Automating the navigation of unmanned aerial vehicles (UAVs) in diverse scenarios has gained much attention in recent years. However, teaching UAVs to fly in challenging environments remains an unsolved problem, mainly due to the lack of training data. In this paper, we train a deep neural network to predict UAV controls from raw image data for the task of autonomous UAV racing in a photo-realistic simulation. Training is done through imitation learning with data augmentation to allow for the correction of navigation mistakes. Extensive experiments demonstrate that our trained network (when sufficient data augmentation is used) outperforms state-of-the-art methods and flies more consistently than many human pilots. Additionally, we show that our optimized network architecture can run in real-time on embedded hardware, allowing for efficient on-board processing critical for real-world deployment. From a broader perspective, our results underline the importance of extensive data augmentation techniques to improve robustness in end-to-end learning setups.
Moreover, there is another line of work that uses hardware-in-the-loop (HILT) simulation. Examples include JMAVSim @cite_18 @cite_33 which was used to develop and evaluate controllers and RotorS @cite_8 which was used to study visual servoing. The visual quality of most HIL simulators is very basic and far from photo-realistic with the exception of AirSim @cite_13 . While there are multiple established simulators such as Realflight, Flightgear, or XPlane for simulating aerial platforms, they have several limitations. In contrast to Unreal Engine, advanced shading and post-processing settings are not available and the selection of assets and textures is limited. Recent work @cite_40 @cite_19 @cite_48 @cite_10 @cite_9 highlights how modern game engines can be used to generate photo-realistic training datasets and pixel-accurate segmentation masks. The goal of this work is to build an automated UAV flying system (based on imitation learning) that can relatively easily be transitioned from a simulated world to the real one. Therefore, we choose Sim4CV @cite_47 @cite_9 as our simulator, which uses the open source game engine UE4 and provides a full software in-the-loop UAV simulation. The simulator also provides a lot of flexibility in terms of assets, textures, and communication interfaces.
@cite_18 @cite_33 @cite_8 @cite_48 @cite_10 @cite_9 @cite_19 @cite_40 @cite_47 @cite_13
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We present a photo-realistic training and evaluation simulator (Sim4CV) (http: www.sim4cv.org) with extensive applications across various fields of computer vision. Built on top of the Unreal Engine, the simulator integrates full featured physics based cars, unmanned aerial vehicles (UAVs), and animated human actors in diverse urban and suburban 3D environments. We demonstrate the versatility of the simulator with two case studies: autonomous UAV-based tracking of moving objects and autonomous driving using supervised learning. The simulator fully integrates both several state-of-the-art tracking algorithms with a benchmark evaluation tool and a deep neural network architecture for training vehicles to drive autonomously. It generates synthetic photo-realistic datasets with automatic ground truth annotations to easily extend existing real-world datasets and provides extensive synthetic data variety through its ability to reconfigure synthetic worlds on the fly using an automatic world generation tool. In this paper we present a model based on the parallel computational tool of cellular automata CA capable of simulating the process of disembarking in a small airplane seat layout, corresponding to Airbus A320 Boeing 737 layout, in search of ways to make it faster and safer under normal evacuation conditions, as well as emergency scenarios. The proposed model is highly customizable, with the number of exits, the walking speed of passengers, depending on their sex, age and height, and the effects of retrieving and carrying luggage. Additionally, the presence of obstacles in the aisles as well as the emergence of panic being parameters whose values can be varied in order to enlighten the disembarking and emergency evacuation processes are considered in detail. The simulation results were compared to existing aircraft disembarking and evacuation times and indicate the efficacy of the proposed model in investigating and revealing passenger attributes during these processes in all the examined cases. Moreover, we parallelized our code in order to run on a graphics processing unit GPU using the CUDA programming language, speeding up the simulation process. Finally, in order to present a fully dynamical anticipative real-time system helpful for decision-making we implemented the proposed CA model in a field programmable gate array FPGA device, and recreated the results given by the software simulations in a fraction of the time. We then compared and exported the performance results among a sequential software implementation, the implementation running on a GPU, and a hardware implementation, proving the consequent acceleration that results from the parallel CA implementation in specific hardware. In this paper, we propose a new aerial video dataset and benchmark for low altitude UAV target tracking, as well as, a photo-realistic UAV simulator that can be coupled with tracking methods. Our benchmark provides the first evaluation of many state-of-the-art and popular trackers on 123 new and fully annotated HD video sequences captured from a low-altitude aerial perspective. Among