EEG) and the electromyogram (EMG) from eight subjects who were assisted in moving their right arm by an active orthosis device. The supported movements were elbow joint movements, i.e., flexion and extension of the right arm. While the orthosis was actively moving the subject's arm, some errors were deliberately introduced for a short duration of time. During this time, the orthosis moved in the opposite direction. In this paper, we explain the experimental setup and present some behavioral analyses across all subjects. Additionally, we present an average event-related potential analysis for one subject to offer insights into the data quality and the EEG activity caused by the error introduction. The dataset described herein is openly accessible. The aim of this study was to provide a dataset to the research community, particularly for the development of new methods in the asynchronous detection of erroneous events from the EEG. We are especially interested in the tactile and haptic-mediated recognition of errors, which has not yet been sufficiently investigated in the literature. We hope that the detailed description of the orthosis and the experiment will enable its reproduction and facilitate a systematic investigation of the influencing factors in the detection of erroneous behavior of assistive systems by a large community.

Augmenting LiDAR input with multiple previous frames provides richer semantic information and thus boosts performance in 3D object detection, However, crowded point clouds in multi-frames can hurt the precise position information due to the motion blur and inaccurate point projection. In this work, we propose a novel feature fusion strategy, DynStaF (Dynamic-Static Fusion), which enhances the rich semantic information provided by the multi-frame (dynamic branch) with the accurate location information from the current single-frame (static branch). To effectively extract and aggregate complimentary features, DynStaF contains two modules, Neighborhood Cross Attention (NCA) and Dynamic-Static Interaction (DSI), operating through a dual pathway architecture. NCA takes the features in the static branch as queries and the features in the dynamic branch as keys (values). When computing the attention, we address the sparsity of point clouds and take only neighborhood positions into consideration. NCA fuses two features at different feature map scales, followed by DSI providing the comprehensive interaction. To analyze our proposed strategy DynStaF, we conduct extensive experiments on the nuScenes dataset. On the test set, DynStaF increases the performance of PointPillars in NDS by a large margin from 57.7% to 61.6%. When combined with CenterPoint, our framework achieves 61.0% mAP and 67.7% NDS, leading to state-of-the-art performance without bells and whistles.

Loop detection plays a key role in visual Simultaneous Localization and Mapping (SLAM) by correcting the accumulated pose drift. In indoor scenarios, the richly distributed semantic landmarks are view-point invariant and hold strong descriptive power in loop detection. The current semantic-aided loop detection embeds the topology between semantic instances to search a loop. However, current semantic-aided loop detection methods face challenges in dealing with ambiguous semantic instances and drastic viewpoint differences, which are not fully addressed in the literature. This paper introduces a novel loop detection method based on an incrementally created scene graph, targeting the visual SLAM at indoor scenes. It jointly considers the macro-view topology, micro-view topology, and occupancy of semantic instances to find correct correspondences. Experiments using handheld RGB-D sequence show our method is able to accurately detect loops in drastically changed viewpoints. It maintains a high precision in observing objects with similar topology and appearance. Our method also demonstrates that it is robust in changed indoor scenes.

As learning-based methods make their way from perception systems to planning/control stacks, robot control systems have started to enjoy the benefits that data-driven methods provide. Because control systems directly affect the motion of the robot, data-driven methods, especially black box approaches, need to be used with caution considering aspects such as stability and interpretability. In this paper, we describe a differentiable and hierarchical control architecture. The proposed representation, called \textit{multi-abstractive neural controller}, uses the input image to control the transitions within a novel discrete behavior planner (referred to as the visual automaton generative network, or \textit{vAGN}). The output of a vAGN controls the parameters of a set of dynamic movement primitives which provides the system controls. We train this neural controller with real-world driving data via behavior cloning and show improved explainability, sample efficiency, and similarity to human driving.

Robotic grasping is an essential and fundamental task and has been studied extensively over the past several decades. Traditional work analyzes physical models of the objects and computes force-closure grasps. Such methods require pre-knowledge of the complete 3D model of an object, which can be hard to obtain. Recently with significant progress in machine learning, data-driven methods have dominated the area. Although impressive improvements have been achieved, those methods require a vast amount of training data and suffer from limited generalizability. In this paper, we propose a novel two-stage approach to predicting and synthesizing grasping poses directly from the point cloud of an object without database knowledge or learning. Firstly, multiple superquadrics are recovered at different positions within the object, representing the local geometric features of the object surface. Subsequently, our algorithm exploits the tri-symmetry feature of superquadrics and synthesizes a list of antipodal grasps from each recovered superquadric. An evaluation model is designed to assess and quantify the quality of each grasp candidate. The grasp candidate with the highest score is then selected as the final grasping pose. We conduct experiments on isolated and packed scenes to corroborate the effectiveness of our method. The results indicate that our method demonstrates competitive performance compared with the state-of-the-art without the need for either a full model or prior training.

Letting robots emulate human behavior has always posed a challenge, particularly in scenarios involving multiple robots. In this paper, we presented a framework aimed at achieving multi-agent reinforcement learning for robot control in construction tasks. The construction industry often necessitates complex interactions and coordination among multiple robots, demanding a solution that enables effective collaboration and efficient task execution. Our proposed framework leverages the principles of proximal policy optimization and developed a multi-agent version to enable the robots to acquire sophisticated control policies. We evaluated the effectiveness of our framework by learning four different collaborative tasks in the construction environments. The results demonstrated the capability of our approach in enabling multiple robots to learn and adapt their behaviors in complex construction tasks while effectively preventing collisions. Results also revealed the potential of combining and exploring the advantages of reinforcement learning algorithms and inverse kinematics. The findings from this research contributed to the advancement of multi-agent reinforcement learning in the domain of construction robotics. By enabling robots to behave like human counterparts and collaborate effectively, we pave the way for more efficient, flexible, and intelligent construction processes.

北京阿比特科技有限公司