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Antoine Richard

Publications and source records attributed to Antoine Richard.

At least 19 recordsLinked to original sources

Learning Adaptive Multi-Task Guidance, Navigation, and Control via Hypernetworks

Autonomous free-flying robots in orbital environments require controllers that are both versatile and resource-efficient, yet maintaining a separate, task-specific policy for each mission profile is architecturally brittle and limits operational flexibility as requirements evolve. We introduce HYPER-GNC, a multi-task reinforcement learning framework in which a hypernetwork maps physics-informed task embeddings to the weights of a shared actor-critic policy, enabling a single compact controller to master four distinct GNC tasks: velocity tracking, docking, inspection, and navigation with obstacle avoidance. The continuous embedding space allows the controller to generalize to novel mission configurations at deployment time without any retraining. Extensive experiments demonstrate that HYPER-GNC achieves sample efficiency comparable to single-task specialists while maintaining stability under significant inertial perturbations and external body wrenches. We further validate the framework on a physical satellite emulator, successfully bridging the simulation-to-reality gap across all mission profiles. Code, trained models, and deployment scripts are made publicly available to support reproducibility.

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Isaac Lab: A GPU-Accelerated Simulation Framework for Multi-Modal Robot Learning

We present Isaac Lab, the natural successor to Isaac Gym, which extends the paradigm of GPU-native robotics simulation into the era of large-scale multi-modal learning. Isaac Lab combines high-fidelity GPU parallel physics, photorealistic rendering, and a modular, composable architecture for designing environments and training robot policies. Beyond physics and rendering, the framework integrates actuator models, multi-frequency sensor simulation, data collection pipelines, and domain randomization tools, unifying best practices for reinforcement and imitation learning at scale within a single extensible platform. We highlight its application to a diverse set of challenges, including whole-body control, cross-embodiment mobility, contact-rich and dexterous manipulation, and the integration of human demonstrations for skill acquisition. Finally, we discuss upcoming integration with the differentiable, GPU-accelerated Newton physics engine, which promises new opportunities for scalable, data-efficient, and gradient-based approaches to robot learning. We believe Isaac Lab's combination of advanced simulation capabilities, rich sensing, and data-center scale execution will help unlock the next generation of breakthroughs in robotics research.

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Unleashing the Power of Discrete-Time State Representation: Ultrafast Target-based IMU-Camera Spatial-Temporal Calibration

Visual-inertial fusion is crucial for a large amount of intelligent and autonomous applications, such as robot navigation and augmented reality. To bootstrap and achieve optimal state estimation, the spatial-temporal displacements between IMU and cameras must be calibrated in advance. Most existing calibration methods adopt continuous-time state representation, more specifically the B-spline. Despite these methods achieve precise spatial-temporal calibration, they suffer from high computational cost caused by continuous-time state representation. To this end, we propose a novel and extremely efficient calibration method that unleashes the power of discrete-time state representation. Moreover, the weakness of discrete-time state representation in temporal calibration is tackled in this paper. With the increasing production of drones, cellphones and other visual-inertial platforms, if one million devices need calibration around the world, saving one minute for the calibration of each device means saving 2083 work days in total. To benefit both the research and industry communities, the open-source implementation is released at https://github.com/JunlinSong/DT-VI-Calib.

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PLUME: Procedural Layer Underground Modeling Engine

As space exploration advances, underground environments are becoming increasingly attractive due to their potential to provide shelter, easier access to resources, and enhanced scientific opportunities. Although such environments exist on Earth, they are often not easily accessible and do not accurately represent the diversity of underground environments found throughout the solar system. This paper presents PLUME, a procedural generation framework aimed at easily creating 3D underground environments. Its flexible structure allows for the continuous enhancement of various underground features, aligning with our expanding understanding of the solar system. The environments generated using PLUME can be used for AI training, evaluating robotics algorithms, 3D rendering, and facilitating rapid iteration on developed exploration algorithms. In this paper, it is demonstrated that PLUME has been used along with a robotic simulator. PLUME is open source and has been released on Github. https://github.com/Gabryss/P.L.U.M.E

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RoboRAN: A Unified Robotics Framework for Reinforcement Learning-Based Autonomous Navigation

