3D SGG
SGG: Scene Graph Generation
Momentum
8 papers in the last four weeks, up 60% on the four weeks before. 0.1% of all new papers.
Latest papers 47
Dense 3D mapping with semantic understanding is essential for robotic perception in complex environments. Recent 3D Gaussian Splatting-based mapping approaches enable high-fidelity geometry and efficient open-vocabulary perception, but typically represent semantics as unstructured feature fields that limit object-centric reasoning. In contrast, 3D scene graphs explicitly model objects and their relationships for structured reasoning, but are commonly constructed from sparse geometric representations that do not fully exploit dense semantic maps. In this work, we present OpenSplatGraph, a unified framework that constructs persistent 3D scene graphs directly from an online Gaussian-based open-vocabulary semantic map. The proposed framework augments the dense semantic map with a reliability-aware semantic field that maintains lightweight observation statistics for confidence-aware, query-conditioned object extraction. Extracted object instances are associated with persistent graph nodes, allowing object attributes and relationships to be incrementally updated across observations and queries. By tightly coupling dense semantic mapping with persistent object-centric representations, our framework supports both language-guided object grounding and structured relational reasoning while preserving the geometric fidelity of Gaussian-based mapping. Comprehensive evaluations on standard 3D scene understanding benchmarks and real-world robotic experiments demonstrate that OpenSplatGraph achieves competitive performance for online open-vocabulary perception and downstream robotic tasks. Project page: https://csiro-robotics.github.io/OpenSplatGraph.
Yggdrasil: a Layer-First 3D Scene Graph for Real-Time Querying
Robotic agents use 3D scene graphs (3DSG) to perform tasks ranging from scene understanding to scene interaction. Although an extensive body of work addresses scene graph generation, little attention has been paid to optimizing the graph for consumption, which leaves state-of-the-art perception pipelines to work around their own scene graph and to pay a latency cost that does not fit the real-time budget a perception loop runs on. We present Yggdrasil, the first 3D scene graph designed to be efficient for both generation and consumption: a layer-first hierarchical graph built from generic nodes, edges, and layers, which expresses the representations existing pipelines already produce, indoor or outdoor, flat or hierarchical, while natively answering the positional and semantic queries downstream tasks issue. Against a published DSG baseline, Yggdrasil answers queries up to faster, and every query we measure falls between 2 and 127 microseconds, three to five orders of magnitude inside the 200 microsecond keyframe budget a 3DSG consumer lives in, on both a workstation and embedded class device. We integrate Yggdrasil into three published pipelines spanning human trajectory prediction, object-goal navigation, and human-aware motion planning, where it removes up to 99% of the time each spends on its scene graph. The implementation, benchmark harness, and all three integrations are available online.
PORTER: Edge-Cloud Residency for Persistent 3D Scene Graph Memory
Recent task-driven and just-in-time 3D Scene Graph (3DSG) methods reduce per-task representations by constructing or activating only task-relevant information. Yet sparse per-task working sets do not bound onboard memory usage over a robot's lifetime: as tasks change, payloads accumulated for earlier tasks may become irrelevant to the current task but can be useful again in future tasks. Over repeated task switches and expanding environments, retaining such reusable payloads causes local memory to grow, whereas discarding them entirely can lead to costly repeated construction of the same payloads later. We introduce PORTER, which decouples persistence from residency: lightweight anchors remain in the limited memory of the edge robot while heavy object payloads migrate between the edge and the cloud. Relevance alone is insufficient for deciding residency because multiple relevant payloads may provide redundant information. We therefore decompose each task into functional requirements and introduce Irreplaceable Support Erasure (ISE), which measures the loss in requirement coverage caused by offloading. ISE discounts replaceable support and penalizes losses more strongly when the remaining coverage of a requirement is weak. PORTER constructs a budget-aware local working set by repeatedly offloading the payload with the smallest marginal ISE per byte. Experiments on JITOMA-Bench evaluate PORTER across four 3DSG builders. Under progressive compression, pooled relative mR@3 remains at 100% through 91% payload-byte offloading.
