Luca Carlone

RO
h-index64
88papers
11,685citations
Novelty58%
AI Score63

88 Papers

70.7ROJun 2
Worth Remembering: Surprise-Gated Robot Episodic Memory

Nicolas Gorlo, Derek K. Wise, Alberto Speranzon et al.

Robots solving generalist tasks need to be able to ground instructions in their past experience, since humans may refer to notable past events when giving a task (e.g., ``Take me to where the chemical spill happened yesterday''). Since memory limits make storing all past events infeasible, long-term robot memory must be selective, ideally retaining only those episodes with high utility for future tasks. However, future tasks are not typically given a priori for generalist robots. To select generically useful memories, we propose Bayesian surprise as a gating mechanism for memory formation. We present an approach to compute surprise in a semantically rich deployment-agnostic latent space provided by V-JEPA-2. Using our gated episodic memory to augment 4D scene graph-based spatial memory, we show a consistent improvement over state-of-the-art benchmarks in robot question answering, outperforming prior robot memory methods by $\geq12\%$ for temporal, spatial, and binary questions, and surpassing the performance of supervised and non-causal methods with an unsupervised causal method in event segmentation tasks.

CVJun 24, 2022Code
Optimal and Robust Category-level Perception: Object Pose and Shape Estimation from 2D and 3D Semantic Keypoints

Jingnan Shi, Heng Yang, Luca Carlone · mit

We consider a category-level perception problem, where one is given 2D or 3D sensor data picturing an object of a given category (e.g., a car), and has to reconstruct the 3D pose and shape of the object despite intra-class variability (i.e., different car models have different shapes). We consider an active shape model, where -- for an object category -- we are given a library of potential CAD models describing objects in that category, and we adopt a standard formulation where pose and shape are estimated from 2D or 3D keypoints via non-convex optimization. Our first contribution is to develop PACE3D* and PACE2D*, the first certifiably optimal solvers for pose and shape estimation using 3D and 2D keypoints, respectively. Both solvers rely on the design of tight (i.e., exact) semidefinite relaxations. Our second contribution is to develop outlier-robust versions of both solvers, named PACE3D# and PACE2D#. Towards this goal, we propose ROBIN, a general graph-theoretic framework to prune outliers, which uses compatibility hypergraphs to model measurements' compatibility. We show that in category-level perception problems these hypergraphs can be built from the winding orders of the keypoints (in 2D) or their convex hulls (in 3D), and many outliers can be filtered out via maximum hyperclique computation. The last contribution is an extensive experimental evaluation. Besides providing an ablation study on simulated datasets and on the PASCAL3D+ dataset, we combine our solver with a deep keypoint detector, and show that PACE3D# improves over the state of the art in vehicle pose estimation in the ApolloScape datasets, and its runtime is compatible with practical applications. We release our code at https://github.com/MIT-SPARK/PACE.

ROMay 22, 2022Code
Monitoring of Perception Systems: Deterministic, Probabilistic, and Learning-based Fault Detection and Identification

Pasquale Antonante, Heath Nilsen, Luca Carlone

This paper investigates runtime monitoring of perception systems. Perception is a critical component of high-integrity applications of robotics and autonomous systems, such as self-driving cars. In these applications, failure of perception systems may put human life at risk, and a broad adoption of these technologies requires the development of methodologies to guarantee and monitor safe operation. Despite the paramount importance of perception, currently there is no formal approach for system-level perception monitoring. In this paper, we formalize the problem of runtime fault detection and identification in perception systems and present a framework to model diagnostic information using a diagnostic graph. We then provide a set of deterministic, probabilistic, and learning-based algorithms that use diagnostic graphs to perform fault detection and identification. Moreover, we investigate fundamental limits and provide deterministic and probabilistic guarantees on the fault detection and identification results. We conclude the paper with an extensive experimental evaluation, which recreates several realistic failure modes in the LGSVL open-source autonomous driving simulator, and applies the proposed system monitors to a state-of-the-art autonomous driving software stack (Baidu's Apollo Auto). The results show that the proposed system monitors outperform baselines, have the potential of preventing accidents in realistic autonomous driving scenarios, and incur a negligible computational overhead.

CVSep 23, 2024Code
KISS-Matcher: Fast and Robust Point Cloud Registration Revisited

Hyungtae Lim, Daebeom Kim, Gunhee Shin et al.

While global point cloud registration systems have advanced significantly in all aspects, many studies have focused on specific components, such as feature extraction, graph-theoretic pruning, or pose solvers. In this paper, we take a holistic view on the registration problem and develop an open-source and versatile C++ library for point cloud registration, called KISS-Matcher. KISS-Matcher combines a novel feature detector, Faster-PFH, that improves over the classical fast point feature histogram (FPFH). Moreover, it adopts a $k$-core-based graph-theoretic pruning to reduce the time complexity of rejecting outlier correspondences. Finally, it combines these modules in a complete, user-friendly, and ready-to-use pipeline. As verified by extensive experiments, KISS-Matcher has superior scalability and broad applicability, achieving a substantial speed-up compared to state-of-the-art outlier-robust registration pipelines while preserving accuracy. Our code will be available at https://github.com/MIT-SPARK/KISS-Matcher.

71.0CVMay 12Code
Picasso: Holistic Scene Reconstruction with Physics-Constrained Sampling

Xihang Yu, Rajat Talak, Lorenzo Shaikewitz et al.

In the presence of occlusions and measurement noise, geometrically accurate scene reconstructions -- which fit the sensor data -- can still be physically incorrect. For instance, when estimating the poses and shapes of objects in the scene and importing the resulting estimates into a simulator, small errors might translate to implausible configurations including object interpenetration or unstable equilibrium. This makes it difficult to predict the dynamic behavior of the scene using a digital twin, an important step in simulation-based planning and control of contact-rich behaviors. In this paper, we posit that object pose and shape estimation requires reasoning holistically over the scene (instead of reasoning about each object in isolation), accounting for object interactions and physical plausibility. Towards this goal, our first contribution is Picasso, a physics-constrained reconstruction pipeline that builds multi-object scene reconstructions by considering geometry, non-penetration, and physics. Picasso relies on a fast rejection sampling method that reasons over multi-object interactions, leveraging an inferred object contact graph to guide samples. Second, we propose the Picasso dataset, a collection of 10 contact-rich real-world scenes with ground truth annotations, as well as a metric to quantify physical plausibility, which we open-source as part of our benchmark. Finally, we provide an extensive evaluation of Picasso on our newly introduced dataset and on the YCB-V dataset, and show it largely outperforms the state of the art while providing reconstructions that are both physically plausible and more aligned with human intuition.

CVOct 24, 2022
NeRF-SLAM: Real-Time Dense Monocular SLAM with Neural Radiance Fields

Antoni Rosinol, John J. Leonard, Luca Carlone

We propose a novel geometric and photometric 3D mapping pipeline for accurate and real-time scene reconstruction from monocular images. To achieve this, we leverage recent advances in dense monocular SLAM and real-time hierarchical volumetric neural radiance fields. Our insight is that dense monocular SLAM provides the right information to fit a neural radiance field of the scene in real-time, by providing accurate pose estimates and depth-maps with associated uncertainty. With our proposed uncertainty-based depth loss, we achieve not only good photometric accuracy, but also great geometric accuracy. In fact, our proposed pipeline achieves better geometric and photometric accuracy than competing approaches (up to 179% better PSNR and 86% better L1 depth), while working in real-time and using only monocular images.

AIOct 31, 2025Code
Advancing AI Challenges for the United States Department of the Air Force

Christian Prothmann, Vijay Gadepally, Jeremy Kepner et al.

