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Master's Thesis
MASTER'S THESIS Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization Mohammad Rokonuzzaman Pappu 2015 Master of Science (120 credits) Space Engineering - Space Master Luleå University of Technology Department of Computer Science, Electrical and Space Engineering Mohammad Rokonuzzaman Pappu Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization School of Electrical Engineering Department of Electrical Engineering and Automation Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Technology Espoo, August 18, 2015 Instructor: Professor Perttu Hämäläinen Aalto University School of Arts, Design and Architecture Supervisors: Professor Ville Kyrki Professor Reza Emami Aalto University Luleå University of Technology School of Electrical Engineering Preface First of all, I would like to express my sincere gratitude to my supervisor Pro- fessor Ville Kyrki for his generous and patient support during the work of this thesis. He was always available for questions and it would not have been possi- ble to finish the work in time without his excellent guidance. I would also like to thank my instructor Perttu H¨am¨al¨ainen for his support which was invaluable for this thesis. My sincere thanks to all the members of Intelligent Robotics group who were nothing but helpful throughout this work. Finally, a special thanks to my colleagues of SpaceMaster program in Helsinki for their constant support and encouragement. Espoo, August 18, -
M Motion Intervention Booklet.Pdf (810.7KB)
Motion Intervention Booklet 1 Random uncertainties have no pattern. They can cause a reading to be higher or lower than the “true value”. Systematic uncertainties have a pattern. They cause readings to be consistently too high or consistently too low. 2 The uncertainty in repeat readings is found from “half the range” and is given to 1 significant figure. Time / s Trial 1 Trial 2 Trial 3 Mean 1.23 1.20 1.28 Mean time = 1.23 + 1.20 + 1.28 = 1.23666666 => 1.24 (original data is to 2dp, so 3 the mean is to 2 dp as well) Range = 1.20 1.28. Uncertainty is ½ × (1.28 – 1.20) = ½ × 0.08 = ± 0.04 s 3 The speed at which a person can walk, run or cycle depends on many factors including: age, terrain, fitness and distance travelled. The speed of a moving object usually changes while it’s moving. Typical values for speeds may be taken as: walking: 1.5 m/s running: 3 m/s cycling: 6 m/s sound in air: 330 m/s 4 Scalar quantities have magnitude only. Speed is a scaler, eg speed = 30 m/s. Vector quantities have magnitude and direction. Velocity is a vector, eg velocity = 30 m/s north. Distance is how far something moves, it doesn’t involve direction. The displacement at a point is how far something is from the start point, in a straight line, including the direction. It doesn’t make any difference how far the object has moved in order to get to that point. -
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. -
An Optimal Solution for Implementing a Specific 3D Web Application
IT 16 060 Examensarbete 30 hp Augusti 2016 An optimal solution for implementing a specific 3D web application Mathias Nordin Institutionen för informationsteknologi Department of Information Technology Abstract An optimal solution for implementing a specific 3D web application Mathias Nordin Teknisk- naturvetenskaplig fakultet UTH-enheten WebGL equips web browsers with the ability to access graphic cards for extra processing Besöksadress: power. WebGL uses GLSL ES to communicate with graphics cards, which uses Ångströmlaboratoriet Lägerhyddsvägen 1 different Hus 4, Plan 0 instructions compared with common web development languages. In order to simplify the development process there are JavaScript libraries handles the Postadress: Box 536 751 21 Uppsala communication with WebGL. On the Khronos website there is a listing of 35 different Telefon: JavaScript libraries that access WebGL. 018 – 471 30 03 It is time consuming for developers to compare the benefits and disadvantages of all Telefax: these 018 – 471 30 00 libraries to find the best WebGL library for their need. This thesis sets up requirements of a Hemsida: specific WebGL application and investigates which libraries that are best for http://www.teknat.uu.se/student implmeneting its requirements. The procedure is done in different steps. Firstly is the requirements for the 3D web application defined. Then are all the libraries analyzed and mapped against these requirements. The two libraries that best fulfilled the requirments is Three.js with Physi.js and Babylon.js. The libraries is used in two seperate implementations of the intitial game. Three.js with Physi.js is the best libraries for implementig the requirements of the game. -
