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arXiv:2401.00237

A Novel Approach for Defect Detection of Wind Turbine Blade Using Virtual Reality and Deep Learning

Wind turbines are subjected to continuous rotational stresses and unusual external forces such as storms, lightning, strikes by flying objects, etc., which may cause defects in turbine blades. Hence, it requires a periodical inspection to ensure proper functionality and avoid catastrophic failure. The task of inspection is challenging due to the remote location and inconvenient reachability by human inspection. Researchers used images with cropped defects from the wind turbine in the literature. They neglected possible background biases, which may hinder real-time and autonomous defect detection using aerial vehicles such as drones or others. To overcome such challenges, in this paper, we experiment with defect detection accuracy by having the defects with the background using a two-step deep-learning methodology. In the first step, we develop virtual models of wind turbines to synthesize the near-reality images for four types of common defects - cracks, leading edge erosion, bending, and light striking damage. The Unity perception package is used to generate wind turbine blade defects images with variations in background, randomness, camera angle, and light effects. In the second step, a customized U-Net architecture is trained to classify and segment the defect in turbine blades. The outcomes of U-Net architecture have been thoroughly tested and compared with 5-fold validation datasets. The proposed methodology provides reasonable defect detection accuracy, making it suitable for autonomous and remote inspection through aerial vehicles.

arXiv:2312.17587공식 코드 · Papers with Code

A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms

We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video game development. Our framework leverages the underlying graph-based representation of recent shader editors and interactive evolution to allow designers to explore several visual options starting from an existing shader. Our framework encodes the graph representation of a current shader as a chromosome used to seed the evolution of a shader population. It applies graph-based recombination and mutation with a set of heuristics to create feasible shaders. The framework is an extension of the Unity editor; thus, designers with little knowledge of evolutionary computation (and shader programming) can interact with the underlying evolutionary engine using the same visual interface used for working on game scenes.

arXiv:2312.16943

Multi-scale direction-aware SAR object detection network via global information fusion

Deep learning has driven significant progress in object detection using Synthetic Aperture Radar (SAR) imagery. Existing methods, while achieving promising results, often struggle to effectively integrate local and global information, particularly direction-aware features. This paper proposes SAR-Net, a novel framework specifically designed for global fusion of direction-aware information in SAR object detection. SAR-Net leverages two key innovations: the Unity Compensation Mechanism (UCM) and the Direction-aware Attention Module (DAM). UCM facilitates the establishment of complementary relationships among features across different scales, enabling efficient global information fusion and transmission. Additionally, DAM, through bidirectional attention polymerization, captures direction-aware information, effectively eliminating background interference. Extensive experiments demonstrate the effectiveness of SAR-Net, achieving state-of-the-art results on aircraft (SAR-AIRcraft-1.0) and ship datasets (SSDD, HRSID), confirming its generalization capability and robustness.

arXiv:2312.11850공식 코드 · Papers with Code

GCNext: Towards the Unity of Graph Convolutions for Human Motion Prediction

The past few years has witnessed the dominance of Graph Convolutional Networks (GCNs) over human motion prediction.Various styles of graph convolutions have been proposed, with each one meticulously designed and incorporated into a carefully-crafted network architecture. This paper breaks the limits of existing knowledge by proposing Universal Graph Convolution (UniGC), a novel graph convolution concept that re-conceptualizes different graph convolutions as its special cases. Leveraging UniGC on network-level, we propose GCNext, a novel GCN-building paradigm that dynamically determines the best-fitting graph convolutions both sample-wise and layer-wise. GCNext offers multiple use cases, including training a new GCN from scratch or refining a preexisting GCN. Experiments on Human3.6M, AMASS, and 3DPW datasets show that, by incorporating unique module-to-network designs, GCNext yields up to 9x lower computational cost than existing GCN methods, on top of achieving state-of-the-art performance.