The DAF-MIT AI Accelerator is a collaboration between the United States Department of the Air Force (DAF) and the Massachusetts Institute of Technology (MIT). This program pioneers fundamental advances in artificial intelligence (AI) to expand the competitive advantage of the United States in the defense and civilian sectors. In recent years, AI Accelerator projects have developed and launched public challenge problems aimed at advancing AI research in priority areas. Hallmarks of AI Accelerator challenges include large, publicly available, and AI-ready datasets to stimulate open-source solutions and engage the wider academic and private sector AI ecosystem. This article supplements our previous publication, which introduced AI Accelerator challenges. We provide an update on how ongoing and new challenges have successfully contributed to AI research and applications of AI technologies.

CVOct 3, 2022
Probabilistic Volumetric Fusion for Dense Monocular SLAM

Antoni Rosinol, John J. Leonard, Luca Carlone

We present a novel method to reconstruct 3D scenes from images by leveraging deep dense monocular SLAM and fast uncertainty propagation. The proposed approach is able to 3D reconstruct scenes densely, accurately, and in real-time while being robust to extremely noisy depth estimates coming from dense monocular SLAM. Differently from previous approaches, that either use ad-hoc depth filters, or that estimate the depth uncertainty from RGB-D cameras' sensor models, our probabilistic depth uncertainty derives directly from the information matrix of the underlying bundle adjustment problem in SLAM. We show that the resulting depth uncertainty provides an excellent signal to weight the depth-maps for volumetric fusion. Without our depth uncertainty, the resulting mesh is noisy and with artifacts, while our approach generates an accurate 3D mesh with significantly fewer artifacts. We provide results on the challenging Euroc dataset, and show that our approach achieves 92% better accuracy than directly fusing depths from monocular SLAM, and up to 90% improvements compared to the best competing approach.

MLAug 22, 2022
Estimation Contracts for Outlier-Robust Geometric Perception

Luca Carlone

Outlier-robust estimation is a fundamental problem and has been extensively investigated by statisticians and practitioners. The last few years have seen a convergence across research fields towards "algorithmic robust statistics", which focuses on developing tractable outlier-robust techniques for high-dimensional estimation problems. Despite this convergence, research efforts across fields have been mostly disconnected from one another. This monograph bridges recent work on certifiable outlier-robust estimation for geometric perception in robotics and computer vision with parallel work in robust statistics. In particular, we adapt and extend recent results on robust linear regression (applicable to the low-outlier regime with << 50% outliers) and list-decodable regression (applicable to the high-outlier regime with >> 50% outliers) to the setup commonly found in robotics and vision, where (i) variables (e.g., rotations, poses) belong to a non-convex domain, (ii) measurements are vector-valued, and (iii) the number of outliers is not known a priori. The emphasis here is on performance guarantees: rather than proposing radically new algorithms, we provide conditions on the input measurements under which modern estimation algorithms (possibly after small modifications) are guaranteed to recover an estimate close to the ground truth in the presence of outliers. These conditions are what we call an "estimation contract". Besides the proposed extensions of existing results, we believe the main contributions of this monograph are (i) to unify parallel research lines by pointing out commonalities and differences, (ii) to introduce advanced material (e.g., sum-of-squares proofs) in an accessible and self-contained presentation for the practitioner, and (iii) to point out a few immediate opportunities and open questions in outlier-robust geometric perception.

CVJun 22, 2022
Certifiable 3D Object Pose Estimation: Foundations, Learning Models, and Self-Training

Rajat Talak, Lisa Peng, Luca Carlone

We consider a certifiable object pose estimation problem, where -- given a partial point cloud of an object -- the goal is to not only estimate the object pose, but also to provide a certificate of correctness for the resulting estimate. Our first contribution is a general theory of certification for end-to-end perception models. In particular, we introduce the notion of $ζ$-correctness, which bounds the distance between an estimate and the ground truth. We show that $ζ$-correctness can be assessed by implementing two certificates: (i) a certificate of observable correctness, that asserts if the model output is consistent with the input data and prior information, (ii) a certificate of non-degeneracy, that asserts whether the input data is sufficient to compute a unique estimate. Our second contribution is to apply this theory and design a new learning-based certifiable pose estimator. We propose C-3PO, a semantic-keypoint-based pose estimation model, augmented with the two certificates, to solve the certifiable pose estimation problem. C-3PO also includes a keypoint corrector, implemented as a differentiable optimization layer, that can correct large detection errors (e.g. due to the sim-to-real gap). Our third contribution is a novel self-supervised training approach that uses our certificate of observable correctness to provide the supervisory signal to C-3PO during training. In it, the model trains only on the observably correct input-output pairs, in each training iteration. As training progresses, we see that the observably correct input-output pairs grow, eventually reaching near 100% in many cases. Our experiments show that (i) standard semantic-keypoint-based methods outperform more recent alternatives, (ii) C-3PO further improves performance and significantly outperforms all the baselines, and (iii) C-3PO's certificates are able to discern correct pose estimates.

CVFeb 16, 2023
Vision-Based Terrain Relative Navigation on High-Altitude Balloon and Sub-Orbital Rocket

Dominic Maggio, Courtney Mario, Brett Streetman et al.

We present an experimental analysis on the use of a camera-based approach for high-altitude navigation by associating mapped landmarks from a satellite image database to camera images, and by leveraging inertial sensors between camera frames. We evaluate performance of both a sideways-tilted and downward-facing camera on data collected from a World View Enterprises high-altitude balloon with data beginning at an altitude of 33 km and descending to near ground level (4.5 km) with 1.5 hours of flight time. We demonstrate less than 290 meters of average position error over a trajectory of more than 150 kilometers. In addition to showing performance across a range of altitudes, we also demonstrate the robustness of the Terrain Relative Navigation (TRN) method to rapid rotations of the balloon, in some cases exceeding 20 degrees per second, and to camera obstructions caused by both cloud coverage and cords swaying underneath the balloon. Additionally, we evaluate performance on data collected by two cameras inside the capsule of Blue Origin's New Shepard rocket on payload flight NS-23, traveling at speeds up to 880 km/hr, and demonstrate less than 55 meters of average position error.

CVFeb 12, 2023
A Correct-and-Certify Approach to Self-Supervise Object Pose Estimators via Ensemble Self-Training

Jingnan Shi, Rajat Talak, Dominic Maggio et al.

Real-world robotics applications demand object pose estimation methods that work reliably across a variety of scenarios. Modern learning-based approaches require large labeled datasets and tend to perform poorly outside the training domain. Our first contribution is to develop a robust corrector module that corrects pose estimates using depth information, thus enabling existing methods to better generalize to new test domains; the corrector operates on semantic keypoints (but is also applicable to other pose estimators) and is fully differentiable. Our second contribution is an ensemble self-training approach that simultaneously trains multiple pose estimators in a self-supervised manner. Our ensemble self-training architecture uses the robust corrector to refine the output of each pose estimator; then, it evaluates the quality of the outputs using observable correctness certificates; finally, it uses the observably correct outputs for further training, without requiring external supervision. As an additional contribution, we propose small improvements to a regression-based keypoint detection architecture, to enhance its robustness to outliers; these improvements include a robust pooling scheme and a robust centroid computation. Experiments on the YCBV and TLESS datasets show the proposed ensemble self-training outperforms fully supervised baselines while not requiring 3D annotations on real data.

ROJun 9, 2022
Extracting Zero-shot Common Sense from Large Language Models for Robot 3D Scene Understanding

William Chen, Siyi Hu, Rajat Talak et al.

Semantic 3D scene understanding is a problem of critical importance in robotics. While significant advances have been made in simultaneous localization and mapping algorithms, robots are still far from having the common sense knowledge about household objects and their locations of an average human. We introduce a novel method for leveraging common sense embedded within large language models for labelling rooms given the objects contained within. This algorithm has the added benefits of (i) requiring no task-specific pre-training (operating entirely in the zero-shot regime) and (ii) generalizing to arbitrary room and object labels, including previously-unseen ones -- both of which are highly desirable traits in robotic scene understanding algorithms. The proposed algorithm operates on 3D scene graphs produced by modern spatial perception systems, and we hope it will pave the way to more generalizable and scalable high-level 3D scene understanding for robotics.

