Hierarchical 3D Scene Graphs

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7 papers in the last 28 days · 0.1% of indexed attention

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Period ending 2026-09-21

4 new papers

A weekly snapshot of new work published in Hierarchical 3D Scene Graphs.

Period ending 2026-09-14

2 new papers

A weekly snapshot of new work published in Hierarchical 3D Scene Graphs.

Period ending 2026-09-07

2 new papers

A weekly snapshot of new work published in Hierarchical 3D Scene Graphs.

55 papers

Latest in Hierarchical 3D Scene Graphs

Sep 17, 2026cs.HC

Semantic Action Graph: A Shared Representation for Agent Grounding and Human Interpretation of Sports Highlights

Generative agents are increasingly used to select and narrate video highlights, but they typically operate over unstructured or frame-level representations. Their output is consequently difficult for a viewer to verify and steer toward individual preferences. We present the semantic action graph, a lightweight domain schema that represents a sports match as performer, action, recipient, moment, and state nodes connected by role, temporal, and outcome edges. The schema demonstrates three key properties: 1) connected event sequences, 2) a shared, closed vocabulary, and 3) frame-addressable moments, making it suitable to serve two consumers at once: an agentic pipeline that composes narrated highlights, and a visual interface through which viewers query and inspect the same structure. We instantiate it in SportSAGE, a design probe pairing a four-module highlight pipeline with a graph interface, and report feedback from 12 soccer fans. Participants were satisfied with the quality of the generated highlights and narratives, and used the graph interface to search, navigate, and interpret the match highlights. These results provide early evidence that one small, human-readable schema can ground agent generation and support human interpretation at the same time.
Tica Lin, Deepak Chandran, Gauri Jagatap +4
Sep 17, 2026cs.CV

SnapPhysics: A Physics-Aware Scene Graph from a Single View for Interactive Mixed Reality Scenes

We propose SnapPhysics, a training-free framework that reconstructs 3D objects and estimates their physical properties such as mass, friction, and center of gravity from a single image. For physically coherent interactions in mixed reality (MR), such properties are as important as geometry. Prior approaches infer them by analyzing object dynamics in video, which is computationally costly, or by querying vision-language models (VLMs) on single images, which lacks geometric grounding and inter-object relationships. We address these limitations by combining instance-level 3D reconstruction and spatial alignment with a physics-aware scene graph that encodes these relationships and per-object metric geometry as structured context for VLM-based property reasoning. Experiments on 3D-FRONT show that SnapPhysics improves scene-level F-Score by 18.6% over the best learning-based method, and on real captured scenes with ground-truth mass, it reduces the mean absolute log difference error (mALDE) by up to 20.5% and improves log-scale correlation (rls2r^2_{\mathrm{ls}}) by up to 19.6% over VLM-only estimation. SnapPhysics enables physically interactive MR experiences without manual parameter tuning. Project page: https://snapphysics-ismar2026.github.io/.
Suji Kang, Seok-Young Kim, Young Bin Kim +4
Sep 14, 2026cs.RO

An Information-Space Perspective to Scene Graph Sufficiency for Robotic Task Planning

Planning in complex environments requires task specifications grounded in representations that capture objects, relations, and affordances; scene graphs meet this need, but their size in large environments hinders efficient planning. While task-aware pruning and hierarchical abstractions have been explored, a general, task-centric formalization of what constitutes a sufficient scene graph for planning remains open. This paper provides such a formalization by modeling planning over scene graphs within an information-spaces framework through the definition of scene graph transition systems and relevant action semantics for navigation and manipulation. We then introduce derived scene graphs via information mappings that merge and prune nodes and induce quotient transition systems augmented with motion primitives to capture higher-level actions over merged graph nodes. Sufficiency is characterized by two conditions: (i) the information mapping yields a deterministic quotient, and (ii) the task is well-posed over derived traces, ensuring plans found on the derived model are feasible on the maximal system. We illustrate the framework using a task over an example environment, showing both sufficient and insufficient reduced scene graphs.
Başak Sakçak, Francesco Verdoja
Sep 14, 2026cs.GR

ESG: Generating Physically Consistent Dynamic 3D Scenes from Text Descriptions

Recent progress in image and 3D scene generation has enabled increasingly realistic static environments, yet most methods remain confined to such static configurations. Generating dynamic scenes from natural language is fundamentally challenging: it requires joint reasoning over scene structure, temporal evolution, and physical feasibility, while ensuring reliable execution in modern physics engines. We present a unified framework for generating physically consistent dynamic 3D scenes from text, with outputs directly executable in Unreal Engine. Central to our approach is the \emph{Evolutive Scene Graph} (ESG), which specifies entities with physical attributes, spatial relations, and event-driven timelines in a machine-checkable form. Given a prompt, a large language model constructs and validates a complete ESG; spatial layouts are grounded via energy-minimized gradient optimization; timeline-constrained physical parameters are then optimized through differentiable simulation to satisfy user-specified events; and the resulting scene is compiled into an engine-executable class. Experiments on 10 scenes across three complexity levels show that our method achieves 16.4/1816.4/18 mean event completion, outperforming Scene Language, the strongest engine-executable baseline (SimWorld), and our ablation without physical optimization by a clear margin in event completion and parameter accuracy.
Xintong Fang, Zhiyuan Fang, Rengan Xie +6
Sep 8, 2026cs.CV

STSG-VQA: Evidence-Grounded Temporal Question Answering from Surgical Spatio-Temporal Scene Graphs

Despite recent advances in surgical vision-language models (VLMs), temporal reasoning remains limited because existing supervision is largely frame-centric. Frame-level scene graphs (SGs) have proven effective in providing structured representations of surgical environments but do not explicitly model the dynamics of surgical workflows. To explicitly model how surgical states evolve across time, we introduce a multi-level structured temporal supervision methodology that augments frame-level surgical SGs with object-level continuity, event-level interaction continuity, and procedure-level connectivity. We then execute temporal queries over the resulting spatio-temporal scene graphs (STSGs) to generate evidence-grounded question-answer pairs, which together form the STSG-VQA benchmark. Each question is linked to the temporal interval and STSG evidence used to derive its reference answer, enabling traceable verification. The benchmark contains 18,458 question-answer pairs across seven temporal categories. Fine-tuning Qwen3-VL-4B and Hulu-Med-4B with STSG-derived supervision improves question-level micro accuracy by 24.39 and 19.56 percentage points over their zero-shot baselines and by 16.50 and 14.25 points over static scene-graph supervision, respectively. These gains span all temporal categories, indicating that STSG-derived supervision helps surgical VLMs reason over temporally grounded interactions rather than isolated frames. The code and dataset will be made publicly available upon acceptance.
Jing Li, Duygu Sarikaya
Sep 7, 2026cs.RO

Functional-SLAM: Interaction-Aware Mapping with Online Functional Scene Graphs

Existing SLAM systems lack modeling of the functional relations required for fine-grained robotic interaction. Functional 3D scene graphs can represent relations between objects and interaction elements, but existing methods rely on offline reconstruction, making them inadequate for real-time interaction in real-world exploration. To address this limitation, we propose Functional-SLAM, the first framework that continuously and recursively maintains a functional scene graph as an online SLAM state. The framework combines anchor-keyframe geometry with functional-context constraints for persistent node maintenance, accumulates multi-frame evidence through temporal relations to commit stable functional edges, and supplements visual loop-closure candidates with functional topology in scenes with repetitive appearance or degraded texture. Experiments show that Functional-SLAM efficiently constructs stable functional maps online, substantially improving runtime over offline methods while maintaining highly competitive accuracy. Compared with peer SLAM systems, it further improves pose estimation accuracy through functional-topology-assisted loop closure. The code is publicly available at https://github.com/Hbelief1998/Functional-SLAM-CoRL_2026.
Xinggang Hu, Chenyangguang Zhang, Zihan Zhu +3
Sep 1, 2026cs.RO

DSG: Dynamic 3D Scene Graph Construction for Embodied Agents in Changing Indoor Environments

