Vision sensors are extensively used for localizing a robot's pose, particularly in environments where global localization tools such as GPS or motion capture systems are unavailable. In many visual navigation systems, localization is achieved by detecting and tracking visual features or landmarks, which provide information about the sensor's relative pose. For reliable feature tracking and accurate pose estimation, it is crucial to maintain visibility of a sufficient number of features. This requirement can sometimes conflict with the robot's overall task objective. In this paper, we approach it as a constrained control problem. By leveraging the invariance properties of visibility constraints within the robot's kinematic model, we propose a real-time safety filter based on quadratic programming. This filter takes a reference velocity command as input and produces a modified velocity that minimally deviates from the reference while ensuring the information score from the currently visible features remains above a user-specified threshold. Numerical simulations demonstrate that the proposed safety filter preserves the invariance condition and ensures the visibility of more features than the required minimum. We also validated its real-world performance by integrating it into a visual simultaneous localization and mapping (SLAM) algorithm, where it maintained high estimation quality in challenging environments, outperforming a simple tracking controller.
Sim-to-real gap has long posed a significant challenge for robot learning in simulation, preventing the deployment of learned models in the real world. Previous work has primarily focused on domain randomization and system identification to mitigate this gap. However, these methods are often limited by the inherent constraints of the simulation and graphics engines. In this work, we propose Vid2Sim, a novel framework that effectively bridges the sim2real gap through a scalable and cost-efficient real2sim pipeline for neural 3D scene reconstruction and simulation. Given a monocular video as input, Vid2Sim can generate photorealistic and physically interactable 3D simulation environments to enable the reinforcement learning of visual navigation agents in complex urban environments. Extensive experiments demonstrate that Vid2Sim significantly improves the performance of urban navigation in the digital twins and real world by 31.2% and 68.3% in success rate compared with agents trained with prior simulation methods.
We introduce UnrealZoo, a rich collection of photo-realistic 3D virtual worlds built on Unreal Engine, designed to reflect the complexity and variability of the open worlds. Additionally, we offer a variety of playable entities for embodied AI agents. Based on UnrealCV, we provide a suite of easy-to-use Python APIs and tools for various potential applications, such as data collection, environment augmentation, distributed training, and benchmarking. We optimize the rendering and communication efficiency of UnrealCV to support advanced applications, such as multi-agent interaction. Our experiments benchmark agents in various complex scenes, focusing on visual navigation and tracking, which are fundamental capabilities for embodied visual intelligence. The results yield valuable insights into the advantages of diverse training environments for reinforcement learning (RL) agents and the challenges faced by current embodied vision agents, including those based on RL and large vision-language models (VLMs), in open worlds. These challenges involve latency in closed-loop control in dynamic scenes and reasoning about 3D spatial structures in unstructured terrain.
Humans naturally rely on floor plans to navigate in unfamiliar environments, as they are readily available, reliable, and provide rich geometrical guidance. However, existing visual navigation settings overlook this valuable prior knowledge, leading to limited efficiency and accuracy. To eliminate this gap, we introduce a novel navigation task: Floor Plan Visual Navigation (FloNa), the first attempt to incorporate floor plan into embodied visual navigation. While the floor plan offers significant advantages, two key challenges emerge: (1) handling the spatial inconsistency between the floor plan and the actual scene layout for collision-free navigation, and (2) aligning observed images with the floor plan sketch despite their distinct modalities. To address these challenges, we propose FloDiff, a novel diffusion policy framework incorporating a localization module to facilitate alignment between the current observation and the floor plan. We further collect $20k$ navigation episodes across $117$ scenes in the iGibson simulator to support the training and evaluation. Extensive experiments demonstrate the effectiveness and efficiency of our framework in unfamiliar scenes using floor plan knowledge. Project website: https://gauleejx.github.io/flona/.
We address an advanced challenge of predicting pedestrian occupancy as an extension of multi-view pedestrian detection in urban traffic. To support this, we have created a new synthetic dataset called MVP-Occ, designed for dense pedestrian scenarios in large-scale scenes. Our dataset provides detailed representations of pedestrians using voxel structures, accompanied by rich semantic scene understanding labels, facilitating visual navigation and insights into pedestrian spatial information. Furthermore, we present a robust baseline model, termed OmniOcc, capable of predicting both the voxel occupancy state and panoptic labels for the entire scene from multi-view images. Through in-depth analysis, we identify and evaluate the key elements of our proposed model, highlighting their specific contributions and importance.