Procedural Destruction of Objects for Computer Games
Procedural Destruction of Objects for Computer Games PUBLIC VERSION THESIS submitted in partial fulfilment of the requirements for the degree of MASTER OF SCIENCE in MEDIA AND KNOWLEDGE ENGINEERING by Joris van Gestel born in Zevenhuizen, the Netherlands Computer Graphics and CAD/CAM Group Cannibal Game Studios Department of Mediamatics Molengraaffsingel 12-14 Faculty of EEMCS, Delft University of Technology 2629 JD Delft Delft, the Netherlands The Netherlands www.ewi.tudelft.nl www.cannibalgamestudios.com Author: Joris van Gestel Student id: 1099825 Email: [email protected] Date: May 10, 2011 © 2011 Cannibal Game Studios. All Rights Reserved i Summary Traditional content creation for computer games is a costly process. In particular, current techniques for authoring destructible behaviour are labour intensive and often limited to a single object basis. We aim to create an intuitive approach which allows designers to visually define destructible behaviour for objects in a reusable manner, which can then be applied in real-time. First we present a short introduction into the way that destruction has been done in games for many years. To better understand the physical processes that are being replicated, we present some information on how destruction works in the real world, and the high level approaches that have developed to simulate these processes. Using criteria gathered from industry professionals, we survey previous research work and determine their usability in a game development context. The approach which suits these criteria best is then selected as the basis for the approach presented in this work. By examining commercial solutions the shortcomings of existing technologies are determined to establish a solution direction. -
FREE STEM Apps for Common Core Daniel E
Georgia Southern University Digital Commons@Georgia Southern Interdisciplinary STEM Teaching & Learning Conference Mar 6th, 2:45 PM - 3:30 PM FREE STEM Apps for Common Core Daniel E. Rivera Mr. Georgia Southern University, [email protected] Follow this and additional works at: https://digitalcommons.georgiasouthern.edu/stem Recommended Citation Rivera, Daniel E. Mr., "FREE STEM Apps for Common Core" (2015). Interdisciplinary STEM Teaching & Learning Conference. 38. https://digitalcommons.georgiasouthern.edu/stem/2015/2015/38 This event is brought to you for free and open access by the Conferences & Events at Digital Commons@Georgia Southern. It has been accepted for inclusion in Interdisciplinary STEM Teaching & Learning Conference by an authorized administrator of Digital Commons@Georgia Southern. For more information, please contact [email protected]. STEM Apps for Common Core Access/Edit this doc online: http://goo.gl/bLkaXx Science is one of the most amazing fields of study. It explains our universe. It enables us to do the impossible. It makes sense of mystery. What many once believed were supernatural or magical events, we now explain, understand, and can apply to our everyday lives. Every modern marvel we have - from medicine, to technology, to agriculture- we owe to the scientific study of those before us. We stand on the shoulders of giants. It is therefore tremendously disappointing that so many regard science as simply a nerdy pursuit, or with contempt, or with boredom. In many ways w e stopped dreaming. Yet science is the alchemy and magic of yesterday, harnessed for humanity's benefit today. Perhaps no other subject has been so thoroughly embraced by the Internet and modern computing. -
Physics Engine Development