GraphWrit3R: End-to-End 3D Scene Graph Writing
3D scene graphs provide a structured representation of complex environments by encoding objects, their semantic attributes, and the spatial and functional relationships between them. Current approaches for 3D scene graph generation suffer from several fundamental limitations. They rely on complex multi-stage pipelines with explicit intermediate representations, making systems fragile and prone to error propagation. They assume access to ground-truth object annotations during inference, which deviates from real-world scenarios. They depend on proprietary models, hindering open-source deployment, or incur prohibitively slow inference. We present GraphWrit3R, a simple end-to-end method that takes a 3D point cloud, Gaussian Splats, or a combination of both as input, and directly outputs a complete scene graph as a structured JSON script. The graph lists all objects, their semantic attributes, and the relationships between them, while avoiding all of the above mentioned limitations. The choice of multiple input modalities is purely for versatility, allowing a single set of weights to handle diverse scenarios. Point cloud inputs are encoded via Sonata and Gaussian Splat inputs via Chorus, with both modalities projected onto a shared voxel grid and fused through a novel per-voxel contrastive alignment loss before being decoded by a large language model. As a natural consequence of the LLM, GraphWrit3R also supports open-vocabulary querying. On the 3DSSG benchmark, our method achieves state-of-the-art performance on object class, predicate, and triplet recall, outperforming methods that rely on ground-truth object annotations during inference. We further provide qualitative results and analyze different input modality configurations, contrastive loss formulations, and token fusion strategies.
TRACKGRAPH: Online Open-Vocabulary 3D Scene Graphs via Image-Space Tracking
Open-vocabulary 3D maps enable robots to reason about previously unknown environments using natural language. However, existing systems typically segment every incoming image, associate detections with persistent 3D segments, and frequently perform costly Vision-Language (VL) inference. We present TRACKGRAPH, an online open-vocabulary system that maintains short-term 2D mask identity directly in the image stream before fusing segments into 3D. FastSAM masks and CLIP features are computed at sparse keyframes, while dense DINOv3 features are used to propagate masks at a high rate in between. The resulting tracked masks are fused into a class-agnostic 3D segment layer within a hierarchical scene graph, with 3D association handling tracking interruptions and long-term revisits. Compact multi-view CLIP embeddings enable open-vocabulary retrieval. Across Replica, ScanNet++, and HM3D, TRACKGRAPH achieves competitive open-vocabulary segmentation and retrieval against state-of-the-art mapping methods, including the highest synonym frequency on Replica (0.50). On the same NVIDIA A100, it is 1.7x faster and uses 3.3x less GPU memory than ViT-H OVI-MAP. Real-world quadruped deployments demonstrate onboard scene graph construction and object search at 7.5Hz, while recorded drone data is used to test the method under aerial viewpoints.
FunArt: Decoding Functional Structure and Articulation from Generative 3D Latents
To operate effectively in human environments, robots must identify articulated objects, segment their movable and interactive parts, and estimate their kinematic models. Existing articulated scene representations typically recover kinematics from observed interactions, while methods operating on static scans often decouple articulation from functional interactive elements. We present FunArt, a framework that constructs articulation-aware functional 3D scene graphs from posed RGB-D observations captured in a single static configuration. FunArt reconstructs object instances, converts their fused geometry directly into the O-Voxel representation of TRELLIS.2, and exploits its frozen, sparse-compression VAE as a structural prior. A lightweight query-based decoder combines compact object-level latents with dense, surface-aligned features to jointly segment movable parts and functional interactive elements while estimating motion type, axis, origin, and range. On the Articulate3D dataset, FunArt achieves state-of-the-art performance across movable-part segmentation, articulation estimation, and functional-element segmentation, both with and without ground-truth object input. In the end-to-end setting, it outperforms the strongest baselines by 1.5 AP_{50} points for movable parts, 2.8 AP_{50} points under joint origin-and-axis constraints, and 6.7 AP_{50} points for functional elements. These results demonstrate that generative 3D latents encode actionable structural cues that can initialize robotic perception and planning before physical interaction.
