It has long been realized that neuromorphic hardware offers benefits for the domain of robotics such as low energy, low latency, as well as unique methods of learning. In aiming for more complex tasks, especially those incorporating multimodal data, one hurdle continuing to prevent their realization is an inability to orchestrate multiple networks on neuromorphic hardware without resorting to off-chip process management logic. To address this, we show a first example of a pipeline for vision-based robot control in which numerous complex networks can be run entirely on hardware via the use of a spiking neural state machine for process orchestration. The pipeline is validated on the Intel Loihi 2 research chip. We show that all components can run concurrently on-chip in the milli Watt regime at latencies competitive with the state-of-the-art. An equivalent network on simulated hardware is shown to accomplish robotic arm plug insertion in simulation, and the core elements of the pipeline are additionally tested on a real robotic arm.
Reliable relative pose estimation is a key enabler for autonomous rendezvous and proximity operations, yet space imagery is notoriously challenging due to extreme illumination, high contrast, and fast target motion. Event cameras provide asynchronous, change-driven measurements that can remain informative when frame-based imagery saturates or blurs, while neuromorphic processors can exploit sparse activations for low-latency, energy-efficient inferences. This paper presents a spacecraft 6-DoF pose-estimation pipeline that couples event-based vision with the BrainChip Akida neuromorphic processor. Using the SPADES dataset, we train compact MobileNet-style keypoint regression networks on lightweight event-frame representations, apply quantization-aware training (8/4-bit), and convert the models to Akida-compatible spiking neural networks. We benchmark three event representations and demonstrate real-time, low-power inference on Akida V1 hardware. We additionally design a heatmap-based model targeting Akida V2 and evaluate it on Akida Cloud, yielding improved pose accuracy. To our knowledge, this is the first end-to-end demonstration of spacecraft pose estimation running on Akida hardware, highlighting a practical route to low-latency, low-power perception for future autonomous space missions.
LiDAR sensors are used to provide three-dimensional information about the environment in many robotics applications. The information, accumulated in 3D point clouds, is first acquired by the sensor and then processed further, which leads to high end-to-end latencies and large memory footprints. Streaming approaches tackle this problem by processing partial point cloud data during scanning of the environment. In contrast to existing work that is limited to power hungry, rotating mechanical scanners, in this paper, we present a streaming method for more efficient scanline-based LiDAR sensors. We process the sequence of scanlines in form of SpikeClouds with a Spiking Neural Network (SNN) backbone and perform 3D object detection from the accumulated information using a Convolutional Neural Network (CNN) head. Our method acieves close to state-of-the-art detection performance on datasets KITTI and JRDB22 while reducing the end-to-end latency by 10% and the average memory footprint by 95% on standard GPU hardware. Additionally, when ported onto neuromorphic hardware, our backbone requires 25× less energy compared to reference backbones. SpikeClouds achieves fast and efficient environmental perception for robotic applications by streaming LiDAR to enable spike-based processing.
Recognizing and continuously learning novel human actions without forgetting prior classes is a requirement for emerging AR/VR and robotics applications. For these applications, both on-device processing and learning are essential for privacy and low-latency adaptation. Event cameras address the efficiency of visual sensing with sparse, asynchronous output that is naturally compatible with neuromorphic processing. Yet no prior system has deployed a continual on-device learning pipeline for event-based action recognition using neuromorphic hardware. We present CLANE, Continual Learning of Actions on Neuromorphic Hardware from Event Cameras, deployed end-to-end on Intel Loihi 2. CLANE combines a spiking 2D CNN for spatiotemporal feature extraction with CLP-SNN as its on-chip learning head, extended to action clips via a Temporal Aggregation Layer and a fixed-point Normalization Layer, both novel Loihi 2 modules. On THU E-ACT-50, a 50-class dataset captured under real-world conditions, CLANE achieves 70.4
Human machine interaction is a huge source of inspiration in today's media art and digital design, as machines and humans merge together more and more. Its place in art reflects its growing applications in industry, such as robotics. However, those interactions often remains too technical and machine-driven for people to really engage into. On the artistic side, new technologies are often not explored in their full potential and lag a bit behind, so that state-of-the-art research does not make its way up to museums and exhibitions. Machines should support people's imagination and poetry in a seamless interface to their body or soul. We propose an artistic sound installation featuring neuromorphic body sensing to support a direct yet non intrusive interaction with the visitor with the purpose of creating sound scapes together with the machine. We design a neuromorphic multihead human pose estimation neural sensor that shapes sound scapes and visual output with fine body movement control. In particular, the feature extractor is a spiking neural network tailored for a dedicated neuromorphic chip. The visitor, immersed in a sound atmosphere and a neurally processed representation of themselves that they control, experience the dialogue with a machine that thinks neurally, similarly to them.