88.6ROMay 25
FOUND-IT: Foundation-model-first Task-driven 3D Scene Graphs with Granularity on Demand

Dominic Maggio, Nicolas Gorlo, Luca Carlone

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.

CVSep 10, 2024
Test-Time Certifiable Self-Supervision to Bridge the Sim2Real Gap in Event-Based Satellite Pose Estimation

Mohsi Jawaid, Rajat Talak, Yasir Latif et al.

Deep learning plays a critical role in vision-based satellite pose estimation. However, the scarcity of real data from the space environment means that deep models need to be trained using synthetic data, which raises the Sim2Real domain gap problem. A major cause of the Sim2Real gap are novel lighting conditions encountered during test time. Event sensors have been shown to provide some robustness against lighting variations in vision-based pose estimation. However, challenging lighting conditions due to strong directional light can still cause undesirable effects in the output of commercial off-the-shelf event sensors, such as noisy/spurious events and inhomogeneous event densities on the object. Such effects are non-trivial to simulate in software, thus leading to Sim2Real gap in the event domain. To close the Sim2Real gap in event-based satellite pose estimation, the paper proposes a test-time self-supervision scheme with a certifier module. Self-supervision is enabled by an optimisation routine that aligns a dense point cloud of the predicted satellite pose with the event data to attempt to rectify the inaccurately estimated pose. The certifier attempts to verify the corrected pose, and only certified test-time inputs are backpropagated via implicit differentiation to refine the predicted landmarks, thus improving the pose estimates and closing the Sim2Real gap. Results show that the our method outperforms established test-time adaptation schemes.

86.3CVMay 23
Understanding the Impact of Geometric Foundation Models on Vision-Language-Action Models

Yurou Yang, Muyuan Lin, Roberto Martin-Martin et al.

Recent work explores new opportunities at the intersection of vision-language-action models (VLAs) and geometric foundation models (GFMs) for 3D reconstruction, such as VGGT. While the resulting geometric VLAs often show improved performance, it remains unclear (i) if modern VLAs already have sufficient geometric understanding to start with, (ii) what is the best architecture to inject geometric understanding into a VLA, and (iii) what is the effect of other design choices that affect geometric VLAs. In this paper we provide a rigorous experimental analysis to shed light on these questions, for a specific choice of VLA (GR00T-N1.5) and GFM (VGGT). Our first contribution is to formalize prior work's intuition that current VLAs lack geometric understanding, by providing a rigorous analysis based on linear probing. The analysis quantifies, for the first time, the "geometric gap" between VLAs and GFMs. Our second contribution is to identify and compare different strategies to bridge GFMs with VLAs. We implement three different architectures, which differ in the way they inject geometry in the VLA, while keeping low-level implementation details as similar as possible, to ensure a fair comparison. Finally, we analyze the impact of non-architectural choices (e.g., training data, number of cameras, reconstruction quality) on the performance of the geometric VLAs.

RONov 26, 2025Code
Uncertainty Quantification for Visual Object Pose Estimation

Lorenzo Shaikewitz, Charis Georgiou, Luca Carlone

Quantifying the uncertainty of an object's pose estimate is essential for robust control and planning. Although pose estimation is a well-studied robotics problem, attaching statistically rigorous uncertainty is not well understood without strict distributional assumptions. We develop distribution-free pose uncertainty bounds about a given pose estimate in the monocular setting. Our pose uncertainty only requires high probability noise bounds on pixel detections of 2D semantic keypoints on a known object. This noise model induces an implicit, non-convex set of pose uncertainty constraints. Our key contribution is SLUE (S-Lemma Uncertainty Estimation), a convex program to reduce this set to a single ellipsoidal uncertainty bound that is guaranteed to contain the true object pose with high probability. SLUE solves a relaxation of the minimum volume bounding ellipsoid problem inspired by the celebrated S-lemma. It requires no initial guess of the bound's shape or size and is guaranteed to contain the true object pose with high probability. For tighter uncertainty bounds at the same confidence, we extend SLUE to a sum-of-squares relaxation hierarchy which is guaranteed to converge to the minimum volume ellipsoidal uncertainty bound for a given set of keypoint constraints. We show this pose uncertainty bound can easily be projected to independent translation and axis-angle orientation bounds. We evaluate SLUE on two pose estimation datasets and a real-world drone tracking scenario. Compared to prior work, SLUE generates substantially smaller translation bounds and competitive orientation bounds. We release code at https://github.com/MIT-SPARK/PoseUncertaintySets.

79.5CVMar 27
Gaussian Mapping for Evolving Scenes

Vladimir Yugay, Thies Kersten, Luca Carlone et al.

Mapping systems with novel view synthesis (NVS) capabilities, most notably 3D Gaussian Splatting (3DGS), are widely used in computer vision, as well as in various applications, including augmented reality, robotics, and autonomous driving. However, many current approaches are limited to static scenes. While recent works have begun addressing short-term dynamics (motion within the camera's view), long-term dynamics (the scene evolving through changes out of view) remain less explored. To overcome this limitation, we introduce a dynamic scene adaptation mechanism to continuously update 3DGS to reflect the latest changes. Since maintaining consistency remains challenging due to stale observations disrupting the reconstruction process, we further propose a novel keyframe management mechanism that discards outdated observations while preserving as much information as possible. We thoroughly evaluate Gaussian Mapping for Evolving Scenes (GaME) on both synthetic and real-world datasets, achieving a 29.7% improvement in PSNR and a 3 times improvement in L1 depth error over the most competitive baseline.

ROSep 12, 2022
Leveraging Large (Visual) Language Models for Robot 3D Scene Understanding

William Chen, Siyi Hu, Rajat Talak et al.

Abstract semantic 3D scene understanding is a problem of critical importance in robotics. As robots still lack the common-sense knowledge about household objects and locations of an average human, we investigate the use of pre-trained language models to impart common sense for scene understanding. We introduce and compare a wide range of scene classification paradigms that leverage language only (zero-shot, embedding-based, and structured-language) or vision and language (zero-shot and fine-tuned). We find that the best approaches in both categories yield $\sim 70\%$ room classification accuracy, exceeding the performance of pure-vision and graph classifiers. We also find such methods demonstrate notable generalization and transfer capabilities stemming from their use of language.

CVJan 27
VGGT-SLAM 2.0: Real time Dense Feed-forward Scene Reconstruction

Dominic Maggio, Luca Carlone

We present VGGT-SLAM 2.0, a real time RGB feed-forward SLAM system which substantially improves upon VGGT-SLAM for incrementally aligning submaps created from VGGT. Firstly, we remove high-dimensional 15-degree-of-freedom drift and planar degeneracy from VGGT-SLAM by creating a new factor graph design while still addressing the reconstruction ambiguity of VGGT given unknown camera intrinsics. Secondly, by studying the attention layers of VGGT, we show that one of the layers is well suited to assist in image retrieval verification for free without additional training, which enables both rejecting false positive matches and allows for completing more loop closures. Finally, we conduct a suite of experiments which includes showing VGGT-SLAM 2.0 can easily be adapted for open-set object detection and demonstrating real time performance while running online onboard a ground robot using a Jetson Thor. We also test in environments ranging from cluttered indoor apartments and office scenes to a 4,200 square foot barn, and we also demonstrate VGGT-SLAM 2.0 achieves the highest accuracy on the TUM dataset with about 23 percent less pose error than VGGT-SLAM. Code will be released upon publication.

73.3ROMar 30
Pandora: Articulated 3D Scene Graphs from Egocentric Vision

Alan Yu, Yun Chang, Christopher Xie et al.

