cs.CVAug 11, 2026

GESTO: Human-Centric Spatio-Temporal Memory for Reasoning in Dynamic Scenes

Authors: Ermanno BartoliBuwei HeDennis RotondiSebastian KochFederico TombariKai O. ArrasPatric JensfeltYixi Cai+1 more

Abstract

Robots operating in human environments need memories that capture not only what objects exist and where, but also how people use them over time and how individual interactions compose into goal-directed activities. Existing 4D scene graphs preserve object and place histories but omit activity structure, whereas activity representations are either not grounded in persistent 3D scenes or rely on externally provided event boundaries and object associations. We present GESTO (Grounded Event and Spatio-Temporal memOry), a spatio-temporal memory that couples a persistent 4D scene graph with a two-level hierarchy of atomic human--object interactions and goal-driven events. From an RGB-D observation stream, GESTO automatically extracts timestamped interactions, grounds them to persistent scene entities, groups them into events, and uses event context to refine uncertain object associations. A relation-aware tool-calling agent queries the resulting memory for activity-centric spatio-temporal reasoning. We evaluate GESTO on the reproducible text, binary, and time categories of an existing benchmark, together with 40 new Space2Event and Event2Space queries. GESTO achieves scores of 0.71, 0.75, and 0.70 on the standard categories, approaching a method supplied with ground-truth event and object grounding, while substantially outperforming the same reasoning framework when these inputs are removed. It further achieves 0.73 and 0.75 on Space2Event and Event2Space queries. Ablations show that hierarchical event structure and context-aware grounding refinement provide complementary benefits, supporting activity-grounded hierarchical memory for retrospective reasoning in dynamic human environments.

Explore similar work

Jul 2, 2026cs.CV

Learning to Evolve Scenes: Reasoning about Human Activities with Scene Graphs

Understanding human behavior while interacting with the surrounding world is crucial for many applications of embodied AI. First-person videos are particularly informative for this problem, as they well capture how activities reshape the scene over time. However, existing approaches often rely on implicit visual or language-aligned representations, disregarding structured reasoning over the scene dynamic. We argue that explicit, compositional and editable representations of human-environment interactions can play a crucial role for rich grounded activity understanding. To this end, we introduce SG-Ego, a large scale annotation set extending Ego4D with spatio-temporal scene graphs, where relations triplets are consolidated over time into explicit time-evolving descriptions of the scene state. To reason over this representation, we propose GLEN, a graph-based model that operates over scene graph sequences to both align them with textual actions and model their temporal evolution. In addition, we formulate the activity-driven graph-edit forecasting (A-GEF) problem, a novel task that casts scene dynamics as a sequence of structured transformations conditioned on ongoing actions, enabling explicit reasoning about how scenes change over time. We validate our approach across multiple downstream tasks, spanning retrieval benchmarks as EgoMCQ and EgoCVR, as well as long-horizon reasoning benchmarks as EXPLORE-Bench and the newly introduced A-GEF. GLEN achieves strong results compared to raw video baselines and it excels in reasoning settings, typically addressed only with MLLMs, while enabling controllable and structured predictions of scene dynamics driven by human activities. We believe our results establish spatio-temporal scene graphs, together with models that reason over them, as strong compositional and interpretable representations for video understanding and potentially beyond.
Francesca Pistilli, Simone Alberto Peirone, Giuseppe Averta
Aug 11, 2026cs.CV

R4DSG: Relative 4D Scene Graph Memory for Object-Centric Question Answering in Long Egocentric Video

Long-horizon egocentric video is a rich substrate for wearable AI assistants, but object-centric questions such as where an item was moved, when it last changed state, or why it was relocated remain difficult because caption- and transcript-based memories rarely preserve persistent object identity or structured spatial change. Existing long-video QA methods mainly emphasize temporal grounding and clip retrieval, while prior 3D scene-graph methods typically assume stronger geometry than free-motion wearable RGB video provides, including point clouds, RGB-D input, posed views, sparse reconstruction, or reconstructed scenes. R4DSG introduces a relative 4D scene graph memory for long egocentric video. Instead of storing raw graph sequences, R4DSG converts video into compact queryable memory entries indexed by time, place, persistent objects, anchor-relative change, and local interaction context. The main idea is to separate stable anchors from dynamic objects, maintain persistent object identity across frames, and represent object state through anchor-relative transitions rather than a globally aligned world model. Built on recent RGB-only advances in promptable video segmentation, temporal propagation, and relative 3D lifting, the method produces a retrieval-ready memory directly usable for long-horizon question answering. Evaluation on a 255-question object-related subset from EgoLifeQA shows, under question-only retrieval, a 6.7-point overall gain over EgoRAG-Text and a 12.5-point gain on when questions, which highlights the value of temporally organized object memory. These results position relative 4D scene graphs as a practical memory substrate for wearable assistants, AR systems, and embodied multimedia agents. GitHub Page: https://dualtransparency.github.io/R4DSG/.
Ke Ma, Yamin Mao, Weiming Li +5
Apr 30, 2026cs.RO

Predictive Spatio-Temporal Scene Graphs for Semi-Static Scenes

We have seen tremendous recent progress in our ability to build "spatio-semantic" representations that enable robots to perform complex reasoning across geometry and semantics. However, the vast majority of these methods lack any ability to perform reasoning across time. This is a desirable property in situations where a robot repeatedly observes an environment where instances may change in between observations, but in a structured way. Consider as an example a home environment where the location of a mug typically moves from the cupboard to a countertop to the sink and then back to the cupboard on a daily basis. We should be able to learn this cyclic behavior and use it to predict the state of the mug in the future. In this work, we propose a method that is able to perform this type of tempo-spatio-semantic reasoning. Underpinning the method is a filter, Perpetua^*, that performs Bayesian reasoning on the states of the environment that are observed over time. This filter is integrated within a 3D scene graph structure that we call PredictiveGraphs, where nodes represent objects and edges function as Perpetua^* filters encoding spatio-semantic relationships. We validate the method in both simulation and real-world dynamic navigation tasks, where our real world experiments consist of an environment that is undergoing semi-static changes at a bi-hourly frequency over a period of three weeks. In both settings, we demonstrate that our method outperforms baselines in predicting future environment states, even in the presence of distributional shifts.
Miguel Saavedra-Ruiz, Charlie Gauthier, Kumaraditya Gupta +4