In indoor environments, object positions frequently change due to human activities or embodied-agent interactions, causing previously constructed scene graphs to become inconsistent with the current scene. To address this issue, we propose DSG, a dynamic 3D scene graph construction framework that detects object changes and performs spatial relationship reasoning. First, we construct a semantic-aware 3D Gaussian scene representation and develop a dual-view rendering-based object change detection method to enable reliable scene graph node updates. Second, we propose a spatial relationship reasoning method that incorporates multi-granularity visual context, enabling a large language model to identify a richer set of interobject spatial relationships. Furthermore, we introduce DynTHOR, a dynamic indoor scene graph benchmark built on the AI2-THOR simulation platform for evaluating scene graph construction in dynamic environments. Extensive experiments on Dyn-THOR, 3RScan, and real-world scenes demonstrate that DSG consistently outperforms existing methods in both object node construction and spatial relationship reasoning, significantly improving the accuracy of dynamic scene graph construction.
Ming Liao, Chao Ye, Jianing Fei +1
Aug 12, 2026cs.CV

Beyond Trial-and-Error: Agentic Optimization for Image-to-Video Adherence

Modern black-box Image-to-Video (I2V) models offer powerful capabilities in automated content creation, yet their lack of fine-grained control and reliability presents significant challenges in professional workflows. Their inherent stochasticity causes minor variations in textual prompts or hyperparameters to yield drastically different outputs often necessitating inefficient, brute-force trial-and-error processes. To address these limitations, we introduce the ``Agentic Self-Improvement" framework, which reframes video synthesis into a closed-loop, goal-directed optimization. Our framework systematically navigates the generation parameter space using a novel two-stage approach. In the first stage, an iterative prompt optimization loop uses a multimodal Large Language Model (mLLM) to refine the input prompt. This refinement implements two automated evaluations: Davidsonian Scene Graph (DSG) queries ensure semantic adherence, and Common Mistake Questions (CMQ) for artifact detection. At the second stage, we use Bayesian optimization to efficiently co-optimize stochastic seeds and CFG scales. This search is guided by a suite of quality metrics, including the novel Video-Text Adherence (VTA) score derived from the DSG and CMQ evaluations. Our framework significantly outperforms unguided search methods: in human preference studies, videos generated via our agentic approach were strongly preferred over baseline outputs, achieving win rates up to 69%. This work provides a practical and extensible methodology for enhancing the predictability and control of state-of-the-art video generation models, moving the field beyond speculative curiosities toward reliable, production-ready tools.
Aman Tyagi, Hemanth Boinpally, Jonathan Chen +2
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
Aug 11, 2026cs.CV

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

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.
Ermanno Bartoli, Buwei He, Dennis Rotondi +6
Aug 7, 2026cs.AI

ReGraph: Learning to Generate Recipe Graphs from Food Images

Recent Large Multimodal Models (LMMs) have achieved impressive performance in recipe generation from food images.However, cooking is a structured transformation process in which ingredients undergo state changes through ordered actions,while free-form recipe language leaves the corresponding entities, intermediate states, and dependencies largely implicit and entangled.A graph representation makes this procedural knowledge explicit and compositional, providing a structured basis for assessing whether model outputs encode process-level knowledge rather than merely presenting plausible textual descriptions. To address this limitation, we present ReGraph, a large-scale recipe graph dataset that represents ingredients, cooking actions, and tools as entities, uses entity attributes to describe ingredient state changes, and employs typed relations to encode manipulation targets, destinations, and procedural ordering. ReGraph further incorporates explicit Recipe Reasoning Chain-of-Thought (RR-CoT) traces, providing auxiliary supervision for procedural decomposition and structured graph generation. Building on ReGraph, we propose Recipe Graph Learning (RGL), a two-stage framework that enables LMMs to generate a plausible fine-grained cooking workflow from a food image in the form of a structured recipe graph. Under a deterministic, schema-aware matching protocol, our experiments reveal a substantial gap between text-generation quality and recoverable procedural structure: recipes produced by existing approaches achieve competitive text-generation scores yet yield limited reference-aligned entity and relation structure under the ReGraph schema. In contrast, across two representative LMM backbones, RGL consistently improves the generation of cooking entities and procedural relations, while our analysis further shows that fine-grained ingredient-state capture remains the most challenging dimension.
Guoshan Liu, Bin Zhu, Pengkun Jiao +3
Aug 6, 2026cs.RO

Prior-SG: Task and Prior Driven Region Segmentation for Scene Graphs in Arbitrarily-Structured Environments

Hierarchical 3D scene graphs are a promising representation for high-level spatial reasoning in autonomous mobile platforms. However, existing extraction frameworks typically rely on purely local visual clustering or strict geometric heuristics, such as wall-separated rooms, which fail in open-plan or arbitrarily-structured environments. We propose Prior-SG, a task- and prior-driven framework that casts scene graph generation fundamentally as a probabilistic alignment problem. As the robot explores, it continuously aggregates an incoming RGB-D sensor stream into a physically grounded Instance Graph utilizing a multi-scale, open-vocabulary feature fusion strategy. The system then infers the high-level functional semantics of this map through a Maximum A Posteriori (MAP) estimate, guided by a Prior Graph-a logical expectation of the environment's structure and task-relevant vocabulary synthesized dynamically by a Large Language Model. By optimizing a Markov Random Field that fuses heterogeneous experts (visual, geometric, and discrete objects) with these topological priors, the system resolves local perceptual ambiguities. We validate this approach across diverse simulated residential datasets and large, open-plan real-world environments. Prior-SG achieves state-of-the-art semantic region segmentation accuracy compared to recent baselines, robustly delineates distant functional boundaries in the absence of physical walls, and uniquely provides zero-shot ontological flexibility, enabling the robot to entirely restructure its spatial partitioning based on a given high-level task.
Giorgio Tonetti, Laurent Kneip, Abel Gawel +1
Aug 3, 2026cs.CV

Modeling Scientific Experiment Scenes: Dataset and Model

Scene Graph Generation (SGG) is fundamental to structured visual understanding, yet existing benchmarks focus mainly on daily-life images and overlook scientific experiment scenes with specialized instruments, task-specific experimental semantics, and dense, fine-grained physical relations. Building upon PhysScene, our previously introduced SGG dataset for physics experiment scenes, we further identify two key challenges that such scientific environments pose to existing SGG models: a pronounced long-tail relational predicate distribution and a substantial visual-textual semantic gap. To address these challenges, we propose the Cross-Modal Dual-Path Generator (CM-DPG), a model for robust open-vocabulary SGG. The model enhances object-level semantic representations through joint visual-textual encoding and improves relational reasoning using complementary visual and geometric cues. We also incorporate relation-aware pre-training, caption-derived pseudo-supervision, and adaptive weighting to support balanced learning across head and tail predicates. Extensive experiments on PhysScene and VG150 show that CM-DPG achieves competitive performance across multiple evaluation settings, with ablation studies validating the contribution of each component. The dataset and code are publicly available at https://github.com/ZMH-SDUST/CM-DPG.
Minghao Zou, Qingtian Zeng, Shangkun Liu +5
Aug 3, 2026cs.CV

TBSG-Net: Temporal Bipartite Scene Graph Network for Fine-Grained Video Moment Retrieval

Recent advances in proposal-free Video Moment Retrieval (VMR) have highlighted the effectiveness of Static Scene Graphs (SSGs). By modeling objects and their relations at the frame level, SSGs enrich retrieval-oriented video representations. However, integrating SSGs into VMR remains constrained by two inherent limitations: (1) Lack of Temporal Dynamics. SSGs fail to model how objects and their relationships evolve over time, leading to the loss of essential temporal dependencies in video representation; and (2) Lack of Explicit Temporal Span Encoding. SSGs do not explicitly encode the duration of relationships, making precise localization challenging. To address these limitations, we propose Temporal Bipartite Scene Graph Network (TBSG-Net)---to the best of our knowledge, the first Dynamic Scene Graph (DSG) based proposal-free VMR model. Specifically, TBSG-Net leverages DSGs to extract event-centric graph representations of the input video, enabling the modeling of object interactions over time and thus addressing limitation (1). These DSGs are then processed by a novel Dynamic Scene Graph Embedding (DSG-E) module to capture both Temporal Span and spatio-temporal information. First, DSG-E utilizes a TBSG Constructor to transform DSGs into TBSGs, explicitly encoding objects, relationships, and time spans to tackle limitation (2). Second, the resultant TBSGs are passed into a hybrid TBSG Encoder that integrates a Transformer variant for global event modeling and a Graph Convolutional Network for detailed relational reasoning, ultimately producing a more comprehensive spatio-temporal representation. Our experiments demonstrate substantial improvements of TBSG-Net over all baselines.
Ji Huang, Yongsheng Dai, Tianyu Ren +2
Jul 24, 2026cs.CV