the compared trackers, we determine which ones are the most suitable for UAV tracking both in terms of tracking accuracy and run-time. The simulator can be used to evaluate tracking algorithms in real-time scenarios before they are deployed on a UAV “in the field”, as well as, generate synthetic but photo-realistic tracking datasets with automatic ground truth annotations to easily extend existing real-world datasets. Both the benchmark and simulator are made publicly available to the vision community on our website to further research in the area of object tracking from UAVs. (https: ivul.kaust.edu.sa Pages pub-benchmark-simulator-uav.aspx.). The objective of this paper is to develop a vision-based navigation technique for micro aerial vehicles, quadrotor type, to operate in GPS-denied environment. The navigation method has been developed while using appearance-based Visual-Teach-and-Repeat (VT&R) technique. In a teaching phase, a quadrotor is manually navigated along a desired route to collect a set of reference images. In a repeating phase, the quadrotor is able to autonomously follow the desired route using these reference images. Self-localization is developed to determine the current segment of the desired route by a number of Speeded-Up Robust Features (SURF), matched between the current image and the reference images. In this paper, three methods of self-localization are proposed and compared. After performing self-localization, the quadrotor computes appearance-based motion control commands (desired yaw and height) for the next movement in order to keep track of the desired route. This computation is developed on Funnel Lane theory, which was originally proposed in Chen and Birchfield (IEEE Trans. Robot. 25(3), 749---754 (11)) for 2D navigation of a ground vehicle. The paper extends this theory to 3D navigation of a quadrotor.The proposed self-localization methods are tested with several image databases. Finally, an online experiment of proposed VT&R technique is demonstrated using Ar.Drone quadrotor model. Deep reinforcement learning has emerged as a promising and powerful technique for automatically acquiring control policies that can process raw sensory inputs, such as images, and perform complex behaviors. However, extending deep RL to real-world robotic tasks has proven challenging, particularly in safety-critical domains such as autonomous flight, where a trial-and-error learning process is often impractical. In this paper, we explore the following question: can we train vision-based navigation policies entirely in simulation, and then transfer them into the real world to achieve real-world flight without a single real training image? We propose a learning method that we call CAD @math RL, which can be used to perform collision-free indoor flight in the real world while being trained entirely on 3D CAD models. Our method uses single RGB images from a monocular camera, without needing to explicitly reconstruct the 3D geometry of the environment or perform explicit motion planning. Our learned collision avoidance policy is represented by a deep convolutional neural network that directly processes raw monocular images and outputs velocity commands. This policy is trained entirely on simulated images, with a Monte Carlo policy evaluation algorithm that directly optimizes the network's ability to produce collision-free flight. By highly randomizing the rendering settings for our simulated training set, we show that we can train a policy that generalizes to the real world, without requiring the simulator to be particularly realistic or high-fidelity. We evaluate our method by flying a real quadrotor through indoor environments, and further evaluate the design choices in our simulator through a series of ablation studies on depth prediction. For supplementary video see: this https URL We consider a collection of single-antenna ground nodes communicating with a multi-antenna unmanned aerial vehicle (UAV) over a multiple-access ground-to-air communications link. The UAV uses beamforming to mitigate inter-user interference and achieve spatial division multiple access (SDMA). First, we consider a simple scenario with two static ground nodes and analytically investigate the effect of the UAV's heading on the system sum rate. We then study a more general setting with multiple mobile ground-based terminals, and develop an algorithm for dynamically adjusting the UAV heading to maximize the approximate ergodic sum rate of the uplink channel, using a prediction filter to track the positions of the mobile ground nodes. For the common scenario where a strong line-of-sight (LOS) channel exists between the ground nodes and UAV, we use an asymptotic analysis to find simplified versions of the algorithm for low and high SNR. We present simulation results that demonstrate the benefits of adapting the UAV heading in order to optimize the uplink communications performance. The simulation results also show that the simplified algorithms provide near-optimal performance. Computer graphics can not only generate synthetic images and ground truth but it also offers the possibility of constructing virtual worlds in which: (i) an agent can perceive, navigate, and take actions guided by AI algorithms, (ii) properties of the worlds can be modified (e.g., material and reflectance), (iii) physical simulations can be performed, and (iv) algorithms can be learnt and evaluated. But creating realistic virtual worlds is not easy. The game industry, however, has spent a lot of effort creating 3D worlds, which a player can interact with. So researchers can build on