Hello! My name is Sergiy Migdalskiy and I work at Valve with Dirk Gregorius. I helped port, develop and optimize our in-house physics engine, Rubikon. Also, I have implemented a physics engine for Uncharted: Drake's Fortune on PS/3. 1 While this talk is about physics development, I'd like to emphacise that tools and techniques I'm describing are general purpose. They are probably applicable to any complex system written in C++. 2 Run Playing_with_Physics.mov This is what I do the whole day long. I play with physics, throw ragdolls into sandboxes, and such silliness. (wait) Here I'm piling up some ragdolls, it's looking good, until.. I notice one of the ragdolls, the very first, doesn't seem to collide with anything. I'm testing some more. I make sure the other ragdolls work fine. Then I notice something. Here it is – the collision flags on the very first ragdoll are set to not collide with anything. Now the mystery is solved, and I go on to other tests. 3 We started working with Dirk by porting his rigid body engine to Valve's framework. I knew Qt and I like playing with stuff I'm working on, for fun and to make it easier. So I implemented a little IDE for our physics project. It was incremental. Every time something took more than 30 seconds seconds to look up in the debugger, I made a widget that makes it a split-second. We had physics running in an isolated tool with buttons, sliders and 3D window with shadows, the one you've just seen, which was pretty cool. -
Software Design for Pluggable Real Time Physics Middleware
2005:270 CIV MASTER'S THESIS AgentPhysics Software Design for Pluggable Real Time Physics Middleware Johan Göransson Luleå University of Technology MSc Programmes in Engineering Department of Computer Science and Electrical Engineering Division of Computer Science 2005:270 CIV - ISSN: 1402-1617 - ISRN: LTU-EX--05/270--SE AgentPhysics Software Design for Pluggable Real Time Physics Middleware Johan GÄoransson Department of Computer Science and Electrical Engineering, LuleºaUniversity of Technology, [email protected] October 27, 2005 Abstract This master's thesis proposes a software design for a real time physics appli- cation programming interface with support for pluggable physics middleware. Pluggable means that the actual implementation of the simulation is indepen- dent and interchangeable, separated from the user interface of the API. This is done by dividing the API in three layers: wrapper, peer, and implementation. An evaluation of Open Dynamics Engine as a viable middleware for simulating rigid body physics is also given based on a number of test applications. The method used in this thesis consists of an iterative software design based on a literature study of rigid body physics, simulation and software design, as well as reviewing related work. The conclusion is that although the goals set for the design were ful¯lled, it is unlikely that AgentPhysics will be used other than as a higher level API on top of ODE, and only ODE. This is due to a number of reasons such as middleware speci¯c tools and code containers are di±cult to support, clash- ing programming paradigms produces an error prone implementation layer and middleware developers are reluctant to port their engines to Java. -
Physics Simulation Game Engine Benchmark Student: Marek Papinčák Supervisor: Doc
ASSIGNMENT OF BACHELOR’S THESIS Title: Physics Simulation Game Engine Benchmark Student: Marek Papinčák Supervisor: doc. Ing. Jiří Bittner, Ph.D. Study Programme: Informatics Study Branch: Web and Software Engineering Department: Department of Software Engineering Validity: Until the end of summer semester 2018/19 Instructions Review the existing tools and methods used for physics simulation in contemporary game engines. In the review, cover also the existing benchmarks created for evaluation of physics simulation performance. Identify parts of physics simulation with the highest computational overhead. Design at least three test scenarios that will allow to evaluate the dependence of the simulation on carefully selected parameters (e.g. number of colliding objects, number of simulated projectiles). Implement the designed simulation scenarios within Unity game engine and conduct a series of measurements that will analyze the behavior of the physics simulation. Finally, create a simple game that will make use of the tested scenarios. References [1] Jason Gregory. Game Engine Architecture, 2nd edition. CRC Press, 2014. [2] Ian Millington. Game Physics Engine Development, 2nd edition. CRC Press, 2010. [3] Unity User Manual. Unity Technologies, 2017. Available at https://docs.unity3d.com/Manual/index.html [4] Antonín Šmíd. Comparison of the Unity and Unreal Engines. Bachelor Thesis, CTU FEE, 2017. Ing. Michal Valenta, Ph.D. doc. RNDr. Ing. Marcel Jiřina, Ph.D. Head of Department Dean Prague February 8, 2018 Bachelor’s thesis Physics Simulation Game Engine Benchmark Marek Papinˇc´ak Department of Software Engineering Supervisor: doc. Ing. Jiˇr´ıBittner, Ph.D. May 15, 2018 Acknowledgements I am thankful to Jiri Bittner, an associate professor at the Department of Computer Graphics and Interaction, for sharing his expertise and helping me with this thesis. -
