Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 10 de 10
Filter
Add more filters










Publication year range
1.
IEEE Trans Pattern Anal Mach Intell ; 45(1): 137-153, 2023 01.
Article in English | MEDLINE | ID: mdl-35344483

ABSTRACT

Contact pressure between the human body and its surroundings has important implications. For example, it plays a role in comfort, safety, posture, and health. We present a method that infers contact pressure between a human body and a mattress from a depth image. Specifically, we focus on using a depth image from a downward facing camera to infer pressure on a body at rest in bed occluded by bedding, which is directly applicable to the prevention of pressure injuries in healthcare. Our approach involves augmenting a real dataset with synthetic data generated via a soft-body physics simulation of a human body, a mattress, a pressure sensing mat, and a blanket. We introduce a novel deep network that we trained on an augmented dataset and evaluated with real data. The network contains an embedded human body mesh model and uses a white-box model of depth and pressure image generation. Our network successfully infers body pose, outperforming prior work. It also infers contact pressure across a 3D mesh model of the human body, which is a novel capability, and does so in the presence of occlusion from blankets.


Subject(s)
Algorithms , Posture , Humans , Computer Simulation
2.
Front Robot AI ; 9: 799893, 2022.
Article in English | MEDLINE | ID: mdl-35494543

ABSTRACT

The rise of deep learning has caused a paradigm shift in robotics research, favoring methods that require large amounts of data. Unfortunately, it is prohibitively expensive to generate such data sets on a physical platform. Therefore, state-of-the-art approaches learn in simulation where data generation is fast as well as inexpensive and subsequently transfer the knowledge to the real robot (sim-to-real). Despite becoming increasingly realistic, all simulators are by construction based on models, hence inevitably imperfect. This raises the question of how simulators can be modified to facilitate learning robot control policies and overcome the mismatch between simulation and reality, often called the "reality gap." We provide a comprehensive review of sim-to-real research for robotics, focusing on a technique named "domain randomization" which is a method for learning from randomized simulations.

3.
IEEE Int Conf Rehabil Robot ; 2019: 224-231, 2019 06.
Article in English | MEDLINE | ID: mdl-31374634

ABSTRACT

Robotic assistance presents an opportunity to benefit the lives of many people with physical disabilities, yet accurately sensing the human body and tracking human motion remain difficult for robots. We present a multidimensional capacitive sensing technique that estimates the local pose of a human limb in real time. A key benefit of this sensing method is that it can sense the limb through opaque materials, including fabrics and wet cloth. Our method uses a multielectrode capacitive sensor mounted to a robot's end effector. A neural network model estimates the position of the closest point on a person's limb and the orientation of the limb's central axis relative to the sensor's frame of reference. These pose estimates enable the robot to move its end effector with respect to the limb using feedback control. We demonstrate that a PR2 robot can use this approach with a custom six electrode capacitive sensor to assist with two activities of daily living- dressing and bathing. The robot pulled the sleeve of a hospital gown onto able-bodied participants' right arms, while tracking human motion. When assisting with bathing, the robot moved a soft wet washcloth to follow the contours of able-bodied participants' limbs, cleaning their surfaces. Overall, we found that multidimensional capacitive sensing presents a promising approach for robots to sense and track the human body during assistive tasks that require physical human-robot interaction.


Subject(s)
Activities of Daily Living , Electric Capacitance , Robotics , Self-Help Devices , Algorithms , Biomechanical Phenomena , Electrodes , Humans , Motion , Neural Networks, Computer
4.
PLoS Comput Biol ; 11(12): e1004605, 2015 Dec.
Article in English | MEDLINE | ID: mdl-26683221

ABSTRACT

Plesiosaurians are an extinct group of highly derived Mesozoic marine reptiles with a global distribution that spans 135 million years from the Early Jurassic to the Late Cretaceous. During their long evolutionary history they maintained a unique body plan with two pairs of large wing-like flippers, but their locomotion has been a topic of debate for almost 200 years. Key areas of controversy have concerned the most efficient biologically possible limb stroke, e.g. whether it consisted of rowing, underwater flight, or modified underwater flight, and how the four limbs moved in relation to each other: did they move in or out of phase? Previous studies have investigated plesiosaur swimming using a variety of methods, including skeletal analysis, human swimmers, and robotics. We adopt a novel approach using a digital, three-dimensional, articulated, free-swimming plesiosaur in a simulated fluid. We generated a large number of simulations under various joint degrees of freedom to investigate how the locomotory repertoire changes under different parameters. Within the biologically possible range of limb motion, the simulated plesiosaur swims primarily with its forelimbs using an unmodified underwater flight stroke, essentially the same as turtles and penguins. In contrast, the hindlimbs provide relatively weak thrust in all simulations. We conclude that plesiosaurs were forelimb-dominated swimmers that used their hind limbs mainly for maneuverability and stability.