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 () 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/.
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 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.
ProClosure: Hierarchical Room-Object Assignment using Progressive Boundary Closure from Monocular Video
A 3D scene graph groups objects into rooms. When a robot is asked to fetch an object from the kitchen, that grouping is what tells it where to look. An object recorded in the wrong room is not retrievable by a query naming the correct room. We introduce Progressive Boundary Closure, which recovers room layer from a monocular RGB video. A SLAM front end and an open-vocabulary segmenter supply a structural point cloud, camera trajectory and object tracks. The cloud is rasterised into a top-down map, rooms are recovered from it, and each object takes the room holding most of its extent. The difficulty lies in the map itself. Walls are recorded only where the camera looked, so a gap in the boundary may be a doorway or a stretch of wall that was never observed; nothing distinguishes the two. Prior methods treat both as passages, merging rooms that should remain separate. We observe that both require the same treatment: a room should not extend across either, so both are closed and need not be distinguished. Such an opening closes under a small amount of boundary growth, and few sightlines cross it, so points in different rooms rarely see one another. We use the first to recover rooms and the second to assign objects to them. Rooms are obtained by Progressively thickening the boundary inward and freezing each free-space region once it becomes enclosed, so every opening seals at its own scale rather than at a radius fixed in advance. Camera poses are used as seeds, which removes the sampling heuristic and makes the segmentation deterministic. Over 10 floors of 6 HM3D-Semantics scenes, scored against HOV-SG on identical top-down maps, we recover 74 rooms for 72 annotated regions (HOV-SG: 44), raising room F_1 from 0.741 to 0.890 at IoU 0.25 at some cost in precision, and object-to-room ARI from 0.488 to 0.696 (p=0.002, ahead on every floor).
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.
Generation of High-Level Concepts in 3D Scene Graphs via Autoregressive Diffusion
Indoor 3D Scene Graphs (3DSGs) represent environments as multi-layer hierarchies that connect observed geometric primitives (e.g., planes) to higher-level metric-semantic concepts (e.g., rooms, floors, buildings), enabling incremental spatial reasoning for robotic perception and SLAM. However, classical high-level concept generation approaches rely on hand-crafted rules for specific concept classes, while learning-based methods require separate models for graph structure and spatial node features (e.g., centroids), which limits scalability to novel classes and more complex hierarchies. We propose a unified autoregressive diffusion-based graph generative model that jointly learns structure and features, constructing complete 3DSGs bottom-up from observed vertical planes across arbitrary hierarchy depths. Our method consistently surpasses all learning-based and random baselines across 3DSG datasets spanning synthetic scenes, real architectural floor plans, and robotic sensor data, with varying layout complexity and hierarchy depth, and surpasses a one-shot model with oracle access to the target graph size on the largest hierarchy and on real single-floor data. Finally, we propose an adaptation of the Fused Gromov--Wasserstein distance for principled graph-level evaluation of generated 3DSGs against ground truth.
Concept-Guided Exploration: Building Persistent, Actionable Scene Graphs
The perception of 3D space by mobile robots is rapidly moving from flat metric grid representations to hybrid metric-semantic graphs built from human-interpretable concepts. While most approaches first build metric maps and then add semantic layers, we explore an alternative, concept-first architecture in which spatial understanding emerges from asynchronous concept agents that directly instantiate and manage semantic entities. Our robot employs two spatial concepts (room and door), implemented as autonomous processes within a cognitive distributed architecture. These concept agents cooperatively build a shared scene graph representation of indoor layouts through active exploration and incremental validation. The key architectural principle is hierarchical constraint propagation: Room instantiation provides geometric and semantic priors to guide and support door detection within wall boundaries. The resulting structure is maintained by a complementary functional principle based on prediction-matching loops. This approach is designed to yield an actionable, human-interpretable spatial representation without relying on any pre-existing global metric map, supporting scalable operation and persistent, task-relevant understanding in structured indoor environments.