Physics Engine Design and Implementation Physics Engine • a Component of the Game Engine
Physics engine design and implementation Physics Engine • A component of the game engine. • Separates reusable features and specific game logic. • basically software components (physics, graphics, input, network, etc.) • Handles the simulation of the world • physical behavior, collisions, terrain changes, ragdoll and active characters, explosions, object breaking and destruction, liquids and soft bodies, ... Game Physics 2 Physics engine • Example SDKs: – Open Source • Bullet, Open Dynamics Engine (ODE), Tokamak, Newton Game Dynamics, PhysBam, Box2D – Closed source • Havok Physics • Nvidia PhysX PhysX (Mafia II) ODE (Call of Juarez) Havok (Diablo 3) Game Physics 3 Case study: Bullet • Bullet Physics Library is an open source game physics engine. • http://bulletphysics.org • open source under ZLib license. • Provides collision detection, soft body and rigid body solvers. • Used by many movie and game companies in AAA titles on PC, consoles and mobile devices. • A modular extendible C++ design. • Used for the practical assignment. • User manual and numerous demos (e.g. CCD Physics, Collision and SoftBody Demo). Game Physics 4 Features • Bullet Collision Detection can be used on its own as a separate SDK without Bullet Dynamics • Discrete and continuous collision detection. • Swept collision queries. • Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes. • Support for dynamic deformation of nonconvex triangle meshes. • Multi-physics Library includes: • Rigid-body dynamics including constraint solvers. • Support for constraint limits and motors. • Soft-body support including cloth and rope. Game Physics 5 Design • The main components are organized as follows Soft Body Dynamics Bullet Multi Threaded Extras: Maya Plugin, Rigid Body Dynamics etc. Collision Detection Linear Math, Memory, Containers Game Physics 6 Overview • High level simulation manager: btDiscreteDynamicsWorld or btSoftRigidDynamicsWorld. -
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. -
CAR-ANS PART 05 Issue No. 2 Units of Measurement to Be Used In
CIVIL AVIATION REGULATIONS AIR NAVIGATION SERVICES Part 5 Governing UNITS OF MEASUREMENT TO BE USED IN AIR AND GROUND OPERATIONS CIVIL AVIATION AUTHORITY OF THE PHILIPPINES Old MIA Road, Pasay City1301 Metro Manila INTENTIONALLY LEFT BLANK CAR-ANS PART 5 Republic of the Philippines CIVIL AVIATION REGULATIONS AIR NAVIGATION SERVICES (CAR-ANS) Part 5 UNITS OF MEASUREMENTS TO BE USED IN AIR AND GROUND OPERATIONS 22 APRIL 2016 EFFECTIVITY Part 5 of the Civil Aviation Regulations-Air Navigation Services are issued under the authority of Republic Act 9497 and shall take effect upon approval of the Board of Directors of the CAAP. APPROVED BY: LT GEN WILLIAM K HOTCHKISS III AFP (RET) DATE Director General Civil Aviation Authority of the Philippines Issue 2 15-i 16 May 2016 CAR-ANS PART 5 FOREWORD This Civil Aviation Regulations-Air Navigation Services (CAR-ANS) Part 5 was formulated and issued by the Civil Aviation Authority of the Philippines (CAAP), prescribing the standards and recommended practices for units of measurements to be used in air and ground operations within the territory of the Republic of the Philippines. This Civil Aviation Regulations-Air Navigation Services (CAR-ANS) Part 5 was developed based on the Standards and Recommended Practices prescribed by the International Civil Aviation Organization (ICAO) as contained in Annex 5 which was first adopted by the council on 16 April 1948 pursuant to the provisions of Article 37 of the Convention of International Civil Aviation (Chicago 1944), and consequently became applicable on 1 January 1949. The provisions contained herein are issued by authority of the Director General of the Civil Aviation Authority of the Philippines and will be complied with by all concerned.