Gpu pipeline plans multi-robot 3d underwater inspections efficiently

A GPU-Resident Pipeline for Multi-Robot 3D Inspection with Limited Perception

RoboticsMultiagent Systems

Summary

Underwater robots often have limited cameras, making it tricky to explore and inspect complex surfaces fully. The authors developed a complete method that runs entirely on a graphics processor to quickly plan paths for many robots to cover 3D underwater structures together. Their method breaks a complex problem into parts like choosing viewpoints and routing robots to avoid collisions, then integrates these steps for fast performance. They tested their approach on large 3D models and made their code publicly available.

What this means in practice

  • For robotic inspection teams: Plan coordinated 3D inspection routes for multiple underwater robots with limited camera range to efficiently cover complex structures.
  • For autonomous vehicle developers: Develop integrated GPU-based planning modules for coordinated multi-agent navigation and coverage in complex 3D environments.

Authors

Kryštof Pšenička, Stefan Edelkamp

Abstract

We present a complete, GPU-resident pipeline for multi-robot 3D inspection of underwater structures. Given a triangle mesh and a fleet of $K$ robots, each carrying a short-range, limited field-of-view camera, the pipeline computes 6-DOF trajectories that jointly cover a target fraction of the surface while minimizing a linearly interpolated makespan/total-cost objective. The joint problem is NP-hard, so we decompose it into five core stages - candidate viewpoint generation, visibility computation, set cover, min-max vehicle routing solved as a mixed integer program (MIP) with lifted Miller-Tucker-Zemlin subtour elimination, and priority-based multi-agent path finding with continuous-time inter-robot conflict checking - flanked by mesh loading and surface sampling as preprocessing and by trajectory smoothing as postprocessing. Our contributions are: an end-to-end GPU-accelerated integration of the five stages, with its kernel design documented; a GPU batch adaptation of Lien's $\varepsilon$-visibility with four custom CUDA kernels; a $β$-aware per-vehicle tour upper bound derived from the interpolated objective, supplementing the Desrochers-Laporte coefficient lift with forbidden-pair cuts; a 4D space-time extension of Zhou and Zeng's GPU parallel-frontier A*; and an experimental evaluation on 14 meshes (up to $7.2$M faces) that ablates the routing cuts and the parallel-frontier search, audits collision freedom and waypoint attainment \emph{after} trajectory smoothing, and measures the end-to-end gap against analytical and LP-relaxation lower bounds. Code and raw results are publicly available.