new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Jan 30

Deep Reinforcement learning for real autonomous mobile robot navigation in indoor environments

Deep Reinforcement Learning has been successfully applied in various computer games [8]. However, it is still rarely used in real-world applications, especially for the navigation and continuous control of real mobile robots [13]. Previous approaches lack safety and robustness and/or need a structured environment. In this paper we present our proof of concept for autonomous self-learning robot navigation in an unknown environment for a real robot without a map or planner. The input for the robot is only the fused data from a 2D laser scanner and a RGB-D camera as well as the orientation to the goal. The map of the environment is unknown. The output actions of an Asynchronous Advantage Actor-Critic network (GA3C) are the linear and angular velocities for the robot. The navigator/controller network is pretrained in a high-speed, parallel, and self-implemented simulation environment to speed up the learning process and then deployed to the real robot. To avoid overfitting, we train relatively small networks, and we add random Gaussian noise to the input laser data. The sensor data fusion with the RGB-D camera allows the robot to navigate in real environments with real 3D obstacle avoidance and without the need to fit the environment to the sensory capabilities of the robot. To further increase the robustness, we train on environments of varying difficulties and run 32 training instances simultaneously. Video: supplementary File / YouTube, Code: GitHub

  • 6 authors
·
May 28, 2020

UAV-assisted Visual SLAM Generating Reconstructed 3D Scene Graphs in GPS-denied Environments

Aerial robots play a vital role in various applications where the situational awareness of the robots concerning the environment is a fundamental demand. As one such use case, drones in GPS-denied environments require equipping with different sensors (e.g., vision sensors) that provide reliable sensing results while performing pose estimation and localization. In this paper, reconstructing the maps of indoor environments alongside generating 3D scene graphs for a high-level representation using a camera mounted on a drone is targeted. Accordingly, an aerial robot equipped with a companion computer and an RGB-D camera was built and employed to be appropriately integrated with a Visual Simultaneous Localization and Mapping (VSLAM) framework proposed by the authors. To enhance the situational awareness of the robot while reconstructing maps, various structural elements, including doors and walls, were labeled with printed fiducial markers, and a dictionary of the topological relations among them was fed to the system. The VSLAM system detects markers and reconstructs the map of the indoor areas enriched with higher-level semantic entities, including corridors and rooms. Another achievement is generating multi-layered vision-based situational graphs containing enhanced hierarchical representations of the indoor environment. In this regard, integrating VSLAM into the employed drone is the primary target of this paper to provide an end-to-end robot application for GPS-denied environments. To show the practicality of the system, various real-world condition experiments have been conducted in indoor scenarios with dissimilar structural layouts. Evaluations show the proposed drone application can perform adequately w.r.t. the ground-truth data and its baseline.

  • 5 authors
·
Feb 12, 2024

LighthouseGS: Indoor Structure-aware 3D Gaussian Splatting for Panorama-Style Mobile Captures

Recent advances in 3D Gaussian Splatting (3DGS) have enabled real-time novel view synthesis (NVS) with impressive quality in indoor scenes. However, achieving high-fidelity rendering requires meticulously captured images covering the entire scene, limiting accessibility for general users. We aim to develop a practical 3DGS-based NVS framework using simple panorama-style motion with a handheld camera (e.g., mobile device). While convenient, this rotation-dominant motion and narrow baseline make accurate camera pose and 3D point estimation challenging, especially in textureless indoor scenes. To address these challenges, we propose LighthouseGS, a novel framework inspired by the lighthouse-like sweeping motion of panoramic views. LighthouseGS leverages rough geometric priors, such as mobile device camera poses and monocular depth estimation, and utilizes the planar structures often found in indoor environments. We present a new initialization method called plane scaffold assembly to generate consistent 3D points on these structures, followed by a stable pruning strategy to enhance geometry and optimization stability. Additionally, we introduce geometric and photometric corrections to resolve inconsistencies from motion drift and auto-exposure in mobile devices. Tested on collected real and synthetic indoor scenes, LighthouseGS delivers photorealistic rendering, surpassing state-of-the-art methods and demonstrating the potential for panoramic view synthesis and object placement.

  • 7 authors
·
Jul 8, 2025

M3DLayout: A Multi-Source Dataset of 3D Indoor Layouts and Structured Descriptions for 3D Generation

In text-driven 3D scene generation, object layout serves as a crucial intermediate representation that bridges high-level language instructions with detailed geometric output. It not only provides a structural blueprint for ensuring physical plausibility but also supports semantic controllability and interactive editing. However, the learning capabilities of current 3D indoor layout generation models are constrained by the limited scale, diversity, and annotation quality of existing datasets. To address this, we introduce M3DLayout, a large-scale, multi-source dataset for 3D indoor layout generation. M3DLayout comprises 15,080 layouts and over 258k object instances, integrating three distinct sources: real-world scans, professional CAD designs, and procedurally generated scenes. Each layout is paired with detailed structured text describing global scene summaries, relational placements of large furniture, and fine-grained arrangements of smaller items. This diverse and richly annotated resource enables models to learn complex spatial and semantic patterns across a wide variety of indoor environments. To assess the potential of M3DLayout, we establish a benchmark using a text-conditioned diffusion model. Experimental results demonstrate that our dataset provides a solid foundation for training layout generation models. Its multi-source composition enhances diversity, notably through the Inf3DLayout subset which provides rich small-object information, enabling the generation of more complex and detailed scenes. We hope that M3DLayout can serve as a valuable resource for advancing research in text-driven 3D scene synthesis.

  • 7 authors
·
Sep 28, 2025

ROOT: VLM based System for Indoor Scene Understanding and Beyond

Recently, Vision Language Models (VLMs) have experienced significant advancements, yet these models still face challenges in spatial hierarchical reasoning within indoor scenes. In this study, we introduce ROOT, a VLM-based system designed to enhance the analysis of indoor scenes. Specifically, we first develop an iterative object perception algorithm using GPT-4V to detect object entities within indoor scenes. This is followed by employing vision foundation models to acquire additional meta-information about the scene, such as bounding boxes. Building on this foundational data, we propose a specialized VLM, SceneVLM, which is capable of generating spatial hierarchical scene graphs and providing distance information for objects within indoor environments. This information enhances our understanding of the spatial arrangement of indoor scenes. To train our SceneVLM, we collect over 610,000 images from various public indoor datasets and implement a scene data generation pipeline with a semi-automated technique to establish relationships and estimate distances among indoor objects. By utilizing this enriched data, we conduct various training recipes and finish SceneVLM. Our experiments demonstrate that \rootname facilitates indoor scene understanding and proves effective in diverse downstream applications, such as 3D scene generation and embodied AI. The code will be released at https://github.com/harrytea/ROOT.

  • 7 authors
·
Nov 23, 2024

Being-0: A Humanoid Robotic Agent with Vision-Language Models and Modular Skills

Building autonomous robotic agents capable of achieving human-level performance in real-world embodied tasks is an ultimate goal in humanoid robot research. Recent advances have made significant progress in high-level cognition with Foundation Models (FMs) and low-level skill development for humanoid robots. However, directly combining these components often results in poor robustness and efficiency due to compounding errors in long-horizon tasks and the varied latency of different modules. We introduce Being-0, a hierarchical agent framework that integrates an FM with a modular skill library. The FM handles high-level cognitive tasks such as instruction understanding, task planning, and reasoning, while the skill library provides stable locomotion and dexterous manipulation for low-level control. To bridge the gap between these levels, we propose a novel Connector module, powered by a lightweight vision-language model (VLM). The Connector enhances the FM's embodied capabilities by translating language-based plans into actionable skill commands and dynamically coordinating locomotion and manipulation to improve task success. With all components, except the FM, deployable on low-cost onboard computation devices, Being-0 achieves efficient, real-time performance on a full-sized humanoid robot equipped with dexterous hands and active vision. Extensive experiments in large indoor environments demonstrate Being-0's effectiveness in solving complex, long-horizon tasks that require challenging navigation and manipulation subtasks. For further details and videos, visit https://beingbeyond.github.io/being-0.

