Aion: Towards Hierarchical 4D Scene Graphs with Temporal Flow DynamicsIacopo Catalano, Eduardo Montijano, Javier Civera et al.
Autonomous navigation in dynamic environments requires spatial representations that capture both semantic structure and temporal evolution. 3D Scene Graphs (3DSGs) provide hierarchical multi-resolution abstractions that encode geometry and semantics, but existing extensions toward dynamics largely focus on individual objects or agents. In parallel, Maps of Dynamics (MoDs) model typical motion patterns and temporal regularities, yet are usually tied to grid-based discretizations that lack semantic awareness and do not scale well to large environments. In this paper we introduce Aion, a framework that embeds temporal flow dynamics directly within a hierarchical 3DSG, effectively incorporating the temporal dimension. Aion employs a graph-based sparse MoD representation to capture motion flows over arbitrary time intervals and attaches them to navigational nodes in the scene graph, yielding more interpretable and scalable predictions that improve planning and interaction in complex dynamic environments. We provide the code at https://github.com/IacopomC/aion
Occupancy-Grounded Room Segmentation for Hierarchical 3D Scene GraphsCarlos Cueto Zumaya, Iacopo Catalano, Jorge Peña-Queralta et al.
Hierarchical 3D scene graphs (3DSGs) for indoor robots organize geometric and semantic information across spatial scales, with a room layer that connects object-level perception to room-scale reasoning. Existing systems construct this layer from different spatial substrates (\eg{} place clusters, wall planes, or segmentation outputs), and as a result, room nodes are not evaluated on a common geometric criterion. We present an occupancy-grounded 3DSG pipeline in which room nodes are anchored to tracked free-space regions derived from occupancy decomposition, giving each room an explicit polygonal footprint. We evaluate the pipeline on 12 Matterport3D scenes by matching predicted room polygons to annotated room instances and compare against Hydra, a representative state-of-the-art place-connectivity baseline. The results show that occupancy-grounded anchoring recovers substantially more room instances than place-connectivity construction, at the cost of lower precision, and that wall-accurate room boundaries remain an open problem for both methods. Code is available at https://github.com/crcz25/OccuSG.
Sim-to-Real Transfer for Mobile Robots with Reinforcement Learning: from NVIDIA Isaac Sim to Gazebo and Real ROS 2 RobotsSahar Salimpour, Jorge Peña-Queralta, Diego Paez-Granados et al.
Unprecedented agility and dexterous manipulation have been demonstrated with controllers based on deep reinforcement learning (RL), with a significant impact on legged and humanoid robots. Modern tooling and simulation platforms, such as NVIDIA Isaac Sim, have been enabling such advances. This article focuses on demonstrating the applications of Isaac in local planning and obstacle avoidance as one of the most fundamental ways in which a mobile robot interacts with its environments. Although there is extensive research on proprioception-based RL policies, the article highlights less standardized and reproducible approaches to exteroception. At the same time, the article aims to provide a base framework for end-to-end local navigation policies and how a custom robot can be trained in such simulation environment. We benchmark end-to-end policies with the state-of-the-art Nav2, navigation stack in Robot Operating System (ROS). We also cover the sim-to-real transfer process by demonstrating zero-shot transferability of policies trained in the Isaac simulator to real-world robots. This is further evidenced by the tests with different simulated robots, which show the generalization of the learned policy. Finally, the benchmarks demonstrate comparable performance to Nav2, opening the door to quick deployment of state-of-the-art end-to-end local planners for custom robot platforms, but importantly furthering the possibilities by expanding the state and action spaces or task definitions for more complex missions. Overall, with this article we introduce the most important steps, and aspects to consider, in deploying RL policies for local path planning and obstacle avoidance with Isaac Sim training, Gazebo testing, and ROS 2 for real-time inference in real robots. The code is available at https://github.com/sahars93/RL-Navigation.
3.2ROJul 22, 2025
Shared Control of Holonomic Wheelchairs through Reinforcement LearningJannis Bähler, Diego Paez-Granados, Jorge Peña-Queralta
Smart electric wheelchairs can improve user experience by supporting the driver with shared control. State-of-the-art work showed the potential of shared control in improving safety in navigation for non-holonomic robots. However, for holonomic systems, current approaches often lead to unintuitive behavior for the user and fail to utilize the full potential of omnidirectional driving. Therefore, we propose a reinforcement learning-based method, which takes a 2D user input and outputs a 3D motion while ensuring user comfort and reducing cognitive load on the driver. Our approach is trained in Isaac Gym and tested in simulation in Gazebo. We compare different RL agent architectures and reward functions based on metrics considering cognitive load and user comfort. We show that our method ensures collision-free navigation while smartly orienting the wheelchair and showing better or competitive smoothness compared to a previous non-learning-based method. We further perform a sim-to-real transfer and demonstrate, to the best of our knowledge, the first real-world implementation of RL-based shared control for an omnidirectional mobility platform.