Geometric 2D Scene Graph Generation

In production processes for consumer products, assembly instructions are essential not only for planning but also for executing the production process. Likewise in robotics, it is crucial for an assembly robot to understand how components fit together and can be assembled. To facilitate these tasks, we contribute a method for constructing scene graphs to represent and characterize assembly relationships between components. Our approach does not rely on semantic data and is capable of handling a very small dataset. To realize this, the output of a Faster R-CNN model is used to create geometric representations, which are then processed by a transformer architecture to generate an adjacency matrix. This matrix serves as input to a Siamese network that uses message passing based on an attentional graph convolutional network (aGCN) architecture to characterize the connections between the components. We validate our method on a study dataset of toy model components which can be assembled into transportation vehicles.
Christoph Jahn, Urs Waldmann, Bastian Goldluecke
Jul 23, 2026cs.CV

T-STAR: A Large-Scale Benchmark for Spatio-Temporal Panoptic Scene Graph Generation in Satellite Video

Structured understanding of satellite video is essential for advancing dynamic geospatial scene analysis from low-level perception to high-level cognition. To move beyond object-centric perception, this paper introduces spatio-temporal panoptic scene graph generation (TPSG) in satellite video as a new benchmark task. TPSG aims to generate a structured graph composed of a set of triplets <subject, relationship, object> with explicit temporal spans, thereby describing dynamic geospatial scenes by jointly modeling identity-consistent instance masks and spatio-temporal relationships among panoptic scene elements. However, there is still no dedicated dataset for TPSG in satellite video. Moreover, TPSG in satellite video is intrinsically challenging, as objects are often small and weakly textured, cross-frame association is easily disrupted by occlusion and background clutter, and relationship semantics are highly coupled with spatial structure and temporal evolution. Consequently, TPSG models developed for natural videos are not directly applicable to satellite video. This paper presents T-STAR, a large-scale benchmark dataset for TPSG in satellite video, comprising over 1.1 million instance masks and over 3.8 million spatio-temporal triplets across 39 fine-grained object categories and 70 fine-grained relationship categories. To enable TPSG in satellite video, we propose a unified framework to enhance cross-frame instance consistency and spatio-temporal relationship prediction. Extensive experiments demonstrate the significance of T-STAR and the effectiveness of the proposed framework, establishing a strong benchmark for future research on structured satellite video understanding. The dataset and code are available at https://github.com/linlin-dev/T-STAR.
Linlin Wang, Xue Yang, Zhihuang Zhou +3
Jul 19, 2026cs.DB

SAGA: Synthetic Agentic Graph Architecture for Temporal Benchmark Generation

High quality temporal graph benchmarks with rich semantics and ground-truth anomaly labels are essential for training graph neural networks, yet remain scarce due to privacy constraints and annotation costs. We present SAGA (Synthetic Agentic Graph Architecture), a system for generating large-scale, semantically rich temporal graphs via a four-phase pipeline. Our Skeleton-First, Semantics-Second architecture decouples structure from semantics: (S) an O(1)-per-edge skeleton generator produces power-law graphs; (A) a dispatcher partitions causally ordered time blocks for parallel execution; (G) LLM agents inject domain semantics using RAG-based rule bases across four domains; and (A) a state alignment engine resolves conflicts via temporal replay, yielding anomaly labels as natural byproducts. Unlike structural generators (e.g., LDBC SNB, Kronecker/R-MAT) or purely LLM-based approaches, SAGA achieves structural realism, semantic richness, and automatic anomaly labeling in a unified framework. On a single H100 GPU with vLLM batching, SAGA generates 500,000 temporal edges with controlled anomalies in under 90 minutes, scaling to 100,000 nodes while maintaining clustering coefficients above 0.99. The system supports real-time pipeline visualization, interactive multi-domain tuning (Finance/AML, Network/IDS, Cyber/APT, Transportation), and a CLI for large-scale GPU-based experiments.
Jiacheng Ding, Xiaofei Zhang
Jul 14, 2026cs.CV

Just-In-Time Scene Graph Growth: Combating Perceptual Saturation in Long-Horizon Robotics

While 3D Scene Graphs (3DSGs) provide crucial structured representations for embodied agents, conventional Ahead-of-Time, build-everything-then-filter pipelines conflict with the real-time, low-latency demands of edge platforms, inducing a perceptual saturation effect via severe observation redundancy. To resolve this, we present JITOMA (Just-In-Time On-demand Memory Activation), a closed-loop framework that unifies task reasoning, perception, and memory into a just-in-time growth process. Instead of exhaustively mapping the entire environment, JITOMA leverages a top-down task heatmap at the frontend to filter continuous observations, routing minimal streams to maintain a global foundation of low-cost, dormant anchors. Upon a cognitive query, the backend Large Language Model (LLM) parses the robotic intent to dynamically awaken task-relevant anchors, triggering resource-intensive operations -- such as dense node captioning and functional inference -- exclusively within the activated local subgraph. To evaluate these dynamic capabilities and study perceptual saturation trade-offs, we introduce JITOMA-Bench, a comprehensive suite for long-horizon multi-tasking and complex multi-step reasoning. Extensive experiments demonstrate that JITOMA substantially reduces active graph size and captioning latency, while maintaining stable processing time under long-horizon task switching.
Yue Chang, Rufeng Chen, Yifan Tian +7
Jul 12, 2026cs.RO

3D Scene Graph Prediction: Generating Hierarchical Models from Partially Observed Environments

Generating realistic 3D indoor scenes is an area of growing interest in computer vision and robotics. Existing methods, often motivated by applications such as interior design, generally focus on object layout generation within a single room. The generation of high-level scene structure, such as room-level layout and traversability, remains underexplored despite its importance for robotics applications. In this paper, we consider the case where a robot has explored part of an environment and needs to predict the unexplored parts to support downstream tasks such as exploration or object search. We propose a top-down framework for synthesizing hierarchical 3D scene graphs, including a room layer -- describing the floor plan and traversability -- and an object layer modeling object layouts within each room. For the room layer, we propose a novel mixed-domain graph diffusion model jointly predicting room categories, floor boundaries, and traversability between rooms. Via corruption and masking, this model supports partial constraints such as incomplete floor plans, avoiding the need for partially observed training data. For the object layer, we integrate an existing mixed discrete-continuous diffusion model for joint prediction of object categories, locations, sizes, and orientations within each room given the floor plan. We compare our method with state-of-the-art occupancy-based and LLM-based floor plan generation methods on a standard benchmark. Compared with an occupancy-based learning baseline, our method generalizes substantially better to out-of-distribution partial floor plans. We also demonstrate our integrated prediction pipeline on real-world scenes from robot-collected data, enabling prediction beyond explored areas.
Siyi H, Jared Strade, Hyungtae Lim +1
Jul 10, 2026cs.AI

ARCANA: A Reflective Multi-Agent Program Synthesis Framework for ARC-AGI-2 Reasoning

We present ARCANA, a collaborative multi agent framework for solving ARC AGI 2 tasks under strict test time and hardware constraints. ARCANA decomposes each task into iterative perception, hypothesis generation, symbolic execution, and reflective refinement. A perceptual grounding agent builds object centric scene graphs from raw grids, a latent program policy proposes diverse DSL programs, a symbolic executor verifies candidates on demonstrations, and a reflective agent synthesizes failure driven feedback for the next turn. These agents communicate through a shared differentiable blackboard and are scheduled by a learned meta controller. The design combines structured program search with adaptive multi turn correction, improving reasoning efficiency and solution quality on challenging abstract transformation tasks.
Kunbo Zhang, Lei Fu, Zeyu Wang +2
Jul 7, 2026cs.CV

Revisiting Scene Graph Generation from the Perspective of Detector-Conditioned Reachability

Scene graph generation (SGG) approaches can be broadly classified into detector-based and query-based methods according to their underlying reasoning mechanisms. However, the discrepancy in their predictive behaviors, induced by these distinct mechanisms, has not been systematically analyzed. In this work, we design a controlled experimental setup to examine prediction discrepancies from the perspective of detector-conditioned reachability. The results suggest clear complementary clues. Motivated by this observation, we introduce a Dual-SGG method that consolidates both reasoning mechanisms via a dual-query design, thereby leveraging the complementary predictive behaviors of both detector-based and query-based methods. Extensive experiments on the Visual Genome, Open Images v6, and GQA-200 datasets demonstrate the effectiveness of the proposed method.
Runfeng Qu, Pia K Bideau, Ole Hall +3
Jul 7, 2026cs.CV