  • 9 authors
·
Mar 16, 2025 2

Navigation with Large Language Models: Semantic Guesswork as a Heuristic for Planning

Navigation in unfamiliar environments presents a major challenge for robots: while mapping and planning techniques can be used to build up a representation of the world, quickly discovering a path to a desired goal in unfamiliar settings with such methods often requires lengthy mapping and exploration. Humans can rapidly navigate new environments, particularly indoor environments that are laid out logically, by leveraging semantics -- e.g., a kitchen often adjoins a living room, an exit sign indicates the way out, and so forth. Language models can provide robots with such knowledge, but directly using language models to instruct a robot how to reach some destination can also be impractical: while language models might produce a narrative about how to reach some goal, because they are not grounded in real-world observations, this narrative might be arbitrarily wrong. Therefore, in this paper we study how the ``semantic guesswork'' produced by language models can be utilized as a guiding heuristic for planning algorithms. Our method, Language Frontier Guide (LFG), uses the language model to bias exploration of novel real-world environments by incorporating the semantic knowledge stored in language models as a search heuristic for planning with either topological or metric maps. We evaluate LFG in challenging real-world environments and simulated benchmarks, outperforming uninformed exploration and other ways of using language models.

  • 6 authors
·
Oct 16, 2023 1

WALL-E 2.0: World Alignment by NeuroSymbolic Learning improves World Model-based LLM Agents

Can we build accurate world models out of large language models (LLMs)? How can world models benefit LLM agents? The gap between the prior knowledge of LLMs and the specified environment's dynamics usually bottlenecks LLMs' performance as world models. To bridge the gap, we propose a training-free "world alignment" that learns an environment's symbolic knowledge complementary to LLMs. The symbolic knowledge covers action rules, knowledge graphs, and scene graphs, which are extracted by LLMs from exploration trajectories and encoded into executable codes to regulate LLM agents' policies. We further propose an RL-free, model-based agent "WALL-E 2.0" through the model-predictive control (MPC) framework. Unlike classical MPC requiring costly optimization on the fly, we adopt an LLM agent as an efficient look-ahead optimizer of future steps' actions by interacting with the neurosymbolic world model. While the LLM agent's strong heuristics make it an efficient planner in MPC, the quality of its planned actions is also secured by the accurate predictions of the aligned world model. They together considerably improve learning efficiency in a new environment. On open-world challenges in Mars (Minecraft like) and ALFWorld (embodied indoor environments), WALL-E 2.0 significantly outperforms existing methods, e.g., surpassing baselines in Mars by 16.1%-51.6% of success rate and by at least 61.7% in score. In ALFWorld, it achieves a new record 98% success rate after only 4 iterations.

  • 7 authors
·
Apr 22, 2025 4

Gaussian-LIC: Real-Time Photo-Realistic SLAM with Gaussian Splatting and LiDAR-Inertial-Camera Fusion

In this paper, we present a real-time photo-realistic SLAM method based on marrying Gaussian Splatting with LiDAR-Inertial-Camera SLAM. Most existing radiance-field-based SLAM systems mainly focus on bounded indoor environments, equipped with RGB-D or RGB sensors. However, they are prone to decline when expanding to unbounded scenes or encountering adverse conditions, such as violent motions and changing illumination. In contrast, oriented to general scenarios, our approach additionally tightly fuses LiDAR, IMU, and camera for robust pose estimation and photo-realistic online mapping. To compensate for regions unobserved by the LiDAR, we propose to integrate both the triangulated visual points from images and LiDAR points for initializing 3D Gaussians. In addition, the modeling of the sky and varying camera exposure have been realized for high-quality rendering. Notably, we implement our system purely with C++ and CUDA, and meticulously design a series of strategies to accelerate the online optimization of the Gaussian-based scene representation. Extensive experiments demonstrate that our method outperforms its counterparts while maintaining real-time capability. Impressively, regarding photo-realistic mapping, our method with our estimated poses even surpasses all the compared approaches that utilize privileged ground-truth poses for mapping. Our code has been released on https://github.com/APRIL-ZJU/Gaussian-LIC.

  • 8 authors
·
Apr 10, 2024

CAD2RL: Real Single-Image Flight without a Single Real Image

Deep reinforcement learning has emerged as a promising and powerful technique for automatically acquiring control policies that can process raw sensory inputs, such as images, and perform complex behaviors. However, extending deep RL to real-world robotic tasks has proven challenging, particularly in safety-critical domains such as autonomous flight, where a trial-and-error learning process is often impractical. In this paper, we explore the following question: can we train vision-based navigation policies entirely in simulation, and then transfer them into the real world to achieve real-world flight without a single real training image? We propose a learning method that we call CAD^2RL, which can be used to perform collision-free indoor flight in the real world while being trained entirely on 3D CAD models. Our method uses single RGB images from a monocular camera, without needing to explicitly reconstruct the 3D geometry of the environment or perform explicit motion planning. Our learned collision avoidance policy is represented by a deep convolutional neural network that directly processes raw monocular images and outputs velocity commands. This policy is trained entirely on simulated images, with a Monte Carlo policy evaluation algorithm that directly optimizes the network's ability to produce collision-free flight. By highly randomizing the rendering settings for our simulated training set, we show that we can train a policy that generalizes to the real world, without requiring the simulator to be particularly realistic or high-fidelity. We evaluate our method by flying a real quadrotor through indoor environments, and further evaluate the design choices in our simulator through a series of ablation studies on depth prediction. For supplementary video see: https://youtu.be/nXBWmzFrj5s

  • 2 authors
·
Nov 13, 2016

EmbodiedCity: A Benchmark Platform for Embodied Agent in Real-world City Environment

Embodied artificial intelligence emphasizes the role of an agent's body in generating human-like behaviors. The recent efforts on EmbodiedAI pay a lot of attention to building up machine learning models to possess perceiving, planning, and acting abilities, thereby enabling real-time interaction with the world. However, most works focus on bounded indoor environments, such as navigation in a room or manipulating a device, with limited exploration of embodying the agents in open-world scenarios. That is, embodied intelligence in the open and outdoor environment is less explored, for which one potential reason is the lack of high-quality simulators, benchmarks, and datasets. To address it, in this paper, we construct a benchmark platform for embodied intelligence evaluation in real-world city environments. Specifically, we first construct a highly realistic 3D simulation environment based on the real buildings, roads, and other elements in a real city. In this environment, we combine historically collected data and simulation algorithms to conduct simulations of pedestrian and vehicle flows with high fidelity. Further, we designed a set of evaluation tasks covering different EmbodiedAI abilities. Moreover, we provide a complete set of input and output interfaces for access, enabling embodied agents to easily take task requirements and current environmental observations as input and then make decisions and obtain performance evaluations. On the one hand, it expands the capability of existing embodied intelligence to higher levels. On the other hand, it has a higher practical value in the real world and can support more potential applications for artificial general intelligence. Based on this platform, we evaluate some popular large language models for embodied intelligence capabilities of different dimensions and difficulties.

