No Arabic abstract
UAVs have found an important application in archaeological mapping. Majority of the existing methods employ an offline method to process the data collected from an archaeological site. They are time-consuming and computationally expensive. In this paper, we present a multi-UAV approach for faster mapping of archaeological sites. Employing a team of UAVs not only reduces the mapping time by distribution of coverage area, but also improves the map accuracy by exchange of information. Through extensive experiments in a realistic simulation (AirSim), we demonstrate the advantages of using a collaborative mapping approach. We then create the first 3D map of the Sadra Fort, a 15th Century Fort located in Gujarat, India using our proposed method. Additionally, we present two novel archaeological datasets recorded in both simulation and real-world to facilitate research on collaborative archaeological mapping. For the benefit of the community, we make the AirSim simulation environment, as well as the datasets publicly available.
This work details the problem of aerial target capture using multiple UAVs. This problem is motivated from the challenge 1 of Mohammed Bin Zayed International Robotic Challenge 2020. The UAVs utilise visual feedback to autonomously detect target, approach it and capture without disturbing the vehicle which carries the target. Multi-UAV collaboration improves the efficiency of the system and increases the chance of capturing the ball robustly in short span of time. In this paper, the proposed architecture is validated through simulation in ROS-Gazebo environment and is further implemented on hardware.
This paper addresses the problem of target detection and localisation in a limited area using multiple coordinated agents. The swarm of Unmanned Aerial Vehicles (UAVs) determines the position of the dispersion of stack effluents to a gas plume in a certain production area as fast as possible, that makes the problem challenging to model and solve, because of the time variability of the target. Three different exploration algorithms are designed and compared. Besides the exploration strategies, the paper reports a solution for quick convergence towards the actual stack position once detected by one member of the team. Both the navigation and localisation algorithms are fully distributed and based on the consensus theory. Simulations on realistic case studies are reported.
The efficiency and accuracy of mapping are crucial in a large scene and long-term AR applications. Multi-agent cooperative SLAM is the precondition of multi-user AR interaction. The cooperation of multiple smart phones has the potential to improve efficiency and robustness of task completion and can complete tasks that a single agent cannot do. However, it depends on robust communication, efficient location detection, robust mapping, and efficient information sharing among agents. We propose a multi-intelligence collaborative monocular visual-inertial SLAM deployed on multiple ios mobile devices with a centralized architecture. Each agent can independently explore the environment, run a visual-inertial odometry module online, and then send all the measurement information to a central server with higher computing resources. The server manages all the information received, detects overlapping areas, merges and optimizes the map, and shares information with the agents when needed. We have verified the performance of the system in public datasets and real environments. The accuracy of mapping and fusion of the proposed system is comparable to VINS-Mono which requires higher computing resources.
While multiple studies have proposed methods for the formation control of unmanned aerial vehicles (UAV), the trajectories generated are generally unsuitable for tracking targets where the optimum coverage of the target by the formation is required at all times. We propose a path planning approach called the Flux Guided (FG) method, which generates collision-free trajectories while maximising the coverage of one or more targets. We show that by reformulating an existing least-squares flux minimisation problem as a constrained optimisation problem, the paths obtained are $1.5 times$ shorter and track directly toward the target. Also, we demonstrate that the scale of the formation can be controlled during flight, and that this feature can be used to track multiple scattered targets. The method is highly scalable since the planning algorithm is only required for a sub-set of UAVs on the open boundary of the formations surface. Finally, through simulating a 3d dynamic particle system that tracks the desired trajectories using a PID controller, we show that the resulting trajectories after time-optimal parameterisation are suitable for robotic controls.
Unmanned Aerial Vehicles (UAVs) have recently attracted significant attention due to their outstanding ability to be used in different sectors and serve in difficult and dangerous areas. Moreover, the advancements in computer vision and artificial intelligence have increased the use of UAVs in various applications and solutions, such as forest fires detection and borders monitoring. However, using deep neural networks (DNNs) with UAVs introduces several challenges of processing deeper networks and complex models, which restricts their on-board computation. In this work, we present a strategy aiming at distributing inference requests to a swarm of resource-constrained UAVs that classifies captured images on-board and finds the minimum decision-making latency. We formulate the model as an optimization problem that minimizes the latency between acquiring images and making the final decisions. The formulated optimization solution is an NP-hard problem. Hence it is not adequate for online resource allocation. Therefore, we introduce an online heuristic solution, namely DistInference, to find the layers placement strategy that gives the best latency among the available UAVs. The proposed approach is general enough to be used for different low decision-latency applications as well as for all CNN types organized into the pipeline of layers (e.g., VGG) or based on residual blocks (e.g., ResNet).