Geometric and Semantic Foundation models are becoming increasingly popular tools for generating spatial maps for robots. Recent work (e.g., FOUND-IT) has leveraged these tools to construct real-time, task-driven, and open-set 3D scene graphs from a single uncalibrated camera. However, while classical robot mapping techniques have undergone extensive system demonstrations, limited work has been done to develop both the fundamental and the systems wide advancements needed to integrate these new types of robot spatial memory into a full, useable autonomy pipeline. In this paper, we bridge this gap, and in doing so we also evaluate the effectiveness and limitations of this type of 3D memory. Towards this end, we integrate FOUND-IT into a mobile manipulator platform and demonstrate it is well-suited to support multiple objectives such as object change detection, support for multiple mapping sessions, determination of navigable paths, and directly support object grasping for the task of scene re-arrangement. Furthermore, we provide nuanced insights into the effectiveness and limitations of a monocular, foundation-model-driven 3D scene graph construction system using observations from rigorous on-robot experiments. Code is available at https://github. com/MIT-SPARK/FOUND-IT.
Figures & tables
Fig. 1 : FOUND-IT++ generates a scene graph of a cluttered workshop in real-time and performs a re-arrangment task using a mobile manipulator. Top: generated map showing the places layer as colored tiles, a sparse point cloud of the scene, and detected objects. Detected original objects are shown with yellow bounding boxes and detected moved objects are shown in green. Bottom: the robot returns the paper towel roll to its original location.
Fig. 2 : Four of the five scenes used to evaluate FOUND-IT++ performance in a re-arrangement mission. All experiments are run in real time on a Jetson Thor on a mobile manipulator robot (Cobot Magic).
Fig. 3 : Example of constructing the FOUND-IT++ map over two sessions. Poses from the first and second session are shown in orange and blue respectively. For added visual clarity, we show the dense geometric map without point sparsification.
Fig. 4 : The robot queries the region “Lounge Area”, correctly identifies the region, generates a trajectory to it, and successfully reaches it. Our supplementary video shows the robot following the trajectory.
Method
mAcc
F-mIoU
fps
ConceptFusion [ 43 ]
24.16
31.31
-
ConceptFusion [ 43 ] + SAM
31.53
38.70
-
ConceptGraphs [ 44 ]
40.63
35.95
-
OpenMask3D [ 45 ]
39.54
49.26
-
Clio-Batch [ 14 ]
37.95
36.98
-
FOUND-IT [ 13 ]
59.00
57.86
6.3
TABLE III : Object detection evaluation on 8 scenes from the Replica dataset. We run the full scene graph pipeline, including objects, places, and regions to demonstrate timing of the full system. All methods ran on the same 3090 GPU. Our default configuration is FOUND-IT++ (VGGT- \mathchar28682 , PE-L14). We omit timing for all methods that are not intended to run in real-time.
360
desk
desk2
floor
plant
room
rpy
teddy
xyz
avg
fps
MASt3R-SLAM [ 47 ]
0.070
0.035
0.055
0.056
0.035
0.118
0.041
0.114
0.020
0.060
7.2
VGGT-SLAM 2.0 [ 11 ]
0.050
0.025
0.029
0.102
0.026
0.063
0.026
0.038
0.014
0.041
8.4
FOUND-IT [ 13 ]
0.039
0.027
0.029
0.028
0.022
0.053
0.025
0.032
0.014
0.030
6.4
FOUND-IT++ (VGGT)
0.037
0.026
0.031
0.061
0.023
0.057
0.027
0.037
0.015
0.035
6.2
FOUND-IT++ (VGGT- \mathchar28682 )
0.096
0.050
0.046
0.076
0.034
0.083
0.036
0.044
0.017
0.054
19.5
TABLE IV : Root mean square error (RMSE) of Absolute trajectory error (ATE (m)) on TUM RGB-D [ 46 ] and frames per second using a 3090 GPU. Our default configuration is FOUND-IT++ (VGGT- \mathchar28682 ). Best , second best
We present the first approach to build hierarchical task-driven 3D scene graphs of arbitrary indoor or outdoor environments using an uncalibrated monocular camera in real-time. We leverage geometric foundation models to estimate geometric attributes of the scene graph (e.g., object bounding boxes), but we also observe that traversability information (the "places" layer of a scene graph) can be directly reconstructed by adding an extra head to existing geometric foundation models, like VGGT. Our approach is task-driven in the sense that we adjust the granularity of the objects and regions in the map depending on the task; for instance, during a manipulation task, our approach is able to resolve small knobs on a stove, while during a navigation task it can focus on large objects (e.g., the entire stove). However, in a major departure from related work, we consider the realistic case where the list of tasks is not predefined and fixed, but evolves as the robot operates. This naturally allows dealing with complex loco-manipulation tasks, where the robot can dynamically adjust its representation as the task unfolds. We dub the resulting approach FOUND-IT. FOUND-IT also includes an agentic approach to query information in the scene graph. In addition to achieving 79% higher accuracy on the ASHiTA SG3D task grounding benchmark, we demonstrate FOUND-IT runs in real-time on a ground robot using a Jetson Thor. Furthermore, to highlight the robustness of our method, we demonstrate constructing 3D scene graphs on casually captured realtor apartment tours from YouTube. Code will be made available upon publication.