Recognizing human activities early is crucial for the safety and responsiveness of human-robot and human-machine interfaces. Due to their high temporal resolution and low latency, event-based vision sensors are a perfect match for this early recognition demand. However, most existing processing approaches accumulate events to low-rate frames or space-time voxels which limits the early prediction capabilities. In contrast, spiking neural networks (SNNs) can process the events at a high-rate for early predictions, but most works still fall short on final accuracy. In this work, we introduce a high-rate two-stream SNN which closes this gap by outperforming previous work by 2% in final accuracy on the large-scale THU EACT-50 dataset. We benchmark the SNNs within a novel early event-based recognition framework by reporting Top-1 and Top-5 recognition scores for growing observation time. Finally, we exemplify the impact of these methods on a real-world task of early action triggering for human motion capture in sports.
Spiking neural networks (SNNs) present a promising computing paradigm for neuromorphic processing of event-based sensor data. The resonate-and-fire (RF) neuron, in particular, appeals through its biological plausibility, complex dynamics, yet computational simplicity. Despite theoretically predicted benefits, challenges in parameter initialization and efficient learning inhibited the implementation of RF networks, constraining their use to a single layer. In this paper, we address these shortcomings by deriving the RF neuron as a structured state space model (SSM) from the HiPPO framework. We introduce S5-RF, a new SSM layer comprised of RF neurons based on the S5 model, that features a generic initialization scheme and fast training within a deep architecture. S5-RF scales for the first time a RF network to a deep SNN with up to four layers and achieves with 78.8% a new state-of-the-art result for recurrent SNNs on the Spiking Speech Commands dataset in under three hours of training time. Moreover, compared to the reference SNNs that solve our benchmarking tasks, it achieves similar performance with much fewer spiking operations. Our code is publicly available at https://github.com/ThomasEHuber/s5-rf.
As robots become smarter and more ubiquitous, optimizing the power consumption of intelligent compute becomes imperative towards ensuring the sustainability of technological advancements. Neuromorphic computing hardware makes use of biologically inspired neural architectures to achieve energy and latency improvements compared to conventional von Neumann computing architecture. Applying these benefits to robots has been demonstrated in several works in the field of neurorobotics, typically on relatively simple control tasks. Here, we introduce an example of neuromorphic computing applied to the real-world industrial task of object insertion. We trained a spiking neural network (SNN) to perform force-torque feedback control using a reinforcement learning approach in simulation. We then ported the SNN to the Intel neuromorphic research chip Loihi interfaced with a KUKA robotic arm. At inference time we show latency competitive with current CPU/GPU architectures, and one order of magnitude less energy usage in comparison to traditional low-energy edge-hardware. We offer this example as a proof of concept implementation of a neuromoprhic controller in real-world robotic setting, highlighting the benefits of neuromorphic hardware for the development of intelligent controllers for robots.
Optical identification is often done with spatial or temporal visual pattern recognition and localization. Temporal pattern recognition, depending on the technology, involves a trade-off between communication frequency, range and accurate tracking. We propose a solution with light-emitting beacons that improves this trade-off by exploiting fast event-based cameras and, for tracking, sparse neuromorphic optical flow computed with spiking neurons. The system is embedded in a simulated drone and evaluated in an asset monitoring use case. It is robust to relative movements and enables simultaneous communication with, and tracking of, multiple moving beacons. Finally, in a hardware lab prototype, we demonstrate for the first time beacon tracking performed simultaneously with state-of-the-art frequency communication in the kHz range.
