unreal engine
FOD-S2R: A FOD Dataset for Sim2Real Transfer Learning based Object Detection
Vashist, Ashish, Saadiyean, Qiranul, Sundaram, Suresh, Seelamantula, Chandra Sekhar
Foreign Object Debris (FOD) within aircraft fuel tanks presents critical safety hazards including fuel contamination, system malfunctions, and increased maintenance costs. Despite the severity of these risks, there is a notable lack of dedicated datasets for the complex, enclosed environments found inside fuel tanks. To bridge this gap, we present a novel dataset, FOD-S2R, composed of real and synthetic images of the FOD within a simulated aircraft fuel tank. Unlike existing datasets that focus on external or open-air environments, our dataset is the first to systematically evaluate the effectiveness of synthetic data in enhancing the real-world FOD detection performance in confined, closed structures. The real-world subset consists of 3,114 high-resolution HD images captured in a controlled fuel tank replica, while the synthetic subset includes 3,137 images generated using Unreal Engine. The dataset is composed of various Field of views (FOV), object distances, lighting conditions, color, and object size. Prior research has demonstrated that synthetic data can reduce reliance on extensive real-world annotations and improve the generalizability of vision models. Thus, we benchmark several state-of-the-art object detection models and demonstrate that introducing synthetic data improves the detection accuracy and generalization to real-world conditions. These experiments demonstrate the effectiveness of synthetic data in enhancing the model performance and narrowing the Sim2Real gap, providing a valuable foundation for developing automated FOD detection systems for aviation maintenance.
- Asia > India > Karnataka > Bengaluru (0.04)
- Europe > Netherlands > North Holland > Amsterdam (0.04)
Unreal Robotics Lab: A High-Fidelity Robotics Simulator with Advanced Physics and Rendering
Embley-Riches, Jonathan, Liu, Jianwei, Julier, Simon, Kanoulas, Dimitrios
High-fidelity simulation is essential for robotics research, enabling safe and efficient testing of perception, control, and navigation algorithms. However, achieving both photorealistic rendering and accurate physics modeling remains a challenge. This paper presents a novel simulation framework, the Unreal Robotics Lab (URL), that integrates the advanced rendering capabilities of the Unreal Engine with MuJoCo's high-precision physics simulation. Our approach enables realistic robotic perception while maintaining accurate physical interactions, facilitating benchmarking and dataset generation for vision-based robotics applications. The system supports complex environmental effects, such as smoke, fire, and water dynamics, which are critical to evaluating robotic performance under adverse conditions. We benchmark visual navigation and SLAM methods within our framework, demonstrating its utility for testing real-world robustness in controlled yet diverse scenarios. By bridging the gap between physics accuracy and photorealistic rendering, our framework provides a powerful tool for advancing robotics research and sim-to-real transfer. Our open-source framework is available at https://unrealroboticslab.github.io/.
UNDREAM: Bridging Differentiable Rendering and Photorealistic Simulation for End-to-end Adversarial Attacks
Phute, Mansi, Hull, Matthew, Wang, Haoran, Helbling, Alec, Peng, ShengYun, Lunardi, Willian, Andreoni, Martin, Lee, Wenke, Chau, Duen Horng
Users can create diverse environments by controlling environmental conditions, add and configure custom 3D objects and execute adversarial attacks that faithfully follow threat model. Deep learning models deployed in safety critical applications like autonomous driving use simulations to test their robustness against adversarial attacks in realistic conditions. However, these simulations are non-differentiable, forcing researchers to create attacks that do not integrate simulation environmental factors, reducing attack success. To address this limitation, we introduce UnDREAM, the first software framework that bridges the gap between photorealistic simulators and differentiable renderers to enable end-to-end optimization of adversarial perturbations on any 3D objects. UnDREAM enables manipulation of the environment by offering complete control over weather, lighting, backgrounds, camera angles, trajectories, and realistic human and object movements, thereby allowing the creation of diverse scenes. We showcase a wide array of distinct physically plausible adversarial objects that UnDREAM enables researchers to swiftly explore in different configurable environments. Ensuring the adversarial robustness of vision systems is important, as computer vision is applied in safety-critical domains like autonomous vehicles.