Beyond Perfect Priors: Adaptive Gaussian Graph for 4D Driving Reconstruction in the Wild

Reconstructing 4D driving scenes in the wild (e.g., internet and AI-generated videos) is critical for diverse autonomous driving simulation. While recent Gaussian Scene Graph (GSG) methods achieve impressive visual quality, they heavily rely on precise priors, such as accurate camera poses and LiDAR depth, or manual annotations. When initialized with noisy priors estimated from in-the-wild videos, existing GSG methods suffer from optimization ambiguity (e.g., entangling camera and agent poses) and topological failures (e.g., missing objects), causing severe rendering artifacts. To enable robust in-the-wild reconstruction, we introduce Adaptive Gaussian Graph (AGG), a self-correcting 4D framework. Our Semantically-Guided Tick-Tock Strategy leverages 2D foundation features to explicitly decouple static background and camera pose updates from dynamic agent learning. Concurrently, our Adaptive Topology Evolution module actively rectifies graph structures by spawning missing agents, reassigning misclassified Gaussians, and pruning false positives. To rigorously evaluate this in-the-wild setting, we introduce Wild-30, a challenging benchmark of internet and generative videos. Extensive experiments on KITTI and Wild-30 validate that AGG consistently outperforms state-of-the-art approaches in visual fidelity and robustness under noisy priors.
Xiaoyun Dong, Qian Xu, Yun Wang +3
Jul 7, 2026cs.CV

Scene Graph Thinking: Reinforcing Structured Visual Reasoning for Multimodal Large Language Models

Multimodal Large Language Models (MLLMs) have demonstrated strong perception and reasoning capabilities. However, most existing models focus on isolated objects and neglect structured relationships for efficient target navigation, limiting their performance on visually intensive tasks. To address this challenge, we introduce Scene Graph Thinking (SaGe), a novel paradigm that enables fine-grained and structured visual reasoning through explicit scene-graph representations. Specifically, we first introduce an automated data engine that converts flat image-text corpora into structured scene graphs, where hierarchical entities constitute the nodes and diverse visual relations define the edges. Building upon this, we construct 120K high-quality training data by sampling reasoning traces from scene graphs. Then, two-stage graph-aligned post-training paradigms are introduced, where supervised fine-tuning internalizes MLLMs with structured reasoning, and subsequent reinforcement fine-tuning proposes node-as-proxy graph rewards to consolidate efficient graph exploration. With curated data and graph-aligned training, our approach achieves significant improvements across eight multimodal benchmarks, demonstrating strong effectiveness on fine-grained perception and reasoning tasks. Code is available at https://github.com/zwyang6/SaGe.
Zhiwei Yang, Yuanchen Wu, Nan Zhang +3
Jul 6, 2026cs.CV

Beyond Isolated Objects: Relationship-aware Open Vocabulary Scene Understanding via 3D Scene Graph Analysis

Open-vocabulary 3D scene understanding aims to segment 3D scenes beyond predefined categories by transferring semantic knowledge from vision-language models. Existing methods have advanced this task by lifting language-aligned 2D features into 3D, yet they often rely on context-independent semantic representations, leaving object relationships underexplored for contextual refinement. We propose RelGraphOV, a relationship-aware framework that uses 3D scene graphs to enhance open-vocabulary 3D understanding. Our method constructs relational scene graphs from multi-view observations by leveraging vision-language reasoning to infer object relationships and prune geometrically implausible connections, without manual relationship annotations. To aggregate relational context while avoiding feature interference, we introduce an Adaptive Gated Dual-Stream Contextual GAT that separates dense geometric features and semantic CLIP embeddings, performs edge-guided message passing, and adaptively fuses complementary semantics. A hierarchical contrastive objective further promotes instance-level consistency and category-level discrimination. Experiments on ScanNetV2, ScanNet200, ScanNet++++, and Replica demonstrate strong performance and generalization ability. Project Page: https://cxavireh.github.io/relgraphov-projectpage
Xianhao Chen, Jiarui Hu, Yuanbo Yang +5
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
Jul 2, 2026cs.RO

NEUROSYMLAND: Neuro-Symbolic Landing-Site Assessment for Robust and Edge-Deployable UAV Autonomy

Safe landing-site assessment in unstructured environments remains a key challenge for autonomous UAV deployment, as vision-only learning approaches often degrade under terrain variability and provide limited transparency in safety decisions. We present NEUROSYMLAND, a neuro-symbolic landing-site assessment system that integrates lightweight perception with explicit safety reasoning. The framework constructs a probabilistic semantic scene graph from onboard visual input and evaluates candidate landing regions using symbolic constraints capturing terrain flatness, obstacle clearance, and spatial consistency, enabling structured reasoning under perceptual uncertainty while maintaining edge-feasible execution. Across 72 simulated landing scenarios spanning diverse terrains, NEUROSYMLAND achieves 61 successful assessments, outperforming four competitive baselines (37-57 successes). To evaluate deployability, we further conduct 100 hardware-in-the-loop trials with randomized initial poses, profiling end-to-end latency, stage-wise execution time, and system-level metrics including CPU/GPU utilization, memory footprint, and power consumption. Results demonstrate improved robustness and interpretability with bounded edge-resource usage. Profiling shows that symbolic reasoning contributes only a small fraction of end-to-end latency, while the main computational cost arises from perception and PSSG construction. These results demonstrate the feasibility of deploying the landing-site assessment stack on edge-constrained UAV hardware, and all source code, datasets, prompts, and symbolic rule refinement examples are released in an open-source repository
Weixian Qian, Tianyi Yang, Sebastian Schroder +5
Jun 23, 2026cs.CV

ObsGraph: Hierarchical Observation Representation for Embodied Reasoning and Exploration

Embodied reasoning and exploration are increasingly considered crucial abilities for robots operating in complex and unfamiliar environments. To accomplish tasks in such settings, an agent must identify and acquire the information necessary for the task through exploration. We propose ObsGraph, an observation-centric hierarchical scene graph that unifies scene representation, retrieval, and exploration. It retains visual evidence and organizes it into room-view-object layers: rooms provide coarse semantic anchors, views preserve contextual object covisibility, and objects store fine-grained details. On top of this representation, we perform coarse-to-fine hierarchical retrieval under a bounded budget, and crucially use retrieval outcomes to structure the exploration candidate space--activating room-level exploration, view refinement, or frontier exploration--thereby tightly coupling representation, retrieval, and adaptive multi-scale exploration. Experiments across embodied reasoning and exploration benchmarks demonstrate improved success and efficiency, highlighting the benefits of structured scene representation and more targeted information gathering driven by identified evidence gaps.
Taekbeom Lee, Youngseok Jang, Jeonghwa Heo +2
Jun 15, 2026cs.CV

SceneCraft: Interactive System for Image Editing via Scene Graph

Recent advances in generative AI have enabled natural language-driven image editing, yet existing systems often fail in complex scenes with multiple interacting objects because they rely heavily on users crafting precise text prompts. To address the absence of structured control, we propose SceneCraft, a novel interactive framework that bridges user intent and model execution by representing images as editable scene graphs. Instead of guessing text prompts through trial and error, users interact directly with a visual graph to perform complex spatial and relational operations. These graph modifications are automatically translated into precise, context-aware editing prompts, effectively eliminating linguistic ambiguity. To ensure robust and diverse results, structured prompts are dispatched to multiple state-of-the-art generative models. Evaluations across diverse editing scenarios show that SceneCraft provides a more intuitive control mechanism, significantly reducing the cognitive burden of manual prompt engineering while generating outputs that users consistently rate as higher in quality and fidelity.
Duc-Manh Phan, Ngoc-Dai Tran, Duy-Khang Do +3
Jun 11, 2026cs.RO

Occupancy-Grounded Room Segmentation for Hierarchical 3D Scene Graphs

Hierarchical 3D scene graphs (3DSGs) for indoor robots organize geometric and semantic information across spatial scales, with a room layer that connects object-level perception to room-scale reasoning. Existing systems construct this layer from different spatial substrates (\eg{} place clusters, wall planes, or segmentation outputs), and as a result, room nodes are not evaluated on a common geometric criterion. We present an occupancy-grounded 3DSG pipeline in which room nodes are anchored to tracked free-space regions derived from occupancy decomposition, giving each room an explicit polygonal footprint. We evaluate the pipeline on 12 Matterport3D scenes by matching predicted room polygons to annotated room instances and compare against Hydra, a representative state-of-the-art place-connectivity baseline. The results show that occupancy-grounded anchoring recovers substantially more room instances than place-connectivity construction, at the cost of lower precision, and that wall-accurate room boundaries remain an open problem for both methods. Code is available at https://github.com/crcz25/OccuSG.
Carlos Cueto Zumaya, Iacopo Catalano, Jorge Peña-Queralta +1
Jun 10, 2026cs.CV

