Enabling Artificial Intelligence Studies in Off-Road Mobility Through Physics-Based Simulation of Multi-Agent Scenarios
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Agx Multiphysics Download
Agx multiphysics download click here to download A patch release of AgX Dynamics is now available for download for all of our licensed customers. This version include some minor. AGX Dynamics is a professional multi-purpose physics engine for simulators, Virtual parallel high performance hybrid equation solvers and novel multi- physics models. Why choose AGX Dynamics? Download AGX product brochure. This video shows a simulation of a wheel loader interacting with a dynamic tree model. High fidelity. AGX Multiphysics is a proprietary real-time physics engine developed by Algoryx Simulation AB Create a book · Download as PDF · Printable version. AgX Multiphysics Toolkit · Age Of Empires III The Asian Dynasties Expansion. Convert trail version Free Download, product key, keygen, Activator com extended. free full download agx multiphysics toolkit from AYS search www.doorway.ru have many downloads related to agx multiphysics toolkit which are hosted on sites like. With AGXUnity, it is possible to incorporate a real physics engine into a well Download from the prebuilt-packages sub-directory in the repository www.doorway.rug: multiphysics. A www.doorway.ru app that runs a physics engine and lets clients download physics data in real Clone or download AgX Multiphysics compiled with Lua support. Agx multiphysics toolkit. Developed physics the was made dynamics multiphysics simulation. Runtime library for AgX MultiPhysics Library. How to repair file. Original file to replace broken file www.doorway.ru Download. Current version: Some short videos that may help starting with AGX-III. Example 1: Finding a possible Pareto front for the Balaban Index in the Missing: multiphysics. -
On the Use of Simulation in Robotics
PERSPECTIVE On the use of simulation in robotics: Opportunities, challenges, and suggestions for moving forward PERSPECTIVE HeeSun Choia, Cindy Crumpb, Christian Duriezc, Asher Elmquistd, Gregory Hagere, David Hanf,1, Frank Hearlg, Jessica Hodginsh, Abhinandan Jaini, Frederick Levej, Chen Lik, Franziska Meierl, Dan Negrutd,2, Ludovic Righettim,n, Alberto Rodriguezo, Jie Tanp, and Jeff Trinkleq Edited by Nabil Simaan, Vanderbilt University, Nashville, TN, and accepted by Editorial Board Member John A. Rogers September 30, 2020 (received for review November 16, 2019) The last five years marked a surge in interest for and use of smart robots, which operate in dynamic and unstructured environments and might interact with humans. We posit that well-validated computer simulation can provide a virtual proving ground that in many cases is instrumental in understanding safely, faster, at lower costs, and more thoroughly how the robots of the future should be designed and controlled for safe operation and improved performance. Against this backdrop, we discuss how simulation can help in robotics, barriers that currently prevent its broad adoption, and potential steps that can eliminate some of these barriers. The points and recommendations made concern the following simulation-in-robotics aspects: simulation of the dynamics of the robot; simulation of the virtual world; simulation of the sensing of this virtual world; simulation of the interaction between the human and the robot; and, in less depth, simulation of the communication between robots. This Perspectives contribution summarizes the points of view that coalesced during a 2018 National Science Foundation/Department of Defense/National Institute for Standards and Technology workshop dedicated to the topic at hand. -
Dynamic Simulation of Manipulation & Assembly Actions
Syddansk Universitet Dynamic Simulation of Manipulation & Assembly Actions Thulesen, Thomas Nicky Publication date: 2016 Document version Peer reviewed version Document license Unspecified Citation for pulished version (APA): Thulesen, T. N. (2016). Dynamic Simulation of Manipulation & Assembly Actions. Syddansk Universitet. Det Tekniske Fakultet. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal ? Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 09. Sep. 2018 Dynamic Simulation of Manipulation & Assembly Actions Thomas Nicky Thulesen The Maersk Mc-Kinney Moller Institute Faculty of Engineering University of Southern Denmark PhD Dissertation Odense, November 2015 c Copyright 2015 by Thomas Nicky Thulesen All rights reserved. The Maersk Mc-Kinney Moller Institute Faculty of Engineering University of Southern Denmark Campusvej 55 5230 Odense M, Denmark Phone +45 6550 3541 www.mmmi.sdu.dk Abstract To grasp and assemble objects is something that is known as a difficult task to do reliably in a robot system. -
Basic Physics
