SearcharxivSearch

arXiv subjects

Dzung Tran

Publications and source records attributed to Dzung Tran.

4 recordsLinked to original sources

AeroScene: Progressive Scene Synthesis for Aerial Robotics

Generative models have shown substantial impact across multiple domains, their potential for scene synthesis remains underexplored in robotics. This gap is more evident in drone simulators, where simulation environments still rely heavily on manual efforts, which are time-consuming to create and difficult to scale. In this work, we introduce AeroScene, a hierarchical diffusion model for progressive 3D scene synthesis. Our approach leverages hierarchy-aware tokenization and multi-branch feature extraction to reason across both global layouts and local details, ensuring physical plausibility and semantic consistency. This makes AeroScene particularly suited for generating realistic scenes for aerial robotics tasks such as navigation, landing, and perching. We demonstrate its effectiveness through extensive experiments on our newly collected dataset and a public benchmark, showing that AeroScene significantly outperforms prior methods. Furthermore, we use AeroScene to generate a large-scale dataset of over 1,000 physics-ready, high fidelity 3D scenes that can be directly integrated into NVIDIA Isaac Sim. Finally, we illustrate the utility of these generated environments on downstream drone navigation tasks. Our code and dataset are publicly available at aioz-ai.github.io/AeroScene/

cs.RO

Optimal Geodesic Curvature Constrained Dubins' Path on Sphere with Free Terminal Orientation

In this paper, motion planning for a vehicle moving on a unit sphere with unit speed is considered, wherein the desired terminal location is fixed, but the terminal orientation is free. The motion of the vehicle is modeled to be constrained by a maximum geodesic curvature $U_{max},$ which controls the rate of change of heading of the vehicle such that the maximum heading change occurs when the vehicle travels on a tight circular arc of radius $r = \frac{1}{\sqrt{1 + U_{max}^2}}$. Using Pontryagin's Minimum Principle, the main result of this paper shows that for $r \leq \frac{1}{2}$, the optimal path connecting a given initial configuration and a final location on the sphere belongs to a set of at most seven paths. The candidate paths are of type $CG, CC,$ and degenerate paths of the same, where $C \in \{L, R\}$ denotes a tight left or right turn, respectively, and $G$ denotes a great circular arc.

math.OC

A Differential Game Approach for Beyond Visual Range Tactics

An operational relevant conflict between teams of autonomous vehicles in the Beyond Visual Range domain is addressed in this paper. Optimal strategies are designed in order for a team of air interceptors to protect a high value asset and block the attacking team at a safe distance from such asset. The attacking agents take specific roles of leader and wingman and also devise their own optimal strategies in order to launch an attack as close as possible from the asset. The problem is formulated as a zero-sum differential game between players with different speed over two stages: the attack and the retreat stages. For each stage the state-feedback optimal strategies of each player are derived in analytical form.

math.OC

Control of Multiagent Formations

This paper makes the first attempt to show how information exchange rules represented by a network having multiple layers (multiplex information networks) can be designed for enabling spatially evolving multiagent formations. Toward this goal, we consider the invariant formation problem and introduce a distributed control architecture that allows capable agents to spatially alter the resulting formation's density and orientation without requiring global information exchange ability.

math.OC