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Volkan Isler

Publications and source records attributed to Volkan Isler.

72 records · Page 4Linked to original sources

Semantic Mapping for Orchard Environments by Merging Two-Sides Reconstructions of Tree Rows

Measuring semantic traits for phenotyping is an essential but labor-intensive activity in horticulture. Researchers often rely on manual measurements which may not be accurate for tasks such as measuring tree volume. To improve the accuracy of such measurements and to automate the process, we consider the problem of building coherent three dimensional (3D) reconstructions of orchard rows. Even though 3D reconstructions of side views can be obtained using standard mapping techniques, merging the two side-views is difficult due to the lack of overlap between the two partial reconstructions. Our first main contribution in this paper is a novel method that utilizes global features and semantic information to obtain an initial solution aligning the two sides. Our mapping approach then refines the 3D model of the entire tree row by integrating semantic information common to both sides, and extracted using our novel robust detection and fitting algorithms. Next, we present a vision system to measure semantic traits from the optimized 3D model that is built from the RGB or RGB-D data captured by only a camera. Specifically, we show how canopy volume, trunk diameter, tree height and fruit count can be automatically obtained in real orchard environments. The experiment results from multiple datasets quantitatively demonstrate the high accuracy and robustness of our method.

cs.RO↗

MinneApple: A Benchmark Dataset for Apple Detection and Segmentation

In this work, we present a new dataset to advance the state-of-the-art in fruit detection, segmentation, and counting in orchard environments. While there has been significant recent interest in solving these problems, the lack of a unified dataset has made it difficult to compare results. We hope to enable direct comparisons by providing a large variety of high-resolution images acquired in orchards, together with human annotations of the fruit on trees. The fruits are labeled using polygonal masks for each object instance to aid in precise object detection, localization, and segmentation. Additionally, we provide data for patch-based counting of clustered fruits. Our dataset contains over 41, 000 annotated object instances in 1000 images. We present a detailed overview of the dataset together with baseline performance analysis for bounding box detection, segmentation, and fruit counting as well as representative results for yield estimation. We make this dataset publicly available and host a CodaLab challenge to encourage comparison of results on a common dataset. To download the data and learn more about MinneApple please see the project website: http://rsn.cs.umn.edu/index.php/MinneApple. Up to date information is available online.

cs.CV↗

Surface HOF: Surface Reconstruction from a Single Image Using Higher Order Function Networks

We address the problem of generating a high-resolution surface reconstruction from a single image. Our approach is to learn a Higher Order Function (HOF) which takes an image of an object as input and generates a mapping function. The mapping function takes samples from a canonical domain (e.g. the unit sphere) and maps each sample to a local tangent plane on the 3D reconstruction of the object. Each tangent plane is represented as an origin point and a normal vector at that point. By efficiently learning a continuous mapping function, the surface can be generated at arbitrary resolution in contrast to other methods which generate fixed resolution outputs. We present the Surface HOF in which both the higher order function and the mapping function are represented as neural networks, and train the networks to generate reconstructions of PointNet objects. Experiments show that Surface HOF is more accurate and uses more efficient representations than other state of the art methods for surface reconstruction. Surface HOF is also easier to train: it requires minimal input pre-processing and output post-processing and generates surface representations that are more parameter efficient. Its accuracy and convenience make Surface HOF an appealing method for single image reconstruction.

cs.CV↗

QoS and Jamming-Aware Wireless Networking Using Deep Reinforcement Learning

The problem of quality of service (QoS) and jamming-aware communications is considered in an adversarial wireless network subject to external eavesdropping and jamming attacks. To ensure robust communication against jamming, an interference-aware routing protocol is developed that allows nodes to avoid communication holes created by jamming attacks. Then, a distributed cooperation framework, based on deep reinforcement learning, is proposed that allows nodes to assess network conditions and make deep learning-driven, distributed, and real-time decisions on whether to participate in data communications, defend the network against jamming and eavesdropping attacks, or jam other transmissions. The objective is to maximize the network performance that incorporates throughput, energy efficiency, delay, and security metrics. Simulation results show that the proposed jamming-aware routing approach is robust against jamming and when throughput is prioritized, the proposed deep reinforcement learning approach can achieve significant (measured as three-fold) increase in throughput, compared to a benchmark policy with fixed roles assigned to nodes.