  • 12 authors
·
Oct 12, 2024

EmbodiedOcc++: Boosting Embodied 3D Occupancy Prediction with Plane Regularization and Uncertainty Sampler

Online 3D occupancy prediction provides a comprehensive spatial understanding of embodied environments. While the innovative EmbodiedOcc framework utilizes 3D semantic Gaussians for progressive indoor occupancy prediction, it overlooks the geometric characteristics of indoor environments, which are primarily characterized by planar structures. This paper introduces EmbodiedOcc++, enhancing the original framework with two key innovations: a Geometry-guided Refinement Module (GRM) that constrains Gaussian updates through plane regularization, along with a Semantic-aware Uncertainty Sampler (SUS) that enables more effective updates in overlapping regions between consecutive frames. GRM regularizes the position update to align with surface normals. It determines the adaptive regularization weight using curvature-based and depth-based constraints, allowing semantic Gaussians to align accurately with planar surfaces while adapting in complex regions. To effectively improve geometric consistency from different views, SUS adaptively selects proper Gaussians to update. Comprehensive experiments on the EmbodiedOcc-ScanNet benchmark demonstrate that EmbodiedOcc++ achieves state-of-the-art performance across different settings. Our method demonstrates improved edge accuracy and retains more geometric details while ensuring computational efficiency, which is essential for online embodied perception. The code will be released at: https://github.com/PKUHaoWang/EmbodiedOcc2.

  • 9 authors
·
Apr 13, 2025

Self-Supervised Learning to Fly using Efficient Semantic Segmentation and Metric Depth Estimation for Low-Cost Autonomous UAVs

This paper presents a vision-only autonomous flight system for small UAVs operating in controlled indoor environments. The system combines semantic segmentation with monocular depth estimation to enable obstacle avoidance, scene exploration, and autonomous safe landing operations without requiring GPS or expensive sensors such as LiDAR. A key innovation is an adaptive scale factor algorithm that converts non-metric monocular depth predictions into accurate metric distance measurements by leveraging semantic ground plane detection and camera intrinsic parameters, achieving a mean distance error of 14.4 cm. The approach uses a knowledge distillation framework where a color-based Support Vector Machine (SVM) teacher generates training data for a lightweight U-Net student network (1.6M parameters) capable of real-time semantic segmentation. For more complex environments, the SVM teacher can be replaced with a state-of-the-art segmentation model. Testing was conducted in a controlled 5x4 meter laboratory environment with eight cardboard obstacles simulating urban structures. Extensive validation across 30 flight tests in a real-world environment and 100 flight tests in a digital-twin environment demonstrates that the combined segmentation and depth approach increases the distance traveled during surveillance and reduces mission time while maintaining 100% success rates. The system is further optimized through end-to-end learning, where a compact student neural network learns complete flight policies from demonstration data generated by our best-performing method, achieving an 87.5% autonomous mission success rate. This work advances practical vision-based drone navigation in structured environments, demonstrating solutions for metric depth estimation and computational efficiency challenges that enable deployment on resource-constrained platforms.

  • 3 authors
·
Oct 18, 2025

NeRF-LOAM: Neural Implicit Representation for Large-Scale Incremental LiDAR Odometry and Mapping

Simultaneously odometry and mapping using LiDAR data is an important task for mobile systems to achieve full autonomy in large-scale environments. However, most existing LiDAR-based methods prioritize tracking quality over reconstruction quality. Although the recently developed neural radiance fields (NeRF) have shown promising advances in implicit reconstruction for indoor environments, the problem of simultaneous odometry and mapping for large-scale scenarios using incremental LiDAR data remains unexplored. To bridge this gap, in this paper, we propose a novel NeRF-based LiDAR odometry and mapping approach, NeRF-LOAM, consisting of three modules neural odometry, neural mapping, and mesh reconstruction. All these modules utilize our proposed neural signed distance function, which separates LiDAR points into ground and non-ground points to reduce Z-axis drift, optimizes odometry and voxel embeddings concurrently, and in the end generates dense smooth mesh maps of the environment. Moreover, this joint optimization allows our NeRF-LOAM to be pre-trained free and exhibit strong generalization abilities when applied to different environments. Extensive evaluations on three publicly available datasets demonstrate that our approach achieves state-of-the-art odometry and mapping performance, as well as a strong generalization in large-scale environments utilizing LiDAR data. Furthermore, we perform multiple ablation studies to validate the effectiveness of our network design. The implementation of our approach will be made available at https://github.com/JunyuanDeng/NeRF-LOAM.

  • 7 authors
·
Mar 19, 2023

LiteReality: Graphics-Ready 3D Scene Reconstruction from RGB-D Scans

We propose LiteReality, a novel pipeline that converts RGB-D scans of indoor environments into compact, realistic, and interactive 3D virtual replicas. LiteReality not only reconstructs scenes that visually resemble reality but also supports key features essential for graphics pipelines -- such as object individuality, articulation, high-quality physically based rendering materials, and physically based interaction. At its core, LiteReality first performs scene understanding and parses the results into a coherent 3D layout and objects with the help of a structured scene graph. It then reconstructs the scene by retrieving the most visually similar 3D artist-crafted models from a curated asset database. Next, the Material Painting module enhances realism by recovering high-quality, spatially varying materials. Finally, the reconstructed scene is integrated into a simulation engine with basic physical properties to enable interactive behavior. The resulting scenes are compact, editable, and fully compatible with standard graphics pipelines, making them suitable for applications in AR/VR, gaming, robotics, and digital twins. In addition, LiteReality introduces a training-free object retrieval module that achieves state-of-the-art similarity performance on the Scan2CAD benchmark, along with a robust material painting module capable of transferring appearances from images of any style to 3D assets -- even under severe misalignment, occlusion, and poor lighting. We demonstrate the effectiveness of LiteReality on both real-life scans and public datasets. Project page: https://litereality.github.io; Video: https://www.youtube.com/watch?v=ecK9m3LXg2c

  • 6 authors
·
Jul 3, 2025

FaVoR: Features via Voxel Rendering for Camera Relocalization

Camera relocalization methods range from dense image alignment to direct camera pose regression from a query image. Among these, sparse feature matching stands out as an efficient, versatile, and generally lightweight approach with numerous applications. However, feature-based methods often struggle with significant viewpoint and appearance changes, leading to matching failures and inaccurate pose estimates. To overcome this limitation, we propose a novel approach that leverages a globally sparse yet locally dense 3D representation of 2D features. By tracking and triangulating landmarks over a sequence of frames, we construct a sparse voxel map optimized to render image patch descriptors observed during tracking. Given an initial pose estimate, we first synthesize descriptors from the voxels using volumetric rendering and then perform feature matching to estimate the camera pose. This methodology enables the generation of descriptors for unseen views, enhancing robustness to view changes. We extensively evaluate our method on the 7-Scenes and Cambridge Landmarks datasets. Our results show that our method significantly outperforms existing state-of-the-art feature representation techniques in indoor environments, achieving up to a 39% improvement in median translation error. Additionally, our approach yields comparable results to other methods for outdoor scenarios while maintaining lower memory and computational costs.

