Scene Graph Generation
Also known as SGG
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1 paper in the last four weeks, with none the four weeks before. 0.0% of all new papers.
Latest papers 26
Acoustic scene understanding in multi-room environments is a difficult task. Most existing systems use a single centralized microphone array, and they often fail because walls and doors block sound signals. To address this challenge, we propose a geometry-informed distributed acoustic scene understanding framework. Our system leverages distributed microphones and uses an audio spectrogram transformer and a topology-aware graph neural network to fuse spatio-temporal acoustic features. Then, these features are decoded into discrete semantic triplets. Finally, a frozen large language model combines these symbolic observations with the environmental geometry. This allows the system to perform spatial understanding, infer plausible missing transitions, and generate a physically consistent narrative of the scene. Experiments on a custom multi-room simulator demonstrate that our framework outperforms centralized baselines and improves spatial consistency under simulated occlusion.
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.
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.
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.
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.
VisTCP: A Visualization Framework to Construct Knowledge-Graph-Based Representation for Traditional Chinese Painting
Structured representation can characterize semantic objects and relationships in images. It provides a possible effective way for the semantic understanding of Traditional Chinese Paintings (TCPs) to better support archaeology and art history research. However, most image-oriented structured representation methods perform poorly on TCPs, due to two major challenges: 1) the objects and events of TCPs exhibit substantial differences from modern natural images, which results in semantic misunderstandings of TCPs; and 2) it is difficult to achieve accurate identification of ancient objects and events in TCPs, even for domain experts.In this paper, we propose VisTCP, a visualization framework that combines a TCP-oriented intelligent model and expert knowledge, which enables art historians to achieve trustworthy structured representations of TCPs in a human-in-the-loop manner. Firstly, we conduct a pilot study with three domain experts to build a semantic taxonomy of TCPs. Then, expert-annotated data are used to train a TCP-oriented structured representation model, which can automatically extract meaningful objects and their relationships in TCPs. To inform users of the model uncertainty, we design a joint embedding visualization view to show the differences between expert annotations and model predictions. This allows users to refine the structured representation based on their domain knowledge, enabling iterative optimization of the model. Finally, we conduct a case study, a usage scenario, and expert interviews on a real dataset to demonstrate the effectiveness of VisTCP in supporting the structured representation and semantic understanding of TCPs.
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.
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.
Modular Diffusion Models for Structured Visual Recognition
Traditional supervised methods for structured visual recognition tasks -- such as object detection, segmentation, and scene graph generation -- often produce deterministic, fixed outputs, limiting their ability to capture the inherent uncertainty in complex visual scenes. As a consequence, such point estimates are unable to capture the prediction uncertainty (or multi modality) intrinsic to these problems, often arising from natural ambiguities (e.g., ambiguity in size of partially occluded objects, local ambiguity of exact segmentation boundary, etc.) as well as noise and sparsity of training data. To address this limitation, we present Modular Diffusion Models (MDMs), a simple and novel framework that learns a distribution over structured outputs for a given input image. MDMs decompose the diffusion process into distinct, task-specific modules, each focused on capturing a different aspect of the structured information space, such as object categories, spatial locations, and inter-object relationships. This modular design allows each component to be learned independently, with seamless integration at inference without additional training. Furthermore, the modularity of MDMs enables the diffusion process to easily operate over the heterogeneous output space common in many structured learning tasks (e.g., a continuous bounding boxes and discrete class labels). Experimental results over three distinct structured tasks -- object detection, instance segmentation, and scene graph generation -- highlight the benefits of our proposed framework.
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.
EmbodimentSemantic: A Spatial Scene-Graph Dataset and Benchmark for Vision-Language Models on Embodied Manipulation Trajectories
Spatial grounding remains a key limitation of vision-language-action (VLA) systems for robotic manipulation. While current models can recognize objects and follow language instructions, they often lack an explicit representation of how objects are arranged in space, including support, containment, ordering, occlusion, and depth-sensitive relations. We introduce EmbodimentSemantic, a spatial scene-graph dataset and benchmark for evaluating relational grounding in embodied manipulation. EmbodimentSemantic represents scenes as directed object-relation-object triplets, where each triplet specifies a spatial relation between an ordered pair of objects using a fixed set of relations. This representation enables direct evaluation of object binding, relation prediction, and spatial consistency. The dataset includes real-world manipulation observations collected with the low-cost SO101 robot arm, together with generated scene graphs for studying spatial grounding in practical robotic settings. To provide controlled validation, we also introduce a simulator-grounded LIBERO benchmark with over 60K manipulation frames and more than 120K camera-specific scene graphs across paired third-person and wrist views, where ground-truth relations are derived automatically from MuJoCo geometry, world coordinates, camera projections, and visibility constraints. We further test whether scene graphs improve downstream control by injecting them into existing VLA policy prompts. Experiments across open-source and commercial VLMs show that current models often predict plausible relations but struggle with exact depth-aware and viewpoint-dependent spatial structure. EmbodimentSemantic provides a unified framework for diagnosing spatial grounding in VLM perception and testing its utility for VLA manipulation.
