Pub Date : 2024-11-08DOI: 10.1109/LRA.2024.3494653
Sike Zeng;Xi Chen;Li Chai
Multi-agent path finding (MAPF) involves finding collision-free paths for multiple agents while minimizing the total path costs. Explicit estimation conflict-based search (EECBS) represents a state-of-the-art variant of the widely used conflict-based search (CBS) method, offering bounded-suboptimal solutions. However, both CBS and its variants rely on pairwise conflict resolution methods. A conflict boom means many conflicts occur at one location, which frequently exists in scenarios that a large number of agents operate in small space, and usually leads to heavy computational burden. The location that conflict boom occurs is regarded as conflict boom vertex. This letter proposes a novel method, the Virtual Obstacles Regulation, to expedite algorithmic solving processes (such as EECBS) for MAPF. The proposed method identifies conflicts boom vertices and strategically regulates them as global or local virtual obstacles to circumvent concentrated conflicts. Then, the pairwise conflict resolution processes on conflicts boom vertices are significantly simplified, hence accelerating overall algorithm runtime–often dominated by conflict resolution. Numerical studies validate the efficacy of this approach.
{"title":"Virtual Obstacles Regulation for Multi-Agent Path Finding","authors":"Sike Zeng;Xi Chen;Li Chai","doi":"10.1109/LRA.2024.3494653","DOIUrl":"https://doi.org/10.1109/LRA.2024.3494653","url":null,"abstract":"Multi-agent path finding (MAPF) involves finding collision-free paths for multiple agents while minimizing the total path costs. Explicit estimation conflict-based search (EECBS) represents a state-of-the-art variant of the widely used conflict-based search (CBS) method, offering bounded-suboptimal solutions. However, both CBS and its variants rely on pairwise conflict resolution methods. A conflict boom means many conflicts occur at one location, which frequently exists in scenarios that a large number of agents operate in small space, and usually leads to heavy computational burden. The location that conflict boom occurs is regarded as conflict boom vertex. This letter proposes a novel method, the Virtual Obstacles Regulation, to expedite algorithmic solving processes (such as EECBS) for MAPF. The proposed method identifies conflicts boom vertices and strategically regulates them as global or local virtual obstacles to circumvent concentrated conflicts. Then, the pairwise conflict resolution processes on conflicts boom vertices are significantly simplified, hence accelerating overall algorithm runtime–often dominated by conflict resolution. Numerical studies validate the efficacy of this approach.","PeriodicalId":13241,"journal":{"name":"IEEE Robotics and Automation Letters","volume":"9 12","pages":"11417-11424"},"PeriodicalIF":4.6,"publicationDate":"2024-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142636311","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-11-08DOI: 10.1109/LRA.2024.3494652
Wanzhang Li;Fukun Yin;Wen Liu;Yiying Yang;Xin Chen;Biao Jiang;Gang Yu;Jiayuan Fan
Modeling large-scale scenes from multi-view images is challenging due to the trade-off dilemma between visual quality and computational cost. Existing NeRF-based methods have made advancements in neural implicit representation through volumetric ray-marching, but still struggle to deal with cubically growing sampling space in large-scale scenes. Fortunately, the rendering approach based on 3D Gaussian splatting (3DGS) has shown promising results, inspiring further exploration in the splatting setting. However, 3DGS has the limitation of inadequate Gaussian points for modeling distant backgrounds, leading to “splotchy” artifacts. To address this problem, we introduce a novel hybrid neural representation called Unbounded 3D Gaussian. For foreground area, we employs an explicit 3D Gaussian representation to efficiently model the geometry and appearance through splatting weighted Gaussians. For far-away background, we additionally introduce an implicit module comprising Multi-layer Perceptions (MLPs) to directly predict far-away background colors from positional encodings of view positions and ray directions. Furthermore, we design a seamless blending mechanism between the color predictions of the explicit splatting and implicit branches to reconstruct holistic scenes. Extensive experiments demonstrate that our proposed Unbounded-GS inherits the advantages of both faster convergence and high-fidelity rendering quality.
{"title":"Unbounded-GS: Extending 3D Gaussian Splatting With Hybrid Representation for Unbounded Large-Scale Scene Reconstruction","authors":"Wanzhang Li;Fukun Yin;Wen Liu;Yiying Yang;Xin Chen;Biao Jiang;Gang Yu;Jiayuan Fan","doi":"10.1109/LRA.2024.3494652","DOIUrl":"https://doi.org/10.1109/LRA.2024.3494652","url":null,"abstract":"Modeling large-scale scenes from multi-view images is challenging due to the trade-off dilemma between visual quality and computational cost. Existing NeRF-based methods have made advancements in neural implicit representation through volumetric ray-marching, but still struggle to deal with cubically growing sampling space in large-scale scenes. Fortunately, the rendering approach based on 3D Gaussian splatting (3DGS) has shown promising results, inspiring further exploration in the splatting setting. However, 3DGS has the limitation of inadequate Gaussian points for modeling distant backgrounds, leading to “splotchy” artifacts. To address this problem, we introduce a novel hybrid neural representation called Unbounded 3D Gaussian. For foreground area, we employs an explicit 3D Gaussian representation to efficiently model the geometry and appearance through splatting weighted Gaussians. For far-away background, we additionally introduce an implicit module comprising Multi-layer Perceptions (MLPs) to directly predict far-away background colors from positional encodings of view positions and ray directions. Furthermore, we design a seamless blending mechanism between the color predictions of the explicit splatting and implicit branches to reconstruct holistic scenes. Extensive experiments demonstrate that our proposed Unbounded-GS inherits the advantages of both faster convergence and high-fidelity rendering quality.","PeriodicalId":13241,"journal":{"name":"IEEE Robotics and Automation Letters","volume":"9 12","pages":"11529-11536"},"PeriodicalIF":4.6,"publicationDate":"2024-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142672009","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-11-08DOI: 10.1109/LRA.2024.3495374
Junhyoung Kwon;Junchi Sa;Serim Lee;Gunhee Jang
Magnetic helical robots (MHRs) can be actuated by a rotating magnetic field (RMF) and can tunnel through a clogged blood vessel using their rotational motion. We propose a method minimizing the voltage required for each coil to generate the RMF for a magnetic navigation system (MNS). The proposed method maximizes the RMF under the rated voltage of the MNS. In addition, to suppress the increase in impedance during high-speed rotational motion of the MHR, the proposed method utilizes the resonance to which the minimax optimization method is applied. The voltage needed to generate the RMF was analytically derived, with the goal of a fast optimization process in mind, so that the MHR could be controlled in real-time. The proposed method was experimentally verified by measuring the magnetic flux density. In addition, we demonstrated the enhanced navigating and tunneling performance of the MHR from in vitro