  • 4 authors
·
Sep 11, 2024

3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans

We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI

  • 5 authors
·
Feb 14, 2020 1

ObjectReact: Learning Object-Relative Control for Visual Navigation

Visual navigation using only a single camera and a topological map has recently become an appealing alternative to methods that require additional sensors and 3D maps. This is typically achieved through an "image-relative" approach to estimating control from a given pair of current observation and subgoal image. However, image-level representations of the world have limitations because images are strictly tied to the agent's pose and embodiment. In contrast, objects, being a property of the map, offer an embodiment- and trajectory-invariant world representation. In this work, we present a new paradigm of learning "object-relative" control that exhibits several desirable characteristics: a) new routes can be traversed without strictly requiring to imitate prior experience, b) the control prediction problem can be decoupled from solving the image matching problem, and c) high invariance can be achieved in cross-embodiment deployment for variations across both training-testing and mapping-execution settings. We propose a topometric map representation in the form of a "relative" 3D scene graph, which is used to obtain more informative object-level global path planning costs. We train a local controller, dubbed "ObjectReact", conditioned directly on a high-level "WayObject Costmap" representation that eliminates the need for an explicit RGB input. We demonstrate the advantages of learning object-relative control over its image-relative counterpart across sensor height variations and multiple navigation tasks that challenge the underlying spatial understanding capability, e.g., navigating a map trajectory in the reverse direction. We further show that our sim-only policy is able to generalize well to real-world indoor environments. Code and supplementary material are accessible via project page: https://object-react.github.io/

  • 8 authors
·
Sep 11, 2025 1

Efficient Self-Supervised Neuro-Analytic Visual Servoing for Real-time Quadrotor Control

This work introduces a self-supervised neuro-analytical, cost efficient, model for visual-based quadrotor control in which a small 1.7M parameters student ConvNet learns automatically from an analytical teacher, an improved image-based visual servoing (IBVS) controller. Our IBVS system solves numerical instabilities by reducing the classical visual servoing equations and enabling efficient stable image feature detection. Through knowledge distillation, the student model achieves 11x faster inference compared to the teacher IBVS pipeline, while demonstrating similar control accuracy at a significantly lower computational and memory cost. Our vision-only self-supervised neuro-analytic control, enables quadrotor orientation and movement without requiring explicit geometric models or fiducial markers. The proposed methodology leverages simulation-to-reality transfer learning and is validated on a small drone platform in GPS-denied indoor environments. Our key contributions include: (1) an analytical IBVS teacher that solves numerical instabilities inherent in classical approaches, (2) a two-stage segmentation pipeline combining YOLOv11 with a U-Net-based mask splitter for robust anterior-posterior vehicle segmentation to correctly estimate the orientation of the target, and (3) an efficient knowledge distillation dual-path system, which transfers geometric visual servoing capabilities from the analytical IBVS teacher to a compact and small student neural network that outperforms the teacher, while being suitable for real-time onboard deployment.

  • 4 authors
·
Jul 26, 2025

Robust Single-shot Structured Light 3D Imaging via Neural Feature Decoding

We consider the problem of active 3D imaging using single-shot structured light systems, which are widely employed in commercial 3D sensing devices such as Apple Face ID and Intel RealSense. Traditional structured light methods typically decode depth correspondences through pixel-domain matching algorithms, resulting in limited robustness under challenging scenarios like occlusions, fine-structured details, and non-Lambertian surfaces. Inspired by recent advances in neural feature matching, we propose a learning-based structured light decoding framework that performs robust correspondence matching within feature space rather than the fragile pixel domain. Our method extracts neural features from the projected patterns and captured infrared (IR) images, explicitly incorporating their geometric priors by building cost volumes in feature space, achieving substantial performance improvements over pixel-domain decoding approaches. To further enhance depth quality, we introduce a depth refinement module that leverages strong priors from large-scale monocular depth estimation models, improving fine detail recovery and global structural coherence. To facilitate effective learning, we develop a physically-based structured light rendering pipeline, generating nearly one million synthetic pattern-image pairs with diverse objects and materials for indoor settings. Experiments demonstrate that our method, trained exclusively on synthetic data with multiple structured light patterns, generalizes well to real-world indoor environments, effectively processes various pattern types without retraining, and consistently outperforms both commercial structured light systems and passive stereo RGB-based depth estimation methods. Project page: https://namisntimpot.github.io/NSLweb/.

  • 7 authors
·
Dec 15, 2025

SceneVerse: Scaling 3D Vision-Language Learning for Grounded Scene Understanding

3D vision-language grounding, which focuses on aligning language with the 3D physical environment, stands as a cornerstone in the development of embodied agents. In comparison to recent advancements in the 2D domain, grounding language in 3D scenes faces several significant challenges: (i) the inherent complexity of 3D scenes due to the diverse object configurations, their rich attributes, and intricate relationships; (ii) the scarcity of paired 3D vision-language data to support grounded learning; and (iii) the absence of a unified learning framework to distill knowledge from grounded 3D data. In this work, we aim to address these three major challenges in 3D vision-language by examining the potential of systematically upscaling 3D vision-language learning in indoor environments. We introduce the first million-scale 3D vision-language dataset, SceneVerse, encompassing about 68K 3D indoor scenes and comprising 2.5M vision-language pairs derived from both human annotations and our scalable scene-graph-based generation approach. We demonstrate that this scaling allows for a unified pre-training framework, Grounded Pre-training for Scenes (GPS), for 3D vision-language learning. Through extensive experiments, we showcase the effectiveness of GPS by achieving state-of-the-art performance on all existing 3D visual grounding benchmarks. The vast potential of SceneVerse and GPS is unveiled through zero-shot transfer experiments in the challenging 3D vision-language tasks. Project website: https://scene-verse.github.io .

  • 8 authors
·
Jan 17, 2024 1

Embodied Referring Expression Comprehension in Human-Robot Interaction

As robots enter human workspaces, there is a crucial need for them to comprehend embodied human instructions, enabling intuitive and fluent human-robot interaction (HRI). However, accurate comprehension is challenging due to a lack of large-scale datasets that capture natural embodied interactions in diverse HRI settings. Existing datasets suffer from perspective bias, single-view collection, inadequate coverage of nonverbal gestures, and a predominant focus on indoor environments. To address these issues, we present the Refer360 dataset, a large-scale dataset of embodied verbal and nonverbal interactions collected across diverse viewpoints in both indoor and outdoor settings. Additionally, we introduce MuRes, a multimodal guided residual module designed to improve embodied referring expression comprehension. MuRes acts as an information bottleneck, extracting salient modality-specific signals and reinforcing them into pre-trained representations to form complementary features for downstream tasks. We conduct extensive experiments on four HRI datasets, including the Refer360 dataset, and demonstrate that current multimodal models fail to capture embodied interactions comprehensively; however, augmenting them with MuRes consistently improves performance. These findings establish Refer360 as a valuable benchmark and exhibit the potential of guided residual learning to advance embodied referring expression comprehension in robots operating within human environments.

  • 8 authors
·
Dec 6, 2025 2

Galactic: Scaling End-to-End Reinforcement Learning for Rearrangement at 100k Steps-Per-Second

We present Galactic, a large-scale simulation and reinforcement-learning (RL) framework for robotic mobile manipulation in indoor environments. Specifically, a Fetch robot (equipped with a mobile base, 7DoF arm, RGBD camera, egomotion, and onboard sensing) is spawned in a home environment and asked to rearrange objects - by navigating to an object, picking it up, navigating to a target location, and then placing the object at the target location. Galactic is fast. In terms of simulation speed (rendering + physics), Galactic achieves over 421,000 steps-per-second (SPS) on an 8-GPU node, which is 54x faster than Habitat 2.0 (7699 SPS). More importantly, Galactic was designed to optimize the entire rendering + physics + RL interplay since any bottleneck in the interplay slows down training. In terms of simulation+RL speed (rendering + physics + inference + learning), Galactic achieves over 108,000 SPS, which 88x faster than Habitat 2.0 (1243 SPS). These massive speed-ups not only drastically cut the wall-clock training time of existing experiments, but also unlock an unprecedented scale of new experiments. First, Galactic can train a mobile pick skill to >80% accuracy in under 16 minutes, a 100x speedup compared to the over 24 hours it takes to train the same skill in Habitat 2.0. Second, we use Galactic to perform the largest-scale experiment to date for rearrangement using 5B steps of experience in 46 hours, which is equivalent to 20 years of robot experience. This scaling results in a single neural network composed of task-agnostic components achieving 85% success in GeometricGoal rearrangement, compared to 0% success reported in Habitat 2.0 for the same approach. The code is available at github.com/facebookresearch/galactic.