OVIP-SG: Open-Vocabulary Instance-Preserving Scene Graphs for Mapping and Retrieval of Small, Fine-Grained Objects
Integrating open-vocabulary perception into object-level 3D scene graphs is a double-edged sword. While vision-language detectors recover long-tail categories and small, fine-grained objects overlooked by closed-set models, they also tend to fragment large surfaces and merge small objects into larger neighboring objects, compromising instance-level consistency and undermining mapping fidelity. Moreover, existing methods struggle to retrieve previously unmapped targets or determine whether a queried object is absent, hindering robust embodied open-world navigation and exploration. We present OVIP-SG, a unified framework for instance-preserving semantic mapping, functional scene partitioning, and language-guided small, fine-grained object retrieval. OVIP-SG uses a vision-language model (VLM) to enumerate scene-specific categories for robust open-world detection. Symmetric 3D Intersection over Union (IoU) association and area-weighted feature fusion preserve small independent instances, while VLM-inferred object functions partition scenes into compact functional search regions. A four-stage cascaded retrieval pipeline further incorporates voxel voting and determines target absence from exploration coverage. Under a unified evaluation protocol on Replica, OVIP-SG outperforms ConceptGraphs by 6.31 points in class-mean accuracy (mAcc) and 5.15 points in frequency-weighted mIoU (F-mIoU) while achieving a class-agnostic native-instance Panoptic Quality (PQ) of 0.398. It reduces the search area to 21.8% of the indoor floor space and reaches 0.773 balanced accuracy for object-presence classification. Real-world robotic experiments further demonstrate its practical effectiveness. Code is available at https://github.com/Agibot-Spatial-Intelligence/OVIP-SG.
Remote-Sensing City Layout Extraction with MLLM
Remote-sensing systems usually describe urban content with detection boxes, semantic masks, or vector boundaries. Such outputs locate classes and support image-plane scoring, yet they do not by themselves constitute an executable layout that retains object identities, typed relations, topology, and regeneration rules. Code-as-City instead casts urban-layout extraction from a single top-down image as constrained code generation with a multimodal large language model (MLLM). An image model first produces an aligned five-class semantic layout prior. Three ordered MLLM passes use the image and this prior to recover roads, land-cover regions and relations, and buildings. Deterministic normalization converts the accumulated records into a city graph and a restricted layout program. Executing the program creates a renderable 3D city layout and an orthographic semantic projection over shared geometry. The projection admits pixel-level comparison with remote-sensing masks, while named objects, relations, and editing operations remain available for synchronized regeneration of both views. Evaluated on the 100 scenes of CityLayout-100, the complete framework obtains 41.1% mean intersection-over-union and 48.3% global intersection-over-union. This result provides quantitative evidence that visual observations can be translated into inspectable, editable city code with coupled planar and 3D outputs.
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.
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.
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.
Hydra++: Real-Time Hierarchical 3D Scene Graph Construction With Object-Level Shape Estimation
3D scene graphs provide a hierarchical abstraction of environments by encoding spatial entities, such as objects and places, and their relationships. However, existing scene graph systems model object geometry coarsely, relying on partial point clouds or class-level CAD templates, which limits instance-specific shape detail. This paper presents Hydra++, a system-level investigation into how learning-based object shape estimators can be integrated into a hierarchical 3D scene graph pipeline. Hydra++ incorporates category-agnostic shape estimation and a reprojection-mask consistency check to reject degenerate predictions from partial observations or imprecise segmentation. In its default CRISP-based configuration, Hydra++ performs online scene graph construction; slower estimators such as SAM3D are evaluated as modular alternatives to demonstrate generalization-latency trade-offs. Furthermore, to address the challenges of sparse and noisy depth measurements in outdoor environments, Hydra++ supports a hybrid LiDAR-camera configuration for large-scale operation, improving scene-level reconstruction quality. Experiments in both simulation and real-world outdoor campus scenarios demonstrate that Hydra++ improves object- and scene-level reconstruction quality. Project page is available at https://hydra-plusplus.github.io/.
