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Decomposition of Manufacturing Processes for Multi-User Tool Path PlanningPriddis, Andrew Scherbel 01 March 2016 (has links)
Engineering activities by nature are collaborative endeavors. Single-user applications like CAD, CAE, and CAM force a strictly serial design process, which ultimately lengthens time to market. New multi-user applications such as NXConnect address the issue during the design stage of the product development process by enabling users to work in parallel. Multi-user collaborative tool path planning software addresses the same serial limitations in tool path planning, thereby decreasing cost and increasing the quality of manufacturing processes. As part complexity increases, lead times are magnified by serial workflows. Multi-user tool path planning can shorten the process planning time. But, to be effective, it must be possible to intelligently decompose the manufacturing sequence and distribute path planning assignments among several users. A new method of process decomposition is developed and described in this research. A multi-user CAM (MUCAM) prototype was developed to test the method. The decomposition process and MUCAM prototype together were used to manufacture a part to verify the method.
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Solving the Find-Path Problem by Representing Free Space as Generalized ConesBrooks, Rodney A. 01 May 1982 (has links)
Free space is represented as a union of (possibly overlapping) generalized cones. An algorithm is presented which efficiently finds good collision free paths for convex polygonal bodies through space littered with obstacle polygons. The paths are good in the sense that the distance of closest approach to an obstacle over the path is usually far from minimal over the class of topologically equivalent collision free paths. The algorithm is based on characterizing the volume swept by a body as it is translated and rotated as a generalized cone and determining under what conditions generalized cone is a subset of another.
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Visible Decomposition: Real-Time Path Planning in Large Planar EnvironmentsMaron, Oded, Lozano-Perez, Tomas 01 June 1998 (has links)
We describe a method called Visible Decomposition for computing collision-free paths in real time through a planar environment with a large number of obstacles. This method divides space into local visibility graphs, ensuring that all operations are local. The search time is kept low since the number of regions is proved to be small. We analyze the computational demands of the algorithm and the quality of the paths it produces. In addition, we show test results on a large simulation testbed.
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Feature-rich distance-based terrain synthesisRusnell, Brennan 25 February 2009
This thesis describes a novel terrain synthesis method based on distances in a weighted graph. The method begins with a regular lattice with arbitrary edge weights; heights are determined by path cost from a set of generator nodes. The shapes of individual terrain features, such as mountains, hills, and craters, are specified by a monotonically decreasing profile describing the cross-sectional shape of a feature, while the locations of features in the terrain are specified by placing the generators. Pathing places ridges whose initial location have a dendritic shape. The method is robust and easy to control, making it possible to create pareidolia effects. It can produce a wide range of realistic synthetic terrains such as mountain ranges, craters, faults, cinder cones, and hills. The algorithm incorporates random graph edge weights, permits the inclusion of multiple topography profiles, and allows precise control over placement of terrain features and their heights. These properties all allow the artist to create highly heterogeneous terrains that compare quite favorably to existing methods.
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Feature-rich distance-based terrain synthesisRusnell, Brennan 25 February 2009 (has links)
This thesis describes a novel terrain synthesis method based on distances in a weighted graph. The method begins with a regular lattice with arbitrary edge weights; heights are determined by path cost from a set of generator nodes. The shapes of individual terrain features, such as mountains, hills, and craters, are specified by a monotonically decreasing profile describing the cross-sectional shape of a feature, while the locations of features in the terrain are specified by placing the generators. Pathing places ridges whose initial location have a dendritic shape. The method is robust and easy to control, making it possible to create pareidolia effects. It can produce a wide range of realistic synthetic terrains such as mountain ranges, craters, faults, cinder cones, and hills. The algorithm incorporates random graph edge weights, permits the inclusion of multiple topography profiles, and allows precise control over placement of terrain features and their heights. These properties all allow the artist to create highly heterogeneous terrains that compare quite favorably to existing methods.
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A Hierarchical On-Line Path Planning Scheme using WaveletsBakolas, Efstathios 02 April 2007 (has links)
The main objective of this thesis is to present a new path
planning scheme for solving the shortest (collision-free) path
problem for an agent (vehicle) operating in a partially known
environment. We present two novel algorithms to solve the planning
problem. For both of these approaches we assume that the agent has
detailed knowledge of the environment and the obstacles only in
the vicinity of its current position. Far away obstacles or the
final destination are only partially known and may even change
dynamically at each instant of time. The path planning scheme is
based on information gathered on-line by the available on-board
sensor devices. The solution minimizes the total length of the
path with respect to a metric that includes actual path length,
along with a risk-induced metric. In order to obtain an
approximation of the whole configuration space at different levels
of fidelity we use a wavelet approximation scheme. In the first
proposed algorithm, the path-planning problem is solved using a
multi-resolution cell decomposition of the environment obtained
from the wavelet transform. In the second algorithm, we extend the
results of the the first one by using the multiresolution
representation of the environment in conjunction with a conformal
mapping to polar coordinates. By performing the cell decomposition
in polar coordinates, we can naturally incorporate sector-like
cells that are adapted to the data representation collected by the
on-board sensor devices.