- Information Technology > Security & Privacy (0.57)
- Government > Military (0.57)
Combining Reinforcement Learning and Behavior Trees for NPCs in Video Games with AMD Schola
Liu, Tian, Cann, Alex, Colbert, Ian, Saeedi, Mehdi
For example, a recent study [1] concludes that NPCs based on behavior trees (BTs) are still more viable than those based on machine learning (ML), calling for new approaches, strategies, and tooling to overcome the barrier to adoption. Additional work has also underscored the need for reusable and adjustable models [2], motivated by game developers' preferences to reuse previously developed assets, provided that reuse does not result in repetitive gameplay. Traditional BT approaches and modern RL techniques each have their respective strengths and limitations in video game development. BTs offer a structured and hierarchical method for managing NPC behaviors, enabling the design of complex systems with predictable outcomes given sufficient development time. However, this complexity can make multi-task BTs less engaging and cumbersome to develop [2]. Conversely, RL provides a dynamic and adaptive approach to decision making [3], allowing developers to guide an agent through trial-and-error. However, training generally-capable RL models remains a challenge, particularly due to reward shaping, negative task transfer [4, 5], and compute resource demands [6].
- Leisure & Entertainment > Games > Computer Games (1.00)
- Information Technology > Software (1.00)
Implementation Analysis of Collaborative Robot Digital Twins in Physics Engines
König, Christian, Petershans, Jan, Herbst, Jan, Rüb, Matthias, Krummacker, Dennis, Mittag, Eric, Schotten, Hans D.
This paper presents a Digital Twin (DT) of a 6G communications system testbed that integrates two robotic manipulators with a high-precision optical infrared tracking system in Unreal Engine 5. Practical details of the setup and implementation insights provide valuable guidance for users aiming to replicate such systems, an endeavor that is crucial to advancing DT applications within the scientific community. Key topics discussed include video streaming, integration within the Robot Operating System 2 (ROS 2), and bidirectional communication. The insights provided are intended to support the development and deployment of DTs in robotics and automation research.
- North America > United States > Florida > Palm Beach County > Boca Raton (0.04)
- Europe > Germany > Rhineland-Palatinate > Kaiserslautern (0.04)
- Europe > Germany > Bremen > Bremen (0.04)
- Asia > Middle East > Republic of Türkiye (0.04)
iFANnpp: Nuclear Power Plant Digital Twin for Robots and Autonomous Intelligence
Do, Youndo, Zebrowitz, Marc, Stahl, Jackson, Zhang, Fan
Robotics has gained significant attention due to its autonomy and ability to automate in the nuclear industry. However, the increasing complexity of robots has led to a growing demand for advanced simulation and control methods to predict robot behavior and optimize plant performance. Most existing digital twins only address parts of systems and do not offer an overall design of nuclear power plants. Furthermore, they are often designed for specific algorithms or tasks, making them unsuitable for broader research applications or other potential projects. In response, we propose a comprehensive nuclear power plant designed to enhance real-time monitoring, operational efficiency, and predictive maintenance. We selected to model a full-scope nuclear power plant in Unreal Engine 5 to incorporate the complexities and various phenomena. The high-resolution simulation environment is integrated with a General Pressurized Water Reactor Simulator, a high-fidelity physics-driven software, to create a realistic flow of nuclear power plant and a real-time updating virtual environment. Furthermore, the virtual environment provides various features and a Python bridge for researchers to test custom algorithms and frameworks easily. The digital twin's performance is presented, and several research ideas - such as multi-robot task scheduling and robot navigation in the radiation area - using implemented features are presented.