cs.NI↗

Higher Order Function Networks for View Planning and Multi-View Reconstruction

We consider the problem of planning views for a robot to acquire images of an object for visual inspection and reconstruction. In contrast to offline methods which require a 3D model of the object as input or online methods which rely on only local measurements, our method uses a neural network which encodes shape information for a large number of objects. We build on recent deep learning methods capable of generating a complete 3D reconstruction of an object from a single image. Specifically, in this work, we extend a recent method which uses Higher Order Functions (HOF) to represent the shape of the object. We present a new generalization of this method to incorporate multiple images as input and establish a connection between visibility and reconstruction quality. This relationship forms the foundation of our view planning method where we compute viewpoints to visually cover the output of the multi-view HOF network with as few images as possible. Experiments indicate that our method provides a good compromise between online and offline methods: Similar to online methods, our method does not require the true object model as input. In terms of number of views, it is much more efficient. In most cases, its performance is comparable to the optimal offline case even on object classes the network has not been trained on.

cs.RO↗

Adaptive View Planning for Aerial 3D Reconstruction

With the proliferation of small aerial vehicles, acquiring close up aerial imagery for high quality reconstruction of complex scenes is gaining importance. We present an adaptive view planning method to collect such images in an automated fashion. We start by sampling a small set of views to build a coarse proxy to the scene. We then present (i)~a method that builds a view manifold for view selection, and (ii) an algorithm to select a sparse set of views. The vehicle then visits these viewpoints to cover the scene, and the procedure is repeated until reconstruction quality converges or a desired level of quality is achieved. The view manifold provides an effective efficiency/quality compromise between using the entire 6 degree of freedom pose space and using a single view hemisphere to select the views. Our results show that, in contrast to existing "explore and exploit" methods which collect only two sets of views, reconstruction quality can be drastically improved by adding a third set. They also indicate that three rounds of data collection is sufficient even for very complex scenes. We compare our algorithm to existing methods in three challenging scenes. We require each algorithm to select the same number of views. Our algorithm generates views which produce the least reconstruction error.

cs.CV↗

Asynchronous Network Formation in Unknown Unbounded Environments

In this paper, we study the Online Network Formation Problem (ONFP) for a mobile multi-robot system. Consider a group of robots with a bounded communication range operating in a large open area. One of the robots has a piece of information which has to be propagated to all other robots. What strategy should the robots pursue to disseminate the information to the rest of the robots as quickly as possible? The initial locations of the robots are unknown to each other, therefore the problem must be solved in an online fashion. For this problem, we present an algorithm whose competitive ratio is $O(H \cdot \max\{M,\sqrt{M H}\})$ for arbitrary robot deployments, where $M$ is the largest edge length in the Euclidean minimum spanning tree on the initial robot configuration and $H$ is the height of the tree. We also study the case when the robot initial positions are chosen uniformly at random and improve the ratio to $O(M)$. Finally, we present simulation results to validate the performance in larger scales and demonstrate our algorithm using three robots in a field experiment.

cs.RO↗

Energy-efficient Path Planning for Ground Robots by Combining Air and Ground Measurements