SG2Loc: Sequential Visual Localization on 3D Scene Graphs

Visual localization in complex indoor environments remains a critical challenge for robotics and AR applications. Sequential localization, where pose estimates are refined over time, is important for autonomous agents. However, traditional methods often require storing extensive image databases or point clouds, leading to significant overhead. This paper introduces a novel, lightweight approach to sequential visual localization using 3D scene graphs. Our method represents the environment with a compact scene graph, where nodes represent objects (with coarse meshes) and edges encode spatial relationships. For each image in the localization phase, we extract per-patch semantic features, predicting object identities. Localization is performed within a particle filter framework. Each particle, representing a camera pose, projects the coarse object meshes from the scene graph into the image, assigning object identities to patches based on visibility. The similarity of the per-patch features, in the input image, and object features from the scene graph determines the weight of a particle. Subsequent images are incorporated sequentially, refining the pose estimate. By leveraging a compact scene graph and efficient semantic matching, our method significantly reduces storage while maintaining performance on real-world datasets. The code will be available at https://github.com/DmblnNicole/sg2loc.
Nicole Damblon, Olga Vysotska, Federico Tombari +2
Jun 10, 2026cs.CV

Plan-and-Verify Video Reward Reasoning with Spatio-Temporal Scene Graph Grounding

Reward models for text-to-video (T2V) generation guide post-training but often fail at fine-grained semantic alignment. We trace this to two structural weaknesses in existing reasoning-based reward models: they do not systematically verify every condition described in the prompt, and the visual evidence supporting each judgment remains implicit in their free-form reasoning. We propose SG-PVR, a video reward model that addresses these limitations through plan-and-verify reasoning grounded in spatio-temporal scene graphs. The verification plan decomposes the prompt into atomic claims, ensuring every requirement is checked. The spatio-temporal scene graph, encoding entities, attributes, and temporally-grounded relations, is extracted from the video and maintained as a persistent structured visual reference throughout reasoning. Each claim is verified against both the video and the scene graph, anchoring judgments in explicit visual evidence. SG-PVR achieves strong performance on semantic alignment, including fine-grained temporal semantics. As a test-time reranker, it further enhances compositional alignment in T2V generation.
Hyomin Kim, Junghye Kim, Joanie Hayoun Chung +4
Jun 8, 2026cs.CV

PhysScene: A Scene Graph Dataset for Scientific Visual Reasoning in Physics Experiments

Scene Graphs (SGs) provide structured representations of visual scenes by modeling objects and their pairwise relationships. Despite recent progress, existing datasets primarily focus on generic natural contexts, leaving domain-specific and function-oriented scenes largely underexplored. This limitation restricts the evaluation of relational reasoning in scientific experimental scenes, thereby hindering the development of intelligent monitoring, analysis, and related applications in such scenes. To address this gap, we introduce PhysScene, the first SG dataset tailored to physics experiments. PhysScene encompasses specialized instruments, structured experimental setups, and functional relations intrinsic to experimental environments, enabling reasoning that extends beyond spatial co-occurrence to logical dependencies. Rather than pursuing large data scale, PhysScene focuses on strong semantic constraints and high relation density in experimental scenes, posing new challenges for existing scene parsing algorithms while offering opportunities for further improvements. Extensive analyses and experiments show that PhysScene complements existing benchmarks and establishes a valuable testbed for advancing scientific visual reasoning. The dataset is publicly available at https://github.com/ZMH-SDUST/PhysScene.
Minghao Zou, Qingtian Zeng, Shangkun Liu +5
Jun 4, 2026cs.CV

Visual Commonsense Driven Knowledge Refinements for Scene Graph Generation

Learning-driven Scene Graph Generation (SGG) models excel on frequent relation types but degrade sharply under annotation sparsity, failing to capture reliable visual commonsense knowledge. We propose a model-agnostic, semantically-guided knowledge refinement framework that systematically mines commonsense-grounded constraints from training data - capturing spatial, functional, and qualitative relational regularities - and uses general declarative commonsense reasoning to correct and refine ranked SGG predictions at inference time. The framework requires no manual rule authoring, no model retraining, and transfers across datasets and architectures. On three standard benchmarks, we obtain consistent improvements over strong baselines, demonstrating that structured visual commonsense reasoning over deep scene semantics is a practical and effective complement to purely learning-based scene graph generation.
Maëlic Neau, Salim Baloch, Jakob Suchan +2
Jun 4, 2026cs.CV

T-FunS3D: Task-Driven Hierarchical Open-Vocabulary 3D Functionality Segmentation

Open-vocabulary 3D functionality segmentation enables robots to localize functional object components in 3D scenes. It is a challenging task that requires spatial understanding and task interpretation. Current open-vocabulary 3D segmentation methods primarily focus on object-level recognition, while scene-wide part segmentation methods attempt to segment the entire scene exhaustively, making them highly resource-intensive and time consuming. Balancing segmentation performance in terms of granularity, accuracy, and speed remains a challenge. As one step towards alleviating this, we introduce T-FunS3D, a task-driven hierarchical open-vocabulary 3D functionality segmentation method that provides actionable perception for robotic applications. Our method takes as input the 3D point cloud and posed RGB-D images of an indoor scene. We construct an open-vocabulary scene graph by extracting instances and their visual embeddings in the environment. Given a task description, T-FunS3D identifies the most relevant instances in the scene graph and locates their functional components leveraging a vision-language model. Experiments on the SceneFun3D dataset demonstrate that T-FunS3D is comparable to state-of-the-art in open-vocabulary 3D functionality segmentation, while achieving faster runtime and reduced memory usage.
Jingkun Feng, Reza Sabzevari
Jun 3, 2026quant-ph

QPredSGG: Hybrid Quantum Predicate Learning for Long-Tailed Scene Graph Generation

Scene Graph Generation (SGG) requires relational reasoning over objects and their interactions, but performance is often limited by severe long-tail predicate imbalance. Classical SGG models frequently rely on dataset statistics, leading to biased predictions toward frequent relations rather than fine-grained semantic predicates. Although existing debiasing strategies improve mean recall, predicate classification in current frameworks still often depends on large classical decision modules with high parameter cost. This work introduces a hybrid quantum predicate classifier for SGG by replacing the classical predicate head in Causal Feature Enhancement Network (CFEN) with a Quantum Predicate Head (QP-Head) trained using weighted cross-entropy. To the best of our knowledge, this is among the first studies to evaluate a hybrid quantum architecture for scene graph predicate classification on Visual Genome 150. We study the effect of qubit count, encoding strategy, entangling structure, and circuit depth on relational prediction. The best 4-qubit QP-Head uses Amplitude Embedding and Strongly Entangling Layers to compress 4096-dimensional pair features into a 16-dimensional quantum-compatible representation, corresponding to a 256×\times reduction. It achieves an mR@100 of 57.25%, compared with 41.1% for the classical CFEN reference, while using only 96 trainable quantum parameters. Scaling to 8 qubits maintains strong long-tail performance, reaching an mR@100 of 55.38% with 384 quantum parameters, while the depth analysis shows a trade-off between expressibility and runtime overhead. These results suggest that compact hybrid quantum predicate heads can support parameter-efficient long-tail relational classification in complex visual reasoning tasks.
Prerana Ramkumar, Nouhaila Innan, Muhammad Shafique
Jun 1, 2026cs.RO

Hierarchical Semantic-Augmented Navigation: Optimal Transport and Graph-Driven Reasoning for Vision-Language Navigation