Robotic mapping systems typically approach building metric-semantic scene representations from the robot's own sensors and cameras. However, these "first person" maps inherit the robot's own limitations due to its embodiment or skillset, which may leave many aspects of the environment unexplored. For example, the robot might not be able to open drawers or access wall cabinets. In this sense, the map representation is not as complete, and requires a more capable robot to fill in the gaps. We narrow these blind spots in current methods by leveraging egocentric data captured as a human naturally explores a scene wearing Project Aria glasses, giving a way to directly transfer knowledge about articulation from the human to any deployable robot. We demonstrate that, by using simple heuristics, we can leverage egocentric data to recover models of articulate object parts, with quality comparable to those of state-of-the-art methods based on other input modalities. We also show how to integrate these models into 3D scene graph representations, leading to a better understanding of object dynamics and object-container relationships. We finally demonstrate that these articulated 3D scene graphs enhance a robot's ability to perform mobile manipulation tasks, showcasing an application where a Boston Dynamics Spot is tasked with retrieving concealed target items, given only the 3D scene graph as input.

CVMar 11, 2025Code
BUFFER-X: Towards Zero-Shot Point Cloud Registration in Diverse Scenes

Minkyun Seo, Hyungtae Lim, Kanghee Lee et al.

Recent advances in deep learning-based point cloud registration have improved generalization, yet most methods still require retraining or manual parameter tuning for each new environment. In this paper, we identify three key factors limiting generalization: (a) reliance on environment-specific voxel size and search radius, (b) poor out-of-domain robustness of learning-based keypoint detectors, and (c) raw coordinate usage, which exacerbates scale discrepancies. To address these issues, we present a zero-shot registration pipeline called BUFFER-X by (a) adaptively determining voxel size/search radii, (b) using farthest point sampling to bypass learned detectors, and (c) leveraging patch-wise scale normalization for consistent coordinate bounds. In particular, we present a multi-scale patch-based descriptor generation and a hierarchical inlier search across scales to improve robustness in diverse scenes. We also propose a novel generalizability benchmark using 11 datasets that cover various indoor/outdoor scenarios and sensor modalities, demonstrating that BUFFER-X achieves substantial generalization without prior information or manual parameter tuning for the test datasets. Our code is available at https://github.com/MIT-SPARK/BUFFER-X.

ROSep 23, 2025Code
Category-Level Object Shape and Pose Estimation in Less Than a Millisecond

Lorenzo Shaikewitz, Tim Nguyen, Luca Carlone

Object shape and pose estimation is a foundational robotics problem, supporting tasks from manipulation to scene understanding and navigation. We present a fast local solver for shape and pose estimation which requires only category-level object priors and admits an efficient certificate of global optimality. Given an RGB-D image of an object, we use a learned front-end to detect sparse, category-level semantic keypoints on the target object. We represent the target object's unknown shape using a linear active shape model and pose a maximum a posteriori optimization problem to solve for position, orientation, and shape simultaneously. Expressed in unit quaternions, this problem admits first-order optimality conditions in the form of an eigenvalue problem with eigenvector nonlinearities. Our primary contribution is to solve this problem efficiently with self-consistent field iteration, which only requires computing a 4-by-4 matrix and finding its minimum eigenvalue-vector pair at each iterate. Solving a linear system for the corresponding Lagrange multipliers gives a simple global optimality certificate. One iteration of our solver runs in about 100 microseconds, enabling fast outlier rejection. We test our method on synthetic data and a variety of real-world settings, including two public datasets and a drone tracking scenario. Code is released at https://github.com/MIT-SPARK/Fast-ShapeAndPose.

CVMar 7, 2025Code
Bayesian Fields: Task-driven Open-Set Semantic Gaussian Splatting

Dominic Maggio, Luca Carlone

Open-set semantic mapping requires (i) determining the correct granularity to represent the scene (e.g., how should objects be defined), and (ii) fusing semantic knowledge across multiple 2D observations into an overall 3D reconstruction -ideally with a high-fidelity yet low-memory footprint. While most related works bypass the first issue by grouping together primitives with similar semantics (according to some manually tuned threshold), we recognize that the object granularity is task-dependent, and develop a task-driven semantic mapping approach. To address the second issue, current practice is to average visual embedding vectors over multiple views. Instead, we show the benefits of using a probabilistic approach based on the properties of the underlying visual-language foundation model, and leveraging Bayesian updating to aggregate multiple observations of the scene. The result is Bayesian Fields, a task-driven and probabilistic approach for open-set semantic mapping. To enable high-fidelity objects and a dense scene representation, Bayesian Fields uses 3D Gaussians which we cluster into task-relevant objects, allowing for both easy 3D object extraction and reduced memory usage. We release Bayesian Fields open-source at https: //github.com/MIT-SPARK/Bayesian-Fields.

LGDec 31, 2024Code
Outlier-Robust Training of Machine Learning Models

Rajat Talak, Charis Georgiou, Jingnan Shi et al.

Robust training of machine learning models in the presence of outliers has garnered attention across various domains. The use of robust losses is a popular approach and is known to mitigate the impact of outliers. We bring to light two literatures that have diverged in their ways of designing robust losses: one using M-estimation, which is popular in robotics and computer vision, and another using a risk-minimization framework, which is popular in deep learning. We first show that a simple modification of the Black-Rangarajan duality provides a unifying view. The modified duality brings out a definition of a robust loss kernel $σ$ that is satisfied by robust losses in both the literatures. Secondly, using the modified duality, we propose an Adaptive Alternation Algorithm (AAA) for training machine learning models with outliers. The algorithm iteratively trains the model by using a weighted version of the non-robust loss, while updating the weights at each iteration. The algorithm is augmented with a novel parameter update rule by interpreting the weights as inlier probabilities, and obviates the need for complex parameter tuning. Thirdly, we investigate convergence of the adaptive alternation algorithm to outlier-free optima. Considering arbitrary outliers (i.e., with no distributional assumption on the outliers), we show that the use of robust loss kernels σ increases the region of convergence. We experimentally show the efficacy of our algorithm on regression, classification, and neural scene reconstruction problems. We release our implementation code: https://github.com/MIT-SPARK/ORT.

ROJan 18, 2021Code
Kimera: from SLAM to Spatial Perception with 3D Dynamic Scene Graphs

Antoni Rosinol, Andrew Violette, Marcus Abate et al.

Humans are able to form a complex mental model of the environment they move in. This mental model captures geometric and semantic aspects of the scene, describes the environment at multiple levels of abstractions (e.g., objects, rooms, buildings), includes static and dynamic entities and their relations (e.g., a person is in a room at a given time). In contrast, current robots' internal representations still provide a partial and fragmented understanding of the environment, either in the form of a sparse or dense set of geometric primitives (e.g., points, lines, planes, voxels) or as a collection of objects. This paper attempts to reduce the gap between robot and human perception by introducing a novel representation, a 3D Dynamic Scene Graph(DSG), that seamlessly captures metric and semantic aspects of a dynamic environment. A DSG is a layered graph where nodes represent spatial concepts at different levels of abstraction, and edges represent spatio-temporal relations among nodes. Our second contribution is Kimera, the first fully automatic method to build a DSG from visual-inertial data. Kimera includes state-of-the-art techniques for visual-inertial SLAM, metric-semantic 3D reconstruction, object localization, human pose and shape estimation, and scene parsing. Our third contribution is a comprehensive evaluation of Kimera in real-life datasets and photo-realistic simulations, including a newly released dataset, uHumans2, which simulates a collection of crowded indoor and outdoor scenes. Our evaluation shows that Kimera achieves state-of-the-art performance in visual-inertial SLAM, estimates an accurate 3D metric-semantic mesh model in real-time, and builds a DSG of a complex indoor environment with tens of objects and humans in minutes. Our final contribution shows how to use a DSG for real-time hierarchical semantic path-planning. The core modules in Kimera are open-source.