PUF: Plug-and-Play Uncertainty-Aware Fusion for Online 3D Scene Graph Generation
Online 3D scene graph generation builds a persistent, structured representation of a scene by incrementally fusing 2D observations into a global 3D graph. Existing online methods treat this fusion as a fully deterministic pipeline, where we identify three sources of uncertainty that are overlooked: observation, 2D model, and 3D representation. We propose PUF: a Plug-and-play, Uncertainty-aware, and training-free Fusion framework. Scene graph node association is reformulated as a probabilistic likelihood over semantic and spatial factors, replacing binary accept/reject gates. Dirichlet evidence accumulation distributes class and relationship evidence across plausible candidates proportional to association likelihood. An optional class-conditional prior completes edges for sparsely or never co-observed object pairs. We instantiate PUF with both a 3D Gaussian and a 3D voxel backend and observe consistent improvements, demonstrating its ability to generalize across different representations. Experiments on the 3DSSG and ReplicaSSG benchmarks show that our method substantially outperforms existing approaches while maintaining real-time latency. These results establish uncertainty-aware fusion as a principled and effective paradigm for online 3D scene understanding. The source code is publicly available at https://github.com/yyyyangyi/PUF.
Holo-Captioning: Toward the Text Equivalent of 3D Scenes
This work introduces holo-captioning, a novel task that strives to seek the text equivalent of 3D scenes. As the initial step, we formulate holo-captioning as generating a structured textual description that comprehensively depicts all entities within a 3D scene -- including their semantic tags, spatial locations, attributes, and inter-entity relations. To tackle this challenging task, we first develop an effective captioning engine to produce detailed descriptions of individual entity instances and instance pairs, and contribute a large-scale benchmark comprising over 15K scenes for training and evaluation. Building upon this foundation, we propose HoloScribe, a novel model that features an instance-aware decoupled pipeline for generating structured holo-captions, and further incorporates anchor-aware instance linking to identify relational instance pairs. Additionally, we propose a comprehensive evaluation metric named HoloScore, and provide a human-curated test set to ensure reliable model assessment. Experimental results demonstrate that HoloScribe significantly outperforms state-of-the-art 3D dense captioners and 3D LLM generalists, underscoring the effectiveness of our approach. Project page: https://visual-ai.github.io/holocap/
DeWorldSG: Depth-Aware 3D Semantic Scene Graph Generation via World-Model Priors
We present DeWorldSG, a novel framework that generates spatio-temporally robust 3D Semantic Scene Graphs from RGB-D sequences. Existing methods often struggle to construct reliable 3D scene graphs due to unstable 3D object representations and missing relations caused by frame-wise inference. DeWorldSG addresses these issues by estimating instance-level geometric 3D Gaussian distributions through depth-guided filtering and representing each object as a probabilistic 3D node rather than a single projected point. To mitigate relational sparsity from frame-wise inference, our framework further aggregates spatiotemporal evidence across object pairs and refines relations using contextual priors derived from a world model (V-JEPA 2). Experiments on the 3DSSG and ReplicaSSG datasets demonstrate state-of-the-art (SoTA) performance in both object and predicate prediction, while producing temporally consistent scene structures. In particular, our method improves triplet recall by 77.4% and predicate recall by 23.2% over prior SoTA approaches, making it suitable for robotic manipulation and AR applications. Our code and models are open-sourced.