Vision-Language Navigation in Continuous Environments (VLN-CE) poses a formidable challenge for autonomous agents, requiring seamless integration of natural language instructions and visual observations to navigate complex 3D indoor spaces. Existing approaches often falter in long-horizon tasks due to limited scene understanding, inefficient planning, and lack of robust decision-making frameworks. We introduce the \textbf{Hierarchical Semantic-Augmented Navigation (HSAN)} framework, a groundbreaking approach that redefines VLN-CE through three synergistic innovations. First, HSAN constructs a dynamic hierarchical semantic scene graph, leveraging vision-language models to capture multi-level environmental representations, from objects to regions to zones, enabling nuanced spatial reasoning. Second, it employs an optimal transport-based topological planner, grounded in Kantorovich's duality, to select long-term goals by balancing semantic relevance and spatial accessibility with theoretical guarantees of optimality. Third, a graph-aware reinforcement learning policy ensures precise low-level control, navigating subgoals while robustly avoiding obstacles. By integrating spectral graph theory, optimal transport, and advanced multi-modal learning, HSAN addresses the shortcomings of static maps and heuristic planners prevalent in prior work. Extensive experiments on multiple challenging VLN-CE datasets demonstrate that HSAN achieves state-of-the-art performance, with significant improvements in navigation success and generalization to unseen environments.
Xiang Fang, Wanlong Fang, Changshuo Wang
Jun 1, 2026cs.RO

Hierarchical Object Representation for Spatial Robot Perception: Points, Meshes, and Superquadrics

Hierarchical 3D Scene Graphs (3DSG) have emerged as an actionable and scalable representation for long-term autonomy incorporating metric, semantic, and topological information in the scene. However, the question of geometric representation of objects in 3DSG has been overlooked as most methods use simplified geometric models such as partial point clouds or 3D bounding boxes. In this work, we introduce a hierarchical object representation that can be leveraged for high-fidelity object-level reconstruction, object-based robust re-localization or map alignment, and efficient and analytical collision checking for safe robot navigation planning in dense and cluttered environments. The representation is structurally organized into four distinct layers, progressively abstracting the scene from raw sensor data to dense 3D meshes to analytical primitives such as superquadrics, which provide a sparse and analytical representation for object geometry. We develop a pipeline that builds the hierarchical object representation from RGB-D image stream captured by a robot, and demonstrate its working in real-world open-set object scenes in both indoor and outdoor environments. Extensive experiments across diverse datasets including HOPE, ReplicaCAD, Kimera-Multi, and NUS Campus Dataset collected using Unitree B2 Robot validate our pipeline in both indoor and outdoor environments. We show that our superquadric-based map alignment method outperforms the current state-of-the-art object based map alignment method ROMAN. Our code can be found at https://github.com/perceptica-robotics/Hickory.
Ceng Zhang, Wan Su, Mohamed Samshad +2
May 31, 2026cs.RO

PSG-Nav: Probabilistic Scene Graph Navigation via Multiverse Decision Making

Open-vocabulary navigation requires embodied agents to manage significant perception uncertainty stemming from semantic ambiguity and model errors. However, most existing works settle for local optimal deterministic approaches, depriving complex navigation decision-making over multiple composite possibilities that are critical for globally better solutions. In this paper, we propose Probabilistic Scene Graph Navigation (PSG-Nav), which constructs a 3D Probabilistic Scene Graph that uses full semantic categorical distributions to account for perception uncertainty. To efficiently use the local distributions to compose and reason about the optimal navigation landmarks, we propose Multiverse Decision to sample multiple most likely world settings from the joint distribution, and evaluate navigation landmarks based on the compatibility between landmarks and multiverses. To mitigate false positives due to epistemic uncertainty in open-vocabulary navigation, we introduce the Evidential Experience Calibrator, which enables online lifelong adaptation by cross-validating detections against memories of past successes and failures. Extensive experiments on widely-used benchmarks MP3D, HM3D, and HSSD demonstrate that PSG-Nav establishes new state-of-the-art results, achieving Success Rates of 66.1%, 44.8%, and 67.9%, respectively. Code is available at: https://psg-nav.github.io/
Rufeng Chen, Yue Chang, Xiaqiang Tang +2
May 28, 2026cs.GR

Before the Shutter: Aesthetic and Actionable Portrait Photography Planning in 3D Scenes

Portrait photography is largely decided before the shutter opens: the subject's pose, the camera configuration, and the lighting devices must be coordinated within the surrounding 3D scene. In contrast, most existing computational methods focus on post-production in 2D image space, such as retouching, relighting, or editing images that already exist; pre-capture photographic planning remains largely unexplored. We introduce 3D aesthetic portrait planning, the task of generating human pose, camera, lighting, and exposure plans that produce visually compelling portraits while satisfying geometric and photometric feasibility in a 3D scene. Our approach builds a Photographic Scene Graph that represents scene affordances, subject-scene relations, and portrait-relevant lighting structure. Built on this representation, we perform aesthetic-guided comparative planning over previous attempts and current viewfinder observations. Experiments across diverse indoor and outdoor scenes show that our method produces portraits preferred by human raters and MLLM evaluators over competitive baselines, while maintaining high physical plausibility. Together, our results suggest a path from post-capture correction toward pre-capture computational portrait planning. Project repository: https://github.com/songrise/Before-the-Shutter
Ruixiang Jiang, Chang Wen Chen
May 28, 2026cs.CV

Learning Context-Conditioned Predicate Semantics via Prototype Feedback

In scene graph generation, a central challenge is modeling polysemous predicates whose meanings shift across contexts. Prior approaches address this issue by decomposing predicates into multiple static prototypes or retrieving semantically similar exemplars. However, these strategies keep predicate representations static and cannot reorganize semantics to reflect image-specific evidence, leading to systematic confusions in ambiguous contexts. We propose AlignG, which learns context-conditioned predicate semantics via prototype feedback. AlignG infers context-conditioned predicate semantics from the relation candidates within each image and feeds the adapted semantics back to recalibrate relation representations. The learning objective anchors this adaptation to global semantic centers, preventing semantic drift while still allowing selective reorganization when the scene provides consistent relational cues. Experiments on VG-150 and GQA-200 show consistent improvements over state-of-the-art baselines, with F@100 improvements of +1.4 on VG-150 and +2.7 on GQA-200 under SGDet. We further visualize per-image prototype similarity shifts and observe coherent context-dependent reorganization where prototypes selectively merge or separate predicates according to scene evidence. The code is available at https://github.com/Namgyu97/AlignG-SGG.pytorch.
NamGyu Jung, Chang Choi
May 13, 2026cs.CV

SceneGraphVLM: Dynamic Scene Graph Generation from Video with Vision-Language Models

Scene graph generation provides a compact structured representation for visual perception, but accurate and fast graph prediction from images and videos remains challenging. Recent VLM-based methods can generate scene graphs end-to-end as structured text, yet often produce long outputs with irrelevant objects and relations. We present SceneGraphVLM, a compact method for image and video scene graph generation with small visual language models. SceneGraphVLM serializes graphs in a token-efficient TOON format and trains the model in two stages: supervised fine-tuning followed by reinforcement learning with hallucination-aware rewards that balance relation coverage and precision while penalizing unsupported objects and relations. For videos, the model can optionally condition each frame on the previously generated graph, providing lightweight short-term context without tracking or post-processing. We evaluate SceneGraphVLM on PSG, PVSG, and Action Genome. With compact VLMs and vLLM-accelerated decoding, SceneGraphVLM achieves a strong quality-speed trade-off, improves precision-oriented SGG metrics while preserving reasonable recall, and generates complete scene graphs with approximately one-second latency. Code and implementation details are available at: https://github.com/markus0440/SceneGraphVLM.git.
Vladislav Makarov, Mark Gizetdinov, Dmitry Yudin
May 9, 2026cs.CV

Dependency-Aware Discrete Diffusion for Scene Graph Generation

Scene graphs (SGs) represent objects and their relationships as structured graphs, enabling applications in image generation, robotics, and 3D understanding. Recent work suggests that conditioning image generation on scene graphs improves compositional fidelity compared to text-only prompting. However, since users typically provide text rather than structured graphs, a key challenge is to generate scene graphs from natural language. Prior work on discrete diffusion has demonstrated success in generating generic graphs such as molecules and circuits, but fails to account for the hierarchical structure and strong dependencies between objects, edges, and relations in scene graphs. We address this limitation by introducing a dependency-aware, hierarchically constrained discrete diffusion model for scene graph generation. Our approach decouples structure and semantics across the forward and reverse processes, enabling the model to capture conditional dependencies. At inference time, we perform training-free conditioning to sample text-aligned scene graphs. We evaluate our method on standard SG benchmarks and demonstrate improvements over both continuous and discrete graph generation baselines across graph and layout metrics. When fed to downstream image generation, our approach yields improved compositional alignment compared to text-to-image models, particularly in multi-object scenarios.
Rajalaxmi Rajagopalan, Romit Roy Choudhury
May 8, 2026cs.CV

One World, Dual Timeline: Decoupled Spatio-Temporal Gaussian Scene Graph for 4D Cooperative Driving Reconstruction

