I'm trying to use a composite transform (TranslationTransform + ScaleTransform) for registration. The concept is to first register with Translation, then do [Translation, Scale] with the initial transform of the translation given by the solution of the initial registration. If you try and do this with a composite transform, only the last transform added will get modified though, and all the higher order transform types include rotation - priors let me know that the rotation is well determined and shouldnt be modified as a degree of freedom. I can think of two ways of solving this:
Come up with a way of allowing registration on a composite transform which allows for parameters from both transform to be modified - maybe using the base Transform class?
Come up with a way of holding certain parameters constant in a higher order transform during registration.
EDIT I think that the SetOptimizerWeights function can be used to do this way of solving the problem. EDIT You aren't allowed to SetOptimizerWeights for the L-BFGS type optimizers, meaning there is no easy way to mask dimensions. As these proved to be much much more robust across datasets, in the end I may just allow for registration to occur across the higher order space.
I dont know how to do either of these things and cant find any (good) documentation on either... any help very appreciated!!
Your proposed solution 2 is the straightforward approach to doing what you want:
Use an AffineTransform(3).
The parameters of the affine transform GetParameters() are in row major order.
For first registration, only translation, SetOptimizerWeights([0,0,0,1,0,0,0,1,0,0,0,1]) only translation portion is active.
For the second registration, only scaling, SetOptimizerWeights([1,0,0,0,0,1,0,0,0,0,1,0]) only scale portion is active.
An aside, yes, this specific feature is not well documented, but the toolkit has extensive documentation, both on read-the-docs and on the toolkit's juypter notebook repository.
Finally, the main location for Q&A is on the itk discourse forum.
Related
I'm trying to use Drake's inverse dyanmics controller on an arm with a floating base, and based on this discussion it seems like the most straightforward way to go about this is to use two separate plants since the controller only supports fully actuated systems.
Following Python bindings error when adding two plants to a scene graph in pyDrake, I attempted to create two plants using the following code:
def register_plant_with_scene_graph(scene_graph, plant):
plant.RegsterAsSourceForSceneGraph(scene_graph)
builder.Connect(
plant.get_geometry_poses_output_port(),
scene_graph.get_source_pose_port(plant.get_source_id()),
)
builder.Connect(
scene_graph.get_query_output_port(),
plant.get_geometry_query_input_port(),
)
builder = DiagramBuilder()
scene_graph = builder.AddSystem(SceneGraph())
plant_1 = builder.AddSystem(MultibodyPlant(time_step=0.0))
register_plant_with_scene_graph(scene_graph, plant_1)
plant_2 = builder.AddSystem(MultibodyPlant(time_step=0.0))
register_plant_with_scene_graph(scene_graph, plant_2)
which produced the error
AttributeError: 'MultibodyPlant_[float]' object has no attribute 'RegsterAsSourceForSceneGraph'
Which seems odd because according to the documentation, the function should exist.
Is this function available in the python bindings for drake? Also, more broadly, is this the correct way to approach using the inverse dynamics controller on a free-floating manipulator?
Inverse dynamics takes desired positions, velocities, and accelerations and computes the required torques. If your robot has a floating base, then you cannot accept arbitrary acceleration commands. For instance the total center of mass of your robot will be falling according to gravity; any acceleration that does not satisfy this requirement will not have a feasible solution to the inverse dynamics. I think there must be something more that we need to understand about your problem formulation.
Often when people ask this question, they are thinking of a robot that is relying on contact forces in addition to generalized force/torques in order to achieve the requested accelerations. In that case, the problem needs to include those contact forces as decision variables, too. Since contact forces have unilateral constraints (e.g. feet cannot pull on the ground), and friction cone constraints, this inverse dynamics problem is almost always formulated as a quadratic program. For instance, as in this paper. We don't currently provide that QP formulation in Drake, but it is not hard to write it against the MathematicalProgram interface. And we do have some older code that was removed from Drake (since it wasn't actively developed) that we can point you to if it helps.
I am using the ELKI MiniGUI to run LOF. I have found out how to normalize the data before running by -dbc.filter, but I would like to look at the original data records and not the normalized ones in the output.
It seems that there is some flag called -normUndo, which can be set if using the command-line, but I cannot figure out how to use it in the MiniGUI.