ROOct 6, 2019Code
Kimera: an Open-Source Library for Real-Time Metric-Semantic Localization and Mapping

Antoni Rosinol, Marcus Abate, Yun Chang et al.

We provide an open-source C++ library for real-time metric-semantic visual-inertial Simultaneous Localization And Mapping (SLAM). The library goes beyond existing visual and visual-inertial SLAM libraries (e.g., ORB-SLAM, VINS- Mono, OKVIS, ROVIO) by enabling mesh reconstruction and semantic labeling in 3D. Kimera is designed with modularity in mind and has four key components: a visual-inertial odometry (VIO) module for fast and accurate state estimation, a robust pose graph optimizer for global trajectory estimation, a lightweight 3D mesher module for fast mesh reconstruction, and a dense 3D metric-semantic reconstruction module. The modules can be run in isolation or in combination, hence Kimera can easily fall back to a state-of-the-art VIO or a full SLAM system. Kimera runs in real-time on a CPU and produces a 3D metric-semantic mesh from semantically labeled images, which can be obtained by modern deep learning methods. We hope that the flexibility, computational efficiency, robustness, and accuracy afforded by Kimera will build a solid basis for future metric-semantic SLAM and perception research, and will allow researchers across multiple areas (e.g., VIO, SLAM, 3D reconstruction, segmentation) to benchmark and prototype their own efforts without having to start from scratch.

ROSep 26, 2019Code
DOOR-SLAM: Distributed, Online, and Outlier Resilient SLAM for Robotic Teams

Pierre-Yves Lajoie, Benjamin Ramtoula, Yun Chang et al.

To achieve collaborative tasks, robots in a team need to have a shared understanding of the environment and their location within it. Distributed Simultaneous Localization and Mapping (SLAM) offers a practical solution to localize the robots without relying on an external positioning system (e.g. GPS) and with minimal information exchange. Unfortunately, current distributed SLAM systems are vulnerable to perception outliers and therefore tend to use very conservative parameters for inter-robot place recognition. However, being too conservative comes at the cost of rejecting many valid loop closure candidates, which results in less accurate trajectory estimates. This paper introduces DOOR-SLAM, a fully distributed SLAM system with an outlier rejection mechanism that can work with less conservative parameters. DOOR-SLAM is based on peer-to-peer communication and does not require full connectivity among the robots. DOOR-SLAM includes two key modules: a pose graph optimizer combined with a distributed pairwise consistent measurement set maximization algorithm to reject spurious inter-robot loop closures; and a distributed SLAM front-end that detects inter-robot loop closures without exchanging raw sensor data. The system has been evaluated in simulations, benchmarking datasets, and field experiments, including tests in GPS-denied subterranean environments. DOOR-SLAM produces more inter-robot loop closures, successfully rejects outliers, and results in accurate trajectory estimates, while requiring low communication bandwidth. Full source code is available at https://github.com/MISTLab/DOOR-SLAM.git.

RODec 18, 2023
Indoor and Outdoor 3D Scene Graph Generation via Language-Enabled Spatial Ontologies

Jared Strader, Nathan Hughes, William Chen et al.

This paper proposes an approach to build 3D scene graphs in arbitrary indoor and outdoor environments. Such extension is challenging; the hierarchy of concepts that describe an outdoor environment is more complex than for indoors, and manually defining such hierarchy is time-consuming and does not scale. Furthermore, the lack of training data prevents the straightforward application of learning-based tools used in indoor settings. To address these challenges, we propose two novel extensions. First, we develop methods to build a spatial ontology defining concepts and relations relevant for indoor and outdoor robot operation. In particular, we use a Large Language Model (LLM) to build such an ontology, thus largely reducing the amount of manual effort required. Second, we leverage the spatial ontology for 3D scene graph construction using Logic Tensor Networks (LTN) to add logical rules, or axioms (e.g., "a beach contains sand"), which provide additional supervisory signals at training time thus reducing the need for labelled data, providing better predictions, and even allowing predicting concepts unseen at training time. We test our approach in a variety of datasets, including indoor, rural, and coastal environments, and show that it leads to a significant increase in the quality of the 3D scene graph generation with sparsely annotated data.

CVMay 18, 2025
VGGT-SLAM: Dense RGB SLAM Optimized on the SL(4) Manifold

Dominic Maggio, Hyungtae Lim, Luca Carlone

We present VGGT-SLAM, a dense RGB SLAM system constructed by incrementally and globally aligning submaps created from the feed-forward scene reconstruction approach VGGT using only uncalibrated monocular cameras. While related works align submaps using similarity transforms (i.e., translation, rotation, and scale), we show that such approaches are inadequate in the case of uncalibrated cameras. In particular, we revisit the idea of reconstruction ambiguity, where given a set of uncalibrated cameras with no assumption on the camera motion or scene structure, the scene can only be reconstructed up to a 15-degrees-of-freedom projective transformation of the true geometry. This inspires us to recover a consistent scene reconstruction across submaps by optimizing over the SL(4) manifold, thus estimating 15-degrees-of-freedom homography transforms between sequential submaps while accounting for potential loop closure constraints. As verified by extensive experiments, we demonstrate that VGGT-SLAM achieves improved map quality using long video sequences that are infeasible for VGGT due to its high GPU requirements.

ROFeb 16, 2024
Multi-Model 3D Registration: Finding Multiple Moving Objects in Cluttered Point Clouds

David Jin, Sushrut Karmalkar, Harry Zhang et al.

We investigate a variation of the 3D registration problem, named multi-model 3D registration. In the multi-model registration problem, we are given two point clouds picturing a set of objects at different poses (and possibly including points belonging to the background) and we want to simultaneously reconstruct how all objects moved between the two point clouds. This setup generalizes standard 3D registration where one wants to reconstruct a single pose, e.g., the motion of the sensor picturing a static scene. Moreover, it provides a mathematically grounded formulation for relevant robotics applications, e.g., where a depth sensor onboard a robot perceives a dynamic scene and has the goal of estimating its own motion (from the static portion of the scene) while simultaneously recovering the motion of all dynamic objects. We assume a correspondence-based setup where we have putative matches between the two point clouds and consider the practical case where these correspondences are plagued with outliers. We then propose a simple approach based on Expectation-Maximization (EM) and establish theoretical conditions under which the EM approach converges to the ground truth. We evaluate the approach in simulated and real datasets ranging from table-top scenes to self-driving scenarios and demonstrate its effectiveness when combined with state-of-the-art scene flow methods to establish dense correspondences.

ROJun 9, 2025
Language-Grounded Hierarchical Planning and Execution with Multi-Robot 3D Scene Graphs

Jared Strader, Aaron Ray, Jacob Arkin et al.

In this paper, we introduce a multi-robot system that integrates mapping, localization, and task and motion planning (TAMP) enabled by 3D scene graphs to execute complex instructions expressed in natural language. Our system builds a shared 3D scene graph incorporating an open-set object-based map, which is leveraged for multi-robot 3D scene graph fusion. This representation supports real-time, view-invariant relocalization (via the object-based map) and planning (via the 3D scene graph), allowing a team of robots to reason about their surroundings and execute complex tasks. Additionally, we introduce a planning approach that translates operator intent into Planning Domain Definition Language (PDDL) goals using a Large Language Model (LLM) by leveraging context from the shared 3D scene graph and robot capabilities. We provide an experimental assessment of the performance of our system on real-world tasks in large-scale, outdoor environments. A supplementary video is available at https://youtu.be/8xbGGOLfLAY.

CVDec 2, 2024
CRISP: Object Pose and Shape Estimation with Test-Time Adaptation

Jingnan Shi, Rajat Talak, Harry Zhang et al.