Reconstructing dynamic scenes from Vehicle-to-Infrastructure Cooperative Autonomous Driving (VICAD) data is fundamentally complicated by temporal asynchrony: vehicle and infrastructure cameras operate on independent clocks, capturing the same dynamic agent such as cars and pedestrians at different physical times. Existing Gaussian Scene Graph methods implicitly assume synchronized observations and assign a single pose per agent per frame, which is an assumption that breaks in cooperative settings, where the resulting gradient conflicts cause severe ghosting on dynamic agents. We identify this as a representation-level failure, not an optimization artifact: we prove that any single-timeline formulation incurs an irreducible photometric loss scaling quadratically with agent velocity and cross-source time offset. To resolve this, we propose Dust (DecoUpled Spatio-Temporal) Gaussian Scene Graph for 4D Cooperative Driving Reconstruction. DUST Gaussian Scene Graph shares a canonical Gaussian set per agent for appearance consistency, while maintaining decouple pose trajectories aligned to each source's true capture timestamps. We prove that this decoupling enables the pose-gradient kernel block-diagonal, eliminating cross-source interference entirely. To make Dust practical, we further introduce a static anchor-based pose correction pipeline that corrects spatio misalignment between vehicle and infrastructure annotations, and a pose-regularized joint optimization scheme that prevents trajectory jitter and drift during early training. On 26 sequences from V2X-Seq, DUST achieves state-of-the-art performance, improving dynamic-area PSNR by 3.2 dB over the strongest baseline and reducing Fréchet Video Distance by 37.7%, with keeping robustness under larger temporal asynchrony.
Yulong Chen, Xiaoyun Dong, Haoyu Zhang +6
May 8, 2026cs.CV

Response-G1: Explicit Scene Graph Modeling for Proactive Streaming Video Understanding

Proactive streaming video understanding requires Video-LLMs to decide when to respond as a video unfolds, a task where existing methods often fall short due to their implicit, query-agnostic modeling of visual evidence. We introduce Response-G1, a novel framework that establishes explicit, structured alignment between the accumulated video evidence and the query's expected response conditions via scene graphs. The framework operates in three fine-tuning-free stages: (1) online query-guided scene graph generation from streaming clips; (2) memory-based retrieval of the most semantically relevant historical scene graphs; and (3) retrieval-augmented trigger prompting for per-frame "silence/response" decisions. By grounding both evidence and conditions in a shared graph representation, Response-G1 achieves more interpretable and accurate response timing decisions. Experimental results on established benchmarks demonstrate the superiority of our method in both proactive and reactive tasks, validating the advantage of explicit scene graph modeling and retrieval in streaming video understanding.
Ke Ma, Jiaqi Tang, Bin Guo +8
May 1, 2026cs.CV

Static and Dynamic Graph Alignment Network for Temporal Video Grounding

Temporal Video Grounding (TVG) aims to localize temporal moments in an untrimmed video that semantically correspond to given natural language queries. Recently, Graph Convolutional Networks (GCN) have been widely adopted in TVG to model temporal relations among video clips and enhance contextual reasoning by constructing clip-level graphs. Despite their effectiveness, existing GCN-based TVG methods encounter three critical bottlenecks: 1) Most methods construct graph nodes using either static or dynamic features alone, resulting in incomplete visual representation and overlooking complementary semantics, 2) Most methods construct temporal graphs in a query-agnostic manner, leading to inefficient feature interaction within the temporal graph representation, and 3) Most methods often suffer from a single-granularity semantic matching, while direct training on complex temporal localization task may lead to slow convergence and suboptimal precision. To address these challenges, we propose Static and Dynamic Graph Alignment Network (SDGAN). First, SDGAN jointly exploits static and dynamic visual features to construct two complementary temporal graphs and performs Position-wise Nodes Alignment, enabling more expressive and robust visual representation. Second, SDGAN introduces Query-Clip Contrastive Learning and Adaptive Graph Modeling to explicitly align visual clips with their corresponding textual queries, yielding query-aware visual representations. Third, SDGAN incorporates multi-granularity temporal proposals within Progressive Easy-to-Hard Training Strategy, effectively bridging coarse-grained semantic localization and fine-grained temporal boundary refinement. Extensive experiments on three benchmark datasets demonstrate that SDGAN achieves superior performance across complex TVG scenarios. Codes and datasets are available at https://github.com/ZhanJieHu/SDGAN.
Zhanjie Hu, Bolin Zhang, Jianhua Wang +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
Apr 24, 2026cs.CV

ReLIC-SGG: Relation Lattice Completion for Open-Vocabulary Scene Graph Generation

Open-vocabulary scene graph generation (SGG) aims to describe visual scenes with flexible relation phrases beyond a fixed predicate set. Existing methods usually treat annotated triplets as positives and all unannotated object-pair relations as negatives. However, scene graph annotations are inherently incomplete: many valid relations are missing, and the same interaction can be described at different granularities, e.g., \textit{on}, \textit{standing on}, \textit{resting on}, and \textit{supported by}. This issue becomes more severe in open-vocabulary SGG due to the much larger relation space. We propose \textbf{ReLIC-SGG}, a relation-incompleteness-aware framework that treats unannotated relations as latent variables rather than definite negatives. ReLIC-SGG builds a semantic relation lattice to model similarity, entailment, and contradiction among open-vocabulary predicates, and uses it to infer missing positive relations from visual-language compatibility, graph context, and semantic consistency. A positive-unlabeled graph learning objective further reduces false-negative supervision, while lattice-guided decoding produces compact and semantically consistent scene graphs. Experiments on conventional, open-vocabulary, and panoptic SGG benchmarks show that ReLIC-SGG improves rare and unseen predicate recognition and better recovers missing relations.
Amir Hosseini, Sara Farahani, Xinyi Li +1
Apr 24, 2026cs.CV

CAGE-SGG: Counterfactual Active Graph Evidence for Open-Vocabulary Scene Graph Generation

Open-vocabulary scene graph generation (SGG) aims to describe visual scenes with flexible and fine-grained relation phrases beyond a fixed predicate vocabulary. While recent vision-language models greatly expand the semantic coverage of SGG, they also introduce a critical reliability issue: predicted relations may be driven by language priors or object co-occurrence rather than grounded visual evidence. In this paper, we propose an evidence-rounded open-vocabulary SGG framework based on counterfactual relation verification. Instead of directly accepting plausible relation proposals, our method verifies whether each candidate relation is supported by relation-pecific visual, geometric, and contextual evidence. Specifically, we first generate open-vocabulary relation candidates with a vision-language proposer, then decompose predicate phrases into soft evidence bases such as support, contact, containment, depth and state. A relation-conditioned evidence encoder extracts predicate-relevant cues, while a counterfactual verifier tests whether the relation score decreases when necessary vidence is removed and remains stable under irrelevant perturbations. We further introduce contradiction-aware predicate learning and graph-level preference optimization to improve fine-grained discrimination and global graph consistency. Experiments on conventional, open-vocabulary, and panoptic SGG benchmarks show that our method consistently improves standard recall-based metrics, unseen predicate generalization, and counterfactual grounding quality. These results demonstrate that moving from relation generation to relation verification leads to more reliable, interpretable, and evidence-grounded scene graphs.
Suiyang Guang, Chenyu Liu, Ruohan Zhang +1
Apr 21, 2026cs.CV

MOSA: Motion-Guided Semantic Alignment for Dynamic Scene Graph Generation

Dynamic Scene Graph Generation (DSGG) aims to structurally model objects and their dynamic interactions in video sequences for high-level semantic understanding. However, existing methods struggle with fine-grained relationship modeling, semantic representation utilization, and the ability to model tail relationships. To address these issues, this paper proposes a motion-guided semantic alignment method for DSGG (MoSA). First, a Motion Feature Extractor (MFE) encodes object-pair motion attributes such as distance, velocity, motion persistence, and directional consistency. Then, these motion attributes are fused with spatial relationship features through the Motion-guided Interaction Module (MIM) to generate motion-aware relationship representations. To further enhance semantic discrimination capabilities, the cross-modal Action Semantic Matching (ASM) mechanism aligns visual relationship features with text embeddings of relationship categories. Finally, a category-weighted loss strategy is introduced to emphasize learning of tail relationships. Extensive and rigorous testing shows that MoSA performs optimally on the Action Genome dataset.
Xuejiao Wang, Bohao Zhang, Changbo Wang +1
Apr 21, 2026cs.CL