Navigating unseen environments based on natural language instructions remains difficult for egocentric agents in Vision-and-Language Navigation (VLN). Existing approaches primarily rely on RGB images for environmental representation, underutilizing latent textual semantic and spatial cues and leaving the modality gap between instructions and scarce environmental representations unresolved. Intuitively, humans inherently ground semantic knowledge within spatial layouts during indoor navigation. Inspired by this, we propose a versatile Semantic Understanding and Spatial Awareness (SUSA) architecture to encourage agents to ground environment from diverse perspectives. SUSA includes a Textual Semantic Understanding (TSU) module, which narrows the modality gap between instructions and environments by generating and associating the descriptions of environmental landmarks in agent's immediate surroundings. Additionally, a Depth-enhanced Spatial Perception (DSP) module incrementally constructs a depth exploration map, enabling a more nuanced comprehension of environmental layouts. Experiments demonstrate that SUSA's hybrid semantic-spatial representations effectively enhance navigation performance, setting new state-of-the-art performance across three VLN benchmarks (REVERIE, R2R, and SOON). The source code will be publicly available.
The academic field of learning instruction-guided visual navigation can be generally categorized into high-level category-specific search and low-level language-guided navigation, depending on the granularity of language instruction, in which the former emphasizes the exploration process, while the latter concentrates on following detailed textual commands. Despite the differing focuses of these tasks, the underlying requirements of interpreting instructions, comprehending the surroundings, and inferring action decisions remain consistent. This paper consolidates diverse navigation tasks into a unified and generic framework -- we investigate the core difficulties of sharing general knowledge and exploiting task-specific capabilities in learning navigation and propose a novel State-Adaptive Mixture of Experts (SAME) model that effectively enables an agent to infer decisions based on different-granularity language and dynamic observations. Powered by SAME, we present a versatile agent capable of addressing seven navigation tasks simultaneously that outperforms or achieves highly comparable performance to task-specific agents.
Navigation is a fundamental skill of agents with visual-motor capabilities. We introduce a Navigation World Model (NWM), a controllable video generation model that predicts future visual observations based on past observations and navigation actions. To capture complex environment dynamics, NWM employs a Conditional Diffusion Transformer (CDiT), trained on a diverse collection of egocentric videos of both human and robotic agents, and scaled up to 1 billion parameters. In familiar environments, NWM can plan navigation trajectories by simulating them and evaluating whether they achieve the desired goal. Unlike supervised navigation policies with fixed behavior, NWM can dynamically incorporate constraints during planning. Experiments demonstrate its effectiveness in planning trajectories from scratch or by ranking trajectories sampled from an external policy. Furthermore, NWM leverages its learned visual priors to imagine trajectories in unfamiliar environments from a single input image, making it a flexible and powerful tool for next-generation navigation systems.
Research on 3D Vision-Language Models (3D-VLMs) is gaining increasing attention, which is crucial for developing embodied AI within 3D scenes, such as visual navigation and embodied question answering. Due to the high density of visual features, especially in large 3D scenes, accurately locating task-relevant visual information is challenging. Existing works attempt to segment all objects and consider their features as scene representations. However, these task-agnostic object features include much redundant information and missing details for the task-relevant area. To tackle these problems, we propose LSceneLLM, an adaptive framework that automatically identifies task-relevant areas by leveraging LLM's visual preference for different tasks, followed by a plug-and-play scene magnifier module to capture fine-grained details in focused areas. Specifically, a dense token selector examines the attention map of LLM to identify visual preferences for the instruction input. It then magnifies fine-grained details of the focusing area. An adaptive self-attention module is leveraged to fuse the coarse-grained and selected fine-grained visual information. To comprehensively evaluate the large scene understanding ability of 3D-VLMs, we further introduce a cross-room understanding benchmark, XR-Scene, which contains a series of large scene understanding tasks including XR-QA, XR-EmbodiedPlanning, and XR-SceneCaption. Experiments show that our method surpasses existing methods on both large scene understanding and existing scene understanding benchmarks. Plunging our scene magnifier module into the existing 3D-VLMs also brings significant improvement.
Navigating dynamic urban environments presents significant challenges for embodied agents, requiring advanced spatial reasoning and adherence to common-sense norms. Despite progress, existing visual navigation methods struggle in map-free or off-street settings, limiting the deployment of autonomous agents like last-mile delivery robots. To overcome these obstacles, we propose a scalable, data-driven approach for human-like urban navigation by training agents on thousands of hours of in-the-wild city walking and driving videos sourced from the web. We introduce a simple and scalable data processing pipeline that extracts action supervision from these videos, enabling large-scale imitation learning without costly annotations. Our model learns sophisticated navigation policies to handle diverse challenges and critical scenarios. Experimental results show that training on large-scale, diverse datasets significantly enhances navigation performance, surpassing current methods. This work shows the potential of using abundant online video data to develop robust navigation policies for embodied agents in dynamic urban settings. Project homepage is at https://ai4ce.github.io/CityWalker/.