Basic Game Physics Technical Game Development II Professor Charles Rich Computer Science Department [email protected] [some material provided by Mark Claypool] IMGD 4000 (D 11) 1 Introduction . What is game physics? • computing motion of objects in virtual scene – including player avatars, NPC’s, inanimate objects • computing mechanical interactions of objects – interaction usually involves contact (collision) • simulation must be real-time (versus high- precision simulation for CAD/CAM, etc.) • simulation may be very realistic, approximate, or intentionally distorted (for effect) IMGD 4000 (D 11) 2 1 Introduction (cont’d) . And why is it important? • can improve immersion • can support new gameplay elements • becoming increasingly prominent (expected) part of high-end games • like AI and graphics, facilitated by hardware developments (multi-core, GPU) • maturation of physics engine market IMGD 4000 (D 11) 3 Physics Engines . Similar buy vs. build analysis as game engines • Buy: – complete solution from day one – proven, robust code base (hopefully) – feature sets are pre-defined – costs range from free to expensive • Build: – choose exactly features you want – opportunity for more game-specification optimizations – greater opportunity to innovate – cost guaranteed to be expensive (unless features extremely minimal) IMGD 4000 (D 11) 4 2 Physics Engines . Open source • Box2D, Bullet, Chipmunk, JigLib, ODE, OPAL, OpenTissue, PAL, Tokamak, Farseer, Physics2d, Glaze . Closed source (limited free distribution) • Newton Game Dynamics, Simple Physics Engine, True Axis, PhysX . Commercial • Havok, nV Physics, Vortex . Relation to Game Engines • integrated/native, e.g,. C4 • integrated, e.g., Unity+PhysX • pluggable, e.g., C4+PhysX, jME+ODE (via jME Physics) IMGD 4000 (D 11) 5 Basic Game Physics Concepts . -
(Eg Phd, Mphil, Dclinpsychol) at Th
This thesis has been submitted in fulfilment of the requirements for a postgraduate degree (e.g. PhD, MPhil, DClinPsychol) at the University of Edinburgh. Please note the following terms and conditions of use: This work is protected by copyright and other intellectual property rights, which are retained by the thesis author, unless otherwise stated. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This thesis cannot be reproduced or quoted extensively from without first obtaining permission in writing from the author. The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the author. When referring to this work, full bibliographic details including the author, title, awarding institution and date of the thesis must be given. A NUMERICAL MODELLING TOOL FOR MULTIBODY WAVE ENERGY CONVERTERS Engineering Doctorate (EngD) Thesis David OGDEN Innosea Ltd. ii Declaration I confirm that this thesis, presented for the degree of Engineering Doctorate, has: i. Been composed entirely by myself ii. Been solely the result of my own work except where explicitly stated otherwise by reference or acknowledgment iii. Not been submitted for any other degree or professional qualification ................... David Ogden Date: . iii iv Abstract Numerical models of wave energy converters (WECs) have been successfully used since the 1970s to understand a device’s characteristics and improve its performance before advancing to costlier, higher-risk stages of development such as tank testing and sea trials. In the last decade several software packages have become available to the industry specifically for time-domain multibody WEC modelling using potential flow theory. -
Numerical Methods for Large Scale Non-Smooth Multibody Problems
Politecnico di Milano 6/11/2014 Numerical Methods for Large Scale Non-Smooth Multibody Problems Ing. Alessandro Tasora Dipartimento di Ingegneria Industriale Università di Parma, Italy [email protected] http://ied.unipr.it/tasora Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 2 Let us go on and win glory for ourselves, or yield it to others Homer, Iliad ΑΧΙΛΛΕΥΣ 1 Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 3 Multibody simulation today MultibodyOutlook simulation tomorrow THE COMPLEXITY CHALLENGE Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 4 Background Joint work in the multibody field with - M.Anitescu (ARGONNE National Labs, Chicago University) - D.Negrut & al. (University of Wisconsin – Madison) - J.Kleinert & al. (Fraunhofer ITWM, Germany) - F.Pulvirenti & al. (Ferrari Auto, Italy) - NVidia Corporation (USA) - A.Jain (NASA – JPL) - S.Negrini & al. (Politecnico di Milano, Italy) - ENSAM Labs (France) - Realsoft OY (Finland) - Cineca supercomputing (Italy) 2 Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 5 Structure of this lecture Sections • Concepts and applications • Coordinate transformations • Dynamics: a theoretical background • A typical direct solver for classical MB problems • Iterative method for nonsmooth dynamics • Software implementation • C++ implementation of the HyperOCTANT solver in Chrono::Engine • Examples • Future challenges Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. -
Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context