CAPruner: Conceptual-Adjacent Scene Graph Pruner for Enhancing 3D Spatial Reasoning of Large Language Models

Large language models (LLMs) have recently been applied to 3D vision-language (3D-VL) tasks, which require spatial reasoning to identify target objects relative to anchors. Scene graphs are commonly employed to represent such relations, but reasoning over complete graphs incurs high token costs and computational inefficiencies, motivating the need for pruning. Existing pruning methods primarily rely on spatial proximity and often remove task-relevant relations, thereby undermining reliable spatial reasoning. To address these limitations, we derive a key requirement for scene graph pruning: preserving spatial relations that are most pertinent to the specific 3D-VL task. Guided by this insight, we propose the Conceptual-Adjacent Scene Graph Pruner (CAPruner). CAPruner integrates fuzzy semantic relevance with spatial proximity to estimate the importance of relations, enabling the selection of critical relations in a task-specific context. Moreover, to avoid costly relation-level annotations, CAPruner is trained by supervising the aggregated scores of each node's incident edges. Extensive experiments demonstrate that CAPruner effectively preserves relations essential for spatial reasoning, leading to substantial performance improvements of LLMs on 3D-VL tasks. Code is available at https://github.com/fz-zsl/CAPruner.
Shengli Zhou, Xiangchen Wang, Guanhua Chen +1
Apr 18, 2026cs.CV

Can We Build Scene Graphs, Not Classify Them? FlowSG: Progressive Image-Conditioned Scene Graph Generation with Flow Matching

Scene Graph Generation (SGG) unifies object localization and visual relationship reasoning by predicting boxes and subject-predicate-object triples. Yet most pipelines treat SGG as a one-shot, deterministic classification problem rather than a genuinely progressive, generative task. We propose FlowSG, which recasts SGG as continuous-time transport on a hybrid discrete-continuous state: starting from a noised graph, the model progressively grows an image-conditioned scene graph through constraint-aware refinements that jointly synthesize nodes (objects) and edges (predicates). Specifically, we first leverage a VQ-VAE to quantize a scene graph (e.g., continuous visual features) into compact, predictable tokens; a graph Transformer then (i) predicts a conditional velocity field to transport continuous geometry (boxes) and (ii) updates discrete posteriors for categorical tokens (object features and predicate labels), coupling semantics and geometry via flow-conditioned message aggregation. Training combines flow-matching losses for geometry with a discrete-flow objective for tokens, yielding few-step inference and plug-and-play compatibility with standard detectors and segmenters. Extensive experiments on VG and PSG under closed- and open-vocabulary protocols show consistent gains in predicate R/mR and graph-level metrics, validating the mixed discrete-continuous generative formulation over one-shot classification baselines, with an average improvement of about 3 points over the state-of-the-art USG-Par.
Xin Hu, Ke Qin, Wen Yin +3
Mar 9, 2026cs.RO

Rheos: Modelling Continuous Motion Dynamics in Hierarchical 3D Scene Graphs

3D Scene Graphs (3DSGs) provide hierarchical, multi-resolution abstractions that encode the geometric and semantic structure of an environment, yet their treatment of dynamics remains limited to tracking individual agents. Maps of Dynamics (MoDs) complement this by modeling aggregate motion patterns, but rely on uniform grid discretizations that lack semantic grounding and scale poorly. We present Rheos, a framework that explicitly embeds continuous directional motion models into an additional dynamics layer of a hierarchical 3DSG that enhances the navigational properties of the graph. Each dynamics node maintains a semi-wrapped Gaussian mixture model that captures multimodal directional flow as a principled probability distribution with explicit uncertainty, replacing the discrete histograms used in prior work. To enable online operation, Rheos employs reservoir sampling for bounded-memory observation buffers, parallel per-cell model updates and a principled Bayesian Information Criterion (BIC) sweep that selects the optimal number of mixture components, reducing per-update initialization cost from quadratic to linear in the number of samples. Evaluated across four spatial resolutions in a simulated pedestrian environment, Rheos consistently outperforms the discrete baseline under continuous as well as unfavorable discrete metrics. We release our implementation as open source.
Iacopo Catalano, Francesco Verdoja, Javier Civera +2
Nov 14, 2025cs.CV

GraphPilot: Grounded Scene Graph Conditioning for Language-Based Autonomous Driving

Vision-language models have recently emerged as promising planners for autonomous driving, where success hinges on topology-aware reasoning over spatial structure and dynamic interactions from multimodal input. However, existing models are typically trained without supervision that explicitly encodes these relational dependencies, limiting their ability to infer how agents and other traffic entities influence one another from raw sensor data. In this work, we bridge this gap with a novel model-agnostic method that conditions language-based driving models on structured relational context in the form of traffic scene graphs. We serialize scene graphs at various abstraction levels and formats, and incorporate them into models via structured prompt templates, enabling systematic analysis of when and how relational supervision is most beneficial and computationally efficient. Extensive evaluations on the LangAuto and Bench2Drive benchmarks show that scene graph conditioning yields large and persistent improvements. We observe a substantial performance increase in the Driving Score of our proposed approach versus competitive LMDrive, BEVDriver, and SimLingo baselines. These results indicate that diverse architectures can effectively internalize and ground relational priors through scene graph-conditioned training, even without requiring scene graph input at test-time. Code, fine-tuned models, and our scene graph dataset are publicly available at https://github.com/iis-esslingen/GraphPilot.
Fabian Schmidt, Markus Enzweiler, Abhinav Valada
Nov 10, 2025cs.CV

SpatialThinker: Reinforcing Scene Graph-Grounded Spatial Reasoning via Dense Rewards

Multimodal large language models (MLLMs) have achieved remarkable progress in vision-language tasks, but continue to struggle with spatial reasoning. Existing spatial MLLMs rely on large-scale datasets, explicit 3D inputs, architecture-specific modifications, or sparse Reinforcement Learning (RL) methods that provide insufficient guidance for spatially-grounded reasoning. We introduce SpatialThinker. To our knowledge, it is the first MLLM unifying Scene Graph Generation (SGG) and visual reasoning in a single pass via online RL. The model simulates human-like spatial perception by constructing a mental scene graph of task-relevant objects and relations, and reasoning toward an answer via dense spatial rewards. Our contributions are threefold: (1) SGG-grounded reasoning: integrating SGG directly within the reasoning chain rather than as a disjoint preprocessing step; (2) STVQA-7K: a high-quality spatial VQA training dataset via a scalable synthesis pipeline; and (3) a dense spatial reward design that enforces structured grounding during RL and generalizes to improve broad visual perception. SpatialThinker-7B achieves 3.6×\times larger gains over SFT and 1.7×1.7\times better in- and out-of-distribution generalization than sparse RL. Trained on only 7K samples, SpatialThinker-7B matches GPT-5 and outperforms GPT-4o, while SpatialThinker-30B surpasses both GPT-5 and Claude 4 Sonnet on average across 14 spatial and real-world benchmarks, demonstrating that structured spatial grounding with reward-aligned reasoning enables robust spatial understanding with limited data.
Hunar Batra, Haoqin Tu, Hardy Chen +3
Aug 9, 2025cs.RO

Imaginative World Modeling with Scene Graphs for Embodied Agent Navigation

Semantic navigation requires an agent to navigate toward a specified target in an unseen environment. Employing an imaginative navigation strategy that predicts future scenes before taking action, can empower the agent to find target faster. Inspired by this idea, we propose SGImagineNav, a novel imaginative navigation framework that leverages symbolic world modeling to proactively build a global environmental representation. SGImagineNav maintains an evolving hierarchical scene graph and uses large vision language models to predict and explore unseen parts of the environment. While existing methods solely relying on past observations, this imaginative scene graph provides richer semantic context, enabling the agent to proactively estimate target locations. Building upon this, SGImagineNav adopts an adaptive navigation strategy that exploits semantic shortcuts when promising and explores unknown areas otherwise to gather additional context. This strategy continuously expands the known environment and accumulates valuable semantic contexts, ultimately guiding the agent toward the target. SGImagineNav is evaluated in both real-world scenarios and simulation benchmarks. SGImagineNav consistently outperforms previous methods, improving the success rate to 65.4% and 66.8% on HM3D and HSSD, and demonstrating cross-floor and cross-room navigation in real-world environments. All source code is open-sourced at https://github.com/UMich-CURLY/SGImagineNav.
Yue Hu, Junzhe Wu, Ruihan Xu +5