This functionality used to exist in ELKI, but has effectively been removed (for now).
only a few normalizations ever supported this, most would fail.
there is no longer a well defined "end" with the visualization. Some users will want to visualize the normalized data, others not.
it requires carrying over normalization information along, which makes data structures more complex (albeit the hierarchical approach we have now would allow this again)
due to numerical imprecision of floating point math, you would frequently not get out the exact same values as you put in
keeping the original data in memory may be too expensive for some use cases, so we would need to add another parameter "keep non-normalized data"; furthermore you would need to choose which (normalized or non-normalized) to use for analysis, and which for visualization. This would not be hard with a full-blown GUI, but you are looking at a command line interface. (This is easy to do with Java, too...)
We would of course appreciate patches that contribute such functionality to ELKI.
The easiest way is this: Add a (non-numerical) label column, and you can identify the original objects, in your original data, by this label.
I want to get the properly rendered projection result from a Stage3D framework that presents something of a 'gray box' interface via its API. It is gray rather than black because I can see this critical snippet of source code:
matrix3D.copyFrom (renderable.getRenderSceneTransform (camera));
matrix3D.append (viewProjection);
The projection rendering technique that perfectly suits my needs comes from a helpful tutorial that works directly with AGAL rather than any particular framework. Its comparable rendering logic snippet looks like this:
cube.mat.copyToMatrix3D (drawMatrix);
drawMatrix.prepend (worldToClip);
So, I believe the correct, general summary of what is going on here is that both pieces of code are setting up the proper combined matrix to be sent to the Vertex Shader where that matrix will be a parameter to the m44 AGAL operation. The general description is that the combined matrix will take us from Object Local Space through Camera View Space to Screen or Clipping Space.
My problem can be summarized as arising from my ignorance of proper matrix operations. I believe my failed attempt to merge the two environments arises precisely because the semantics of prepending one matrix to another is not, and is never intended to be, equivalent to appending that matrix to the other. My request, then, can be summarized in this way. Because I have no control over the calling sequence that the framework will issue, e.g., I must live with an append operation, I can only try to fix things on the side where I prepare the matrix which is to be appended. That code is not black-boxed, but it is too complex for me to know how to change it so that it would meet the interface requirements posed by the framework.
Is there some sequence of inversions, transformations or other manuevers which would let me modify a viewProjection matrix that was designed to be prepended, so that it will turn out right when it is, instead, appended to the Object's World Space coordinates?
I am providing an answer more out of desperation than sure understanding, and still hope I will receive a better answer from those more knowledgeable. From Dunn and Parberry's "3D Math Primer" I learned that "transposing the product of two matrices is the same as taking the product of their transposes in reverse order."
Without being able to understand how to enter text involving superscripts, I am not sure if I can reduce my approach to a helpful mathematical formulation, so I will invent a syntax using functional notation. The equivalency noted by Dunn and Parberry would be something like:
AB = transpose (B) x transpose (A)
That comes close to solving my problem, which problem, to restate, is really just a problem arising out of the fact that I cannot control the behavior of the internal matrix operations in the framework package. I can, however, perform appropriate matrix operations on either side of the workflow from local object coordinates to those required by the GPU Vertex Shader.
I have not completed the test of my solution, which requires the final step to be taken in the AGAL shader, but I have been able to confirm in AS3 that the last 'un-transform' does yield exactly the same combined raw data as the example from the author of the camera with the desired lens properties whose implementation involves prepending rather than appending.
BA = transpose (transpose (A) x transpose (B))
I have also not yet tested to see if these extra calculations are so processing intensive as to reduce my application frame rate beyond what is acceptable, but am pleased at least to be able to confirm that the computations yield the same result.
Is it preferable to store redundant information, (which can be otherwise generated from existing data,) or to instead convert the existing data each time you need access?
I've simplified my specific problem as best as I can below, hoping that the provided answers are useful as future-reference material.
Example:
Let's say we've developed a program that places data into Squares on a grid (like a super-descriptive game of Tic-Tac-Toe or something) and assigns various details, and a unique identification number to each:
Throughout our program, we often perform logic based on a square's X and/or Y coordinates (checking for 3 in a row) and other times we only need the ID (perhaps to access a string at "SquareName[ID]") - We aren't exactly certain which of these two is accessed more often, but it's a rather close competition.
Up until now we've simply stored the ID inside the square class, and converted it with some simple formulas whenever just the X or Y are needed. Say we want to get coordinates for one square in particular:
int CurrentX = (this.Square.ID - 1) % 3) + 1; // X coordinate, 1 through 3
int CurrentY = (this.Square.ID + 1) / 3; // Y, 1 through 3
Since the squares don't move around or change ID after setup, part of me believes it would be simpler just to store all 3 values inside the Square class, but my other part cringes at the redundancy since access to X and Y is already easy enough to calculate from the existing ID.