arXiv:2312.06828

Resetting a fixed broken ELBO

Variational autoencoders (VAEs) are one class of generative probabilistic latent-variable models designed for inference based on known data. They balance reconstruction and regularizer terms. A variational approximation produces an evidence lower bound (ELBO). Multiplying the regularizer term by beta provides a beta-VAE/ELBO, improving disentanglement of the latent space. However, any beta value different than unity violates the laws of conditional probability. To provide a similarly-parameterized VAE, we develop a Renyi (versus Shannon) entropy VAE, and a variational approximation RELBO that introduces a similar parameter. The Renyi VAE has an additional Renyi regularizer-like term with a conditional distribution that is not learned. The term is evaluated essentially analytically using a Singular Value Decomposition method.

arXiv:2312.06858

Scalable Decentralized Cooperative Platoon using Multi-Agent Deep Reinforcement Learning

Cooperative autonomous driving plays a pivotal role in improving road capacity and safety within intelligent transportation systems, particularly through the deployment of autonomous vehicles on urban streets. By enabling vehicle-to-vehicle communication, these systems expand the vehicles environmental awareness, allowing them to detect hidden obstacles and thereby enhancing safety and reducing crash rates compared to human drivers who rely solely on visual perception. A key application of this technology is vehicle platooning, where connected vehicles drive in a coordinated formation. This paper introduces a vehicle platooning approach designed to enhance traffic flow and safety. Developed using deep reinforcement learning in the Unity 3D game engine, known for its advanced physics, this approach aims for a high-fidelity physical simulation that closely mirrors real-world conditions. The proposed platooning model focuses on scalability, decentralization, and fostering positive cooperation through the introduced predecessor-follower "sharing and caring" communication framework. The study demonstrates how these elements collectively enhance autonomous driving performance and robustness, both for individual vehicles and for the platoon as a whole, in an urban setting. This results in improved road safety and reduced traffic congestion.

arXiv:2312.07214

Exploring Large Language Models to Facilitate Variable Autonomy for Human-Robot Teaming

In a rapidly evolving digital landscape autonomous tools and robots are becoming commonplace. Recognizing the significance of this development, this paper explores the integration of Large Language Models (LLMs) like Generative pre-trained transformer (GPT) into human-robot teaming environments to facilitate variable autonomy through the means of verbal human-robot communication. In this paper, we introduce a novel framework for such a GPT-powered multi-robot testbed environment, based on a Unity Virtual Reality (VR) setting. This system allows users to interact with robot agents through natural language, each powered by individual GPT cores. By means of OpenAI's function calling, we bridge the gap between unstructured natural language input and structure robot actions. A user study with 12 participants explores the effectiveness of GPT-4 and, more importantly, user strategies when being given the opportunity to converse in natural language within a multi-robot environment. Our findings suggest that users may have preconceived expectations on how to converse with robots and seldom try to explore the actual language and cognitive capabilities of their robot collaborators. Still, those users who did explore where able to benefit from a much more natural flow of communication and human-like back-and-forth. We provide a set of lessons learned for future research and technical implementations of similar systems.

arXiv:2311.12915

Neural-Integrated Meshfree (NIM) Method: A differentiable programming-based hybrid solver for computational mechanics

We present the neural-integrated meshfree (NIM) method, a differentiable programming-based hybrid meshfree approach within the field of computational mechanics. NIM seamlessly integrates traditional physics-based meshfree discretization techniques with deep learning architectures. It employs a hybrid approximation scheme, NeuroPU, to effectively represent the solution by combining continuous DNN representations with partition of unity (PU) basis functions associated with the underlying spatial discretization. This neural-numerical hybridization not only enhances the solution representation through functional space decomposition but also reduces both the size of DNN model and the need for spatial gradient computations based on automatic differentiation, leading to a significant improvement in training efficiency. Under the NIM framework, we propose two truly meshfree solvers: the strong form-based NIM (S-NIM) and the local variational form-based NIM (V-NIM). In the S-NIM solver, the strong-form governing equation is directly considered in the loss function, while the V-NIM solver employs a local Petrov-Galerkin approach that allows the construction of variational residuals based on arbitrary overlapping subdomains. This ensures both the satisfaction of underlying physics and the preservation of meshfree property. We perform extensive numerical experiments on both stationary and transient benchmark problems to assess the effectiveness of the proposed NIM methods in terms of accuracy, scalability, generalizability, and convergence properties. Moreover, comparative analysis with other physics-informed machine learning methods demonstrates that NIM, especially V-NIM, significantly enhances both accuracy and efficiency in end-to-end predictive capabilities.