Autonomous robots must navigate and operate in diverse environments, from terrestrial and aquatic settings to aerial and space domains. While Reinforcement Learning (RL) has shown promise in training policies for specific autonomous robots, existing frameworks and benchmarks are often constrained to unique platforms, limiting generalization and fair comparisons across different mobility systems. In this paper, we present a multi-domain framework for training, evaluating and deploying RL-based navigation policies across diverse robotic platforms and operational environments. Our work presents four key contributions: (1) a scalable and modular framework, facilitating seamless robot-task interchangeability and reproducible training pipelines; (2) sim-to-real transfer demonstrated through real-world experiments with multiple robots, including a satellite robotic simulator, an unmanned surface vessel, and a wheeled ground vehicle; (3) the release of the first open-source API for deploying Isaac Lab-trained policies to real robots, enabling lightweight inference and rapid field validation; and (4) uniform tasks and metrics for cross-medium evaluation, through a unified evaluation testbed to assess performance of navigation tasks in diverse operational conditions (aquatic, terrestrial and space). By ensuring consistency between simulation and real-world deployment, RoboRAN lowers the barrier to developing adaptable RL-based navigation strategies. Its modular design enables straightforward integration of new robots and tasks through predefined templates, fostering reproducibility and extension to diverse domains. To support the community, we release RoboRAN as open-source.

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Observability Investigation for Rotational Calibration of (Global-pose aided) VIO under Straight Line Motion

Online extrinsic calibration is crucial for building "power-on-and-go" moving platforms, like robots and AR devices. However, blindly performing online calibration for unobservable parameter may lead to unpredictable results. In the literature, extensive studies have been conducted on the extrinsic calibration between IMU and camera, from theory to practice. It is well-known that the observability of extrinsic parameter can be guaranteed under sufficient motion excitation. Furthermore, the impacts of degenerate motions are also investigated. Despite these successful analyses, we identify an issue with respect to the existing observability conclusion. This paper focuses on the observability investigation for straight line motion, which is a common-seen and fundamental degenerate motion in applications. We analytically prove that pure translational straight line motion can lead to the unobservability of the rotational extrinsic parameter between IMU and camera (at least one degree of freedom). By correcting the existing observability conclusion, our novel theoretical finding disseminates more precise principle to the research community and provides explainable calibration guideline for practitioners. Our analysis is validated by rigorous theory and experiments.

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Improving Monocular Visual-Inertial Initialization with Structureless Visual-Inertial Bundle Adjustment

Monocular visual inertial odometry (VIO) has facilitated a wide range of real-time motion tracking applications, thanks to the small size of the sensor suite and low power consumption. To successfully bootstrap VIO algorithms, the initialization module is extremely important. Most initialization methods rely on the reconstruction of 3D visual point clouds. These methods suffer from high computational cost as state vector contains both motion states and 3D feature points. To address this issue, some researchers recently proposed a structureless initialization method, which can solve the initial state without recovering 3D structure. However, this method potentially compromises performance due to the decoupled estimation of rotation and translation, as well as linear constraints. To improve its accuracy, we propose novel structureless visual-inertial bundle adjustment to further refine previous structureless solution. Extensive experiments on real-world datasets show our method significantly improves the VIO initialization accuracy, while maintaining real-time performance.

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An Accurate Filter-based Visual Inertial External Force Estimator via Instantaneous Accelerometer Update

Accurate disturbance estimation is crucial for reliable robotic physical interaction. To estimate environmental interference in a low-cost and sensorless way (without force sensor), a variety of tightly-coupled visual inertial external force estimators are proposed in the literature. However, existing solutions may suffer from relatively low-frequency preintegration. In this paper, a novel estimator is designed to overcome this issue via high-frequency instantaneous accelerometer update.

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Modeling of Terrain Deformation by a Grouser Wheel for Lunar Rover Simulation

Simulation of vehicle motion in planetary environments is challenging. This is due to the modeling of complex terrain, optical conditions, and terrain-aware vehicle dynamics. One of the critical issues of typical simulators is that they assume terrain is a rigid body, which limits their ability to render wheel traces and compute the wheel-terrain interactions. This prevents, for example, the use of wheel traces as landmarks for localization, as well as the accurate simulation of motion. In the context of lunar regolith, the surface is not rigid but granular. As such, there are differences in the rover's motion, such as sinkage and slippage, and a clear wheel trace left behind the rover, compared to that on a rigid terrain. This study presents a novel approach to integrating a terramechanics-aware terrain deformation engine to simulate a realistic wheel trace in a digital lunar environment. By leveraging Discrete Element Method simulation results alongside experimental single-wheel test data, we construct a regression model to derive deformation height as a function of contact normal force. The region of interest in a height map is retrieved from the wheel poses. The elevation values of corresponding pixels are subsequently modified using contact normal forces and the regression model. Finally, we apply the determined elevation change to each mesh vertex to render wheel traces during runtime. The deformation engine is integrated into our ongoing development of a lunar simulator based on NVIDIA's Omniverse IsaacSim. We hypothesize that our work will be crucial to testing perception and downstream navigation systems under conditions similar to outdoor or terrestrial fields. A demonstration video is available here: https://www.youtube.com/watch?v=TpzD0h-5hv4