- Research Report (0.64)
- Overview (0.46)
DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Earle, Sam, Parajuli, Samyak, Banburski-Fahey, Andrzej
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
- North America > United States > New York > New York County > New York City (0.04)
- North America > United States > Washington > King County > Redmond (0.04)
- North America > United States > Texas > Travis County > Austin (0.04)
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- Research Report > New Finding (0.46)
- Leisure & Entertainment > Games > Computer Games (1.00)
- Information Technology > Software (0.89)
IMMERTWIN: A Mixed Reality Framework for Enhanced Robotic Arm Teleoperation
Audonnet, Florent P., Ramirez-Alpizar, Ixchel G., Aragon-Camarasa, Gerardo
Abstract-- We present IMMERTWIN, a mixed reality framework for enhance robotic arm teleoperation using a closedloop digital twin as a bridge for interaction between the user and the robotic system. We evaluated IMMERTWIN by performing a medium-scale user survey with 26 participants on two robots. Users were asked to teleoperate with both robots inside the virtual environment to pick and place 3 cubes in a tower and to repeat this task as many times as possible in 10 minutes, with only 5 minutes of training beforehand. Our experimental results show that most users were able to succeed by building at least a tower of 3 cubes regardless of the robot used and a maximum of 10 towers (1 tower per minute). In addition, users preferred to use IMMERTWIN over our previous work, TELESIM, as it caused them less mental workload. The ANA Avatar XPRIZE [1] competition has significantly increased interest in telepresence robotics.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
- Europe > Spain > Aragón (0.05)
- North America > United States > Oklahoma > Beaver County (0.04)
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- Information Technology (0.94)
- Health & Medicine (0.68)
Domain-Transferred Synthetic Data Generation for Improving Monocular Depth Estimation
Lee, Seungyeop, Peterson, Knut, Arezoomandan, Solmaz, Cai, Bill, Li, Peihan, Zhou, Lifeng, Han, David
A major obstacle to the development of effective monocular depth estimation algorithms is the difficulty in obtaining high-quality depth data that corresponds to collected RGB images. Collecting this data is time-consuming and costly, and even data collected by modern sensors has limited range or resolution, and is subject to inconsistencies and noise. To combat this, we propose a method of data generation in simulation using 3D synthetic environments and CycleGAN domain transfer. We compare this method of data generation to the popular NYUDepth V2 dataset by training a depth estimation model based on the DenseDepth structure using different training sets of real and simulated data. We evaluate the performance of the models on newly collected images and LiDAR depth data from a Husky robot to verify the generalizability of the approach and show that GAN-transformed data can serve as an effective alternative to real-world data, particularly in depth estimation.
- Europe > Italy > Tuscany > Florence (0.04)
- Asia > Middle East > Republic of Türkiye > Karaman Province > Karaman (0.04)
- Asia > Middle East > Iran > Tehran Province > Tehran (0.04)
RESenv: A Realistic Earthquake Simulation Environment based on Unreal Engine
Sun, Yitong, Wang, Hanchun, Zhang, Zhejun, Diels, Cyriel, Asadipour, Ali
Earthquakes have a significant impact on societies and economies, driving the need for effective search and rescue strategies. With the growing role of AI and robotics in these operations, high-quality synthetic visual data becomes crucial. Current simulation methods, mostly focusing on single building damages, often fail to provide realistic visuals for complex urban settings. To bridge this gap, we introduce an innovative earthquake simulation system using the Chaos Physics System in Unreal Engine. Our approach aims to offer detailed and realistic visual simulations essential for AI and robotic training in rescue missions. By integrating real seismic waveform data, we enhance the authenticity and relevance of our simulations, ensuring they closely mirror real-world earthquake scenarios. Leveraging the advanced capabilities of Unreal Engine, our system delivers not only high-quality visualisations but also real-time dynamic interactions, making the simulated environments more immersive and responsive. By providing advanced renderings, accurate physical interactions, and comprehensive geological movements, our solution outperforms traditional methods in efficiency and user experience. Our simulation environment stands out in its detail and realism, making it a valuable tool for AI tasks such as path planning and image recognition related to earthquake responses. We validate our approach through three AI-based tasks: similarity detection, path planning, and image segmentation.