As mobile robots find increasing use in outdoor applications, designing energy-efficient robot navigation algorithms is gaining importance. There are two primary approaches to energy efficient navigation: Offline approaches rely on a previously built energy map as input to a path planner. Obtaining energy maps for large environments is challenging. Alternatively, the robot can navigate in an online fashion and build the map as it navigates. Online navigation in unknown environments with only local information is still a challenging research problem. In this paper, we present a novel approach which addresses both of these challenges. Our approach starts with a segmented aerial image of the environment. We show that a coarse energy map can be built from the segmentation. However, the absolute energy value for a specific terrain type (e.g. grass) can vary across environments. Therefore, rather than using this energy map directly, we use it to build the covariance function for a Gaussian Process (GP) based representation of the environment. In the online phase, energy measurements collected during navigation are used for estimating energy profiles across the environment using GP regression. Coupled with an A*-like navigation algorithm, we show in simulations that our approach outperforms representative baseline approaches. We also present results from field experiments which demonstrate the practical applicability of our method.

cs.RO↗

Pixels to Plans: Learning Non-Prehensile Manipulation by Imitating a Planner

We present a novel method enabling robots to quickly learn to manipulate objects by leveraging a motion planner to generate "expert" training trajectories from a small amount of human-labeled data. In contrast to the traditional sense-plan-act cycle, we propose a deep learning architecture and training regimen called PtPNet that can estimate effective end-effector trajectories for manipulation directly from a single RGB-D image of an object. Additionally, we present a data collection and augmentation pipeline that enables the automatic generation of large numbers (millions) of training image and trajectory examples with almost no human labeling effort. We demonstrate our approach in a non-prehensile tool-based manipulation task, specifically picking up shoes with a hook. In hardware experiments, PtPNet generates motion plans (open-loop trajectories) that reliably (89% success over 189 trials) pick up four very different shoes from a range of positions and orientations, and reliably picks up a shoe it has never seen before. Compared with a traditional sense-plan-act paradigm, our system has the advantages of operating on sparse information (single RGB-D frame), producing high-quality trajectories much faster than the "expert" planner (300ms versus several seconds), and generalizing effectively to previously unseen shoes.

cs.RO↗

A Comparative Study of Fruit Detection and Counting Methods for Yield Mapping in Apple Orchards

We present new methods for apple detection and counting based on recent deep learning approaches and compare them with state-of-the-art results based on classical methods. Our goal is to quantify performance improvements by neural network-based methods compared to methods based on classical approaches. Additionally, we introduce a complete system for counting apples in an entire row. This task is challenging as it requires tracking fruits in images from both sides of the row. We evaluate the performances of three fruit detection methods and two fruit counting methods on six datasets. Results indicate that the classical detection approach still outperforms the deep learning based methods in the majority of the datasets. For fruit counting though, the deep learning based approach performs better for all of the datasets. Combining the classical detection method together with the neural network based counting approach, we achieve remarkable yield accuracies ranging from 95.56% to 97.83%.

cs.CV↗

A Novel Method for the Extrinsic Calibration of a 2D Laser Rangefinder and a Camera

We present a novel method for extrinsically calibrating a camera and a 2D Laser Rangefinder (LRF) whose beams are invisible from the camera image. We show that point-to-plane constraints from a single observation of a V-shaped calibration pattern composed of two non-coplanar triangles suffice to uniquely constrain the relative pose between two sensors. Next, we present an approach to obtain analytical solutions using point-to-plane constraints from single or multiple observations. Along the way, we also show that previous solutions, in contrast to our method, have inherent ambiguities and therefore must rely on a good initial estimate. Real and synthetic experiments validate our method and show that it achieves better accuracy than previous methods.

cs.CV↗

Vision-Based Preharvest Yield Mapping for Apple Orchards

We present an end-to-end computer vision system for mapping yield in an apple orchard using images captured from a single camera. Our proposed system is platform independent and does not require any specific lighting conditions. Our main technical contributions are 1)~a semi-supervised clustering algorithm that utilizes colors to identify apples and 2)~an unsupervised clustering method that utilizes spatial properties to estimate fruit counts from apple clusters having arbitrarily complex geometry. Additionally, we utilize camera motion to merge the counts across multiple views. We verified the performance of our algorithms by conducting multiple field trials on three tree rows consisting of $252$ trees at the University of Minnesota Horticultural Research Center. Results indicate that the detection method achieves $F_1$-measure $.95 -.97$ for multiple color varieties and lighting conditions. The counting method achieves an accuracy of $89\%-98\%$. Additionally, we report merged fruit counts from both sides of the tree rows. Our yield estimation method achieves an overall accuracy of $91.98\% - 94.81\%$ across different datasets.

