I am working on a crowd controlled soundsystem for a music festival. Music would be controlled by individuals and the crowd as a whole, more or less 500 people.
While searching for crowd tracking techniques, I stumbled upon this one http://www.mikelrodriguez.com/crowd-analysis/#density; Matlab code and dataset are enclosed. Are you aware of similar techniques, maybe simpler, based eg on blob detection? Do you have an idea about how well this one would perform in a real-time scenario? Is there a known way to do this with eg OpenCV?
One of my former colleagues implemented something similar (controlling a few motors according to crowd movement) using optical flow. You can analyze the frames of video from a camera, calculate optical flow between frames, and use the values to estimate the crowd movement.
OpenCV has support to perform the above tasks, and comes with good code samples. A desktop should be able to do this in real-time (you might have to tweak with image resolution).
I am not exactly sure how to interface between a C++ program and a sound system. Pure Data (PD) is an alternative, but it might not have much support for motion analysis.
Related
I need to find the location of an image that the user provides within an image that I provide.
It is safe to assume at the time of the analysis that the user provided image is certain to be contained within the image to be compared with.
I’ve looked through and even have some experience with Core ML and Vision image classification however I am struggling to convince myself that it is the correct way to approach this problem. I feel like the way “feature values” is handled in Vision it is almost the reverse of what I’m looking for.
My question: Is there a feature of Core ML or Vision that tackles this particular problem head on?
Other information that may be needed;
It is not safe to assume that images provided are pixel to pixel perfect due to possible resolution differences.
They may also be provided in any shape although possible to crop to a standardised shape before analysis.
Rotation will also need to be accounted for.
There would not be cases where the image is in the image twice.
Take a look at some of the feature detection and matching algorithms.
For example, you could use SIFT (scale-invariant feature transform algorithm) with RANSAC (Random sample consensus algorithm) to do exactly what you described.
If you are using OpenCV there are plenty of such algorithms which you can easily use. (FAST, Shi-Tomasi, etc.)
I think you need something like this expale in OpenCV
I have the following scenario: i am building a animatronic hand using some flex sensor, arduino board and 5 servo. No problem on this side.
But i have the following idea: to build a 3D CAD model of the hand in Catia, or in any other CAD program, and in real time the virtual hand to copy the movements of the real hand in real time.
I used something in Matlab when i did some plots in real time with some data from some sensor. It is posible to do that in a CAD program? To get the data from arduino and based on that data to simulate the movements of the virtual hand in real time. Can you tell if it posibile in wich program can i do the simulation?
Lucian
This is absolutely possible with Catia as long as your can get your arduino data into the computer. Likely a lot of other CAD software packages too. Such as Solidworks, AutoCAD, UX, etc. They offer an API which would allow you to update the cad model from a script in "real-time" based on your animatronic hand. You could probably go both ways, CAD-drives-Hand and Hand-drives-CAD. The one issue I see happening with a CAD software is the real-time aspect. Depending on the how graphically intensive your CAD model is, there is a computational time overhead to re-draw/update the model position. So, if your hand is moving quickly with complex gestures and you have a complex 3D model, there might be some delay in the movements on screen.
Lastly, you might want to look at animation/cad/rendering software that has a more powerful native rendering engine, like Maya, or Rhino to accomplish this. (I would try Rhino first).
If you choose Catia, please ask a different question or update this one specifically regarding how to control a 3D model via the API and I could help to answer that also.
Somebody know fluid engine for iphone?I need water and gases simulation.
Simulating fluids is a tremendous challenge for modern desktop computers, so I would not expect the greatest performance when trying to get this working on a mobile device. Running full Navier-Stokes calculations on the iPhone is probably going to chug pretty badly.
However, in the past I was able to perform 2-D fluid modeling simulations on limited hardware using lattice gas automata. With lattice gas automata, you approximate a fluid as a fine hexagonal grid, where particles can travel in one of six directions and obey specific collision rules. There are some limitations to this approach (addressed by the Lattice Boltzmann Method), but it can do a very good job of simulating fluids, even including compressible ones like air. Why this works well on limited hardware is that these calculations can be done using bitwise operators and simple lookup tables, without the need for any floating point calculations. You might be able to make something like this work on the iPhone's processor. For more on this technique, you can consult Appendix A of my Ph.D. dissertation, where I explain the process and have source code for a fluid modeler I wrote.