  • 7 authors
·
Jun 13, 2023

Audio-Visual World Models: Towards Multisensory Imagination in Sight and Sound

World models simulate environmental dynamics to enable agents to plan and reason about future states. While existing approaches have primarily focused on visual observations, real-world perception inherently involves multiple sensory modalities. Audio provides crucial spatial and temporal cues such as sound source localization and acoustic scene properties, yet its integration into world models remains largely unexplored. No prior work has formally defined what constitutes an audio-visual world model or how to jointly capture binaural spatial audio and visual dynamics under precise action control with task reward prediction. This work presents the first formal framework for Audio-Visual World Models (AVWM), formulating multimodal environment simulation as a partially observable Markov decision process with synchronized audio-visual observations, fine-grained actions, and task rewards. To address the lack of suitable training data, we construct AVW-4k, a dataset comprising 30 hours of binaural audio-visual trajectories with action annotations and reward signals across 76 indoor environments. We propose AV-CDiT, an Audio-Visual Conditional Diffusion Transformer with a novel modality expert architecture that balances visual and auditory learning, optimized through a three-stage training strategy for effective multimodal integration. Extensive experiments demonstrate that AV-CDiT achieves high-fidelity multimodal prediction across visual and auditory modalities with reward. Furthermore, we validate its practical utility in continuous audio-visual navigation tasks, where AVWM significantly enhances the agent's performance.

  • 5 authors
·
Nov 30, 2025

MonoNav: MAV Navigation via Monocular Depth Estimation and Reconstruction

A major challenge in deploying the smallest of Micro Aerial Vehicle (MAV) platforms (< 100 g) is their inability to carry sensors that provide high-resolution metric depth information (e.g., LiDAR or stereo cameras). Current systems rely on end-to-end learning or heuristic approaches that directly map images to control inputs, and struggle to fly fast in unknown environments. In this work, we ask the following question: using only a monocular camera, optical odometry, and offboard computation, can we create metrically accurate maps to leverage the powerful path planning and navigation approaches employed by larger state-of-the-art robotic systems to achieve robust autonomy in unknown environments? We present MonoNav: a fast 3D reconstruction and navigation stack for MAVs that leverages recent advances in depth prediction neural networks to enable metrically accurate 3D scene reconstruction from a stream of monocular images and poses. MonoNav uses off-the-shelf pre-trained monocular depth estimation and fusion techniques to construct a map, then searches over motion primitives to plan a collision-free trajectory to the goal. In extensive hardware experiments, we demonstrate how MonoNav enables the Crazyflie (a 37 g MAV) to navigate fast (0.5 m/s) in cluttered indoor environments. We evaluate MonoNav against a state-of-the-art end-to-end approach, and find that the collision rate in navigation is significantly reduced (by a factor of 4). This increased safety comes at the cost of conservatism in terms of a 22% reduction in goal completion.

  • 2 authors
·
Nov 23, 2023

EverLight: Indoor-Outdoor Editable HDR Lighting Estimation

Because of the diversity in lighting environments, existing illumination estimation techniques have been designed explicitly on indoor or outdoor environments. Methods have focused specifically on capturing accurate energy (e.g., through parametric lighting models), which emphasizes shading and strong cast shadows; or producing plausible texture (e.g., with GANs), which prioritizes plausible reflections. Approaches which provide editable lighting capabilities have been proposed, but these tend to be with simplified lighting models, offering limited realism. In this work, we propose to bridge the gap between these recent trends in the literature, and propose a method which combines a parametric light model with 360{\deg} panoramas, ready to use as HDRI in rendering engines. We leverage recent advances in GAN-based LDR panorama extrapolation from a regular image, which we extend to HDR using parametric spherical gaussians. To achieve this, we introduce a novel lighting co-modulation method that injects lighting-related features throughout the generator, tightly coupling the original or edited scene illumination within the panorama generation process. In our representation, users can easily edit light direction, intensity, number, etc. to impact shading while providing rich, complex reflections while seamlessly blending with the edits. Furthermore, our method encompasses indoor and outdoor environments, demonstrating state-of-the-art results even when compared to domain-specific methods.

  • 4 authors
·
Apr 25, 2023

Embodied Web Agents: Bridging Physical-Digital Realms for Integrated Agent Intelligence

AI agents today are mostly siloed - they either retrieve and reason over vast amount of digital information and knowledge obtained online; or interact with the physical world through embodied perception, planning and action - but rarely both. This separation limits their ability to solve tasks that require integrated physical and digital intelligence, such as cooking from online recipes, navigating with dynamic map data, or interpreting real-world landmarks using web knowledge. We introduce Embodied Web Agents, a novel paradigm for AI agents that fluidly bridge embodiment and web-scale reasoning. To operationalize this concept, we first develop the Embodied Web Agents task environments, a unified simulation platform that tightly integrates realistic 3D indoor and outdoor environments with functional web interfaces. Building upon this platform, we construct and release the Embodied Web Agents Benchmark, which encompasses a diverse suite of tasks including cooking, navigation, shopping, tourism, and geolocation - all requiring coordinated reasoning across physical and digital realms for systematic assessment of cross-domain intelligence. Experimental results reveal significant performance gaps between state-of-the-art AI systems and human capabilities, establishing both challenges and opportunities at the intersection of embodied cognition and web-scale knowledge access. All datasets, codes and websites are publicly available at our project page https://embodied-web-agent.github.io/.

  • 10 authors
·
Jun 18, 2025 2

3D-MuPPET: 3D Multi-Pigeon Pose Estimation and Tracking

Markerless methods for animal posture tracking have been rapidly developing recently, but frameworks and benchmarks for tracking large animal groups in 3D are still lacking. To overcome this gap in the literature, we present 3D-MuPPET, a framework to estimate and track 3D poses of up to 10 pigeons at interactive speed using multiple camera views. We train a pose estimator to infer 2D keypoints and bounding boxes of multiple pigeons, then triangulate the keypoints to 3D. For identity matching of individuals in all views, we first dynamically match 2D detections to global identities in the first frame, then use a 2D tracker to maintain IDs across views in subsequent frames. We achieve comparable accuracy to a state of the art 3D pose estimator in terms of median error and Percentage of Correct Keypoints. Additionally, we benchmark the inference speed of 3D-MuPPET, with up to 9.45 fps in 2D and 1.89 fps in 3D, and perform quantitative tracking evaluation, which yields encouraging results. Finally, we showcase two novel applications for 3D-MuPPET. First, we train a model with data of single pigeons and achieve comparable results in 2D and 3D posture estimation for up to 5 pigeons. Second, we show that 3D-MuPPET also works in outdoors without additional annotations from natural environments. Both use cases simplify the domain shift to new species and environments, largely reducing annotation effort needed for 3D posture tracking. To the best of our knowledge we are the first to present a framework for 2D/3D animal posture and trajectory tracking that works in both indoor and outdoor environments for up to 10 individuals. We hope that the framework can open up new opportunities in studying animal collective behaviour and encourages further developments in 3D multi-animal posture tracking.