(Note, This program itself is not very memory or resource intensive, nor does the size of the grid get much larger, so it mostly comes down to which option is a better practice or rule of thumb.)
What would you do?
As a rule of thumb, for a system where the data is read/write, store your basic data without redundancy.
When performance or other considerations become a practical issue, then you should denormalize as necessary. (i.e. wait for it to be a problem, don't pre-optimize overly much).
Your goal should be the most maintainable code possible. That usually means writing the least code possible. Having extra code to maintain redundant copies of data points will make your code more brittle.
If those are values which can be determined at the moment of creation and then do not change anymore, I would go for variables populated in the constructor. It's not redundant info in so far as that it isn't stored anywhere else, but that's not my main point. When reading my code, I'd usually expect that whenever something is computed at the time of request, it might change per request. It is easy to find the point in the source where the field is populated and where it is changed, especially if it does never change, but you might end up slightly confused when looking at some calculation which will return always the same result, as it's variables can't change, and wonder whether you're just missing a case or this is really static.
Also, using a descriptive variable name, you can get rid of the comments. Not that I generally aim at not commenting, but source code which doesn't even need comments is a pretty save signal for easy to understand code, which might (/should) be your aim.
I am developing a game for the web. The map of this game will be a minimum of 2000km by 2000km. I want to be able to encode elevation and terrain type at some level of granularity - 100m X 100m for example.
For a 2000km by 2000km map storing this information in 100m2 buckets would mean 20000 by 20000 elements or a total of 400,000,000 records in a database.
Is there some other way of storing this type of information?
MORE INFORMATION
The map itself will not ever be displayed in its entirety. Units will be moved on the map in a turn based fashion and the players will get feedback on where they are located and what the local area looks like. Terrain will dictate speed and prohibition of movement.
I guess I am trying to say that the map will be used for the game and not necessarily for a graphical or display purposes.
It depends on how you want to generate your terrain.
For example, you could procedurally generate it all (using interpolation of a low resolution terrain/height map - stored as two "bitmaps" - with random interpolation seeded from the xy coords to ensure that terrain didn't morph), and use minimal storage.
If you wanted areas of terrain that were completely defined, you could store these separately and use them where appropriate, randomly generating the rest.)
If you want completely defined terrain, then you're going to need to look into some kind of compression/streaming technique to only pull terrain you are currently interested in.
I would treat it differently, by separating terrain type and elevation.
Terrain type, I assume, does not change as rapidly as elevation - there are probably sectors of the same type of terrain that stretch over much longer than the lowest level of granularity. I would map those sectors into database records or some kind of hash table, depending on performance, memory and other requirements.
Elevation I would assume is semi-contiuous, as it changes gradually for the most part. I would try to map the values into set of continuous functions (different sets between parts that are not continues, as in sudden change in elevation). For any set of coordinates for which the terrain is the same elevation or can be described by a simple function, you just need to define the range this function covers. This should reduce much the amount of information you need to record to describe the elevation at each point in the terrain.
So basically I would break down the map into different sectors which compose of (x,y) ranges, once for terrain type and once for terrain elevation, and build a hash table for each which can return the appropriate value as needed.
If you want the kind of granularity that you are looking for, then there is no obvious way of doing it.
You could try a 2-dimensional wavelet transform, but that's pretty complex. Something like a Fourier transform would do quite nicely. Plus, you probably wouldn't go about storing the terrain with a one-record-per-piece-of-land way; it makes more sense to have some sort of database field which can store an encoded matrix.
I think the usual solution is to break your domain up into "tiles" of manageable sizes. You'll have to add a little bit of logic to load the appropriate tiles at any given time, but not too bad.
You shouldn't need to access all that info at once--even if each 100m2 bucket occupied a single pixel on the screen, no screen I know of could show 20k x 20k pixels at once.
Also, I wouldn't use a database--look into height mapping--effectively using a black & white image whose pixel values represent heights.
Good luck!
That will be awfully lot of information no matter which way you look at it. 400,000,000 grid cells will take their toll.
I see two ways of going around this. Firstly, since it is a web-based game, you might be able to get a server with a decently sized HDD and store the 400M records in it just as you would normally. Or more likely create some sort of your own storage mechanism for efficiency. Then you would only have to devise a way to access the data efficiently, which could be done by taking into account the fact that you doubtfully will need to use it all at once. ;)
The other way would be some kind of compression. You have to be careful with this though. Most out-of-the-box compression algorithms won't allow you to decompress an arbitrary location in the stream. Perhaps your terrain data has some patterns in it you can use? I doubt it will be completely random. More likely I predict large areas with the same data. Perhaps those can be encoded as such?