Results 1  10
of
10,185
Planning Algorithms
, 2004
"... This book presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics. The particular subjects covered include motion planning, discrete planning, planning ..."
Abstract

Cited by 1108 (51 self)
 Add to MetaCart
This book presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics. The particular subjects covered include motion planning, discrete planning, planning under uncertainty, sensorbased planning, visibility, decisiontheoretic planning, game theory, information spaces, reinforcement learning, nonlinear systems, trajectory planning, nonholonomic planning, and kinodynamic planning.
Wireless Communications
, 2005
"... Copyright c ○ 2005 by Cambridge University Press. This material is in copyright. Subject to statutory exception and to the provisions of relevant collective licensing agreements, no reproduction of any part may take place without the written permission of Cambridge University ..."
Abstract

Cited by 1129 (32 self)
 Add to MetaCart
Copyright c ○ 2005 by Cambridge University Press. This material is in copyright. Subject to statutory exception and to the provisions of relevant collective licensing agreements, no reproduction of any part may take place without the written permission of Cambridge University
Rectilinear Paths among Rectilinear Obstacles
 Discrete Applied Mathematics
, 1996
"... Given a set of obstacles and two distinguished points in the plane the problem of finding a collision free path subject to a certain optimization function is a fundamental problem that arises in many fields, such as motion planning in robotics, wire routing in VLSI and logistics in operations resear ..."
Abstract

Cited by 31 (3 self)
 Add to MetaCart
research. In this survey we emphasize its applications to VLSI design and limit ourselves to the rectilinear domain in which the goal path to be computed and the underlying obstacles are all rectilinearly oriented, i.e., the segments are either horizontal or vertical. We consider different routing
Theory for the development of neuron selectivity: orientation specificity and binocular interaction in visual cortex
 J. Neurosci
, 1982
"... The development of stimulus selectivity in the primary sensory cortex of higher vertebrates is considered in a general mathematical framework. A synaptic evolution scheme of a new kind is proposed in which incoming patterns rather than converging afferents compete. The change in the efficacy of a gi ..."
Abstract

Cited by 428 (20 self)
 Add to MetaCart
The development of stimulus selectivity in the primary sensory cortex of higher vertebrates is considered in a general mathematical framework. A synaptic evolution scheme of a new kind is proposed in which incoming patterns rather than converging afferents compete. The change in the efficacy of a given synapse depends not only on instantaneous pre and postsynaptic activities but also on a slowly varying timeaveraged value of the postsynaptic activity. Assuming an appropriate nonlinear form for this dependence, development of selectivity is obtained under quite general conditions on the sensory environment. One does not require nonlinearity of the neuron’s integrative power nor does one need to assume any particular form for intracortical circuitry. This is first illustrated in simple cases, e.g., when the environment consists of only two different stimuli presented alternately in a random manner. The following formal statement then holds: the state of the system converges with probability 1 to points of maximum selectivity in the state space. We next consider the problem of early development of orientation selectivity and binocular interaction in primary visual cortex. Giving the environment an appropriate form, we obtain orientation tuning curves and ocular dominance comparable to what is observed in normally reared adult cats or monkeys.
Spatial Data Structures
, 1995
"... An overview is presented of the use of spatial data structures in spatial databases. The focus is on hierarchical data structures, including a number of variants of quadtrees, which sort the data with respect to the space occupied by it. Suchtechniques are known as spatial indexing methods. Hierarch ..."
Abstract

Cited by 334 (13 self)
 Add to MetaCart
An overview is presented of the use of spatial data structures in spatial databases. The focus is on hierarchical data structures, including a number of variants of quadtrees, which sort the data with respect to the space occupied by it. Suchtechniques are known as spatial indexing methods. Hierarchical data structures are based on the principle of recursive decomposition. They are attractive because they are compact and depending on the nature of the data they save space as well as time and also facilitate operations such as search. Examples are given of the use of these data structures in the representation of different data types such as regions, points, rectangles, lines, and volumes.
Distributed Coverage Of Rectilinear Environments
, 2000
"... This thesis addresses a specic problem of distributed robotics  namely, the problem of using a team of identical robots to autonomously and cooperatively generate a map of their shared workspace without the use of a central controller. The problem is posed as one of sensorbased coverage, in which ..."
Abstract