sensors Systematic Review Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context Caio Camargo 1, José Gonçalves 1,2,3 , Miguel Á. Conde 4,* , Francisco J. Rodríguez-Sedano 4, Paulo Costa 3,5 and Francisco J. García-Peñalvo 6 1 Instituto Politécnico de Bragança, 5300-253 Bragança, Portugal; [email protected] (C.C.); [email protected] (J.G.) 2 CeDRI—Research Centre in Digitalization and Intelligent Robotics, 5300-253 Bragança, Portugal 3 INESC TEC—Institute for Systems and Computer Engineering, 4200-465 Porto, Portugal; [email protected] 4 Robotics Group, Engineering School, University of León, Campus de Vegazana s/n, 24071 León, Spain; [email protected] 5 Universidade do Porto, 4200-465 Porto, Portugal 6 GRIAL Research Group, Computer Science Department, University of Salamanca, 37008 Salamanca, Spain; [email protected] * Correspondence: [email protected] Abstract: This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also Citation: Camargo, C.; Gonçalves, J.; analyzed. As a result of this process, four realistic simulators were applied in the review’s referred Conde, M.Á.; Rodríguez-Sedano, F.J.; context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ Costa, P.; García-Peñalvo, F.J. -
Initial Steps for the Coupling of Javascript Physics Engines with X3DOM
Workshop on Virtual Reality Interaction and Physical Simulation VRIPHYS (2013) J. Bender, J. Dequidt, C. Duriez, and G. Zachmann (Editors) Initial Steps for the Coupling of JavaScript Physics Engines with X3DOM L. Huber1 1Fraunhofer IGD, Germany Abstract During the past years, first physics engines based on JavaScript have been developed for web applications. These are capable of displaying virtual scenes much more realistically. Thus, new application areas can be opened up, particularly with regard to the coupling of X3DOM-based 3D models. The advantage is that web-based applica- tions are easily accessible to all users. Furthermore, such engines allow popularizing and presenting simulation results without having to compile large simulation software. This paper provides an overview and a comparison of existing JavaScript physics engines. It also introduces a guideline for the derivation of a physical model based on a 3D model in X3DOM. The aim of using JavaScript physics engines is not only to virtually visualize designed products but to simulate them as well. The user is able to check and test an individual product virtually and interactively in a browser according to physically correct behavior regarding gravity, friction or collision. It can be used for verification in the design phase or web-based training purposes. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Physically based modeling I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Virtual reality I.6.4 [Computer Graphics]: Model Validation and Analysis— 1. Introduction of water or particle systems, e.g. the visualization of gas dis- persion, are to be described. -
Tractable Robot Simulation for Terrain Leveling
Tractable Robot Simulation for Terrain Leveling by c Daniel Cook Supervisor: Andrew Vardy A thesis submitted to the School of Gradate Stud- ies in partial fulfillment of the requirements for the degree of Master of Engineering. Faculty of Engineering and Applied Science Memorial University October 2017 St. John's, Newfoundland and Labrador, Canada Abstract This thesis describes the problem of terrain leveling, in which one or more robots or vehicles are used to flatten a terrain. The leveling operation is carried out either in preparation for construction, or for terrain reparation. In order to develop and proto- type such a system, the use of simulation is advantageous. Such a simulation requires high fidelity to accurately model earth moving robots, which navigate uneven terrain and potentially manipulate the terrain itself. It has been found that existing tools for robot simulation typically do not adequately model deformable and/or uneven terrain. Software which does exist for this purpose, based on a traditional physics engine, is difficult if not impossible to run in real-time while achieving the desired accuracy. A number of possible approaches are proposed for a terrain leveling system using autonomous mobile robots. In order to test these approaches in simulation, a 2D simulator called Alexi has been developed, which uses the predictions of a neural network rather than physics simulation, to predict the motion of a vehicle and changes to a terrain. The neural network is trained using data captured from a high-fidelity non-real-time 3D simulator called Sandbox. Using a trained neural network to drive the 2D simulation provides considerable speed-up over the high-fidelity 3D simulation, allowing behaviour to be simulated in real-time while still capturing the physics of the agents and the environment. -
Physics-Based Simula1on