That said, if all you want to do is mimic the appearance of water in your application, the answers to the following questions provide some good suggestions:
"How to implement water ripples?"
"How do I make a water effect view with openGLES on the iPhone?"
I have just released an iPhone fluid simulator that uses a compressible particle in cell method. I have a video here: http://www.youtube.com/watch?v=-CCeeh8EzuA
An incompressible fluid simulator requires many iterations, so I use a compressible simulator. The good thing is if you can make a compressible simulator stable enough, it usually looks incompressible enough.
My app is called GFlow on the app store if you want to see it in action.
I have release two iPhone apps. One app solves the Navier Stokes equations:
http://itunes.apple.com/us/app/fluid-dynamics/id382274493?mt=8
and the other one uses a compressible particle in cell method:
http://itunes.apple.com/us/app/liquid-dynamics/id417814216?mt=8&ls=1
A description of the methods used is founde here:
http://www.infi.nl/blog/view/id/71/Navier_Stokes_iPhone_vs_iPad
and here:
http://www.infi.nl/blog/view/id/98/Liquid_on_iPhone_and_iPad
For a while I've been attempting to simulate flowing water with algorithms I've scavenged from "Real-Time Fluid Dynamics for Games". The trouble is I don't seem to get out water-like behavior with those algorithms.
Myself I guess I'm doing something wrong and that those algorithms aren't all suitable for water-like fluids.
What am I doing wrong with these algorithms? Are these algorithms correct at all?
I have the associated project in bitbucket repository. (requires gletools and newest pyglet to run)
Voxel-based solutions are fine for simulating liquids, and are frequently used in film.
Ron Fedkiw's website gives some academic examples - all of the ones there are based on a grid. That code underpins many of the simulations used by Pixar and ILM.
A good source is also Robert Bridson's Fluid Simulation course notes from SIGGRAPH and his website. He has a book "Fluid Simulation for Computer Graphics" that goes through developing a liquid simulator in detail.
The most specific answer I can give to your question is that Stam's real-time fluids for games is focused on smoke, ie. where there isn't a boundary between the fluid (water), and an external air region. Basically smoke and liquids use the same underlying mechanism, but for liquid you also need to track the position of the liquid surface, and apply appropriate boundary conditions on the surface.
Cem Yuksel presented a fantastic talk about his Wave Particles at SIGGRAPH 2007. They give a very realistic effect for quite a low cost. He was even able to simulate interaction with rigid bodies like boxes and boats. Another interesting aspect is that the boat motion isn't scripted, it's simulated via the propeller's interaction with the fluid.
(source: cemyuksel.com)
At the conference he said he was planning to release the source code, but I haven't seen anything yet. His website contains the full paper and the videos he showed at the conference.
Edit: Just saw your comment about wanting to simulate flowing liquids rather than rippling pools. This wouldn't be suitable for that, but I'll leave it here in case someone else finds it useful.
What type of water are you trying to simulate? Pools of water that ripple, or flowing liquids?
I don't think I've ever seen flowing water ever, except in rendered movies. Rippling water is fairly easy to do, this site usually crops up in this type of question.
Yeah, this type of voxel based solution only really work if your liquid is confined to very discrete and static boundaries.
For simulating flowing liquid, do some investigation into particles. Quite alot of progress has been made recently accelerating them on the GPU, and you can get some stunning results.
Take a look at, http://nzone.com/object/nzone_cascades_home.html as a great example of what can be achieved.
I would like to make a list of remarkable robot simulation environments including advantages and disadvantages of them. Some examples I know of are Webots and Player/Stage.
ROS will visualize your robot and any data you've recorded from it.
Packages to check out would rviz and nav_view
This made me remember the breve project.
breve is a free, open-source software package which makes it easy to build 3D simulations of multi-agent systems and artificial life.
There is also a wikipage listing Robotics simulators
Microsoft Robotics Studio/Microsoft Robotics Developer Studio 2008
Also read this article on MSDN Magazine
It all depends on what you want to do with the simulation.