these resources to create virtual worlds, provided we can access and modify the internal data structures of the games. To enable this we created an open-source plugin UnrealCV (Project website: http: unrealcv.github.io) for a popular game engine Unreal Engine 4 (UE4). We show two applications: (i) a proof of concept image dataset, and (ii) linking Caffe with the virtual world to test deep network algorithms. This paper presents an adaptive image-based visual servoing (IBVS) integratedwith adaptive slidingmode control for a vision-based operation of a quadrotor unmanned aerial vehicle (UAV). For a seamless integration with underactuated quadrotor dynamics, roll and pitch channels are decoupled from the other channels using virtual features. This allows a simple and accurate algorithm for estimating depth information and successful application of the proposed guidance and control algorithm.By employing an adaptive gain in the IBVS controlmethod, the chance of image feature loss is reduced, and performance and stability of the vision-guided UAV control system are improved. The overall setup allows image features to be placed at the desired position in the image plane of a camera mounted on the quadrotor UAV. Stability of the IBVS systemwith the controller is proved using Lyapunov stability analysis. Performance of the overall approach is validated by numerical simulation, vision integrated hardware-inthe-loop simulation, and experiments. The results confirm that the target image is successfully placed at the desired position of the image plane and the quadrotor state variables are properly regulated, showing robustness in the presence of sensor noise, parametric uncertainty, and vibration from motors. Drones equipped with cameras are emerging as a powerful tool for large-scale aerial 3D scanning, but existing automatic flight planners do not exploit all available information about the scene, and can therefore produce inaccurate and incomplete 3D models. We present an automatic method to generate drone trajectories, such that the imagery acquired during the flight will later produce a high-fidelity 3D model. Our method uses a coarse estimate of the scene geometry to plan camera trajectories that: (1) cover the scene as thoroughly as possible; (2) encourage observations of scene geometry from a diverse set of viewing angles; (3) avoid obstacles; and (4) respect a user-specified flight time budget. Our method relies on a mathematical model of scene coverage that exhibits an intuitive diminishing returns property known as submodularity. We leverage this property extensively to design a trajectory planning algorithm that reasons globally about the non-additive coverage reward obtained across a trajectory, jointly with the cost of traveling between views. We evaluate our method by using it to scan three large outdoor scenes, and we perform a quantitative evaluation using a photorealistic video game simulator. Purpose – The purpose of this paper is to present the development of hardware‐in‐the‐loop simulation (HILS) for visual target tracking of an octorotor unmanned aerial vehicle (UAV) with onboard computer vision.Design methodology approach – HILS for visual target tracking of an octorotor UAV is developed by integrating real embedded computer vision hardware and camera to software simulation of the UAV dynamics, flight control and navigation systems run on Simulink. Visualization of the visual target tracking is developed using FlightGear. The computer vision system is used to recognize and track a moving target using feature correlation between captured scene images and object images stored in the database. Features of the captured images are extracted using speed‐up robust feature (SURF) algorithm, and subsequently matched with features extracted from object image using fast library for approximate nearest neighbor (FLANN) algorithm. Kalman filter is applied to predict the position of the moving target on... With recent progress in graphics, it has become more tractable to train models on synthetic images, potentially avoiding the need for expensive annotations. However, learning from synthetic images may not achieve the desired performance due to a gap between synthetic and real image distributions. To reduce this gap, we propose Simulated+Unsupervised (S+U) learning, where the task is to learn a model to improve the realism of a simulators output using unlabeled real data, while preserving the annotation information from the simulator. We develop a method for S+U learning that uses an adversarial network similar to Generative Adversarial Networks (GANs), but with synthetic images as inputs instead of random vectors. We make several key modifications to the standard GAN algorithm to preserve annotations, avoid artifacts, and stabilize training: (i) a self-regularization term, (ii) a local adversarial loss, and (iii) updating the discriminator using a history of refined images. We show that this enables generation of highly realistic images, which we demonstrate both qualitatively and with a user study. We quantitatively evaluate the generated images by training models for gaze estimation and hand pose estimation. We show a significant improvement over using synthetic images, and achieve state-of-the-art results on the MPIIGaze dataset without any labeled real data. Developing and testing algorithms for autonomous vehicles in real world is an expensive and time consuming process. Also, in order to utilize recent advances in machine intelligence and deep learning we need to collect a large amount of annotated training data in a variety of