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.
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 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.
Seeing Fast and Slow: Bimodal 3D Scene Graphs for Open-set Tasks
Open-set task execution can significantly benefit from seamlessly switching between coarse and fine scene representations depending on the context and the evolving information as the robot explores the environment. For example, it is often sufficient to start with a coarse scene representation initially and only employ a finer, more granular scene representation when the robot encounters regions which are likely to contain the task relevant objects. Hence, in this work, we propose BiMoSG, a bimodal 3D scene graph generation approach for open-set tasks. BiMoSG employs a "fast" mode by default to efficiently generate a coarse 3D scene graph and can switch to a "slow" mode for generating a finer open vocabulary 3D scene graph of task relevant objects. We demonstrate that our proposed 3D scene graph generation approach is significantly faster than the open-source state-of-the-art approaches. This allows us to integrate the scene graph generation process with task execution for real-time deployment.
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.
FOUND-IT: Foundation-model-first Task-driven 3D Scene Graphs with Granularity on Demand
We present the first approach to build hierarchical task-driven 3D scene graphs of arbitrary indoor or outdoor environments using an uncalibrated monocular camera in real-time. We leverage geometric foundation models to estimate geometric attributes of the scene graph (e.g., object bounding boxes), but we also observe that traversability information (the "places" layer of a scene graph) can be directly reconstructed by adding an extra head to existing geometric foundation models, like VGGT. Our approach is task-driven in the sense that we adjust the granularity of the objects and regions in the map depending on the task; for instance, during a manipulation task, our approach is able to resolve small knobs on a stove, while during a navigation task it can focus on large objects (e.g., the entire stove). However, in a major departure from related work, we consider the realistic case where the list of tasks is not predefined and fixed, but evolves as the robot operates. This naturally allows dealing with complex loco-manipulation tasks, where the robot can dynamically adjust its representation as the task unfolds. We dub the resulting approach FOUND-IT. FOUND-IT also includes an agentic approach to query information in the scene graph. In addition to achieving 79% higher accuracy on the ASHiTA SG3D task grounding benchmark, we demonstrate FOUND-IT runs in real-time on a ground robot using a Jetson Thor. Furthermore, to highlight the robustness of our method, we demonstrate constructing 3D scene graphs on casually captured realtor apartment tours from YouTube. Code will be made available upon publication.
RelWitness: Open-Vocabulary 3D Scene Graph Generation with Visual-Geometric Relation Witnesses
Open-vocabulary 3D scene graph generation seeks to describe object instances and their relations with flexible natural-language predicates. The central difficulty is not only vocabulary expansion, but supervision reliability: relation annotations in 3D scene graph datasets are selective, and many valid object-pair relations are unannotated. We propose RelWitness, a framework for open-vocabulary 3D scene graph generation from posed RGB-D sequences under incomplete relation supervision. The key concept is a relation witness: a concrete visual-geometric cue that makes a relation observable in the captured scene. Support relations require contact and vertical ordering; containment requires enclosure; proximity requires metric closeness; orientation requires facing direction; and stable relations should persist across views where both objects are visible. RelWitness constructs relation witness records from RGB views, depth maps, reconstructed 3D geometry, role-sensitive text, object-prior null views, and multi-view consistency. A visual-geometric witness verifier assigns unannotated relation candidates to verified missing positives, reliable negatives, or uncertain unlabeled cases. A witness-guided positive-unlabeled objective then learns from incomplete annotations without turning every missing label into a negative. We further introduce witness-consistent decoding and an RGB-D missing-relation audit protocol. Simulated manuscript-planning experiments on 3DSSG/3RScan and ScanNet-derived open-vocabulary splits show the intended behavior: improved unseen-relation recognition, higher witness precision, lower hallucination, and reduced redundant relation phrases. All numerical results are planning values and must be replaced by reproduced measurements before submission
RGB-only Active 3D Scene Graph Generation for Indoor Mobile Robots
Current approaches to 3D scene graph generation rely on dedicated depth sensors, such as LiDAR or RGB-D cameras, for metric 3D reconstruction. This limits deployment to specialized robotic platforms and excludes settings where only RGB cameras are available, such as fixed external infrastructure. Existing pipelines also typically operate on passively collected observation trajectories, rather than selecting viewpoints based on the partially built scene representation, and therefore fail to effectively exploit the semantic and spatial information encoded within the graph during exploration. This paper presents a fully visual framework for the active, incremental construction of 3D scene graphs from RGB input only, addressing both limitations. The proposed approach unifies perception and planning around a shared structured representation that captures object semantics, 3D geometry, relational context, and information from multiple viewpoints. Because the framework is hardware-agnostic and relies only on RGB observations, it can incorporate inputs from both onboard robot cameras and fixed external cameras within the same representation. Experiments on the Replica dataset show that the RGB-only pipeline achieves F1-score parity with baselines using ground-truth depth. Active exploration experiments on ReplicaCAD further show that semantic-driven viewpoint selection detects more than twice as many objects as a geometric frontier-based baseline under the same exploration budget. Finally, the external-camera setting demonstrates that complementary RGB views can effectively bootstrap the scene graph and improve contextual understanding at no additional exploration cost.
