ROMar 18
Neural Radiance Maps for Extraterrestrial Navigation and Path PlanningAdam Dai, Shubh Gupta, Grace Gao · amazon-science
Autonomous vehicles such as the Mars rovers currently lead the vanguard of surface exploration on extraterrestrial planets and moons. In order to accelerate the pace of exploration and science objectives, it is critical to plan safe and efficient paths for these vehicles. However, current rover autonomy is limited by a lack of global maps which can be easily constructed and stored for onboard re-planning. Recently, Neural Radiance Fields (NeRFs) have been introduced as a detailed 3D scene representation which can be trained from sparse 2D images and efficiently stored. We propose to use NeRFs to construct maps for online use in autonomous navigation, and present a planning framework which leverages the NeRF map to integrate local and global information. Our approach interpolates local cost observations across global regions using kernel ridge regression over terrain features extracted from the NeRF map, allowing the rover to re-route itself around untraversable areas discovered during online operation. We validate our approach in high-fidelity simulation and demonstrate lower cost and higher percentage success rate path planning compared to various baselines.
CVApr 6
Coverage Optimization for Camera View SelectionTimothy Chen, Adam Dai, Maximilian Adang et al.
What makes a good viewpoint? The quality of the data used to learn 3D reconstructions is crucial for enabling efficient and accurate scene modeling. We study the active view selection problem and develop a principled analysis that yields a simple and interpretable criterion for selecting informative camera poses. Our key insight is that informative views can be obtained by minimizing a tractable approximation of the Fisher Information Gain, which reduces to favoring viewpoints that cover geometry that has been insufficiently observed by past cameras. This leads to a lightweight coverage-based view selection metric that avoids expensive transmittance estimation and is robust to noise and training dynamics. We call this metric COVER (Camera Optimization for View Exploration and Reconstruction). We integrate our method into the Nerfstudio framework and evaluate it on real datasets within fixed and embodied data acquisition scenarios. Across multiple datasets and radiance-field baselines, our method consistently improves reconstruction quality compared to state-of-the-art active view selection methods. Additional visualizations and our Nerfstudio package can be found at https://chengine.github.io/nbv_gym/.
ROMar 18
Full Stack Navigation, Mapping, and Planning for the Lunar Autonomy ChallengeAdam Dai, Asta Wu, Keidai Iiyama et al.
We present a modular, full-stack autonomy system for lunar surface navigation and mapping developed for the Lunar Autonomy Challenge. Operating in a GNSS-denied, visually challenging environment, our pipeline integrates semantic segmentation, stereo visual odometry, pose graph SLAM with loop closures, and layered planning and control. We leverage lightweight learning-based perception models for real-time segmentation and feature tracking and use a factor-graph backend to maintain globally consistent localization. High-level waypoint planning is designed to promote mapping coverage while encouraging frequent loop closures, and local motion planning uses arc sampling with geometric obstacle checks for efficient, reactive control. We evaluate our approach in the competition's high-fidelity lunar simulator, demonstrating centimeter-level localization accuracy, high-fidelity map generation, and strong repeatability across random seeds and rock distributions. Our solution achieved first place in the final competition evaluation.
CVMar 18
Semantic Segmentation and Depth Estimation for Real-Time Lunar Surface Mapping Using 3D Gaussian SplattingGuillem Casadesus Vila, Adam Dai, Grace Gao
Navigation and mapping on the lunar surface require robust perception under challenging conditions, including poorly textured environments, high-contrast lighting, and limited computational resources. This paper presents a real-time mapping framework that integrates dense perception models with a 3D Gaussian Splatting (3DGS) representation. We first benchmark several models on synthetic datasets generated with the LuPNT simulator, selecting a stereo dense depth estimation model based on Gated Recurrent Units for its balance of speed and accuracy in depth estimation, and a convolutional neural network for its superior performance in detecting semantic segments. Using ground truth poses to decouple the local scene understanding from the global state estimation, our pipeline reconstructs a 120-meter traverse with a geometric height accuracy of approximately 3 cm, outperforming a traditional point cloud baseline without LiDAR. The resulting 3DGS map enables novel view synthesis and serves as a foundation for a full SLAM system, where its capacity for joint map and pose optimization would offer significant advantages. Our results demonstrate that combining semantic segmentation and dense depth estimation with learned map representations is an effective approach for creating detailed, large-scale maps to support future lunar surface missions.
ROMar 18
Visual SLAM with DEM Anchoring for Lunar Surface NavigationAdam Dai, Guillem Casadesus Vila, Grace Gao
Future lunar missions will require autonomous rovers capable of traversing tens of kilometers across challenging terrain while maintaining accurate localization and producing globally consistent maps. However, the absence of global positioning systems, extreme illumination, and low-texture regolith make long-range navigation on the Moon particularly difficult, as visual-inertial odometry pipelines accumulate drift over extended traverses. To address this challenge, we present a stereo visual simultaneous localization and mapping (SLAM) system that integrates learned feature detection and matching with global constraints from digital elevation models (DEMs). Our front-end employs learning-based feature extraction and matching to achieve robustness to illumination extremes and repetitive terrain, while the back-end incorporates DEM-derived height and surface-normal factors into a pose graph, providing absolute surface constraints that mitigate long-term drift. We validate our approach using both simulated lunar traverse data generated in Unreal Engine and real Moon/Mars analog data collected from Mt. Etna. Results demonstrate that DEM anchoring consistently reduces absolute trajectory error compared to baseline SLAM methods, lowering drift in long-range navigation even in repetitive or visually aliased terrain.
LGJul 16, 2021
Constrained Feedforward Neural Network Training via Reachability AnalysisLong Kiu Chung, Adam Dai, Derek Knowles et al.
Neural networks have recently become popular for a wide variety of uses, but have seen limited application in safety-critical domains such as robotics near and around humans. This is because it remains an open challenge to train a neural network to obey safety constraints. Most existing safety-related methods only seek to verify that already-trained networks obey constraints, requiring alternating training and verification. Instead, this work proposes a constrained method to simultaneously train and verify a feedforward neural network with rectified linear unit (ReLU) nonlinearities. Constraints are enforced by computing the network's output-space reachable set and ensuring that it does not intersect with unsafe sets; training is achieved by formulating a novel collision-check loss function between the reachable set and unsafe portions of the output space. The reachable and unsafe sets are represented by constrained zonotopes, a convex polytope representation that enables differentiable collision checking. The proposed method is demonstrated successfully on a network with one nonlinearity layer and approximately 50 parameters.