conditions and environments. We present a new simulator built on Unreal Engine that offers physically and visually realistic simulations for both of these goals. Our simulator includes a physics engine that can operate at a high frequency for real-time hardware-in-the-loop (HITL) simulations with support for popular protocols (e.g. MavLink). The simulator is designed from the ground up to be extensible to accommodate new types of vehicles, hardware platforms and software protocols. In addition, the modular design enables various components to be easily usable independently in other projects. We demonstrate the simulator by first implementing a quadrotor as an autonomous vehicle and then experimentally comparing the software components with real-world flights. Computer graphics can not only generate synthetic images and ground truth but it also offers the possibility of constructing virtual worlds in which: (i) an agent can perceive, navigate, and take actions guided by AI algorithms, (ii) properties of the worlds can be modified (e.g., material and reflectance), (iii) physical simulations can be performed, and (iv) algorithms can be learnt and evaluated. But creating realistic virtual worlds is not easy. The game industry, however, has spent a lot of effort creating 3D worlds, which a player can interact with. So researchers can build on these resources to create virtual worlds, provided we can access and modify the internal data structures of the games. To enable this we created an open-source plugin UnrealCV (this http URL) for a popular game engine Unreal Engine 4 (UE4). We show two applications: (i) a proof of concept image dataset, and (ii) linking Caffe with the virtual world to test deep network algorithms. Simulation systems have become an essential component in the development and validation of autonomous driving technologies. The prevailing state-of-the-art approach for simulation is to use game engines or high-fidelity computer graphics (CG) models to create driving scenarios. However, creating CG models and vehicle movements (e.g., the assets for simulation) remains a manual task that can be costly and time-consuming. In addition, the fidelity of CG images still lacks the richness and authenticity of real-world images and using these images for training leads to degraded performance. In this paper we present a novel approach to address these issues: Augmented Autonomous Driving Simulation (AADS). Our formulation augments real-world pictures with a simulated traffic flow to create photo-realistic simulation images and renderings. More specifically, we use LiDAR and cameras to scan street scenes. From the acquired trajectory data, we generate highly plausible traffic flows for cars and pedestrians and compose them into the background. The composite images can be re-synthesized with different viewpoints and sensor models. The resulting images are photo-realistic, fully annotated, and ready for end-to-end training and testing of autonomous driving systems from perception to planning. We explain our system design and validate our algorithms with a number of autonomous driving tasks from detection to segmentation and predictions. Compared to traditional approaches, our method offers unmatched scalability and realism. Scalability is particularly important for AD simulation and we believe the complexity and diversity of the real world cannot be realistically captured in a virtual environment. Our augmented approach combines the flexibility in a virtual environment (e.g., vehicle movements) with the richness of the real world to allow effective simulation of anywhere on earth. With recent progress in graphics, it has become more tractable to train models on synthetic images, potentially avoiding the need for expensive annotations. However, learning from synthetic images may not achieve the desired performance due to a gap between synthetic and real image distributions. To reduce this gap, we propose Simulated+Unsupervised (S+U) learning, where the task is to learn a model to improve the realism of a simulator's output using unlabeled real data, while preserving the annotation information from the simulator. We develop a method for S+U learning that uses an adversarial network similar to Generative Adversarial Networks (GANs), but with synthetic images as inputs instead of random vectors. We make several key modifications to the standard GAN algorithm to preserve annotations, avoid artifacts, and stabilize training: (i) a 'self-regularization' term, (ii) a local adversarial loss, and (iii) updating the discriminator using a history of refined images. We show that this enables generation of highly realistic images, which we demonstrate both qualitatively and with a user study. We quantitatively evaluate the generated images by training models for gaze estimation and hand pose estimation. We show a significant improvement over using synthetic images, and achieve state-of-the-art results on the MPIIGaze dataset without any labeled real data. To aid an automatic taxiing system for unmanned aircraft, this paper presents a colour based method for semantic segmentation and image classification in an aerodrome environment with the intention to use the classification output to aid navigation and collision avoidance. Based on previous work, this machine vision system uses semantic segmentation to interpret the scene. Following an initial superpixel based segmentation procedure, a colour based Bayesian Network classifier is trained and used to semantically classify each segmented cluster. HSV colourspace is adopted as it is close to the way of human