Physics-based Simula1on • simple (independent par1cles), or complex (robust colliding, stacking, sliding 3D rigid bodies) • many many simulators! – PhysX (Unity, Unreal), Bullet, Open Dynamics Engine, MuJoCo, Havok, Box2D, Chipmunk, OpenSim, RBDL, Simulink (MATLAB), ADAMS, SD/FAST, DART, Vortex, SOFA, Avatar, Project Chrono, Cannon.js, … – many course projects, theses, abandon-ware Resources • hUps://processing.org/examples/ see “Simulate”; 2D par1cle systems • Non-convex rigid bodies with stacking 3D collision processing and stacking hUp://www.cs.ubc.ca/~rbridson/docs/rigid_bodies.pdf • Physically-based Modeling, course notes, SIGGRAPH 2001, Baraff & Witkin hUp://www.pixar.com/companyinfo/research/pbm2001/ • Doug James CS 5643 course notes hUp://www.cs.cornell.edu/courses/cs5643/2015sp/ • Rigid Body Dynamics, Chris Hecker hUp://chrishecker.com/Rigid_Body_Dynamics • Video game physics tutorial hUps://www.toptal.com/game/video-game-physics-part-i-an-introduc1on-to-rigid-body-dynamics • Box2D javascript live demos hUp://heikobehrens.net/misc/box2d.js/examples/ • Rigid body collisions javascript demo hUps://www.myphysicslab.com/engine2D/collision-en.html • Rigid Body Collision Reponse, Michael Manzke, course slides hUps://www.scss.tcd.ie/Michael.Manzke/CS7057/cs7057-1516-09-CollisionResponse-mm.pdf • Rigid Body Dynamics Algorithms. Roy Featherstone, 2008 • Par1cle-based Fluid Simula1on for Interac1ve Applica1ons, SCA 2003, PDF • Stable Fluids, Jos Stam, SIGGRAPH 1999. interac1ve demo: hUps://29a.ch/2012/12/16/webgl-fluid-simula1on Simula1on -
Initial Steps for the Coupling of Javascript Physics Engines with X3DOM
Workshop on Virtual Reality Interaction and Physical Simulation VRIPHYS (2013) J. Bender, J. Dequidt, C. Duriez, and G. Zachmann (Editors) Initial Steps for the Coupling of JavaScript Physics Engines with X3DOM L. Huber1 1Fraunhofer IGD, Germany Abstract During the past years, first physics engines based on JavaScript have been developed for web applications. These are capable of displaying virtual scenes much more realistically. Thus, new application areas can be opened up, particularly with regard to the coupling of X3DOM-based 3D models. The advantage is that web-based applica- tions are easily accessible to all users. Furthermore, such engines allow popularizing and presenting simulation results without having to compile large simulation software. This paper provides an overview and a comparison of existing JavaScript physics engines. It also introduces a guideline for the derivation of a physical model based on a 3D model in X3DOM. The aim of using JavaScript physics engines is not only to virtually visualize designed products but to simulate them as well. The user is able to check and test an individual product virtually and interactively in a browser according to physically correct behavior regarding gravity, friction or collision. It can be used for verification in the design phase or web-based training purposes. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Physically based modeling I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Virtual reality I.6.4 [Computer Graphics]: Model Validation and Analysis— 1. Introduction of water or particle systems, e.g. the visualization of gas dis- persion, are to be described. -
Simulation Tools for Model-Based Robotics: Comparison of Bullet, Havok, Mujoco, ODE and Physx
Simulation Tools for Model-Based Robotics: Comparison of Bullet, Havok, MuJoCo, ODE and PhysX Tom Erez, Yuval Tassa and Emanuel Todorov. Abstract— There is growing need for software tools that can many of these engines are aimed at graphics and animation, accurately simulate the complex dynamics of modern robots. where it is often sufficient to achieve visually-plausible While a number of candidates exist, the field is fragmented. simulation, reducing the motivation to pursue the more It is difficult to select the best tool for a given project, or to predict how much effort will be needed and what the elusive goal of physically-accurate simulation. Simulating ultimate simulation performance will be. Here we introduce contact dynamics with a velocity-stepping method is in itself new quantitative measures of simulation performance, focusing problematic because it calls for solving NP-hard problems at on the numerical challenges that are typical for robotics as each simulation step. Consequently much recent effort in this opposed to multi-body dynamics and gaming. We then present area has focused on developing convex approximations that extensive simulation results, obtained within a new software framework for instantiating the same model in multiple engines yield similar contact behavior while being more tractable and running side-by-side comparisons. Overall we find that computationally [8], [9], [10], [11], further complicating the each engine performs best on the type of system it was designed question of physical accuracy. and optimized for: MuJoCo wins the robotics-related tests, The notion of a physics engine in multi-body dynamics while the gaming engines win the gaming-related tests without and gaming dates back to MathEngine, and indeed many of a clear leader among them.