arXiv:2311.12430

AR Visualization System for Ship Detection and Recognition Based on AI

Augmented reality technology has been widely used in industrial design interaction, exhibition guide, information retrieval and other fields. The combination of artificial intelligence and augmented reality technology has also become a future development trend. This project is an AR visualization system for ship detection and recognition based on AI, which mainly includes three parts: artificial intelligence module, Unity development module and Hololens2AR module. This project is based on R3Det algorithm to complete the detection and recognition of ships in remote sensing images. The recognition rate of model detection trained on RTX 2080Ti can reach 96%. Then, the 3D model of the ship is obtained by ship categories and information and generated in the virtual scene. At the same time, voice module and UI interaction module are added. Finally, we completed the deployment of the project on Hololens2 through MRTK. The system realizes the fusion of computer vision and augmented reality technology, which maps the results of object detection to the AR field, and makes a brave step toward the future technological trend and intelligent application.

arXiv:2311.09048

GRASP: A novel benchmark for evaluating language GRounding And Situated Physics understanding in multimodal language models

This paper presents GRASP, a novel benchmark to evaluate the language grounding and physical understanding capabilities of video-based multimodal large language models (LLMs). This evaluation is accomplished via a two-tier approach leveraging Unity simulations. The first level tests for language grounding by assessing a model's ability to relate simple textual descriptions with visual information. The second level evaluates the model's understanding of "Intuitive Physics" principles, such as object permanence and continuity. In addition to releasing the benchmark, we use it to evaluate several state-of-the-art multimodal LLMs. Our evaluation reveals significant shortcomings in the language grounding and intuitive physics capabilities of these models. Although they exhibit at least some grounding capabilities, particularly for colors and shapes, these capabilities depend heavily on the prompting strategy. At the same time, all models perform below or at the chance level of 50% in the Intuitive Physics tests, while human subjects are on average 80% correct. These identified limitations underline the importance of using benchmarks like GRASP to monitor the progress of future models in developing these competencies.

arXiv:2311.07010

Degree-Weighted DeGroot Learning

We examine belief formation in large stochastic networks under a degree-weighted DeGroot learning process. In many social settings, agents may place more trust in well-connected individuals or, conversely, discount their influence. Existing research on random networks primarily assumes that agents assign equal weights to their neighbors' opinions. We relax this assumption by allowing agents to weight neighbors based on their degree. Our main technical contribution is to derive the asymptotic properties of learning outcomes, particularly the consensus belief and convergence speed, under this degree-weighted framework. Using this result, we analyze how the weighting rule affects consensus beliefs, societal wisdom, and convergence speed. We find that a more popularity-favoring rule -- i.e., assigning greater weight to higher-degree neighbors -- harms wisdom but has a non-monotonic effect on convergence speed. Whether it accelerates or slows convergence depends on the diversity of views within high- and low-degree groups. This highlights a potential tradeoff between faster convergence and an unwise consensus in networks where agents favor highly connected neighbors.

arXiv:2311.00339

Space Narrative: Generating Images and 3D Scenes of Chinese Garden from Text using Deep Learning

The consistent mapping from poems to paintings is essential for the research and restoration of traditional Chinese gardens. But the lack of firsthand ma-terial is a great challenge to the reconstruction work. In this paper, we pro-pose a method to generate garden paintings based on text descriptions using deep learning method. Our image-text pair dataset consists of more than one thousand Ming Dynasty Garden paintings and their inscriptions and post-scripts. A latent text-to-image diffusion model learns the mapping from de-scriptive texts to garden paintings of the Ming Dynasty, and then the text description of Jichang Garden guides the model to generate new garden paintings. The cosine similarity between the guide text and the generated image is the evaluation criterion for the generated images. Our dataset is used to fine-tune the pre-trained diffusion model using Low-Rank Adapta-tion of Large Language Models (LoRA). We also transformed the generated images into a panorama and created a free-roam scene in Unity 3D. Our post-trained model is capable of generating garden images in the style of Ming Dynasty landscape paintings based on textual descriptions. The gener-ated images are compatible with three-dimensional presentation in Unity 3D.