  • 8 authors
·
Aug 29, 2023

ORB-SLAM3: An Accurate Open-Source Library for Visual, Visual-Inertial and Multi-Map SLAM

This paper presents ORB-SLAM3, the first system able to perform visual, visual-inertial and multi-map SLAM with monocular, stereo and RGB-D cameras, using pin-hole and fisheye lens models. The first main novelty is a feature-based tightly-integrated visual-inertial SLAM system that fully relies on Maximum-a-Posteriori (MAP) estimation, even during the IMU initialization phase. The result is a system that operates robustly in real-time, in small and large, indoor and outdoor environments, and is 2 to 5 times more accurate than previous approaches. The second main novelty is a multiple map system that relies on a new place recognition method with improved recall. Thanks to it, ORB-SLAM3 is able to survive to long periods of poor visual information: when it gets lost, it starts a new map that will be seamlessly merged with previous maps when revisiting mapped areas. Compared with visual odometry systems that only use information from the last few seconds, ORB-SLAM3 is the first system able to reuse in all the algorithm stages all previous information. This allows to include in bundle adjustment co-visible keyframes, that provide high parallax observations boosting accuracy, even if they are widely separated in time or if they come from a previous mapping session. Our experiments show that, in all sensor configurations, ORB-SLAM3 is as robust as the best systems available in the literature, and significantly more accurate. Notably, our stereo-inertial SLAM achieves an average accuracy of 3.6 cm on the EuRoC drone and 9 mm under quick hand-held motions in the room of TUM-VI dataset, a setting representative of AR/VR scenarios. For the benefit of the community we make public the source code.

  • 5 authors
·
Jul 23, 2020

NavDP: Learning Sim-to-Real Navigation Diffusion Policy with Privileged Information Guidance

Learning navigation in dynamic open-world environments is an important yet challenging skill for robots. Most previous methods rely on precise localization and mapping or learn from expensive real-world demonstrations. In this paper, we propose the Navigation Diffusion Policy (NavDP), an end-to-end framework trained solely in simulation and can zero-shot transfer to different embodiments in diverse real-world environments. The key ingredient of NavDP's network is the combination of diffusion-based trajectory generation and a critic function for trajectory selection, which are conditioned on only local observation tokens encoded from a shared policy transformer. Given the privileged information of the global environment in simulation, we scale up the demonstrations of good quality to train the diffusion policy and formulate the critic value function targets with contrastive negative samples. Our demonstration generation approach achieves about 2,500 trajectories/GPU per day, 20times more efficient than real-world data collection, and results in a large-scale navigation dataset with 363.2km trajectories across 1244 scenes. Trained with this simulation dataset, NavDP achieves state-of-the-art performance and consistently outstanding generalization capability on quadruped, wheeled, and humanoid robots in diverse indoor and outdoor environments. In addition, we present a preliminary attempt at using Gaussian Splatting to make in-domain real-to-sim fine-tuning to further bridge the sim-to-real gap. Experiments show that adding such real-to-sim data can improve the success rate by 30\% without hurting its generalization capability.

  • 9 authors
·
May 13, 2025 2

SGS-3D: High-Fidelity 3D Instance Segmentation via Reliable Semantic Mask Splitting and Growing

Accurate 3D instance segmentation is crucial for high-quality scene understanding in the 3D vision domain. However, 3D instance segmentation based on 2D-to-3D lifting approaches struggle to produce precise instance-level segmentation, due to accumulated errors introduced during the lifting process from ambiguous semantic guidance and insufficient depth constraints. To tackle these challenges, we propose splitting and growing reliable semantic mask for high-fidelity 3D instance segmentation (SGS-3D), a novel "split-then-grow" framework that first purifies and splits ambiguous lifted masks using geometric primitives, and then grows them into complete instances within the scene. Unlike existing approaches that directly rely on raw lifted masks and sacrifice segmentation accuracy, SGS-3D serves as a training-free refinement method that jointly fuses semantic and geometric information, enabling effective cooperation between the two levels of representation. Specifically, for semantic guidance, we introduce a mask filtering strategy that leverages the co-occurrence of 3D geometry primitives to identify and remove ambiguous masks, thereby ensuring more reliable semantic consistency with the 3D object instances. For the geometric refinement, we construct fine-grained object instances by exploiting both spatial continuity and high-level features, particularly in the case of semantic ambiguity between distinct objects. Experimental results on ScanNet200, ScanNet++, and KITTI-360 demonstrate that SGS-3D substantially improves segmentation accuracy and robustness against inaccurate masks from pre-trained models, yielding high-fidelity object instances while maintaining strong generalization across diverse indoor and outdoor environments. Code is available in the supplementary materials.

  • 6 authors
·
Sep 5, 2025

SPVLoc: Semantic Panoramic Viewport Matching for 6D Camera Localization in Unseen Environments

In this paper, we present SPVLoc, a global indoor localization method that accurately determines the six-dimensional (6D) camera pose of a query image and requires minimal scene-specific prior knowledge and no scene-specific training. Our approach employs a novel matching procedure to localize the perspective camera's viewport, given as an RGB image, within a set of panoramic semantic layout representations of the indoor environment. The panoramas are rendered from an untextured 3D reference model, which only comprises approximate structural information about room shapes, along with door and window annotations. We demonstrate that a straightforward convolutional network structure can successfully achieve image-to-panorama and ultimately image-to-model matching. Through a viewport classification score, we rank reference panoramas and select the best match for the query image. Then, a 6D relative pose is estimated between the chosen panorama and query image. Our experiments demonstrate that this approach not only efficiently bridges the domain gap but also generalizes well to previously unseen scenes that are not part of the training data. Moreover, it achieves superior localization accuracy compared to the state of the art methods and also estimates more degrees of freedom of the camera pose. Our source code is publicly available at https://fraunhoferhhi.github.io/spvloc .

  • 3 authors
·
Apr 16, 2024 1

Outdoor-to-Indoor 28 GHz Wireless Measurements in Manhattan: Path Loss, Environmental Effects, and 90% Coverage

Outdoor-to-indoor (OtI) signal propagation further challenges the already tight link budgets at millimeter-wave (mmWave). To gain insight into OtI mmWave scenarios at 28 GHz, we conducted an extensive measurement campaign consisting of over 2,200 link measurements. In total, 43 OtI scenarios were measured in West Harlem, New York City, covering seven highly diverse buildings. The measured OtI path gain can vary by up to 40 dB for a given link distance, and the empirical path gain model for all data shows an average of 30 dB excess loss over free space at distances beyond 50 m, with an RMS fitting error of 11.7 dB. The type of glass is found to be the single dominant feature for OtI loss, with 20 dB observed difference between empirical path gain models for scenarios with low-loss and high-loss glass. The presence of scaffolding, tree foliage, or elevated subway tracks, as well as difference in floor height are each found to have an impact between 5-10 dB. We show that for urban buildings with high-loss glass, OtI coverage can support 500 Mbps for 90% of indoor user equipment (UEs) with a base station (BS) antenna placed up to 49 m away. For buildings with low-loss glass, such as our case study covering multiple classrooms of a public school, data rates over 2.5/1.2 Gbps are possible from a BS 68/175 m away from the school building, when a line-of-sight path is available. We expect these results to be useful for the deployment of mmWave networks in dense urban environments as well as the development of relevant scheduling and beam management algorithms.

  • 15 authors
·
May 19, 2022

PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments

We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.

  • 2 authors
·
Mar 24, 2023

Habitat-Matterport 3D Dataset (HM3D): 1000 Large-scale 3D Environments for Embodied AI

We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112.5k m^2 of navigable space, which is 1.4 - 3.7x larger than other building-scale datasets such as MP3D and Gibson. When compared to existing photorealistic 3D datasets such as Replica, MP3D, Gibson, and ScanNet, images rendered from HM3D have 20 - 85% higher visual fidelity w.r.t. counterpart images captured with real cameras, and HM3D meshes have 34 - 91% fewer artifacts due to incomplete surface reconstruction. The increased scale, fidelity, and diversity of HM3D directly impacts the performance of embodied AI agents trained using it. In fact, we find that HM3D is `pareto optimal' in the following sense -- agents trained to perform PointGoal navigation on HM3D achieve the highest performance regardless of whether they are evaluated on HM3D, Gibson, or MP3D. No similar claim can be made about training on other datasets. HM3D-trained PointNav agents achieve 100% performance on Gibson-test dataset, suggesting that it might be time to retire that episode dataset.