We consider the problem of estimating object pose and shape from an RGB-D image. Our first contribution is to introduce CRISP, a category-agnostic object pose and shape estimation pipeline. The pipeline implements an encoder-decoder model for shape estimation. It uses FiLM-conditioning for implicit shape reconstruction and a DPT-based network for estimating pose-normalized points for pose estimation. As a second contribution, we propose an optimization-based pose and shape corrector that can correct estimation errors caused by a domain gap. Observing that the shape decoder is well behaved in the convex hull of known shapes, we approximate the shape decoder with an active shape model, and show that this reduces the shape correction problem to a constrained linear least squares problem, which can be solved efficiently by an interior point algorithm. Third, we introduce a self-training pipeline to perform self-supervised domain adaptation of CRISP. The self-training is based on a correct-and-certify approach, which leverages the corrector to generate pseudo-labels at test time, and uses them to self-train CRISP. We demonstrate CRISP (and the self-training) on YCBV, SPE3R, and NOCS datasets. CRISP shows high performance on all the datasets. Moreover, our self-training is capable of bridging a large domain gap. Finally, CRISP also shows an ability to generalize to unseen objects. Code and pre-trained models will be available on https://web.mit.edu/sparklab/research/crisp_object_pose_shape/.

ROApr 9, 2025
ASHiTA: Automatic Scene-grounded HIerarchical Task Analysis

Yun Chang, Leonor Fermoselle, Duy Ta et al.

While recent work in scene reconstruction and understanding has made strides in grounding natural language to physical 3D environments, it is still challenging to ground abstract, high-level instructions to a 3D scene. High-level instructions might not explicitly invoke semantic elements in the scene, and even the process of breaking a high-level task into a set of more concrete subtasks, a process called hierarchical task analysis, is environment-dependent. In this work, we propose ASHiTA, the first framework that generates a task hierarchy grounded to a 3D scene graph by breaking down high-level tasks into grounded subtasks. ASHiTA alternates LLM-assisted hierarchical task analysis, to generate the task breakdown, with task-driven 3D scene graph construction to generate a suitable representation of the environment. Our experiments show that ASHiTA performs significantly better than LLM baselines in breaking down high-level tasks into environment-dependent subtasks and is additionally able to achieve grounding performance comparable to state-of-the-art methods.

ROJul 15, 2025
A Roadmap for Climate-Relevant Robotics Research

Alan Papalia, Charles Dawson, Laurentiu L. Anton et al. · mit

Climate change is one of the defining challenges of the 21st century, and many in the robotics community are looking for ways to contribute. This paper presents a roadmap for climate-relevant robotics research, identifying high-impact opportunities for collaboration between roboticists and experts across climate domains such as energy, the built environment, transportation, industry, land use, and Earth sciences. These applications include problems such as energy systems optimization, construction, precision agriculture, building envelope retrofits, autonomous trucking, and large-scale environmental monitoring. Critically, we include opportunities to apply not only physical robots but also the broader robotics toolkit - including planning, perception, control, and estimation algorithms - to climate-relevant problems. A central goal of this roadmap is to inspire new research directions and collaboration by highlighting specific, actionable problems at the intersection of robotics and climate. This work represents a collaboration between robotics researchers and domain experts in various climate disciplines, and it serves as an invitation to the robotics community to bring their expertise to bear on urgent climate priorities.

CVOct 18, 2025
Structured Interfaces for Automated Reasoning with 3D Scene Graphs

Aaron Ray, Jacob Arkin, Harel Biggie et al.

In order to provide a robot with the ability to understand and react to a user's natural language inputs, the natural language must be connected to the robot's underlying representations of the world. Recently, large language models (LLMs) and 3D scene graphs (3DSGs) have become a popular choice for grounding natural language and representing the world. In this work, we address the challenge of using LLMs with 3DSGs to ground natural language. Existing methods encode the scene graph as serialized text within the LLM's context window, but this encoding does not scale to large or rich 3DSGs. Instead, we propose to use a form of Retrieval Augmented Generation to select a subset of the 3DSG relevant to the task. We encode a 3DSG in a graph database and provide a query language interface (Cypher) as a tool to the LLM with which it can retrieve relevant data for language grounding. We evaluate our approach on instruction following and scene question-answering tasks and compare against baseline context window and code generation methods. Our results show that using Cypher as an interface to 3D scene graphs scales significantly better to large, rich graphs on both local and cloud-based models. This leads to large performance improvements in grounded language tasks while also substantially reducing the token count of the scene graph content. A video supplement is available at https://www.youtube.com/watch?v=zY_YI9giZSA.

CVOct 17, 2025
H2OFlow: Grounding Human-Object Affordances with 3D Generative Models and Dense Diffused Flows

Harry Zhang, Luca Carlone

Understanding how humans interact with the surrounding environment, and specifically reasoning about object interactions and affordances, is a critical challenge in computer vision, robotics, and AI. Current approaches often depend on labor-intensive, hand-labeled datasets capturing real-world or simulated human-object interaction (HOI) tasks, which are costly and time-consuming to produce. Furthermore, most existing methods for 3D affordance understanding are limited to contact-based analysis, neglecting other essential aspects of human-object interactions, such as orientation (\eg, humans might have a preferential orientation with respect certain objects, such as a TV) and spatial occupancy (\eg, humans are more likely to occupy certain regions around an object, like the front of a microwave rather than its back). To address these limitations, we introduce \emph{H2OFlow}, a novel framework that comprehensively learns 3D HOI affordances -- encompassing contact, orientation, and spatial occupancy -- using only synthetic data generated from 3D generative models. H2OFlow employs a dense 3D-flow-based representation, learned through a dense diffusion process operating on point clouds. This learned flow enables the discovery of rich 3D affordances without the need for human annotations. Through extensive quantitative and qualitative evaluations, we demonstrate that H2OFlow generalizes effectively to real-world objects and surpasses prior methods that rely on manual annotations or mesh-based representations in modeling 3D affordance.

ROJul 1, 2025
Box Pose and Shape Estimation and Domain Adaptation for Large-Scale Warehouse Automation

Xihang Yu, Rajat Talak, Jingnan Shi et al.

Modern warehouse automation systems rely on fleets of intelligent robots that generate vast amounts of data -- most of which remains unannotated. This paper develops a self-supervised domain adaptation pipeline that leverages real-world, unlabeled data to improve perception models without requiring manual annotations. Our work focuses specifically on estimating the pose and shape of boxes and presents a correct-and-certify pipeline for self-supervised box pose and shape estimation. We extensively evaluate our approach across a range of simulated and real industrial settings, including adaptation to a large-scale real-world dataset of 50,000 images. The self-supervised model significantly outperforms models trained solely in simulation and shows substantial improvements over a zero-shot 3D bounding box estimation baseline.

CVDec 11, 2024
CUPS: Improving Human Pose-Shape Estimators with Conformalized Deep Uncertainty

Harry Zhang, Luca Carlone

We introduce CUPS, a novel method for learning sequence-to-sequence 3D human shapes and poses from RGB videos with uncertainty quantification. To improve on top of prior work, we develop a method to generate and score multiple hypotheses during training, effectively integrating uncertainty quantification into the learning process. This process results in a deep uncertainty function that is trained end-to-end with the 3D pose estimator. Post-training, the learned deep uncertainty model is used as the conformity score, which can be used to calibrate a conformal predictor in order to assess the quality of the output prediction. Since the data in human pose-shape learning is not fully exchangeable, we also present two practical bounds for the coverage gap in conformal prediction, developing theoretical backing for the uncertainty bound of our model. Our results indicate that by taking advantage of deep uncertainty with conformal prediction, our method achieves state-of-the-art performance across various metrics and datasets while inheriting the probabilistic guarantees of conformal prediction.