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A Deep Reinforcement Learning Framework and Methodology for Reducing the Sim-to-Real Gap in ASV Navigation

Despite the increasing adoption of Deep Reinforcement Learning (DRL) for Autonomous Surface Vehicles (ASVs), there still remain challenges limiting real-world deployment. In this paper, we first integrate buoyancy and hydrodynamics models into a modern Reinforcement Learning framework to reduce training time. Next, we show how system identification coupled with domain randomization improves the RL agent performance and narrows the sim-to-real gap. Real-world experiments for the task of capturing floating waste show that our approach lowers energy consumption by 13.1\% while reducing task completion time by 7.4\%. These findings, supported by sharing our open-source implementation, hold the potential to impact the efficiency and versatility of ASVs, contributing to environmental conservation efforts.

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Performance Comparison of ROS2 Middlewares for Multi-robot Mesh Networks in Planetary Exploration

Recent advancements in Multi-Robot Systems (MRS) and mesh network technologies pave the way for innovative approaches to explore extreme environments. The Artemis Accords, a series of international agreements, have further catalyzed this progress by fostering cooperation in space exploration, emphasizing the use of cutting-edge technologies. In parallel, the widespread adoption of the Robot Operating System 2 (ROS 2) by companies across various sectors underscores its robustness and versatility. This paper evaluates the performances of available ROS 2 MiddleWare (RMW), such as FastRTPS, CycloneDDS and Zenoh, over a mesh network with a dynamic topology. The final choice of RMW is determined by the one that would fit the most the scenario: an exploration of the extreme extra-terrestrial environment using a MRS. The conducted study in a real environment highlights Zenoh as a potential solution for future applications, showing a reduced delay, reachability, and CPU usage while being competitive on data overhead and RAM usage over a dynamic mesh topology

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Object-centric Reconstruction and Tracking of Dynamic Unknown Objects using 3D Gaussian Splatting

Generalizable perception is one of the pillars of high-level autonomy in space robotics. Estimating the structure and motion of unknown objects in dynamic environments is fundamental for such autonomous systems. Traditionally, the solutions have relied on prior knowledge of target objects, multiple disparate representations, or low-fidelity outputs unsuitable for robotic operations. This work proposes a novel approach to incrementally reconstruct and track a dynamic unknown object using a unified representation -- a set of 3D Gaussian blobs that describe its geometry and appearance. The differentiable 3D Gaussian Splatting framework is adapted to a dynamic object-centric setting. The input to the pipeline is a sequential set of RGB-D images. 3D reconstruction and 6-DoF pose tracking tasks are tackled using first-order gradient-based optimization. The formulation is simple, requires no pre-training, assumes no prior knowledge of the object or its motion, and is suitable for online applications. The proposed approach is validated on a dataset of 10 unknown spacecraft of diverse geometry and texture under arbitrary relative motion. The experiments demonstrate successful 3D reconstruction and accurate 6-DoF tracking of the target object in proximity operations over a short to medium duration. The causes of tracking drift are discussed and potential solutions are outlined.

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GPS-VIO Fusion with Online Rotational Calibration

Accurate global localization is crucial for autonomous navigation and planning. To this end, various GPS-aided Visual-Inertial Odometry (GPS-VIO) fusion algorithms are proposed in the literature. This paper presents a novel GPS-VIO system that is able to significantly benefit from the online calibration of the rotational extrinsic parameter between the GPS reference frame and the VIO reference frame. The behind reason is this parameter is observable. This paper provides novel proof through nonlinear observability analysis. We also evaluate the proposed algorithm extensively on diverse platforms, including flying UAV and driving vehicle. The experimental results support the observability analysis and show increased localization accuracy in comparison to state-of-the-art (SOTA) tightly-coupled algorithms.

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Joint Spatial-Temporal Calibration for Camera and Global Pose Sensor

In robotics, motion capture systems have been widely used to measure the accuracy of localization algorithms. Moreover, this infrastructure can also be used for other computer vision tasks, such as the evaluation of Visual (-Inertial) SLAM dynamic initialization, multi-object tracking, or automatic annotation. Yet, to work optimally, these functionalities require having accurate and reliable spatial-temporal calibration parameters between the camera and the global pose sensor. In this study, we provide two novel solutions to estimate these calibration parameters. Firstly, we design an offline target-based method with high accuracy and consistency. Spatial-temporal parameters, camera intrinsic, and trajectory are optimized simultaneously. Then, we propose an online target-less method, eliminating the need for a calibration target and enabling the estimation of time-varying spatial-temporal parameters. Additionally, we perform detailed observability analysis for the target-less method. Our theoretical findings regarding observability are validated by simulation experiments and provide explainable guidelines for calibration. Finally, the accuracy and consistency of two proposed methods are evaluated with hand-held real-world datasets where traditional hand-eye calibration method do not work.