  • 13 authors
·
Sep 16, 2021 1

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

  • 5 authors
·
May 21, 2023

PALMS+: Modular Image-Based Floor Plan Localization Leveraging Depth Foundation Model

Indoor localization in GPS-denied environments is crucial for applications like emergency response and assistive navigation. Vision-based methods such as PALMS enable infrastructure-free localization using only a floor plan and a stationary scan, but are limited by the short range of smartphone LiDAR and ambiguity in indoor layouts. We propose PALMS+, a modular, image-based system that addresses these challenges by reconstructing scale-aligned 3D point clouds from posed RGB images using a foundation monocular depth estimation model (Depth Pro), followed by geometric layout matching via convolution with the floor plan. PALMS+ outputs a posterior over the location and orientation, usable for direct or sequential localization. Evaluated on the Structured3D and a custom campus dataset consisting of 80 observations across four large campus buildings, PALMS+ outperforms PALMS and F3Loc in stationary localization accuracy -- without requiring any training. Furthermore, when integrated with a particle filter for sequential localization on 33 real-world trajectories, PALMS+ achieved lower localization errors compared to other methods, demonstrating robustness for camera-free tracking and its potential for infrastructure-free applications. Code and data are available at https://github.com/Head-inthe-Cloud/PALMS-Plane-based-Accessible-Indoor-Localization-Using-Mobile-Smartphones

SceneWeaver: All-in-One 3D Scene Synthesis with an Extensible and Self-Reflective Agent

Indoor scene synthesis has become increasingly important with the rise of Embodied AI, which requires 3D environments that are not only visually realistic but also physically plausible and functionally diverse. While recent approaches have advanced visual fidelity, they often remain constrained to fixed scene categories, lack sufficient object-level detail and physical consistency, and struggle to align with complex user instructions. In this work, we present SceneWeaver, a reflective agentic framework that unifies diverse scene synthesis paradigms through tool-based iterative refinement. At its core, SceneWeaver employs a language model-based planner to select from a suite of extensible scene generation tools, ranging from data-driven generative models to visual- and LLM-based methods, guided by self-evaluation of physical plausibility, visual realism, and semantic alignment with user input. This closed-loop reason-act-reflect design enables the agent to identify semantic inconsistencies, invoke targeted tools, and update the environment over successive iterations. Extensive experiments on both common and open-vocabulary room types demonstrate that SceneWeaver not only outperforms prior methods on physical, visual, and semantic metrics, but also generalizes effectively to complex scenes with diverse instructions, marking a step toward general-purpose 3D environment generation. Project website: https://scene-weaver.github.io/.

  • 4 authors
·
Sep 24, 2025 2

ARTDECO: Towards Efficient and High-Fidelity On-the-Fly 3D Reconstruction with Structured Scene Representation

On-the-fly 3D reconstruction from monocular image sequences is a long-standing challenge in computer vision, critical for applications such as real-to-sim, AR/VR, and robotics. Existing methods face a major tradeoff: per-scene optimization yields high fidelity but is computationally expensive, whereas feed-forward foundation models enable real-time inference but struggle with accuracy and robustness. In this work, we propose ARTDECO, a unified framework that combines the efficiency of feed-forward models with the reliability of SLAM-based pipelines. ARTDECO uses 3D foundation models for pose estimation and point prediction, coupled with a Gaussian decoder that transforms multi-scale features into structured 3D Gaussians. To sustain both fidelity and efficiency at scale, we design a hierarchical Gaussian representation with a LoD-aware rendering strategy, which improves rendering fidelity while reducing redundancy. Experiments on eight diverse indoor and outdoor benchmarks show that ARTDECO delivers interactive performance comparable to SLAM, robustness similar to feed-forward systems, and reconstruction quality close to per-scene optimization, providing a practical path toward on-the-fly digitization of real-world environments with both accurate geometry and high visual fidelity. Explore more demos on our project page: https://city-super.github.io/artdeco/.

shanghai ailab
·
Oct 9, 2025 2

UAV-VLN: End-to-End Vision Language guided Navigation for UAVs

A core challenge in AI-guided autonomy is enabling agents to navigate realistically and effectively in previously unseen environments based on natural language commands. We propose UAV-VLN, a novel end-to-end Vision-Language Navigation (VLN) framework for Unmanned Aerial Vehicles (UAVs) that seamlessly integrates Large Language Models (LLMs) with visual perception to facilitate human-interactive navigation. Our system interprets free-form natural language instructions, grounds them into visual observations, and plans feasible aerial trajectories in diverse environments. UAV-VLN leverages the common-sense reasoning capabilities of LLMs to parse high-level semantic goals, while a vision model detects and localizes semantically relevant objects in the environment. By fusing these modalities, the UAV can reason about spatial relationships, disambiguate references in human instructions, and plan context-aware behaviors with minimal task-specific supervision. To ensure robust and interpretable decision-making, the framework includes a cross-modal grounding mechanism that aligns linguistic intent with visual context. We evaluate UAV-VLN across diverse indoor and outdoor navigation scenarios, demonstrating its ability to generalize to novel instructions and environments with minimal task-specific training. Our results show significant improvements in instruction-following accuracy and trajectory efficiency, highlighting the potential of LLM-driven vision-language interfaces for safe, intuitive, and generalizable UAV autonomy.

  • 3 authors
·
Apr 30, 2025

Spatial Reasoning and Planning for Deep Embodied Agents

Humans can perform complex tasks with long-term objectives by planning, reasoning, and forecasting outcomes of actions. For embodied agents to achieve similar capabilities, they must gain knowledge of the environment transferable to novel scenarios with a limited budget of additional trial and error. Learning-based approaches, such as deep RL, can discover and take advantage of inherent regularities and characteristics of the application domain from data, and continuously improve their performances, however at a cost of large amounts of training data. This thesis explores the development of data-driven techniques for spatial reasoning and planning tasks, focusing on enhancing learning efficiency, interpretability, and transferability across novel scenarios. Four key contributions are made. 1) CALVIN, a differential planner that learns interpretable models of the world for long-term planning. It successfully navigated partially observable 3D environments, such as mazes and indoor rooms, by learning the rewards and state transitions from expert demonstrations. 2) SOAP, an RL algorithm that discovers options unsupervised for long-horizon tasks. Options segment a task into subtasks and enable consistent execution of the subtask. SOAP showed robust performances on history-conditional corridor tasks as well as classical benchmarks such as Atari. 3) LangProp, a code optimisation framework using LLMs to solve embodied agent problems that require reasoning by treating code as learnable policies. The framework successfully generated interpretable code with comparable or superior performance to human-written experts in the CARLA autonomous driving benchmark. 4) Voggite, an embodied agent with a vision-to-action transformer backend that solves complex tasks in Minecraft. It achieved third place in the MineRL BASALT Competition by identifying action triggers to segment tasks into multiple stages.