cs.CV↗

Design and Evaluation of a Novel Cable-Driven Gripper with Perception Capabilities for Strawberry Picking Robots

This paper presents a novel cable-driven gripper with perception capabilities for autonomous harvesting of strawberries. Experiments show that the gripper allows for more accurate and faster picking of strawberries compared to existing systems. The gripper consists of four functional parts for sensing, picking, transmission, and storing. It has six fingers that open to form a closed space to swallow a target strawberry and push other surrounding berries away from the target. Equipped with three IR sensors, the gripper controls a manipulator arm to correct for positional error, and can thus pick strawberries that are not exactly localized by the vision algorithm, improving the robustness. Experiments show that the gripper is gentle on the berries as it merely cuts the stem and there is no physical interaction with the berries during the cutting process. We show that the gripper has close-to-perfect successful picking rate when addressing isolated strawberries. By including internal perception, we get high positional error tolerance, and avoid using slow, high-level closed-loop control. Moreover, the gripper can store several berries, which reduces the overall travel distance for the manipulator, and decreases the time needed to pick a single strawberry substantially. The experiments show that the gripper design decreased picking execution time noticeably compared to results found in literature.

cs.RO↗

Tree Morphology for Phenotyping from Semantics-Based Mapping in Orchard Environments

Measuring tree morphology for phenotyping is an essential but labor-intensive activity in horticulture. Researchers often rely on manual measurements which may not be accurate for example when measuring tree volume. Recent approaches on automating the measurement process rely on LIDAR measurements coupled with high-accuracy GPS. Usually each side of a row is reconstructed independently and then merged using GPS information. Such approaches have two disadvantages: (1) they rely on specialized and expensive equipment, and (2) since the reconstruction process does not simultaneously use information from both sides, side reconstructions may not be accurate. We also show that standard loop closure methods do not necessarily align tree trunks well. In this paper, we present a novel vision system that employs only an RGB-D camera to estimate morphological parameters. A semantics-based mapping algorithm merges the two-sides 3D models of tree rows, where integrated semantic information is obtained and refined by robust fitting algorithms. We focus on measuring tree height, canopy volume and trunk diameter from the optimized 3D model. Experiments conducted in real orchards quantitatively demonstrate the accuracy of our method.

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View Selection with Geometric Uncertainty Modeling

Estimating positions of world points from features observed in images is a key problem in 3D reconstruction, image mosaicking,simultaneous localization and mapping and structure from motion. We consider a special instance in which there is a dominant ground plane $\mathcal{G}$ viewed from a parallel viewing plane $\mathcal{S}$ above it. Such instances commonly arise, for example, in aerial photography. Consider a world point $g \in \mathcal{G}$ and its worst case reconstruction uncertainty $\varepsilon(g,\mathcal{S})$ obtained by merging \emph{all} possible views of $g$ chosen from $\mathcal{S}$. We first show that one can pick two views $s_p$ and $s_q$ such that the uncertainty $\varepsilon(g,\{s_p,s_q\})$ obtained using only these two views is almost as good as (i.e. within a small constant factor of) $\varepsilon(g,\mathcal{S})$. Next, we extend the result to the entire ground plane $\mathcal{G}$ and show that one can pick a small subset of $\mathcal{S'} \subseteq \mathcal{S}$ (which grows only linearly with the area of $\mathcal{G}$) and still obtain a constant factor approximation, for every point $g \in \mathcal{G}$, to the minimum worst case estimate obtained by merging all views in $\mathcal{S}$. Finally, we present a multi-resolution view selection method which extends our techniques to non-planar scenes. We show that the method can produce rich and accurate dense reconstructions with a small number of views. Our results provide a view selection mechanism with provable performance guarantees which can drastically increase the speed of scene reconstruction algorithms. In addition to theoretical results, we demonstrate their effectiveness in an application where aerial imagery is used for monitoring farms and orchards.