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Room impulse response reconstruction with physics-informed deep learning

A method is presented for estimating and reconstructing the sound field within a room using physics-informed neural networks. By incorporating a limited set of experimental room impulse responses as training data, this approach combines neural network processing capabilities with the underlying physics of sound propagation, as articulated by the wave equation. The network's ability to estimate particle velocity and intensity, in addition to sound pressure, demonstrates its capacity to represent the flow of acoustic energy and completely characterise the sound field with only a few measurements. Additionally, an investigation into the potential of this network as a tool for improving acoustic simulations is conducted. This is due to its profficiency in offering grid-free sound field mappings with minimal inference time. Furthermore, a study is carried out which encompasses comparative analyses against current approaches for sound field reconstruction. Specifically, the proposed approach is evaluated against both data-driven techniques and elementary wave-based regression methods. The results demonstrate that the physics-informed neural network stands out when reconstructing the early part of the room impulse response, while simultaneously allowing for complete sound field characterisation in the time domain.

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GraspLDM: Generative 6-DoF Grasp Synthesis using Latent Diffusion Models

Vision-based grasping of unknown objects in unstructured environments is a key challenge for autonomous robotic manipulation. A practical grasp synthesis system is required to generate a diverse set of 6-DoF grasps from which a task-relevant grasp can be executed. Although generative models are suitable for learning such complex data distributions, existing models have limitations in grasp quality, long training times, and a lack of flexibility for task-specific generation. In this work, we present GraspLDM, a modular generative framework for 6-DoF grasp synthesis that uses diffusion models as priors in the latent space of a VAE. GraspLDM learns a generative model of object-centric $SE(3)$ grasp poses conditioned on point clouds. GraspLDM architecture enables us to train task-specific models efficiently by only re-training a small denoising network in the low-dimensional latent space, as opposed to existing models that need expensive re-training. Our framework provides robust and scalable models on both full and partial point clouds. GraspLDM models trained with simulation data transfer well to the real world without any further fine-tuning. Our models provide an 80% success rate for 80 grasp attempts of diverse test objects across two real-world robotic setups. We make our implementation available at https://github.com/kuldeepbrd1/graspldm .

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RANS: Highly-Parallelised Simulator for Reinforcement Learning based Autonomous Navigating Spacecrafts

Nowadays, realistic simulation environments are essential to validate and build reliable robotic solutions. This is particularly true when using Reinforcement Learning (RL) based control policies. To this end, both robotics and RL developers need tools and workflows to create physically accurate simulations and synthetic datasets. Gazebo, MuJoCo, Webots, Pybullets or Isaac Sym are some of the many tools available to simulate robotic systems. Developing learning-based methods for space navigation is, due to the highly complex nature of the problem, an intensive data-driven process that requires highly parallelized simulations. When it comes to the control of spacecrafts, there is no easy to use simulation library designed for RL. We address this gap by harnessing the capabilities of NVIDIA Isaac Gym, where both physics simulation and the policy training reside on GPU. Building on this tool, we provide an open-source library enabling users to simulate thousands of parallel spacecrafts, that learn a set of maneuvering tasks, such as position, attitude, and velocity control. These tasks enable to validate complex space scenarios, such as trajectory optimization for landing, docking, rendezvous and more.

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DRIFT: Deep Reinforcement Learning for Intelligent Floating Platforms Trajectories

This investigation introduces a novel deep reinforcement learning-based suite to control floating platforms in both simulated and real-world environments. Floating platforms serve as versatile test-beds to emulate micro-gravity environments on Earth, useful to test autonomous navigation systems for space applications. Our approach addresses the system and environmental uncertainties in controlling such platforms by training policies capable of precise maneuvers amid dynamic and unpredictable conditions. Leveraging Deep Reinforcement Learning (DRL) techniques, our suite achieves robustness, adaptability, and good transferability from simulation to reality. Our deep reinforcement learning framework provides advantages such as fast training times, large-scale testing capabilities, rich visualization options, and ROS bindings for integration with real-world robotic systems. Being open access, our suite serves as a comprehensive platform for practitioners who want to replicate similar research in their own simulated environments and labs.

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