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Optimal arrest and guidance of a moving prismatic object using multiagentsAshish, Dutta, Anupam, Saxena, Pankaj, Sharma 01 1900 (has links)
No description available.
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Visual Servo Control and Path Planning of Ball and Plate SystemChou, Chin-Chuan 02 September 2009 (has links)
This thesis presents a visual servo control scheme for a ball-and-plate
system with a maze. The maze built on the plate forms obstacles for the ball
and increases variety and complexity of its environment. The ball-and-plate
system is a two degrees-of-freedom robotic wrist with an acrylic plate attached
as the end effector. By using image processing techniques, the ball¡¦s position is
acquired from the visual feedback, which was implemented with a webcam and
a personal computer. A fuzzy controller, which provides dexterity of the robotic
wrist, is designed to decide the slope angles of the plate to guide the ball to a
designated target spot. Using the method of distance transform, the path
planning based on the current position of the ball is conducted to find the
shortest path toward the target spot. Besides, a relaxed path, appears to be more
suitable for actual applications, is provided by the obstacle¡¦s expansion
approach.
Experimental results show that the presented control framework
successfully leads the ball to pass through the maze and arrive at target spot.
The visual servo control scheme works effectively in both stabilization and
tracking control. Based on this preliminary achievement, further improvement
and deeper exploration on related research topics can be carried on in the
future.
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Navigation among movable obstacles in unknown environmentsLevihn, Martin 05 April 2011 (has links)
This work presents a new class of algorithms that extend the domain of Navigation Among Movable Obstacles (NAMO) to unknown environments. Efficient real-time algorithms for solving NAMO problems even when no initial environment information is available to the robot are presented and validated. The algorithms yield optimal solutions and are evaluated for real-time performance on a series of simulated domains with more than 70 obstacles. In contrast to previous NAMO algorithms that required a pre-specified environment model, this work considers the realistic domain where the robot is limited by its sensor range. It must navigate to a goal position in an environment of static and movable objects. The robot can move objects if the goal cannot be reached or if moving the object significantly shortens the path. The robot gains information about the world by bringing distant objects into its sensor range. The first practical planner for this exponentially complex domain is presented. The planner reduces the search-space through a collection of techniques, such as upper bound calculations and the maintenance of sorted lists with underestimates. Further, the algorithm is only considering manipulation actions if these actions are creating a new opening in the environment. In the addition to the evaluation of the planner itself is each of this techniques also validated independently.
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Real-Time Map Manipulation for Mobile Robot NavigationEzequiel, Carlos Favis 01 January 2013 (has links)
Mobile robots are gaining increased autonomy due to advances in sensor and computing technology. In their current form however, robots still lack algorithms for rapid perception of objects in a cluttered environment and can benefit from the assistance of a human operator. Further, fully autonomous systems will continue to be computationally expensive and costly for quite some time. Humans can visually assess objects and determine whether a certain path is traversable, but need not be involved in the low-level steering around any detected obstacles as is necessary in remote-controlled systems. If only used for rapid perception tasks, the operator could potentially assist several mobile robots performing various tasks such as exploration, surveillance, industrial work and search and rescue operations. There is a need to develop better human-robot interaction paradigms that would allow the human operator to effectively control and manage one or more mobile robots.
This paper proposes a method of enhancing user effectiveness in controlling multiple mobile robots through real-time map manipulation. An interface is created that would allow a human operator to add virtual obstacles to the map that represents areas that the robot should avoid. A video camera is connected to the robot that would allow a human user to view the robot's environment. The combination of real-time map editing and live video streaming enables the robot to take advantage of human vision, which is still more effective at general object identification than current computer vision technology. Experimental results show that the robot is able to plan a faster path around an obstacle when the user marks the obstacle on the map, as opposed to allowing the robot to navigate on its own around an unmapped obstacle. Tests conducted on multiple users suggest that the accuracy in placing obstacles on the map decreases with increasing distance of the viewing apparatus from the obstacle. Despite this, the user can take advantage of landmarks found in the video and in the map in order to determine an obstacle's position on the map.
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