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Joshua Mangelson

Publications and source records attributed to Joshua Mangelson.

4 recordsLinked to original sources

CougarTail & CUB: A General-Purpose Mast and Central Utility Board for Cylindrical Underwater Enclosures

Cylindrical watertight enclosures are widely used across various underwater systems, from unmanned underwater vehicles (UUVs), to remotely operated vehicles (ROVs), to various sensor platforms. However, electronics are typically built on rectangular PCBs arranged in horizontal stacks, which inefficiently occupy the circular cross-section volume that is critical for both payload capacity and buoyancy management. This paper presents CUB (Central Utility Board) and CougarTail, a general-purpose system designed to address this gap. CUB is a circular PCB sized for 4-inch-diameter enclosures that consolidates a Raspberry Pi Compute Module 5 (CM5) and an STM32 microcontroller, while also providing power management features and auxiliary connections. Mounted coaxially, CUB reduces the electronics stack of our CougUV from 200 mm of tube length and 709 g to 25 mm and 156 g, returning that length and mass budget to payload and buoyancy trim. CougarTail is an open-source companion sensor mast that houses a GPS antenna and two dual-band (2.4 and 5 GHz) omnidirectional PCB antennas. Both components are validated through bench testing and integration on a CougUV platform, our small open-sourced torpedo UUVs.

cs.RO

Infinite Leagues Under the Sea: Photorealistic 3D Underwater Terrain Generation by Latent Fractal Diffusion Models

This paper tackles the problem of generating representations of underwater 3D terrain. Off-the-shelf generative models, trained on Internet-scale data but not on specialized underwater images, exhibit downgraded realism, as images of the seafloor are relatively uncommon. To this end, we introduce DreamSea, a generative model to generate hyper-realistic underwater scenes. DreamSea is trained on real-world image databases collected from underwater robot surveys. Images from these surveys contain massive real seafloor observations and covering large areas, but are prone to noise and artifacts from the real world. We extract 3D geometry and semantics from the data with visual foundation models, and train a diffusion model that generates realistic seafloor images in RGBD channels, conditioned on novel fractal distribution-based latent embeddings. We then fuse the generated images into a 3D map, building a 3DGS model supervised by 2D diffusion priors which allows photorealistic novel view rendering. DreamSea is rigorously evaluated, demonstrating the ability to robustly generate large-scale underwater scenes that are consistent, diverse, and photorealistic. Our work drives impact in multiple domains, spanning filming, gaming, and robot simulation.

cs.GR

RecGS: Removing Water Caustic with Recurrent Gaussian Splatting

Water caustics are commonly observed in seafloor imaging data from shallow-water areas. Traditional methods that remove caustic patterns from images often rely on 2D filtering or pre-training on an annotated dataset, hindering the performance when generalizing to real-world seafloor data with 3D structures. In this paper, we present a novel method Recurrent Gaussian Splatting (RecGS), which takes advantage of today's photorealistic 3D reconstruction technology, 3DGS, to separate caustics from seafloor imagery. With a sequence of images taken by an underwater robot, we build 3DGS recurrently and decompose the caustic with low-pass filtering in each iteration. In the experiments, we analyze and compare with different methods, including joint optimization, 2D filtering, and deep learning approaches. The results show that our method can effectively separate the caustic from the seafloor, improving the visual appearance, and can be potentially applied on more problems with inconsistent illumination.

cs.CV

Continuous-time Trajectory Estimation: A Comparative Study Between Gaussian Process and Spline-based Approaches

Continuous-time trajectory estimation is an attractive alternative to discrete-time batch estimation due to the ability to incorporate high-frequency measurements from asynchronous sensors while keeping the number of optimization parameters bounded. Two types of continuous-time estimation have become prevalent in the literature: Gaussian process regression and spline-based estimation. In this paper, we present a direct comparison between these two methods. We first compare them using a simple linear system, and then compare them in a camera and IMU sensor fusion scenario on SE(3) in both simulation and hardware. Our results show that if the same measurements and motion model are used, the two methods achieve similar trajectory accuracy. In addition, if the spline order is chosen so that the degree-of-differentiability of the two trajectory representations match, then they achieve similar solve times as well.

cs.RO