NoPA: Non-Parametric Online 3D Scene Graph Generation
Classic 3D scene graph generation approaches fail to work in real-time due to the heavy computational cost of environment mapping and the need to generate intermediate point-cloud representations. To alleviate this issue, a recent work eschews point clouds in favor of a lightweight Gaussian distribution for each object. This approximation drastically speeds up inference and enables real-time 3D scene graph generation. However, the representation has two key weaknesses. \textbf{1)} Each object is approximated by a single 3D Gaussian, which causes a severe loss of 3D geometric detail. \textbf{2)} The discrepancy between this approximation and the true object geometry exacerbates the inaccurate merging of object candidates during online inference. To address these issues, we propose \textbf{NoPA}, which represents each object as a separate non-parametric distribution. This formulation retains 3D geometric information while preserving real-time inference of the parametric Gaussian formulation. To build upon our novel object representation, we propose a tailored merging strategy to recover coherent object instances. Specifically, we leverage maximum mean discrepancy on kernel density estimates to enable robust merging of object candidates during online exploration while minimizing added computational complexity. The key is to maintain a fixed particle set per object. Furthermore, to rectify the relation loss caused by misclassified objects, NoPA propagates relationships between objects with high affinity. Experiments show that NoPA substantially outperforms current methods without sacrificing real-time inference speed.
Think While You Map: Asynchronous Vision-Language Agents for Incremental 3D Scene Graphs
Open-vocabulary 3D scene graph methods typically operate in two stages: first reconstruct, then enrich with vision-language models, leaving the graph unqueryable during exploration. We argue that this sequential coupling is unnecessary and propose an asynchronous architecture in which lightweight online mapping runs concurrently with heavyweight semantic refinement. A probabilistic voxel-based backbone maintains stable object identities incrementally, while background VLM agents progressively enrich the graph. This framework resolves duplicate object tracks through semantic loop closure, attaches fine-grained visual attributes and derives spatial relations between objects. A multi-target frame scheduler amortizes VLM cost by selecting a small set of informative frames that jointly cover multiple targets. The resulting scene graph is queryable during exploration and grows in semantic richness over time. Our method matches or outperforms existing open-vocabulary 3D scene graph methods on semantic segmentation (ScanNet, Replica) and surpasses the prior state-of-the-art across three visual grounding benchmarks (Sr3D+, Nr3D, ScanRefer) by 15.3 to 18.8 [email protected]. Project page: https://denizbickici.github.io/thinkgraphs/
Hierarchical 3D Scene Graph Construction and Belief-based Planning for Semantic Navigation
Semantic navigation is a fundamental task for embodied agents operating in unseen environments, requiring both semantic understanding and long-term decision-making. Recent foundation models have empowered agents with rich semantic priors for this task. However, without structured global representations, decision-making often falls back on local observations and greedy strategies, resulting in inefficient exploration and myopic behaviors, especially in long-distance navigation. To address these challenges, we propose a zero-shot semantic navigation framework. Our method incrementally maintains an online Hierarchical 3D Scene Graph (HSG) to form a multi-granular semantic topology over objects, zones, and regions, serving as a compact state abstraction for global planning. Building on this memory, we introduce a hierarchical belief-based planning framework that fuses semantic priors with exploration evidence on the HSG, and performs finite-horizon rollouts on an HSG-based simulator to explicitly estimate the long-term expected returns of candidate macro-actions. This enables globally consistent decisions and reduces redundant backtracking. Extensive experiments in high-fidelity simulation environments across multiple tasks and datasets demonstrate that our method outperforms existing state-of-the-art methods, particularly in long-distance scenarios, where our approach improves SR and SPL by an average of 9.4% and 5.0%, respectively.