vision perception of the world, and each channel shows significant differentiation between classes. Luminance is used to identify surface lines on the taxiway, which is then fused with colour classification to give improved classification results. The classification performance of the proposed colour based classifier is tested in a real aerodrome, which demonstrates that the proposed method outperforms a previously developed texture only based method. In this article, image-based visual servoing control of an underactuated unmanned aerial vehicle is considered for the three-dimensional translational motion. Taking into account the low quality of accelerometers’ data, the main objective of this article is to only use information of rate gyroscopes and a camera, as the sensor suite, in order to design an image-based visual servoing controller. Kinematics and dynamics of the unmanned aerial vehicle are expressed in terms of visual information, which make it possible to design dynamic image-based visual servoing controllers without using linear velocity information obtained from accelerometers. Image features are selected through perspective image moments of a flat target plane in which no geometric information is required, and therefore, the approach can be applied in unknown environments. Two output feedback controllers that deal with uncertainties in dynamics of the system related to the motion of the target and also unknown depth information of the image are proposed using a linear observer. Stability analysis guarantees that the errors of the system remain uniformly ultimately bounded during a tracking mission and converge to 0 when the target is stationary. Simulation results are presented to validate the designed controllers. Real world data, especially in the domain of robotics, is notoriously costly to collect. One way to circumvent this can be to leverage the power of simulation to produce large amounts of labelled data. However, training models on simulated images does not readily transfer to real-world ones. Using domain adaptation methods to cross this "reality gap" requires a large amount of unlabelled real-world data, whilst domain randomization alone can waste modeling power. In this paper, we present Randomized-to-Canonical Adaptation Networks (RCANs), a novel approach to crossing the visual reality gap that uses no real-world data. Our method learns to translate randomized rendered images into their equivalent non-randomized, canonical versions. This in turn allows for real images to also be translated into canonical sim images. We demonstrate the effectiveness of this sim-to-real approach by training a vision-based closed-loop grasping reinforcement learning agent in simulation, and then transferring it to the real world to attain 70 zero-shot grasp success on unseen objects, a result that almost doubles the success of learning the same task directly on domain randomization alone. Additionally, by joint finetuning in the real-world with only 5,000 real-world grasps, our method achieves 91 , attaining comparable performance to a state-of-the-art system trained with 580,000 real-world grasps, resulting in a reduction of real-world data by more than 99 . This paper presents a cost-effective framework for the prototyping of vision-based quadrotor multi-robot systems, which core characteristics are: modularity, compatibility with different platforms and being flight-proven. The framework is fully operative, which is shown in the paper through simulations and real flight tests of up to 5 drones, and was demonstrated with the participation in an international micro-aerial vehicles competition 3 where it was awarded with the First Prize in the Indoors Autonomy Challenge. The motivation of this framework is to allow the developers to focus on their own research by decoupling the development of dependent modules, leading to a more cost-effective progress in the project. The basic instance of the framework that we propose, which is flight-proven with the cost-efficient and reliable platform Parrot AR Drone 2.0 and is open-source, includes several modules that can be reused and modified, such as: a basic sequential mission planner, a basic 2D trajectory planner, an odometry state estimator, localization and mapping modules which obtain absolute position measurements using visual markers, a trajectory controller and a visualization module. We introduce a novel strategy for learning to extract semantically meaningful features from aerial imagery. Instead of manually labeling the aerial imagery, we propose to predict (noisy) semantic features automatically extracted from co-located ground imagery. Our network architecture takes an aerial image as input, extracts features using a convolutional neural network, and then applies an adaptive transformation to map these features into the ground-level perspective. We use an end-to-end learning approach to minimize the difference between the semantic segmentation extracted directly from the ground image and the semantic segmentation predicted solely based on the aerial image. We show that a model learned using this strategy, with no additional training, is already capable of rough semantic labeling of aerial imagery. Furthermore, we demonstrate that by finetuning this model we can achieve more accurate semantic segmentation than two baseline initialization strategies. We use our network to address the task of estimating the geolocation and geo-orientation of a ground image. Finally, we show how features extracted from an aerial image can be used to hallucinate a plausible ground-level panorama.