ROJan 31, 2022
Hydra: A Real-time Spatial Perception System for 3D Scene Graph Construction and Optimization

Nathan Hughes, Yun Chang, Luca Carlone

3D scene graphs have recently emerged as a powerful high-level representation of 3D environments. A 3D scene graph describes the environment as a layered graph where nodes represent spatial concepts at multiple levels of abstraction and edges represent relations between concepts. While 3D scene graphs can serve as an advanced "mental model" for robots, how to build such a rich representation in real-time is still uncharted territory. This paper describes a real-time Spatial Perception System, a suite of algorithms to build a 3D scene graph from sensor data in real-time. Our first contribution is to develop real-time algorithms to incrementally construct the layers of a scene graph as the robot explores the environment; these algorithms build a local Euclidean Signed Distance Function (ESDF) around the current robot location, extract a topological map of places from the ESDF, and then segment the places into rooms using an approach inspired by community-detection techniques. Our second contribution is to investigate loop closure detection and optimization in 3D scene graphs. We show that 3D scene graphs allow defining hierarchical descriptors for loop closure detection; our descriptors capture statistics across layers in the scene graph, ranging from low-level visual appearance to summary statistics about objects and places. We then propose the first algorithm to optimize a 3D scene graph in response to loop closures; our approach relies on embedded deformation graphs to simultaneously correct all layers of the scene graph. We implement the proposed Spatial Perception System into a architecture named Hydra, that combines fast early and mid-level perception processes with slower high-level perception. We evaluate Hydra on simulated and real data and show it is able to reconstruct 3D scene graphs with an accuracy comparable with batch offline methods despite running online.

ROSep 25, 2021
Beyond Robustness: A Taxonomy of Approaches towards Resilient Multi-Robot Systems

Amanda Prorok, Matthew Malencia, Luca Carlone et al.

Robustness is key to engineering, automation, and science as a whole. However, the property of robustness is often underpinned by costly requirements such as over-provisioning, known uncertainty and predictive models, and known adversaries. These conditions are idealistic, and often not satisfiable. Resilience on the other hand is the capability to endure unexpected disruptions, to recover swiftly from negative events, and bounce back to normality. In this survey article, we analyze how resilience is achieved in networks of agents and multi-robot systems that are able to overcome adversity by leveraging system-wide complementarity, diversity, and redundancy - often involving a reconfiguration of robotic capabilities to provide some key ability that was not present in the system a priori. As society increasingly depends on connected automated systems to provide key infrastructure services (e.g., logistics, transport, and precision agriculture), providing the means to achieving resilient multi-robot systems is paramount. By enumerating the consequences of a system that is not resilient (fragile), we argue that resilience must become a central engineering design consideration. Towards this goal, the community needs to gain clarity on how it is defined, measured, and maintained. We address these questions across foundational robotics domains, spanning perception, control, planning, and learning. One of our key contributions is a formal taxonomy of approaches, which also helps us discuss the defining factors and stressors for a resilient system. Finally, this survey article gives insight as to how resilience may be achieved. Importantly, we highlight open problems that remain to be tackled in order to reap the benefits of resilient robotic systems.

CVSep 7, 2021
Certifiably Optimal Outlier-Robust Geometric Perception: Semidefinite Relaxations and Scalable Global Optimization

Heng Yang, Luca Carlone

We propose the first general and scalable framework to design certifiable algorithms for robust geometric perception in the presence of outliers. Our first contribution is to show that estimation using common robust costs, such as truncated least squares (TLS), maximum consensus, Geman-McClure, Tukey's biweight, among others, can be reformulated as polynomial optimization problems (POPs). By focusing on the TLS cost, our second contribution is to exploit sparsity in the POP and propose a sparse semidefinite programming (SDP) relaxation that is much smaller than the standard Lasserre's hierarchy while preserving empirical exactness, i.e., the SDP recovers the optimizer of the nonconvex POP with an optimality certificate. Our third contribution is to solve the SDP relaxations at an unprecedented scale and accuracy by presenting STRIDE, a solver that blends global descent on the convex SDP with fast local search on the nonconvex POP. Our fourth contribution is an evaluation of the proposed framework on six geometric perception problems including single and multiple rotation averaging, point cloud and mesh registration, absolute pose estimation, and category-level object pose and shape estimation. Our experiments demonstrate that (i) our sparse SDP relaxation is empirically exact with up to 60%-90% outliers across applications; (ii) while still being far from real-time, STRIDE is up to 100 times faster than existing SDP solvers on medium-scale problems, and is the only solver that can solve large-scale SDPs with hundreds of thousands of constraints to high accuracy; (iii) STRIDE safeguards existing fast heuristics for robust estimation (e.g., RANSAC or Graduated Non-Convexity), i.e., it certifies global optimality if the heuristic estimates are optimal, or detects and allows escaping local optima when the heuristic estimates are suboptimal.

NIAug 6, 2021
Computation and Communication Co-Design for Real-Time Monitoring and Control in Multi-Agent Systems

Vishrant Tripathi, Luca Ballotta, Luca Carlone et al.

We investigate the problem of co-designing computation and communication in a multi-agent system (e.g. a sensor network or a multi-robot team). We consider the realistic setting where each agent acquires sensor data and is capable of local processing before sending updates to a base station, which is in charge of making decisions or monitoring phenomena of interest in real time. Longer processing at an agent leads to more informative updates but also larger delays, giving rise to a delay-accuracy-tradeoff in choosing the right amount of local processing at each agent. We assume that the available communication resources are limited due to interference, bandwidth, and power constraints. Thus, a scheduling policy needs to be designed to suitably share the communication channel among the agents. To that end, we develop a general formulation to jointly optimize the local processing at the agents and the scheduling of transmissions. Our novel formulation leverages the notion of Age of Information to quantify the freshness of data and capture the delays caused by computation and communication. We develop efficient resource allocation algorithms using the Whittle index approach and demonstrate our proposed algorithms in two practical applications: multi-agent occupancy grid mapping in time-varying environments, and ride sharing in autonomous vehicle networks. Our experiments show that the proposed co-design approach leads to a substantial performance improvement (18-82% in our tests).

CVAug 6, 2021
Smooth Mesh Estimation from Depth Data using Non-Smooth Convex Optimization

Antoni Rosinol, Luca Carlone

Meshes are commonly used as 3D maps since they encode the topology of the scene while being lightweight. Unfortunately, 3D meshes are mathematically difficult to handle directly because of their combinatorial and discrete nature. Therefore, most approaches generate 3D meshes of a scene after fusing depth data using volumetric or other representations. Nevertheless, volumetric fusion remains computationally expensive both in terms of speed and memory. In this paper, we leapfrog these intermediate representations and build a 3D mesh directly from a depth map and the sparse landmarks triangulated with visual odometry. To this end, we formulate a non-smooth convex optimization problem that we solve using a primal-dual method. Our approach generates a smooth and accurate 3D mesh that substantially improves the state-of-the-art on direct mesh reconstruction while running in real-time.

ROAug 2, 2021
Hierarchical Representations and Explicit Memory: Learning Effective Navigation Policies on 3D Scene Graphs using Graph Neural Networks

Zachary Ravichandran, Lisa Peng, Nathan Hughes et al.

Representations are crucial for a robot to learn effective navigation policies. Recent work has shown that mid-level perceptual abstractions, such as depth estimates or 2D semantic segmentation, lead to more effective policies when provided as observations in place of raw sensor data (e.g., RGB images). However, such policies must still learn latent three-dimensional scene properties from mid-level abstractions. In contrast, high-level, hierarchical representations such as 3D scene graphs explicitly provide a scene's geometry, topology, and semantics, making them compelling representations for navigation. In this work, we present a reinforcement learning framework that leverages high-level hierarchical representations to learn navigation policies. Towards this goal, we propose a graph neural network architecture and show how to embed a 3D scene graph into an agent-centric feature space, which enables the robot to learn policies for low-level action in an end-to-end manner. For each node in the scene graph, our method uses features that capture occupancy and semantic content, while explicitly retaining memory of the robot trajectory. We demonstrate the effectiveness of our method against commonly used visuomotor policies in a challenging object search task. These experiments and supporting ablation studies show that our method leads to more effective object search behaviors, exhibits improved long-term memory, and successfully leverages hierarchical information to guide its navigation objectives.