Subject(s)
Dinosaurs/physiology , Flight, Animal/physiology , Forelimb/physiology , Models, Biological , Swimming/physiology , Wings, Animal/physiology , Animals , Computer Simulation , Hindlimb/physiology , Rheology/methods
5.
PLoS One ; 9(1): e85585, 2014.
Article in English | MEDLINE | ID: mdl-24465607

ABSTRACT

Tip-driven growth processes underlie the development of many plants. To date, tip-driven growth processes have been modeled as an elongating path or series of segments, without taking into account lateral expansion during elongation. Instead, models of growth often introduce an explicit thickness by expanding the area around the completed elongated path. Modeling expansion in this way can lead to contradictions in the physical plausibility of the resulting surface and to uncertainty about how the object reached certain regions of space. Here, we introduce fiber walks as a self-avoiding random walk model for tip-driven growth processes that includes lateral expansion. In 2D, the fiber walk takes place on a square lattice and the space occupied by the fiber is modeled as a lateral contraction of the lattice. This contraction influences the possible subsequent steps of the fiber walk. The boundary of the area consumed by the contraction is derived as the dual of the lattice faces adjacent to the fiber. We show that fiber walks generate fibers that have well-defined curvatures, and thus enable the identification of the process underlying the occupancy of physical space. Hence, fiber walks provide a base from which to model both the extension and expansion of physical biological objects with finite thickness.


Subject(s)
Algorithms , Models, Biological , Plant Cells/physiology , Plant Development , Cell Lineage , Computer Simulation
6.
IEEE Trans Vis Comput Graph ; 16(1): 70-80, 2010.
Article in English | MEDLINE | ID: mdl-19910662

ABSTRACT

We present an algorithm for creating realistic animations of characters that are swimming through fluids. Our approach combines dynamic simulation with data-driven kinematic motions (motion capture data) to produce realistic animation in a fluid. The interaction of the articulated body with the fluid is performed by incorporating joint constraints with rigid animation and by extending a solid/fluid coupling method to handle articulated chains. Our solver takes as input the current state of the simulation and calculates the angular and linear accelerations of the connected bodies needed to match a particular motion sequence for the articulated body. These accelerations are used to estimate the forces and torques that are then applied to each joint. Based on this approach, we demonstrate simulated swimming results for a variety of different strokes, including crawl, backstroke, breaststroke, and butterfly. The ability to have articulated bodies interact with fluids also allows us to generate simulations of simple water creatures that are driven by simple controllers.


Subject(s)
Computer Graphics , Imaging, Three-Dimensional/methods , Joints/physiology , Models, Biological , Rheology/methods , Swimming/physiology , Computer Simulation , Humans
7.
IEEE Trans Vis Comput Graph ; 16(1): 147-60, 2010.
Article in English | MEDLINE | ID: mdl-19910668

ABSTRACT

We present a visualization technique for simulated fluid dynamics data that visualizes the gradient of the velocity field in an intuitive way. Our work is inspired by rheoscopic particles, which are small, flat particles that, when suspended in fluid, align themselves with the shear of the flow. We adopt the physical principles of real rheoscopic particles and apply them, in model form, to 3D velocity fields. By simulating the behavior and reflectance of these particles, we are able to render 3D simulations in a way that gives insight into the dynamics of the system. The results can be rendered in real time, allowing the user to inspect the simulation from all perspectives. We achieve this by a combination of precomputations and fast ray tracing on the GPU. We demonstrate our method on several different simulations, showing their complex dynamics in the process.