Dominic Maggio, Nicolas Gorlo, Kris Hauser +1
Laboratory for Information & Decision Systems, Massachusetts Institute of Technology Cambridge, MA, USA · Samsung Research America
Robotic mapping systems typically approach building metric-semantic scene representations from the robot's own sensors and cameras. However, these "first person" maps inherit the robot's own limitations due to its embodiment or skillset, which may leave many aspects of the environment unexplored. For example, the robot might not be able to open drawers or access wall cabinets. In this sense, the map representation is not as complete, and requires a more capable robot to fill in the gaps. We narrow these blind spots in current methods by leveraging egocentric data captured as a human naturally explores a scene wearing Project Aria glasses, giving a way to directly transfer knowledge about articulation from the human to any deployable robot. We demonstrate that, by using simple heuristics, we can leverage egocentric data to recover models of articulate object parts, with quality comparable to those of state-of-the-art methods based on other input modalities. We also show how to integrate these models into 3D scene graph representations, leading to a better understanding of object dynamics and object-container relationships. We finally demonstrate that these articulated 3D scene graphs enhance a robot's ability to perform mobile manipulation tasks, showcasing an application where a Boston Dynamics Spot is tasked with retrieving concealed target items, given only the 3D scene graph as input.
Alan Yu, Yun Chang, Christopher Xie +1
Laboratory for Information and Decision Systems, Massachusetts Institute of Technology · Meta Reality Labs
Scene graphs are becoming a standard representation for robot navigation, providing hierarchical geometric and semantic scene understanding. However, most scene graph mapping methods rely on depth cameras or LiDAR sensors. In this work, we present LEXI-SG, the first dense monocular visual mapping system for open-vocabulary 3D scene graphs using only RGB camera input. Our approach exploits the semantic priors of open-vocabulary foundation models to partition the scene into rooms, deferring feed-forward reconstruction to when each room is fully observed -- enabling scalable dense mapping without sliding-window scale inconsistencies. We propose a room-based factor graph formulation to globally align room reconstructions while preserving local map consistency and naturally imposing the semantic scene graph hierarchy. Within each room, we further support open-vocabulary object segmentation and tracking. We validate LEXI-SG on indoor scenes from the Habitat-Matterport 3D and self-collected egocentric office sequences. We evaluate its performance against existing feed-forward SLAM methods, as well as established scene graphs baselines. We demonstrate improved trajectory estimation and dense reconstruction, as well as, competitive performance in open-vocabulary segmentation. LEXI-SG shows that accurate, scalable, open-vocabulary 3D scene graphs can be achieved from monocular RGB alone. Our project page and office sequences are available here: https://ori-drs.github.io/lexisg-web/.
Christina Kassab, Hyeonjae Gil, Matías Mattamala +2
Department of Engineering Science, University of Oxford, UK · Department of Mechanical Engineering, Seoul National University, South Korea · School of Informatics, University of Edinburgh, UK