OP3DSG: Open-Vocabulary Part-Aware 3D Scene Graph Generation for Real-World Environments
3D scene graphs (3DSGs) provide a compact and structured abstraction of 3D environments. Although advances in foundation models have enabled open-vocabulary 3DSG generation, existing approaches remain object-centric and encode limited relational information -- restricting their applicability in real-world scenarios that require fine-grained understanding. We propose OP3DSG, an open-vocabulary part-aware 3DSG generation framework that constructs unified graphs that jointly model objects, interactive parts, spatial relations, functional relations, and affordances. OP3DSG integrates object-part knowledge-guided detection with part-aware 3D fusion to preserve small and interaction-relevant components, and employs a geometry-initialized prior graph with LLM-based refinement to reduce spurious relational predictions while enabling efficient graph construction. To systematically evaluate unified 3D scene graph construction, we introduce UniGraph3D, a benchmark designed for part-aware perception and multi-level relational reasoning. Experimental results show that OP3DSG achieves state-of-the-art performance and demonstrates its effectiveness as a perception backbone in diverse real-world robotics tasks.
ReScene: Structured Indoor Scene Reconstruction from Multi-View Captures
Constructing simulation-ready 3D scenes from multi-view captures is a key bottleneck for Embodied Artificial Intelligence, as downstream tasks require object-level structure, explicit inter-object relations, and physical plausibility. Existing approaches either rely on specialized capture hardware, suffer from single-view bias in object reconstruction, or yield layouts that are geometrically reasonable but physically inconsistent. We identify that the problem is not single-object reconstruction but cross-view relation fusion and physically plausible scene assembly. To address this challenge, we present ReScene, a framework that threads multi-view geometry throughout the pipeline as a unifying prior. Our method consists of two main components: HierView prioritizes reconstruction views based on semantic consistency and 3D coverage completeness, replacing the largest-mask heuristic that conflates image occupancy with object coverage; and Relation-Aware Assembly fuses multi-frame relation predictions from a vision-language model with geometric and room-shell priors into a confidence-weighted scene graph, enabling physically consistent scene assembly. ReScene sets a new state of the art across geometry, rendering, and perceptual quality on a set of ScanNet scenes, achieving a 17% reduction in Chamfer Distance and 26% in LPIPS over the strongest prior baseline, while running up to 10x faster than prior multi-view methods. Based on the reconstructed scenes, we also generate an embodied visual question answering dataset, on which fine-tuned Qwen-VL approaches the performance of strong closed-source models on several spatial reasoning tasks.
Not All Relations Rotate Alike: Transformation-Aware Decoupling for Viewpoint-Robust 3D Scene Graph Generation
3D Scene Graph Generation (3DSGG) represents 3D scenes as structured object-relation-object graphs, providing a compact relational abstraction for spatial understanding. In embodied intelligence settings, the same 3D scene may be observed by agents from viewpoints that differ by yaw rotations. However, current 3DSGG models often fail to produce relation predictions that follow the expected transformation behavior under such viewpoint shifts. This behavior reveals an empirical mismatch related to predicate-level transformation heterogeneity: directional predicates such as left, front, right, and behind should transform with the observation frame, whereas most contact, support, and semantic predicates such as standing on and attached to should remain stable. To reduce this mismatch, we propose Transformation-Aware Decoupling (TAD), a viewpoint-robust 3DSGG framework that decouples relation reasoning according to predicate transformation behavior and is supported by viewpoint-stable object representations. TAD decomposes relation reasoning into two parts: one learns cues that should stay stable across viewpoints, while the other learns directional cues that should change with the observation frame. The two parts are merged for standard multi-label predicate prediction. Transformation-specific descriptors and group-aware auxiliary supervision encourage the two branches to capture complementary relation cues. Extensive experiments on 3DSSG show that TAD achieves state-of-the-art robustness under yaw viewpoint changes without training-time rotation augmentation, while maintaining competitive performance under the standard benchmark. The project page is available at https://tad-predicate.github.io/.