Cited by 39 (1 self)
 Add to MetaCart
addressed here is therefore specied for a class of robots similar to the minifactory's couriers  rectangular robots with intrinsic contact sensing operating in a shared rectilinear environment. To approach this problem, rst a novel sensorbased coverage algorithm for a single robot, CCR
Virtual Reality on a WIM: Interactive Worlds in Miniature
, 1995
"... This paper explores a user interface technique which augments an immersive head tracked display with a handheld miniature copy of the virtual environment. We call this interface technique the Worlds in Miniature (WIM) metaphor. In addition to the firstperson perspective offered by a virtual realit ..."
Abstract

Cited by 292 (1 self)
 Add to MetaCart
This paper explores a user interface technique which augments an immersive head tracked display with a handheld miniature copy of the virtual environment. We call this interface technique the Worlds in Miniature (WIM) metaphor. In addition to the firstperson perspective offered by a virtual reality system, a World in Miniature offers a second dynamic viewport onto the virtual environment. Objects may be directly manipulated either through the immersive viewport or through the threedimensional viewport offered by the WIM. In addition to describing object manipulation, this paper explores ways in which Worlds in Miniature can act as a single unifying metaphor for such application independent interaction techniques as object selection, navigation, path planning, and visualization. The WIM metaphor offers multiple points of view and multiple scales at which the user can operate, without requiring explicit modes or commands. Informal user observation indicates that users adapt to the ...
Quantized Feedback Stabilization of Linear Systems
 IEEE Trans. Automat. Control
, 2000
"... This paper addresses feedback stabilization problems for linear timeinvariant control systems with saturating quantized measurements. We propose a new control design methodology, which relies on the possibility of changing the sensitivity of the quantizer while the system evolves. The equation that ..."
Abstract

Cited by 285 (26 self)
 Add to MetaCart
This paper addresses feedback stabilization problems for linear timeinvariant control systems with saturating quantized measurements. We propose a new control design methodology, which relies on the possibility of changing the sensitivity of the quantizer while the system evolves. The equation that describes the evolution of the sensitivity with time (discrete rather than continuous in most cases) is interconnected with the given system (either continuous or discrete), resulting in a hybrid system. When applied to systems that are stabilizable by linear timeinvariant feedback, this approach yields global asymptotic stability. Index TermsFeedback stabilization, hybrid system, linear control system, quantized measurement. I. INTRODUCTION T HIS PAPER deals with quantized feedback stabilization problems for linear timeinvariant control systems. A quantizer, as defined here, acts as a functional that maps a realvalued function into a piecewise constant function taking on a finite...
Geometric Compression through Topological Surgery
 ACM TRANSACTIONS ON GRAPHICS
, 1998
"... ... this article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms. In this scheme, vertex positions are quantized within the desired accuracy, a vertex spanning tree is used to predict the position of each ..."
Abstract

Cited by 280 (28 self)
 Add to MetaCart
... this article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms. In this scheme, vertex positions are quantized within the desired accuracy, a vertex spanning tree is used to predict the position of each vertex from 2, 3, or 4 of its ancestors in the tree, and the correction vectors are entropy encoded. Properties, such as normals, colors, and texture coordinates, are compressed in a similar manner. The connectivity is encoded with no loss of information to an average of less than two bits per triangle. The vertex spanning tree and a small set of jump edges are used to split the model into a simple polygon. A triangle spanning tree and a sequence of marching bits are used to encode the triangulation of the polygon. Our approach improves on Michael Deering's pioneering results by exploiting the geometric coherence of several ancestors in the vertex spanning tree, preserving the connectivity with no loss of information, avoiding vertex repetitions, and using about three times fewer bits for the connectivity. However, since decompression requires random access to all vertices, this method must be modified for hardware rendering with limited onboard memory. Finally, we demonstrate implementation results for a variety of VRML models with up to two orders of magnitude compression
Results 1  10
of
10,185