I do legged robot simulation, I am coming from a perspective that is different than mobile robotics, but...
If you are interested in dynamics, then the one of the oldest but most difficult to use is sd/fast. The company that originally made it was acquired by a large cad outfit.
You might try heading to : http://www.sdfast.com/
It will cost you a bit of money, but I trust the accuracy of the simulation. There is no contact or collision model, so you have to roll you own. I have used it to simulate bipeds, swimming fish, etc.. There is also no visualization. So, it is for the hardcore programmer. However, it is well respected among us old folk.
OpenDynamics engine is used by people http://www.ode.org/ for "easier" simulation. It comes with an integrator and a primitive visualization package. There are python binding (Hurray for python!).
The build in friction model.. is ... well not very well documented. And did not make sense. Also, the simulations can suddenly "fly apart" for no apparent reason. The simulations may or may not be accurate.
Now, MapleSoft (in beautiful Waterloo Canada) has come out with maplesim. It will set you back a bit of money but here is what I like about it:
It goes beyond just robotics. You can virtually anything. I am sure you can simulate the suspension system on a car, gears, engines... I think it even interfaces with electrical circuit simulation. So, if you are building a high performance product, than MapleSim is a strong contender. Goto www.maplesoft.com and search for it.
They are pretty nice about giving you an eval copy for 30 days.
Of course, you can go home brew. You can solve the Lagrange-Euler equations of motion for most simple robots using a symbolic computation program like maple or mathematica.
EDIT: Have not be able to elegantly do certain derivatives in Maple. I have to resort to a hack.
However, be aware of speed issue.
Finally for more biologically motivated work, you might want to look at opensim (not to be confused with OpenSimulator).
EDIT: OpenSim shares a team member with SD/Fast.
There a lots of other specialized simulators. But, beware.
In sum here are the evaluation criteria for a simulator for robot oriented work:
(1) What kind of collision model do you have ? If it is a very stiff elastic collision, you may have problem in numerical stability during collisions
(2) Visualization- Can you add different terrains, etc..
(3) Handy graphical building tools so you don't have to code then see-what-you-get.
Handling complex system (say a full scale humanoid) is hard to think about in your head.
(4) What is the complexity of the underlying simulation algorithm. If it is O(N) then that is great. But it could be O(N^4) as would be the case for a straight Lagrange-Euler derivation... then your system just will not scale no matter how fast your machine.
(5) How accurate is it and do you care?
(6) Does it help you integrate sensors. For mobile robots you need to have a "robot-eyes view"
(7) If it does visualization, can it you do things like automatically follow the object as it is moving or do you have to chase it around?
Hope that helps!
It's not as impressive looking as Webots, but RobotBasic is free, easy to learn, and useful for prototyping simple robot movement algorithms. You can also program a BasicStamp from the IDE.
I've been programming against SimSpark. It's the open-source simulation engine behind the RoboCup 3D Simulated Soccer League.
It's extensible for different simulations. You can plug in your own sensors, actuators and models using C++, Ruby and/or RSG (Ruby Scene Graph) files.
ABB has a quite a solution called RobotStudio for simulating their huge industrial robots. I don't think it's free and I don't guess you'll get much fun out of it but it's quite impressive. Here's a page about it
I have been working with Carmen http://carmen.sourceforge.net/ and find it useful.
One of the disadvantages with Carmen is the documentation with all respect I think the webpage is a bit outdated and insufficient. So I like to hear from other people with experience in working with Carmen, or student reports/projects dealing with Carmen.
You can find a great list with simulation environments http://www.intorobotics.com/robotics-simulation-softwares-with-3d-modeling-and-programming-support/
MRDS is one of the best and it's free. Also LabView is good to be used in robotcs
National Instruments' LabView is a graphical programming environment for developing measurement, test, and control systems.
It could be used for 3D control simulation with SolidWorks.
MRDS is free and is one of the best simulation environment for robotics. Workspace also can be used, and please check this link if you want a complete list with robotics simulation software
Trik Studio has a nice and clear 2D model simulator and also visual and textual programming programming environments for them. They also soon will support 3D modeling tools based on Morse simulator. Also it is free and opensource and has multi-language interface.