cs.CV↗

Minimizing Uncertainty through Sensor Placement with Angle Constraints

We study the problem of sensor placement in environments in which localization is a necessity, such as ad-hoc wireless sensor networks that allow the placement of a few anchors that know their location or sensor arrays that are tracking a target. In most of these situations, the quality of localization depends on the relative angle between the target and the pair of sensors observing it. In this paper, we consider placing a small number of sensors which ensure good angular $α$-coverage: given $α$ in $[0,π/2]$, for each target location $t$, there must be at least two sensors $s_1$ and $s_2$ such that the $\angle(s_1 t s_2)$ is in the interval $[α, π-α]$. One of the main difficulties encountered in such problems is that since the constraints depend on at least two sensors, building a solution must account for the inherent dependency between selected sensors, a feature that generic Set Cover techniques do not account for. We introduce a general framework that guarantees an angular coverage that is arbitrarily close to $α$ for any $α<= π/3$ and apply it to a variety of problems to get bi-criteria approximations. When the angular coverage is required to be at least a constant fraction of $α$, we obtain results that are strictly better than what standard geometric Set Cover methods give. When the angular coverage is required to be at least $(1-1/δ)\cdotα$, we obtain a $\mathcal{O}(\log δ)$- approximation for sensor placement with $α$-coverage on the plane. In the presence of additional distance or visibility constraints, the framework gives a $\mathcal{O}(\logδ\cdot\log k_{OPT})$-approximation, where $k_{OPT}$ is the size of the optimal solution. We also use our framework to give a $\mathcal{O}(\log δ)$-approximation that ensures $(1-1/δ)\cdot α$-coverage and covers every target within distance $3R$.

cs.CG↗

Capturing an Omnidirectional Evader in Convex Environments using a Differential Drive Robot

We study the problem of capturing an Omnidirectional Evader in convex environments using a Differential Drive Robot (DDR). The DDR wins the game if at any time instant it captures (collides with) the evader. The evader wins if it can avoid capture forever. Both players are unit disks with the same maximum (bounded) speed, but the DDR can only change its motion direction at a bounded rate. We show that despite this limitation, the DDR can capture the evader.

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A Leapfrog Strategy for Pursuit-Evasion in a Polygonal Environment

We study pursuit-evasion in a polygonal environment with polygonal obstacles. In this turn based game, an evader $e$ is chased by pursuers $p_1, p_2, ..., p_{\ell}$. The players have full information about the environment and the location of the other players. The pursuers are allowed to coordinate their actions. On the pursuer turn, each $p_i$ can move to any point at distance at most 1 from his current location. On the evader turn, he moves similarly. The pursuers win if some pursuer becomes co-located with the evader in finite time. The evader wins if he can evade capture forever. It is known that one pursuer can capture the evader in any simply-connected polygonal environment, and that three pursuers are always sufficient in any polygonal environment (possibly with polygonal obstacles). We contribute two new results to this field. First, we fully characterize when an environment with a single obstacles is one-pursuer-win or two-pursuer-win. Second, we give sufficient (but not necessary) conditions for an environment to have a winning strategy for two pursuers. Such environments can be swept by a \emph{leapfrog strategy} in which the two cops alternately guard/increase the currently controlled area. The running time of this algorithm is $O(n \cdot h \cdot {diam}(P))$ where $n$ is the number of vertices, $h$ is the number of obstacles and ${diam}(P)$ is the diameter of $P$. More concretely, for an environment with $n$ vertices, we describe an $O(n^2)$ algorithm that (1) determines whether the obstacles are well-separated, and if so, (2) constructs the required partition for a leapfrog strategy.

cs.CG↗