arXiv:2310.17838공식 코드 · Papers with Code

Real-time Animation Generation and Control on Rigged Models via Large Language Models

We introduce a novel method for real-time animation control and generation on rigged models using natural language input. First, we embed a large language model (LLM) in Unity to output structured texts that can be parsed into diverse and realistic animations. Second, we illustrate LLM's potential to enable flexible state transition between existing animations. We showcase the robustness of our approach through qualitative results on various rigged models and motions.

arXiv:2310.08679

Data-driven Invariance for Reference Governors

This paper presents a novel approach to synthesizing positive invariant sets for unmodeled nonlinear systems using direct data-driven techniques. The data-driven invariant sets are used to design a data-driven reference governor that selects a reference for the closed-loop system to enforce constraints. Using kernel-basis functions, we solve a semi-definite program to learn a sum-of-squares Lyapunov-like function whose unity level-set is a constraint admissible positive invariant set, which determines the constraint admissible states as well as reference inputs. Leveraging Lipschitz properties of the system, we prove that tightening the model-based design ensures robustness of the data-driven invariant set to the inherent plant uncertainty in a data-driven framework. To mitigate the curse-of-dimensionality, we repose the semi-definite program into a linear program. We validate our approach through two examples: First, we present an illustrative example where we can analytically compute the maximum positive invariant set and compare with the presented data-driven invariant set. Second, we present a practical autonomous driving scenario to demonstrate the utility of the presented method for nonlinear systems.

arXiv:2310.09632

Time-based Mapping of Space Using Visual Motion Invariants

This paper focuses on visual motion-based invariants that result in a representation of 3D points in which the stationary environment remains invariant, ensuring shape constancy. This is achieved even as the images undergo constant change due to camera motion. Nonlinear functions of measurable optical flow, which are related to geometric 3D invariants, are utilized to create a novel representation. We refer to the resulting optical flow-based invariants as 'Time-Clearance' and the well-known 'Time-to-Contact' (TTC). Since these invariants remain constant over time, it becomes straightforward to detect moving points that do not adhere to the expected constancy. We present simulations of a camera moving relative to a 3D object, snapshots of its projected images captured by a rectilinearly moving camera, and the object as it appears unchanged in the new domain over time. In addition, Unity-based simulations demonstrate color-coded transformations of a projected 3D scene, illustrating how moving objects can be readily identified. This representation is straightforward, relying on simple optical flow functions. It requires only one camera, and there is no need to determine the magnitude of the camera's velocity vector. Furthermore, the representation is pixel-based, making it suitable for parallel processing.

arXiv:2310.07724

Visual Forecasting as a Mid-level Representation for Avoidance

The challenge of navigation in environments with dynamic objects continues to be a central issue in the study of autonomous agents. While predictive methods hold promise, their reliance on precise state information makes them less practical for real-world implementation. This study presents visual forecasting as an innovative alternative. By introducing intuitive visual cues, this approach projects the future trajectories of dynamic objects to improve agent perception and enable anticipatory actions. Our research explores two distinct strategies for conveying predictive information through visual forecasting: (1) sequences of bounding boxes, and (2) augmented paths. To validate the proposed visual forecasting strategies, we initiate evaluations in simulated environments using the Unity engine and then extend these evaluations to real-world scenarios to assess both practicality and effectiveness. The results confirm the viability of visual forecasting as a promising solution for navigation and obstacle avoidance in dynamic environments.