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.
BARISTA: A Multi-Task Egocentric Benchmark for Compositional Visual Understanding
Scene understanding is central to general physical intelligence, and video is a primary modality for capturing both state and temporal dynamics of a scene. Yet understanding physical processes remains difficult, as models must combine object localization, hand-object interactions, relational parsing, temporal reasoning, and step-level procedural inference. Existing benchmarks usually evaluate these capabilities separately, limiting diagnosis of why models fail on procedural tasks. We introduce BARISTA, a densely annotated egocentric dataset and benchmark of 185 real-world coffee-preparation videos covering fully automatic, portafilter-based, and capsule-based workflows. BARISTA provides verified per-frame scene graphs linking persistent object identities to masks, tracks, boxes, attributes, typed relations, hand-object interactions, activities, and process steps. From these graphs, we derive zero-shot language-based tasks spanning phrase grounding, hand-object interaction recognition, referring, activity recognition, relation extraction, and temporal visual question answering. Experiments reveal strong variation across task families and no consistently dominant model family, positioning BARISTA as a challenging diagnostic benchmark for procedural video understanding. Code and dataset available at https://huggingface.co/datasets/ramblr/BARISTA.
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.
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.
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.
SCLARO: A Dataset for Grounded Scenario-Level Scene Understanding and ScenarioCLIP for Benchmarking
In the paradigm of computer vision-based precise real-world scene understanding, joint reasoning in terms of contextual understanding about the objects present in a scene, their inter-object relations, and the action being performed is an essential prerequisite. However, prior works have not addressed all three jointly, and no large-scale dataset provides grounded annotations at all three levels across diverse visual scenarios. Hence, this work introduces the SCLARO (Scene-Contextual Localisation of Actions, Relations & Objects) dataset, consisting of 615,805 images spanning indoor, outdoor, and driving scenarios, annotated with global action captions, object bounding boxes, and relation triplets that supply structured scene context beyond a free-text caption. To benchmark the dataset, we propose ScenarioCLIP, a tri-level reference model that jointly encodes global scene context, objects, and inter-object relations using disentangled encoders and EMA-based knowledge distillation. We benchmark across a comprehensive suite of tasks on the SCLARO Dataset, namely zero-shot retrieval, linear probe, object detection, predicate classification, scene-graph classification, and out-of-domain generalisation. ScenarioCLIP's disentangled encoders improve over the previous works, such as PyramidCLIP's shared encoder, most notably at the object and relation levels and on out-of-domain generalisation. Code for the data generation pipeline and ScenarioCLIP is available at https://github.com/scenario-clip/SCLARO-ScenarioCLIP
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 larger gains over SFT and 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.
Generated Contents Enrichment
We study Generated Contents Enrichment (GCE), a conditional image-generation task in which a sparse scene description is first enriched through an explicit scene representation and then rendered into semantically richer visual content. Conventional image-generation systems can produce visually realistic outputs from limited scene descriptions, but the added content is usually implicit in the generator rather than represented as an inspectable intermediate structure. In contrast, GCE seeks to make scene enrichment explicit at the scene-representation level while examining its visual consequences during generation, with the goal of encouraging generated content that is visually plausible, structurally coherent, and semantically richer than the sparse input. To instantiate GCE, we propose a jointly trained adversarial framework that enriches scene graphs by modeling object semantics and inter-object relations. Our approach first represents the input description as a scene graph, where nodes model objects and edges capture inter-object relations. The framework uses graph convolutional networks to predict additional objects and their relations to the existing scene. Finally, the enriched scene graph is passed through the downstream image-generation pipeline to generate the corresponding visual content. We evaluate the framework with proxy scene graph enrichment metrics, image-quality comparisons, qualitative examples, and user studies on the Visual Genome dataset.