  • 1 authors
·
Sep 28, 2024

RealMAN: A Real-Recorded and Annotated Microphone Array Dataset for Dynamic Speech Enhancement and Localization

The training of deep learning-based multichannel speech enhancement and source localization systems relies heavily on the simulation of room impulse response and multichannel diffuse noise, due to the lack of large-scale real-recorded datasets. However, the acoustic mismatch between simulated and real-world data could degrade the model performance when applying in real-world scenarios. To bridge this simulation-to-real gap, this paper presents a new relatively large-scale Real-recorded and annotated Microphone Array speech&Noise (RealMAN) dataset. The proposed dataset is valuable in two aspects: 1) benchmarking speech enhancement and localization algorithms in real scenarios; 2) offering a substantial amount of real-world training data for potentially improving the performance of real-world applications. Specifically, a 32-channel array with high-fidelity microphones is used for recording. A loudspeaker is used for playing source speech signals. A total of 83-hour speech signals (48 hours for static speaker and 35 hours for moving speaker) are recorded in 32 different scenes, and 144 hours of background noise are recorded in 31 different scenes. Both speech and noise recording scenes cover various common indoor, outdoor, semi-outdoor and transportation environments, which enables the training of general-purpose speech enhancement and source localization networks. To obtain the task-specific annotations, the azimuth angle of the loudspeaker is annotated with an omni-direction fisheye camera by automatically detecting the loudspeaker. The direct-path signal is set as the target clean speech for speech enhancement, which is obtained by filtering the source speech signal with an estimated direct-path propagation filter.

  • 10 authors
·
Jun 28, 2024

ROMAN: Open-Set Object Map Alignment for Robust View-Invariant Global Localization

Global localization is a fundamental capability required for long-term and drift-free robot navigation. However, current methods fail to relocalize when faced with significantly different viewpoints. We present ROMAN (Robust Object Map Alignment Anywhere), a global localization method capable of localizing in challenging and diverse environments by creating and aligning maps of open-set and view-invariant objects. ROMAN formulates and solves a registration problem between object submaps using a unified graph-theoretic global data association approach with a novel incorporation of a gravity direction prior and object shape and semantic similarity. This work's open-set object mapping and information-rich object association algorithm enables global localization, even in instances when maps are created from robots traveling in opposite directions. Through a set of challenging global localization experiments in indoor, urban, and unstructured/forested environments, we demonstrate that ROMAN achieves higher relative pose estimation accuracy than other image-based pose estimation methods or segment-based registration methods. Additionally, we evaluate ROMAN as a loop closure module in large-scale multi-robot SLAM and show a 35% improvement in trajectory estimation error compared to standard SLAM systems using visual features for loop closures. Code and videos can be found at https://acl.mit.edu/roman.

Look Once to Hear: Target Speech Hearing with Noisy Examples

In crowded settings, the human brain can focus on speech from a target speaker, given prior knowledge of how they sound. We introduce a novel intelligent hearable system that achieves this capability, enabling target speech hearing to ignore all interfering speech and noise, but the target speaker. A naive approach is to require a clean speech example to enroll the target speaker. This is however not well aligned with the hearable application domain since obtaining a clean example is challenging in real world scenarios, creating a unique user interface problem. We present the first enrollment interface where the wearer looks at the target speaker for a few seconds to capture a single, short, highly noisy, binaural example of the target speaker. This noisy example is used for enrollment and subsequent speech extraction in the presence of interfering speakers and noise. Our system achieves a signal quality improvement of 7.01 dB using less than 5 seconds of noisy enrollment audio and can process 8 ms of audio chunks in 6.24 ms on an embedded CPU. Our user studies demonstrate generalization to real-world static and mobile speakers in previously unseen indoor and outdoor multipath environments. Finally, our enrollment interface for noisy examples does not cause performance degradation compared to clean examples, while being convenient and user-friendly. Taking a step back, this paper takes an important step towards enhancing the human auditory perception with artificial intelligence. We provide code and data at: https://github.com/vb000/LookOnceToHear.

  • 5 authors
·
May 10, 2024

EvoWorld: Evolving Panoramic World Generation with Explicit 3D Memory

Humans possess a remarkable ability to mentally explore and replay 3D environments they have previously experienced. Inspired by this mental process, we present EvoWorld: a world model that bridges panoramic video generation with evolving 3D memory to enable spatially consistent long-horizon exploration. Given a single panoramic image as input, EvoWorld first generates future video frames by leveraging a video generator with fine-grained view control, then evolves the scene's 3D reconstruction using a feedforward plug-and-play transformer, and finally synthesizes futures by conditioning on geometric reprojections from this evolving explicit 3D memory. Unlike prior state-of-the-arts that synthesize videos only, our key insight lies in exploiting this evolving 3D reconstruction as explicit spatial guidance for the video generation process, projecting the reconstructed geometry onto target viewpoints to provide rich spatial cues that significantly enhance both visual realism and geometric consistency. To evaluate long-range exploration capabilities, we introduce the first comprehensive benchmark spanning synthetic outdoor environments, Habitat indoor scenes, and challenging real-world scenarios, with particular emphasis on loop-closure detection and spatial coherence over extended trajectories. Extensive experiments demonstrate that our evolving 3D memory substantially improves visual fidelity and maintains spatial scene coherence compared to existing approaches, representing a significant advance toward long-horizon spatially consistent world modeling.

  • 11 authors
·
Oct 1, 2025

HumBugDB: A Large-scale Acoustic Mosquito Dataset

This paper presents the first large-scale multi-species dataset of acoustic recordings of mosquitoes tracked continuously in free flight. We present 20 hours of audio recordings that we have expertly labelled and tagged precisely in time. Significantly, 18 hours of recordings contain annotations from 36 different species. Mosquitoes are well-known carriers of diseases such as malaria, dengue and yellow fever. Collecting this dataset is motivated by the need to assist applications which utilise mosquito acoustics to conduct surveys to help predict outbreaks and inform intervention policy. The task of detecting mosquitoes from the sound of their wingbeats is challenging due to the difficulty in collecting recordings from realistic scenarios. To address this, as part of the HumBug project, we conducted global experiments to record mosquitoes ranging from those bred in culture cages to mosquitoes captured in the wild. Consequently, the audio recordings vary in signal-to-noise ratio and contain a broad range of indoor and outdoor background environments from Tanzania, Thailand, Kenya, the USA and the UK. In this paper we describe in detail how we collected, labelled and curated the data. The data is provided from a PostgreSQL database, which contains important metadata such as the capture method, age, feeding status and gender of the mosquitoes. Additionally, we provide code to extract features and train Bayesian convolutional neural networks for two key tasks: the identification of mosquitoes from their corresponding background environments, and the classification of detected mosquitoes into species. Our extensive dataset is both challenging to machine learning researchers focusing on acoustic identification, and critical to entomologists, geo-spatial modellers and other domain experts to understand mosquito behaviour, model their distribution, and manage the threat they pose to humans.

  • 16 authors
·
Oct 14, 2021

GS-LTS: 3D Gaussian Splatting-Based Adaptive Modeling for Long-Term Service Robots

3D Gaussian Splatting (3DGS) has garnered significant attention in robotics for its explicit, high fidelity dense scene representation, demonstrating strong potential for robotic applications. However, 3DGS-based methods in robotics primarily focus on static scenes, with limited attention to the dynamic scene changes essential for long-term service robots. These robots demand sustained task execution and efficient scene updates-challenges current approaches fail to meet. To address these limitations, we propose GS-LTS (Gaussian Splatting for Long-Term Service), a 3DGS-based system enabling indoor robots to manage diverse tasks in dynamic environments over time. GS-LTS detects scene changes (e.g., object addition or removal) via single-image change detection, employs a rule-based policy to autonomously collect multi-view observations, and efficiently updates the scene representation through Gaussian editing. Additionally, we propose a simulation-based benchmark that automatically generates scene change data as compact configuration scripts, providing a standardized, user-friendly evaluation benchmark. Experimental results demonstrate GS-LTS's advantages in reconstruction, navigation, and superior scene updates-faster and higher quality than the image training baseline-advancing 3DGS for long-term robotic operations. Code and benchmark are available at: https://vipl-vsu.github.io/3DGS-LTS.

  • 5 authors
·
Mar 22, 2025