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Robotic teleoperation is a key technology for a wide variety of applications. It allows sending robots instead of humans in remote, possibly dangerous locations while still using the human brain with its enormous knowledge and creativity, especially for solving unexpected problems. A main challenge in teleoperation consists of providing enough feedback to the human operator for situation awareness and thus create full immersion, as well as offering the operator suitable control interfaces to achieve efficient and robust task fulfillment. We present a bimanual telemanipulation system consisting of an anthropomorphic avatar robot and an operator station providing force and haptic feedback to the human operator. The avatar arms are controlled in Cartesian space with a direct mapping of the operator movements. The measured forces and torques on the avatar side are haptically displayed to the operator. We developed a predictive avatar model for limit avoidance which runs on the operator side, ensuring low latency. The system was successfully evaluated during the ANA Avatar XPRIZE competition semifinals. In addition, we performed in lab experiments and carried out a small user study with mostly untrained operators.

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In this paper we present a novel method to estimate 3D human pose and shape from monocular videos. This task requires directly recovering pixel-alignment 3D human pose and body shape from monocular images or videos, which is challenging due to its inherent ambiguity. To improve precision, existing methods highly rely on the initialized mean pose and shape as prior estimates and parameter regression with an iterative error feedback manner. In addition, video-based approaches model the overall change over the image-level features to temporally enhance the single-frame feature, but fail to capture the rotational motion at the joint level, and cannot guarantee local temporal consistency. To address these issues, we propose a novel Transformer-based model with a design of independent tokens. First, we introduce three types of tokens independent of the image feature: \textit{joint rotation tokens, shape token, and camera token}. By progressively interacting with image features through Transformer layers, these tokens learn to encode the prior knowledge of human 3D joint rotations, body shape, and position information from large-scale data, and are updated to estimate SMPL parameters conditioned on a given image. Second, benefiting from the proposed token-based representation, we further use a temporal model to focus on capturing the rotational temporal information of each joint, which is empirically conducive to preventing large jitters in local parts. Despite being conceptually simple, the proposed method attains superior performances on the 3DPW and Human3.6M datasets. Using ResNet-50 and Transformer architectures, it obtains 42.0 mm error on the PA-MPJPE metric of the challenging 3DPW, outperforming state-of-the-art counterparts by a large margin. Code will be publicly available at //github.com/yangsenius/INT_HMR_Model

Perceiving 3D objects from monocular inputs is crucial for robotic systems, given its economy compared to multi-sensor settings. It is notably difficult as a single image can not provide any clues for predicting absolute depth values. Motivated by binocular methods for 3D object detection, we take advantage of the strong geometry structure provided by camera ego-motion for accurate object depth estimation and detection. We first make a theoretical analysis on this general two-view case and notice two challenges: 1) Cumulative errors from multiple estimations that make the direct prediction intractable; 2) Inherent dilemmas caused by static cameras and matching ambiguity. Accordingly, we establish the stereo correspondence with a geometry-aware cost volume as the alternative for depth estimation and further compensate it with monocular understanding to address the second problem. Our framework, named Depth from Motion (DfM), then uses the established geometry to lift 2D image features to the 3D space and detects 3D objects thereon. We also present a pose-free DfM to make it usable when the camera pose is unavailable. Our framework outperforms state-of-the-art methods by a large margin on the KITTI benchmark. Detailed quantitative and qualitative analyses also validate our theoretical conclusions. The code will be released at //github.com/Tai-Wang/Depth-from-Motion.

Long-term non-prehensile planar manipulation is a challenging task for robot planning and feedback control. It is characterized by underactuation, hybrid control, and contact uncertainty. One main difficulty is to determine both the continuous and discrete contact configurations, e.g., contact points and modes, which requires joint logical and geometrical reasoning. To tackle this issue, we propose a demonstration-guided hierarchical optimization framework to achieve offline task and motion planning (TAMP). Our work extends the formulation of the dynamics model of the pusher-slider system to include separation mode with face switching mechanism, and solves a warm-started TAMP problem by exploiting human demonstrations. We show that our approach can cope well with the local minima problems currently present in the state-of-the-art solvers and determine a valid solution to the task. We validate our results in simulation and demonstrate its applicability on a pusher-slider system with a real Franka Emika robot in the presence of external disturbances.

The ability to create realistic, animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes (3DMM) or exploit neural implicit representations. The former are limited by fixed topology, while the latter are non-trivial to deform and inefficient to render. Furthermore, existing approaches entangle lighting in the color estimation, thus they are limited in re-rendering the avatar in new environments. In contrast, we propose PointAvatar, a deformable point-based representation that disentangles the source color into intrinsic albedo and normal-dependent shading. We demonstrate that PointAvatar bridges the gap between existing mesh- and implicit representations, combining high-quality geometry and appearance with topological flexibility, ease of deformation and rendering efficiency. We show that our method is able to generate animatable 3D avatars using monocular videos from multiple sources including hand-held smartphones, laptop webcams and internet videos, achieving state-of-the-art quality in challenging cases where previous methods fail, e.g., thin hair strands, while being significantly more efficient in training than competing methods.