Subject(s)
Computer Graphics , Imaging, Three-Dimensional/methods , Models, Theoretical , Rheology/methods , User-Computer Interface , Computer Simulation
8.
IEEE Trans Vis Comput Graph ; 14(3): 539-50, 2008.
Article in English | MEDLINE | ID: mdl-18369263

ABSTRACT

Both image textures and procedural textures suffer from minification aliasing, however, unlike image textures, there is no good automatic method to anti-alias procedural textures. Given a procedural texture on a surface, we present a method that automatically creates an anti-aliased version of the procedural texture. The new procedural texture maintains the original texture's details, but reduces minification aliasing artifacts. This new algorithm creates a pyramid similar to MIP-Maps to represent the texture. Instead of storing per-texel color, our texture hierarchy stores weighted sums of reflectance functions, allowing a wider range of effects to be anti-aliased. The stored reflectance functions are automatically selected based on an analysis of the different reflectances found over the surface. When the texture is viewed at close range, the original texture is used, but as the texture footprint grows, the algorithm gradually replaces the texture's result with an anti-aliased one.


Subject(s)
Artifacts , Colorimetry/methods , Computer Graphics , Image Enhancement/methods , Image Interpretation, Computer-Assisted/methods , Imaging, Three-Dimensional/methods , Signal Processing, Computer-Assisted , Algorithms , Artificial Intelligence , Lighting/methods , Pattern Recognition, Automated/methods , Sample Size
9.
IEEE Trans Vis Comput Graph ; 13(4): 834-48, 2007.
Article in English | MEDLINE | ID: mdl-17495341

ABSTRACT

In this paper, we present an example-based system for terrain synthesis. In our approach, patches from a sample terrain (represented by a height field) are used to generate a new terrain. The synthesis is guided by a user-sketched feature map that specifies where terrain features occur in the resulting synthetic terrain. Our system emphasizes large-scale curvilinear features (ridges and valleys) because such features are the dominant visual elements in most terrains. Both the example height field and user's sketch map are analyzed using a technique from the field of geomorphology. The system finds patches from the example data that match the features found in the user's sketch. Patches are joined together using graph cuts and Poisson editing. The order in which patches are placed in the synthesized terrain is determined by breadth-first traversal of a feature tree and this generates improved results over standard raster-scan placement orders. Our technique supports user-controlled terrain synthesis in a wide variety of styles, based upon the visual richness of real-world terrain data.


Subject(s)
Algorithms , Altitude , Computer Graphics , Environment , Image Enhancement/methods , Image Interpretation, Computer-Assisted/methods , Imaging, Three-Dimensional/methods , Information Storage and Retrieval/methods
10.
IEEE Trans Vis Comput Graph ; 13(1): 94-107, 2007.
Article in English | MEDLINE | ID: mdl-17093339

ABSTRACT

Designing tensor fields in the plane and on surfaces is a necessary task in many graphics applications, such as painterly rendering, pen-and-ink sketching of smooth surfaces, and anisotropic remeshing. In this article, we present an interactive design system that allows a user to create a wide variety of symmetric tensor fields over 3D surfaces either from scratch or by modifying a meaningful input tensor field such as the curvature tensor. Our system converts each user specification into a basis tensor field and combines them with the input field to make an initial tensor field. However, such a field often contains unwanted degenerate points which cannot always be eliminated due to topological constraints of the underlying surface. To reduce the artifacts caused by these degenerate points, our system allows the user to move a degenerate point or to cancel a pair of degenerate points that have opposite tensor indices. These operations provide control over the number and location of the degenerate points in the field. We observe that a tensor field can be locally converted into a vector field so that there is a one-to-one correspondence between the set of degenerate points in the tensor field and the set of singularities in the vector field. This conversion allows us to effectively perform degenerate point pair cancellation and movement by using similar operations for vector fields. In addition, we adapt the image-based flow visualization technique to tensor fields, therefore allowing interactive display of tensor fields on surfaces. We demonstrate the capabilities of our tensor field design system with painterly rendering, pen-and-ink sketching of surfaces, and anisotropic remeshing.


Subject(s)
Algorithms , Computer Graphics , Image Enhancement/methods , Image Interpretation, Computer-Assisted/methods , Imaging, Three-Dimensional/methods , User-Computer Interface , Information Storage and Retrieval/methods
SELECTION OF CITATIONS
SEARCH DETAIL
...