2021
Autores
Sauvage, JF; Schwartz, N; Vievard, S; Bonnefois, A; Velluet, MT; Correia, C; Cassaing, F; Fusco, T; Michau, V; Krapez, JC; Ferrari, M; Laginja, I;
Publicação
SPACE TELESCOPES AND INSTRUMENTATION 2020: OPTICAL, INFRARED, AND MILLIMETER WAVE
Abstract
The volume available on-board small satellites limit the optical aperture to a few centimetres, which limits the Ground-Sampling Distance (GSD) in the visible to approximately 3 m at 500 km. We present a performance analysis of the concept of a deployable CubeSat telescope. This payload will allow a tripling of the ground resolution achievable from a CubeSat imager, hence allowing very high resolution imaging from Low Earth Orbit (LEO). The project combines precision opto-mechanical deployment and cophasing of the mirrors segments using active optics. The payload has the potential of becoming a new off-the-shelf standardised system to be proposed for all high angular resolution imaging missions using CubeSats or similar nanosats. Ultimately, this technology will develop new instrumentation and technology for small satellite platforms with a primary mirror size equal or larger than 30 cm. In this paper, we present the breakdown of the different error sources that may affect the final optical quality and propose cophasing strategies. We show that the piston, tip and tilt aberrations may need to be as small as 15 nm RMS to allow for diffraction-limited imaging. By taking a co-conception approach, i.e. by taking into account the post-processing capability such as deconvolution, we believe these constraints may be somewhat released. Finally, we show numerical simulation of different solutions allowing the aberrations of the primary mirror segments.
2021
Autores
Pereira N.; Rowe A.; Farb M.W.; Liang I.; Lu E.; Riebling E.;
Publicação
Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2021
Abstract
We propose supporting hybrid conference experiences using the Augmented Reality Edge Network Architecture (ARENA). ARENA is a platform based on web technologies that simplifies the creation of collaborative mixed reality for standard Web Browsers (Chrome, Firefox) in VR, Headset AR/VR Browsers (Magic Leap, Hololens, Oculus Quest 2), and mobile AR (WebXR Viewer for iOS, Chrome with experimental flags for Android, and our own custom WebXR fork for iOS). We use a 3D scan of the conference venue as the backdrop environment for remote users and a model to stage various AR interactions for in-person users. Remote participants can use VR in a browser or a VR headset to navigate the scene. In-person participants can use AR headsets or mobile AR through WebXR browsers to see and hear remote users. ARENA can scale up to hundreds of users in the same scene and provides audio and video with spatial sound that can more closely capture real-world interactions.
2021
Autores
Ferreira, P; Nogueira, L; Pereira, N; Maia, C; Fernandes, M; Andrade, A; Faria, R; Goncalves, C;
Publicação
2021 WORLD ENGINEERING EDUCATION FORUM/GLOBAL ENGINEERING DEANS COUNCIL (WEEF/GEDC)
Abstract
Programming courses are needed for an increasing number of students in the Higher Education Institutions of today. Of all the programming languages covered in typical courses, the C and Assembly languages are among the most critical. As they are very low level languages, their knowledge helps the students to understand the inner workings of a computer. At the same time, their differences from other programming languages, demands from the learner a serious adjustment of the mental model. As the programming tools and environments are also different, there is the need of supporting the students in their learning, using a minimum of infrastructure, due to financial restrictions, and to support the maximum number of students, with the existing resources. The use of a Virtual Machine based on a Live Linux distribution, together with an enhanced set of software tests can provide students with an easy to install development platform, providing a good amount feedback, with very limited network usage. The methods described in this paper have been applied with good results, and can be used to support live or online classes.
2021
Autores
Pereira, N; Rowe, A; Farb, MW; Liang, I; Lu, E; Riebling, E;
Publicação
2021 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2021)
Abstract
Many have predicted the future of the Web to be the integration of Web content with the real-world through technologies such as Augmented Reality (AR). This has led to the rise of Extended Reality (XR) Web Browsers used to shorten the long AR application development and deployment cycle of native applications especially across different platforms. As XR Browsers mature, we face new challenges related to collaborative and multi-user applications that span users, devices, and machines. These collaborative XR applications require: (1) networking support for scaling to many users, (2) mechanisms for content access control and application isolation, and (3) the ability to host application logic near clients or data sources to reduce application latency. In this paper, we present the design and evaluation of the AR Edge Networking Architecture (ARENA) which is a platform that simplifies building and hosting collaborative XR applications on WebXR capable browsers. ARENA provides a number of critical components including: a hierarchical geospatial directory service that connects users to nearby servers and content, a token-based authentication system for controlling user access to content, and an application/service runtime supervisor that can dispatch programs across any network connected device. All of the content within ARENA exists as endpoints in a PubSub scene graph model that is synchronized across all users. We evaluate ARENA in terms of client performance as well as benchmark end-to-end response-time as load on the system scales. We show the ability to horizontally scale the system to Internet-scale with scenes containing hundreds of users and latencies on the order of tens of milliseconds. Finally, we highlight projects built using ARENA and showcase how our approach dramatically simplifies collaborative multi-user XR development compared to monolithic approaches.
2021
Autores
Lu E.; Miller J.; Pereira N.; Rowe A.;
Publicação
Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
Abstract
Public spaces like concert stadiums and sporting arenas are ideal venues for AR content delivery to crowds of mobile phone users. Unfortunately, these environments tend to be some of the most challenging in terms of lighting and dynamic staging for vision-based relocalization. In this paper, we introduce FLASH1, a system for delivering AR content within challenging lighting environments that uses active tags (i.e., blinking) with detectable features from passive tags (quads) for marking regions of interest and determining pose. This combination allows the tags to be detectable from long distances with significantly less computational overhead per frame, making it possible to embed tags in existing video displays like large jumbotrons. To aid in pose acquisition, we implement a gravity-assisted pose solver that removes the ambiguous solutions that are often encountered when trying to localize using standard passive tags. We show that our technique outperforms similarly sized passive tags in terms of range by 20-30% and is fast enough to run at 30 FPS even within a mobile web browser on a smartphone.
2021
Autores
Gonçalves, TM; Martins, IS; Silva, HF; Tuchin, VV; Oliveira, LM;
Publicação
Photochem
Abstract
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