Sampling-based motion planning algorithms have been continuously developed for more than two decades. Apart from mobile robots, they are also widely used in manipulator motion planning. Hence, these methods play a key role in collaborative and shared workspaces. Despite numerous improvements, their performance can highly vary depending on the chosen parameter setting. The optimal parameters depend on numerous factors such as the start state, the goal state and the complexity of the environment. Practitioners usually choose these values using their experience and tedious trial and error experiments. To address this problem, recent works combine hyperparameter optimization methods with motion planning. They show that tuning the planner's parameters can lead to shorter planning times and lower costs. It is not clear, however, how well such approaches generalize to a diverse set of planning problems that include narrow passages as well as barely cluttered environments. In this work, we analyze optimized planner settings for a large set of diverse planning problems. We then provide insights into the connection between the characteristics of the planning problem and the optimal parameters. As a result, we provide a list of recommended parameters for various use-cases. Our experiments are based on a novel motion planning benchmark for manipulators which we provide at //mytuc.org/rybj.

State estimation from measured data is crucial for robotic applications as autonomous systems rely on sensors to capture the motion and localize in the 3D world. Among sensors that are designed for measuring a robot's pose, or for soft robots, their shape, vision sensors are favorable because they are information-rich, easy to set up, and cost-effective. With recent advancements in computer vision, deep learning-based methods no longer require markers for identifying feature points on the robot. However, learning-based methods are data-hungry and hence not suitable for soft and prototyping robots, as building such bench-marking datasets is usually infeasible. In this work, we achieve image-based robot pose estimation and shape reconstruction from camera images. Our method requires no precise robot meshes, but rather utilizes a differentiable renderer and primitive shapes. It hence can be applied to robots for which CAD models might not be available or are crude. Our parameter estimation pipeline is fully differentiable. The robot shape and pose are estimated iteratively by back-propagating the image loss to update the parameters. We demonstrate that our method of using geometrical shape primitives can achieve high accuracy in shape reconstruction for a soft continuum robot and pose estimation for a robot manipulator.

Learning from human preferences is important for language models to be helpful and useful for humans, and to align with human and social values. Prior work have achieved remarkable successes by learning from human feedback to understand and follow instructions. Nonetheless, these methods are either founded on hand-picked model generations that are favored by human annotators, rendering them ineffective in terms of data utilization and challenging to apply in general, or they depend on reward functions and reinforcement learning, which are prone to imperfect reward function and extremely challenging to optimize. In this work, we propose a novel technique, Chain of Hindsight, that is easy to optimize and can learn from any form of feedback, regardless of its polarity. Our idea is inspired by how humans learn from extensive feedback presented in the form of languages. We convert all types of feedback into sentences, which are then used to fine-tune the model, allowing us to take advantage of the language comprehension capabilities of language models. We condition the model on a sequence of model generations paired with feedback. By doing so, models are trained to generate outputs based on feedback, and models can learn to identify and correct negative attributes or errors. Applying our method to large language models, we observed that Chain of Hindsight significantly surpasses previous methods in aligning language models with human preferences. We observed significant improvements on summarization and dialogue tasks and our approach is markedly preferred in human evaluations.

This paper investigates the distributed event-triggered control problem for a class of uncertain pure-feedback nonlinear multi-agent systems (MASs) with polluted feedback. Under the setting of event-triggered control, substantial challenges exist in both control design and stability analysis for systems in more general non-affine pure-feedback forms wherein all state variables are not directly and continuously available or even polluted due to sensor failures, and thus far very limited results are available in literature. In this work, a nominal control strategy under regular state feedback is firstly developed by combining neural network (NN) approximating with dynamic filtering technique, and then a NN-based distributed event-triggered control strategy is proposed by resorting to a novel replacement policy, making the non-differentiability issue arising from event-triggering setting completely circumvented. Besides, the sensor ineffectiveness is accommodated automatically without using fault detection and diagnosis unit or controller reconfiguration. It is shown that all the internal signals are semi-globally uniformly ultimately bounded (SGUUB) with the aid of several vital lemmas, while the outputs of all the subsystems reaching a consensus without infinitely fast execution. Finally, the efficiency of the developed algorithm are verified via numerical simulation.

When humans perform contact-rich manipulation tasks, customized tools are often necessary to simplify the task. For instance, we use various utensils for handling food, such as knives, forks and spoons. Similarly, robots may benefit from specialized tools that enable them to more easily complete a variety of tasks. We present an end-to-end framework to automatically learn tool morphology for contact-rich manipulation tasks by leveraging differentiable physics simulators. Previous work relied on manually constructed priors requiring detailed specification of a 3D object model, grasp pose and task description to facilitate the search or optimization process. Our approach only requires defining the objective with respect to task performance and enables learning a robust morphology through randomizing variations of the task. We make this optimization tractable by casting it as a continual learning problem. We demonstrate the effectiveness of our method for designing new tools in several scenarios, such as winding ropes, flipping a box and pushing peas onto a scoop in simulation. Additionally, experiments with real robots show that the tool shapes discovered by our method help them succeed in these scenarios.

As the need for efficient digital circuits is ever growing in the industry, the design of such systems remains daunting, requiring both expertise and time. In an attempt to close the gap between software development and hardware design, powerful features such as functional and object-oriented programming have been used to define new languages, known as Hardware Construction Languages. In this article, we investigate the usage of such languages - more precisely, of Chisel - in the context of Design Space Exploration, and propose a novel design methodology to build custom and adaptable design flows. We apply a functional approach to define flexible strategies for design space exploration, based on combinations of basic exploration steps, and provide a proof-of-concept framework along with a library of basic strategies. We demonstrate our methodology through several use cases, illustrating how various metrics of interest can be considered to build exploration processes - in particular, we provide a quality of service-driven exploration example. The methodology presented in this work makes use of designers' expertise to reduce the time required for hardware design, in particular for Design Space Exploration, and its application should ease digital design and enhance hardware developpers' productivity.

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