Neuromorphic hardware paired with brain-inspired learning strategies have enormous potential for robot control. Explicitly, these advantages include low energy consumption, low latency, and adaptability. Therefore, developing and improving learning strategies, algorithms, and neuromorphic hardware integration in simulation is a key to moving the state-of-the-art forward. In this study, we used the neurorobotics platform (NRP) simulation framework to implement spiking reinforcement learning control for a robotic arm. We implemented a force-torque feedback-based classic object insertion task (“peg-in-hole”) and controlled the robot for the first time with neuromorphic hardware in the loop. We therefore provide a solution for training the system in uncertain environmental domains by using randomized simulation parameters. This leads to policies that are robust to real-world parameter variations in the target domain, filling the sim-to-real gap.To the best of our knowledge, it is the first neuromorphic implementation of the peg-in-hole task in simulation with the neuromorphic Loihi chip in the loop, and with scripted accelerated interactive training in the Neurorobotics Platform, including randomized domains.
Event-based cameras are cameras with high dynamic range that measure changes in light intensity at each pixel instead of capturing frames like traditional cameras. There are several event-based camera simulators for generating event-based datasets, each specialized towards a particular domain. However, none are designed specifically for robotic use-cases. This work addresses this issue using MuJoCo, a high performance physics engine; in combination with ESIM, an established event-generation method. To the authors' knowledge, this is the first robotic simulator tool for generating event-based datasets specifically designed for the robotics domain. Furthermore, to demonstrate its capabilities we generate an event-based visual dataset of industrial sockets, which is then used to train a SNN classifier.
Optical flow provides information on relative motion that is an important component in many computer vision pipelines. Neural networks provide high accuracy optical flow, yet their complexity is often prohibitive for application at the edge or in robots, where efficiency and latency play crucial role. To address this challenge, we build on the latest developments in event-based vision and spiking neural networks. We propose a new network architecture, inspired by Timelens, that improves the state-of-the-art self-supervised optical flow accuracy when operated both in spiking and non-spiking mode. To implement a real-time pipeline with a physical event camera, we propose a methodology for principled model simplification based on activity and latency analysis. We demonstrate high speed optical flow prediction with almost two orders of magnitude reduced complexity while maintaining the accuracy, opening the path for real-time deployments.
Central pattern generator (CPG) models have long been used to investigate both the neural mechanisms that underlie animal locomotion, as well as for robotic research. In this work we propose a spiking central pattern generator (SCPG) neural network and its implementation on neuromorphic hardware as a means to control a simulated lamprey model. To construct our SCPG model, we employ the naturally emerging dynamical systems that arise through the use of recurrent neural populations in the neural engineering framework (NEF). We define the mathematical formulation behind our model, which consists of a system of coupled abstract oscillators modulated by high-level signals, capable of producing a variety of output gaits. We show that with this mathematical formulation of the CPG model, the model can be turned into a spiking neural network (SNN) that can be easily simulated with Nengo, an SNN simulator. The SCPG model is then used to produce the swimming gaits of a simulated lamprey robot model in various scenarios. We show that by modifying the input to the network, which can be provided by sensory information, the robot can be controlled dynamically in direction and pace. The proposed methodology can be generalized to other types of CPGs suitable for both engineering applications and scientific research. We test our system on two neuromorphic platforms, SpiNNaker and Loihi. Finally, we show that this category of spiking algorithms displays a promising potential to exploit the theoretical advantages of neuromorphic hardware in terms of energy efficiency and computational speed.
Being able to replicate real experiments with computational simulations is a unique opportunity to refine and validate models with experimental data and redesign the experiments based on simulations. However, since it is technically demanding to model all components of an experiment, traditional approaches to modeling reduce the experimental setups as much as possible. In this study, our goal is to replicate all the relevant features of an experiment on motor control and motor rehabilitation after stroke. To this aim, we propose an approach that allows continuous integration of new experimental data into a computational modeling framework. First, results show that we could reproduce experimental object displacement with high accuracy via the simulated embodiment in the virtual world by feeding a spinal cord model with experimental registration of the cortical activity. Second, by using computational models of multiple granularities, our preliminary results show the possibility of simulating several features of the brain after stroke, from the local alteration in neuronal activity to long-range connectivity remodeling. Finally, strategies are proposed to merge the two pipelines. We further suggest that additional models could be integrated into the framework thanks to the versatility of the proposed approach, thus allowing many researchers to achieve continuously improved experimental design.