From Pixels to Concepts: Growing Rich 3D Semantic Scene Graph Forests utilizing Foundation Models
Operating in complex real-world environments requires robots to understand their surroundings on a functional semantic level. This demands a detailed multi-layer world model capturing the complex relations of its surroundings. Hierarchical 3D scene graphs address this challenge by integrating geometric, semantic, and relational data within a unified spatial framework. However, current 3D scene graph approaches often restrict themselves to rigid structures of pre-determined relationship classes, mostly neglecting important semantic connections, like causal connections or environmental contexts. This paper explores the potential of foundation models to build forests of 3D scene graphs with open semantic relationships to improve scene understanding and robotic task execution. We propose a method where instance-specific concept-nodes and relationships are first identified by a VLM and extended upon by a LLM, inferring broader, more abstract concept-nodes and relationships through reasoning. These object-nodes, concept-nodes, and relationships are then assembled into a forest of hierarchical 3D scene graphs, enhanced with concept-nodes to represent abstract concepts. Evaluations were conducted on the uHumans2 and ScanNet indoor dataset, validating the accuracy and relevance of the generated relationships. Downstream suitability of scene-graph forests for robotics applications is demonstrated in an open-vocabulary object-retrieval task utilizing both ScanNet data and a real-world indoor deployment using a Boston Dynamics Spot. This paper leverages foundation models to create more expressive, semantically deep 3D hierarchical scene graphs and demonstrates their potential to advance semantic and environmental understanding in robotics.
3D Scene Graphs: Open Challenges and Future Directions
3D Scene Graphs (3DSGs) have emerged as a powerful representation for spatial AI by combining geometric grounding with semantic and relational abstractions of the environment. Their expressiveness has made them relevant to a broad range of problems in robotics and computer vision, including manipulation, navigation, task planning, scene understanding, and many others. However, the field remains fragmented: different communities adopt distinct formulations, construction pipelines, and evaluation protocols, making it difficult to compare methods, identify common assumptions, and assess remaining challenges for robust real-world deployment. This survey provides a unified and critical review of 3DSGs, with particular emphasis on open challenges and future directions. We first formalize 3DSGs under a common definition and analyze the principal modeling choices that characterize existing formulations, including node and edge attributes, hierarchical structure, dynamic scene representations, and affordance-aware extensions. We then review how 3DSGs are built from raw sensory observations, discussing the most common terminologies, conventions, and techniques. Finally, we examine downstream applications and evaluation strategies, from intrinsic graph quality to task-level performance. To support the community, we also provide a dedicated website that organizes and extends the surveyed content, accessible at https://3dscenegraphs.com/.
SGFormer++: Semantic Graph Transformer for Incremental 3D Scene Graph Generation
In this paper, we propose SGFormer++, a novel Semantic Graph Transformer for 3D scene graph generation (SGG), which aims to parse point cloud scenes into semantic structural graphs, where nodes denote detected object instances and edges encode their pairwise relationships, with the core challenge lying in modeling complex global scene structure. While existing graph convolutional network (GCN)-based methods suffer from over-smoothing and limited receptive fields, SGFormer++ leverages Transformer layers as its backbone to enable global message passing. Specifically, we introduce two key components tailored for 3D SGG: (1) a Graph Embedding Layer++ that efficiently integrates edge-aware global context with linear computational complexity, and (2) a Semantic Injection Layer++ that enriches visual features with linguistic priors from large language models (LLMs) and vision-language models (VLMs), boosting semantic representation without introducing extra trainable parameters. To further address the practical challenge of incremental SGG (I-SGG), where new relationship categories arrive sequentially, we equip SGFormer++ with a novel Spatial-guided Feature Adapter, which calibrates predicate features using subject-object spatial geometry to counter scale variation, and a Cascaded Binary Prediction Head that mitigates catastrophic forgetting via task-incremental classifier expansion and logit distillation. Extensive experiments on the 3DSSG benchmark demonstrate that SGFormer++ achieves state-of-the-art performance in both standard and incremental settings: it yields a significant 4.49% absolute improvement in Predicate A@1 under the incremental setting. Code and data are available at: https://github.com/Andy20178/SGFormer.