ROJun 28, 2021
Kimera-Multi: Robust, Distributed, Dense Metric-Semantic SLAM for Multi-Robot Systems

Yulun Tian, Yun Chang, Fernando Herrera Arias et al.

This paper presents Kimera-Multi, the first multi-robot system that (i) is robust and capable of identifying and rejecting incorrect inter and intra-robot loop closures resulting from perceptual aliasing, (ii) is fully distributed and only relies on local (peer-to-peer) communication to achieve distributed localization and mapping, and (iii) builds a globally consistent metric-semantic 3D mesh model of the environment in real-time, where faces of the mesh are annotated with semantic labels. Kimera-Multi is implemented by a team of robots equipped with visual-inertial sensors. Each robot builds a local trajectory estimate and a local mesh using Kimera. When communication is available, robots initiate a distributed place recognition and robust pose graph optimization protocol based on a novel distributed graduated non-convexity algorithm. The proposed protocol allows the robots to improve their local trajectory estimates by leveraging inter-robot loop closures while being robust to outliers. Finally, each robot uses its improved trajectory estimate to correct the local mesh using mesh deformation techniques. We demonstrate Kimera-Multi in photo-realistic simulations, SLAM benchmarking datasets, and challenging outdoor datasets collected using ground robots. Both real and simulated experiments involve long trajectories (e.g., up to 800 meters per robot). The experiments show that Kimera-Multi (i) outperforms the state of the art in terms of robustness and accuracy, (ii) achieves estimation errors comparable to a centralized SLAM system while being fully distributed, (iii) is parsimonious in terms of communication bandwidth, (iv) produces accurate metric-semantic 3D meshes, and (v) is modular and can be also used for standard 3D reconstruction (i.e., without semantic labels) or for trajectory estimation (i.e., without reconstructing a 3D mesh).

OCMay 28, 2021
An Inexact Projected Gradient Method with Rounding and Lifting by Nonlinear Programming for Solving Rank-One Semidefinite Relaxation of Polynomial Optimization

Heng Yang, Ling Liang, Luca Carlone et al.

We consider solving high-order semidefinite programming (SDP) relaxations of nonconvex polynomial optimization problems (POPs) that often admit degenerate rank-one optimal solutions. Instead of solving the SDP alone, we propose a new algorithmic framework that blends local search using the nonconvex POP into global descent using the convex SDP. In particular, we first design a globally convergent inexact projected gradient method (iPGM) for solving the SDP that serves as the backbone of our framework. We then accelerate iPGM by taking long, but safeguarded, rank-one steps generated by fast nonlinear programming algorithms. We prove that the new framework is still globally convergent for solving the SDP. To solve the iPGM subproblem of projecting a given point onto the feasible set of the SDP, we design a two-phase algorithm with phase one using a symmetric Gauss-Seidel based accelerated proximal gradient method (sGS-APG) to generate a good initial point, and phase two using a modified limited-memory BFGS (L-BFGS) method to obtain an accurate solution. We analyze the convergence for both phases and establish a novel global convergence result for the modified L-BFGS that does not require the objective function to be twice continuously differentiable. We conduct numerical experiments for solving second-order SDP relaxations arising from a diverse set of POPs. Our framework demonstrates state-of-the-art efficiency, scalability, and robustness in solving degenerate rank-one SDPs to high accuracy, even in the presence of millions of equality constraints.

LGMay 15, 2021
Neural Trees for Learning on Graphs

Rajat Talak, Siyi Hu, Lisa Peng et al.

Graph Neural Networks (GNNs) have emerged as a flexible and powerful approach for learning over graphs. Despite this success, existing GNNs are constrained by their local message-passing architecture and are provably limited in their expressive power. In this work, we propose a new GNN architecture -- the Neural Tree. The neural tree architecture does not perform message passing on the input graph, but on a tree-structured graph, called the H-tree, that is constructed from the input graph. Nodes in the H-tree correspond to subgraphs in the input graph, and they are reorganized in a hierarchical manner such that the parent of a node in the H-tree always corresponds to a larger subgraph in the input graph. We show that the neural tree architecture can approximate any smooth probability distribution function over an undirected graph. We also prove that the number of parameters needed to achieve an $ε$-approximation of the distribution function is exponential in the treewidth of the input graph, but linear in its size. We prove that any continuous $\mathcal{G}$-invariant/equivariant function can be approximated by a nonlinear combination of such probability distribution functions over $\mathcal{G}$. We apply the neural tree to semi-supervised node classification in 3D scene graphs, and show that these theoretical properties translate into significant gains in prediction accuracy, over the more traditional GNN architectures. We also show the applicability of the neural tree architecture to citation networks with large treewidth, by using a graph sub-sampling technique.

CVApr 16, 2021
Optimal Pose and Shape Estimation for Category-level 3D Object Perception

Jingnan Shi, Heng Yang, Luca Carlone

We consider a category-level perception problem, where one is given 3D sensor data picturing an object of a given category (e.g. a car), and has to reconstruct the pose and shape of the object despite intra-class variability (i.e. different car models have different shapes). We consider an active shape model, where -- for an object category -- we are given a library of potential CAD models describing objects in that category, and we adopt a standard formulation where pose and shape estimation are formulated as a non-convex optimization. Our first contribution is to provide the first certifiably optimal solver for pose and shape estimation. In particular, we show that rotation estimation can be decoupled from the estimation of the object translation and shape, and we demonstrate that (i) the optimal object rotation can be computed via a tight (small-size) semidefinite relaxation, and (ii) the translation and shape parameters can be computed in closed-form given the rotation. Our second contribution is to add an outlier rejection layer to our solver, hence making it robust to a large number of misdetections. Towards this goal, we wrap our optimal solver in a robust estimation scheme based on graduated non-convexity. To further enhance robustness to outliers, we also develop the first graph-theoretic formulation to prune outliers in category-level perception, which removes outliers via convex hull and maximum clique computations; the resulting approach is robust to 70%-90% outliers. Our third contribution is an extensive experimental evaluation. Besides providing an ablation study on a simulated dataset and on the PASCAL3D+ dataset, we combine our solver with a deep-learned keypoint detector, and show that the resulting approach improves over the state of the art in vehicle pose estimation in the ApolloScape datasets.

ROMar 21, 2021
NeBula: Quest for Robotic Autonomy in Challenging Environments; TEAM CoSTAR at the DARPA Subterranean Challenge

Ali Agha, Kyohei Otsu, Benjamin Morrell et al.

This paper presents and discusses algorithms, hardware, and software architecture developed by the TEAM CoSTAR (Collaborative SubTerranean Autonomous Robots), competing in the DARPA Subterranean Challenge. Specifically, it presents the techniques utilized within the Tunnel (2019) and Urban (2020) competitions, where CoSTAR achieved 2nd and 1st place, respectively. We also discuss CoSTAR's demonstrations in Martian-analog surface and subsurface (lava tubes) exploration. The paper introduces our autonomy solution, referred to as NeBula (Networked Belief-aware Perceptual Autonomy). NeBula is an uncertainty-aware framework that aims at enabling resilient and modular autonomy solutions by performing reasoning and decision making in the belief space (space of probability distributions over the robot and world states). We discuss various components of the NeBula framework, including: (i) geometric and semantic environment mapping; (ii) a multi-modal positioning system; (iii) traversability analysis and local planning; (iv) global motion planning and exploration behavior; (i) risk-aware mission planning; (vi) networking and decentralized reasoning; and (vii) learning-enabled adaptation. We discuss the performance of NeBula on several robot types (e.g. wheeled, legged, flying), in various environments. We discuss the specific results and lessons learned from fielding this solution in the challenging courses of the DARPA Subterranean Challenge competition.