Understanding the brain is an interdisciplinary effort spanning over the fields of computational neuroscience, machine learning and robotics. The collaboration between researchers across these fields should be encouraged by comprehensive simulation platforms. The Neurorobotics Platform (NRP) developed by the Human Brain Project enables such collaboration by allowing researchers to define virtual experiments in which brain models are connected to simulated robots. In this paper, we present how we use the NRP as an education tool to introduce master students to neurorobotics. The students are given the task to define, implement and solve three virtual neurorobotics challenges related to perception, arm motion and locomotion. Without any previous knowledge on neurorobotics, the students completed this task within the course of one semester. We present the challenges, which are now open-source benchmarks available online, as well as example solutions from the students to these challenges. This paper gives a glimpse of what new users are capable of by using the NRP to simulate their neurorobotics experiment. Aside from educating the students, this initiative also allowed to collect their direct feedback on the NRP. This feedback is valuable for the Human Brain Project as a whole since it helps identify how new users interact with the platform.
Combined efforts in the fields of neuroscience, computer science, and biology allowed to design biologically realistic models of the brain based on spiking neural networks. For a proper validation of these models, an embodiment in a dynamic and rich sensory environment, where the model is exposed to a realistic sensory-motor task, is needed. Due to the complexity of these brain models that, at the current stage, cannot deal with real-time constraints, it is not possible to embed them into a real-world task. Rather, the embodiment has to be simulated as well. While adequate tools exist to simulate either complex neural networks or robots and their environments, there is so far no tool that allows to easily establish a communication between brain and body models. The Neurorobotics Platform is a new web-based environment that aims to fill this gap by offering scientists and technology developers a software infrastructure allowing them to connect brain models to detailed simulations of robot bodies and environments and to use the resulting neurorobotic systems for in silico experimentation. In order to simplify the workflow and reduce the level of the required programming skills, the platform provides editors for the specification of experimental sequences and conditions, environments, robots, and brain–body connectors. In addition to that, a variety of existing robots and environments are provided. This work presents the architecture of the first release of the Neurorobotics Platform developed in subproject 10 “Neurorobotics” of the Human Brain Project (HBP).1 At the current state, the Neurorobotics Platform allows researchers to design and run basic experiments in neurorobotics using simulated robots and simulated environments linked to simplified versions of brain models. We illustrate the capabilities of the platform with three example experiments: a Braitenberg task implemented on a mobile robot, a sensory-motor learning task based on a robotic controller, and a visual tracking embedding a retina model on the iCub humanoid robot. These use-cases allow to assess the applicability of the Neurorobotics Platform for robotic tasks as well as in neuroscientific experiments.
Developing neuro-inspired computing paradigms that mimic nervous system function is an emerging field of research that fosters our model understanding of the biological system and targets technical applications in artificial systems. The computational power of simulated brain circuits makes them a very promising tool for the development for brain-controlled robots. Early phases of robotic controllers development make extensive use of simulators as they are easy, fast and cheap tools. In order to develop robotics controllers that encompass brain models, a tool that include both neural simulation and physics simulation is missing. Such a tool would require the capability of orchestrating and synchronizing both simulations as well as managing the exchange of data between them. The Neurorobotics Platform (NRP) aims at filling this gap through an integrated software toolkit enabling an experimenter to design and execute a virtual experiment with a simulated robot using customized brain models. As a use case for the NRP, the iCub robot has been integrated into the platform and connected to a spiking neural network. In particular, experiments of visual tracking have been conducted in order to demonstrate the potentiality of such a platform.
— Vehicles will be in the next future equipped with V2V telecommunication means to exchange data, such as the presence of an obstacle on the road, or an emergency braking notification. Vehicles are also more and more equipped with perception systems (cameras, laser scanners, radars) that enable them to explore the immediate environment, including other vehicles. We propose in this paper an on-board optical vehicle identification system to enable telecom and perception systems to cooperate. The optical identification identifies which vehicle, in the scene captured by the perception system, is sending information via telecom.