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Sai Coumar

Publications and source records attributed to Sai Coumar.

3 recordsLinked to original sources

Anytime Global Tensor Motion Planning

Global Tensor Motion Planning (GTMP) solves motion planning with batched tensor operations over a layered multipartite graph. We generalize GTMP so that adjacent-layer edges are realized by any black-box local planner (e.g., linear interpolation, splines, sampling-based planning, trajectory optimization, or generative sampling). We provide two anytime policies on top of this generalization: Anytime GTMP with random restarts at a fixed budget, which covers every homotopy class almost surely, and AO-GTMP with informed expansion with growing budgets, which converges to the optimal cost. We prove that a single sampled graph covers every endpoint-fixed homotopy class admitting a \(\delta\)-clear representative of bounded length. We also prove that additional samples per layer reduce the per-layer miss probability exponentially, whereas stronger local planners reduce the required layer count only sublinearly. On manipulation benchmarks the method matches state-of-the-art performance, and on 2D navigation it returns batches of topologically diverse solutions, while the informed baselines concentrate on one or two classes.

cs.RO

Evaluating Machine Learning Approaches for ASCII Art Generation

Generating structured ASCII art using computational techniques demands a careful interplay between aesthetic representation and computational precision, requiring models that can effectively translate visual information into symbolic text characters. Although Convolutional Neural Networks (CNNs) have shown promise in this domain, the comparative performance of deep learning architectures and classical machine learning methods remains unexplored. This paper explores the application of contemporary ML and DL methods to generate structured ASCII art, focusing on three key criteria: fidelity, character classification accuracy, and output quality. We investigate deep learning architectures, including Multilayer Perceptrons (MLPs), ResNet, and MobileNetV2, alongside classical approaches such as Random Forests, Support Vector Machines (SVMs) and k-Nearest Neighbors (k-NN), trained on an augmented synthetic dataset of ASCII characters. Our results show that complex neural network architectures often fall short in producing high-quality ASCII art, whereas classical machine learning classifiers, despite their simplicity, achieve performance similar to CNNs. Our findings highlight the strength of classical methods in bridging model simplicity with output quality, offering new insights into ASCII art synthesis and machine learning on image data with low dimensionality.

cs.GR

Foam: A Tool for Spherical Approximation of Robot Geometry

Many applications in robotics require primitive spherical geometry, especially in cases where efficient distance queries are necessary. Manual creation of spherical models is time-consuming and prone to errors. This paper presents Foam, a tool to generate spherical approximations of robot geometry from an input Universal Robot Description Format (URDF) file. Foam provides a robust preprocessing pipeline to handle mesh defects and a number of configuration parameters to control the level and approximation of the spherization, and generates an output URDF with collision geometry specified only by spheres. We demonstrate Foam on a number of standard robot models on common tasks, and demonstrate improved collision checking and distance query performance with only a minor loss in fidelity compared to the true collision geometry. We release our tool as an open source Python library and containerized command-line application to facilitate adoption across the robotics community.

cs.RO