arXiv:2310.05418공식 코드 · Papers with Code

Humanoid Agents: Platform for Simulating Human-like Generative Agents

Just as computational simulations of atoms, molecules and cells have shaped the way we study the sciences, true-to-life simulations of human-like agents can be valuable tools for studying human behavior. We propose Humanoid Agents, a system that guides Generative Agents to behave more like humans by introducing three elements of System 1 processing: Basic needs (e.g. hunger, health and energy), Emotion and Closeness in Relationships. Humanoid Agents are able to use these dynamic elements to adapt their daily activities and conversations with other agents, as supported with empirical experiments. Our system is designed to be extensible to various settings, three of which we demonstrate, as well as to other elements influencing human behavior (e.g. empathy, moral values and cultural background). Our platform also includes a Unity WebGL game interface for visualization and an interactive analytics dashboard to show agent statuses over time. Our platform is available on https://www.humanoidagents.com/ and code is on https://github.com/HumanoidAgents/HumanoidAgents

arXiv:2310.04111

Dense Random Texture Detection using Beta Distribution Statistics

This note describes a method for detecting dense random texture using fully connected points sampled on image edges. An edge image is randomly sampled with points, the standard L2 distance is calculated between all connected points in a neighbourhood. For each point, a check is made if the point intersects with an image edge. If this is the case, a unity value is added to the distance, otherwise zero. From this an edge excess index is calculated for the fully connected edge graph in the range [1.0..2.0], where 1.0 indicate no edges. The ratio can be interpreted as a sampled Bernoulli process with unknown probability. The Bayesian posterior estimate of the probability can be associated with its conjugate prior which is a Beta($\alpha$, $\beta$) distribution, with hyper parameters $\alpha$ and $\beta$ related to the number of edge crossings. Low values of $\beta$ indicate a texture rich area, higher values less rich. The method has been applied to real-time SLAM-based moving object detection, where points are confined to tracked boxes (rois).

arXiv:2309.15484

Towards Human-Like RL: Taming Non-Naturalistic Behavior in Deep RL via Adaptive Behavioral Costs in 3D Games

In this paper, we propose a new approach called Adaptive Behavioral Costs in Reinforcement Learning (ABC-RL) for training a human-like agent with competitive strength. While deep reinforcement learning agents have recently achieved superhuman performance in various video games, some of these unconstrained agents may exhibit actions, such as shaking and spinning, that are not typically observed in human behavior, resulting in peculiar gameplay experiences. To behave like humans and retain similar performance, ABC-RL augments behavioral limitations as cost signals in reinforcement learning with dynamically adjusted weights. Unlike traditional constrained policy optimization, we propose a new formulation that minimizes the behavioral costs subject to a constraint of the value function. By leveraging the augmented Lagrangian, our approach is an approximation of the Lagrangian adjustment, which handles the trade-off between the performance and the human-like behavior. Through experiments conducted on 3D games in DMLab-30 and Unity ML-Agents Toolkit, we demonstrate that ABC-RL achieves the same performance level while significantly reducing instances of shaking and spinning. These findings underscore the effectiveness of our proposed approach in promoting more natural and human-like behavior during gameplay.

arXiv:2309.13397

Direct Iterative Reconstruction of Multiple Basis Material Images in Photon-counting Spectral CT

In this work, we perform direct material reconstruction from spectral CT data using a model based iterative reconstruction (MBIR) approach. Material concentrations are measured in volume fractions, whose total is constrained by a maximum of unity. A phantom containing a combination of 4 basis materials (water, iodine, gadolinium, calcium) was scanned using a photon-counting detector. Iodine and gadolinium were chosen because of their common use as contrast agents in CT imaging. Scan data was binned into 5 energy (keV) levels. Each energy bin in a calibration scan was reconstructed, allowing the linear attenuation coefficient of each material for every energy to be estimated by a least-squares fit to ground truth in the image domain. The resulting $5\times 4$ matrix, for $5$ energies and $4$ materials, is incorporated into the forward model in direct reconstruction of the $4$ basis material images with spatial and/or inter-material regularization. In reconstruction from a subsequent low-concentration scan, volume fractions within regions of interest (ROIs) are found to be close to the ground truth. This work is meant to lay the foundation for further work with phantoms including spatially coincident mixtures of contrast materials and/or contrast agents in widely varying concentrations, molecular imaging from animal scans, and eventually clinical applications.