Autonomous under-canopy navigation faces additional challenges compared to over-canopy settings - for example the tight spacing between the crop rows, degraded GPS accuracy and excessive clutter. Keypoint-based visual navigation has been shown to perform well in these conditions, however the differences between agricultural environments in terms of lighting, season, soil and crop type mean that a domain shift will likely be encountered at some point of the robot deployment. In this paper, we explore the use of Meta-Learning to overcome this domain shift using a minimal amount of data. We train a base-learner that can quickly adapt to new conditions, enabling more robust navigation in low-data regimes.
Visual navigation takes inspiration from humans, who navigate in previously unseen environments using vision without detailed environment maps. Inspired by this, we introduce a novel no-RL, no-graph, no-odometry approach to visual navigation using feudal learning to build a three tiered agent. Key to our approach is a memory proxy map (MPM), an intermediate representation of the environment learned in a self-supervised manner by the high-level manager agent that serves as a simplified memory, approximating what the agent has seen. We demonstrate that recording observations in this learned latent space is an effective and efficient memory proxy that can remove the need for graphs and odometry in visual navigation tasks. For the mid-level manager agent, we develop a waypoint network (WayNet) that outputs intermediate subgoals, or waypoints, imitating human waypoint selection during local navigation. For the low-level worker agent, we learn a classifier over a discrete action space that avoids local obstacles and moves the agent towards the WayNet waypoint. The resulting feudal navigation network offers a novel approach with no RL, no graph, no odometry, and no metric map; all while achieving SOTA results on the image goal navigation task.
Large video models, pretrained on massive amounts of Internet video, provide a rich source of physical knowledge about the dynamics and motions of objects and tasks. However, video models are not grounded in the embodiment of an agent, and do not describe how to actuate the world to reach the visual states depicted in a video. To tackle this problem, current methods use a separate vision-based inverse dynamic model trained on embodiment-specific data to map image states to actions. Gathering data to train such a model is often expensive and challenging, and this model is limited to visual settings similar to the ones in which data are available. In this paper, we investigate how to directly ground video models to continuous actions through self-exploration in the embodied environment -- using generated video states as visual goals for exploration. We propose a framework that uses trajectory level action generation in combination with video guidance to enable an agent to solve complex tasks without any external supervision, e.g., rewards, action labels, or segmentation masks. We validate the proposed approach on 8 tasks in Libero, 6 tasks in MetaWorld, 4 tasks in Calvin, and 12 tasks in iThor Visual Navigation. We show how our approach is on par with or even surpasses multiple behavior cloning baselines trained on expert demonstrations while without requiring any action annotations.
In the last years, the research interest in visual navigation towards objects in indoor environments has grown significantly. This growth can be attributed to the recent availability of large navigation datasets in photo-realistic simulated environments, like Gibson and Matterport3D. However, the navigation tasks supported by these datasets are often restricted to the objects present in the environment at acquisition time. Also, they fail to account for the realistic scenario in which the target object is a user-specific instance that can be easily confused with similar objects and may be found in multiple locations within the environment. To address these limitations, we propose a new task denominated Personalized Instance-based Navigation (PIN), in which an embodied agent is tasked with locating and reaching a specific personal object by distinguishing it among multiple instances of the same category. The task is accompanied by PInNED, a dedicated new dataset composed of photo-realistic scenes augmented with additional 3D objects. In each episode, the target object is presented to the agent using two modalities: a set of visual reference images on a neutral background and manually annotated textual descriptions. Through comprehensive evaluations and analyses, we showcase the challenges of the PIN task as well as the performance and shortcomings of currently available methods designed for object-driven navigation, considering modular and end-to-end agents.
Digital tools for text analysis have long been essential for the searchability and accessibility of digitised library collections. Recent computer vision advances have introduced similar capabilities for visual materials, with deep learning-based embeddings showing promise for analysing visual heritage. Given that many books feature visuals in addition to text, taking advantage of these breakthroughs is critical to making library collections open and accessible. In this work, we present a proof-of-concept image search application for exploring images in the National Library of Norway's pre-1900 books, comparing Vision Transformer (ViT), Contrastive Language-Image Pre-training (CLIP), and Sigmoid loss for Language-Image Pre-training (SigLIP) embeddings for image retrieval and classification. Our results show that the application performs well for exact image retrieval, with SigLIP embeddings slightly outperforming CLIP and ViT in both retrieval and classification tasks. Additionally, SigLIP-based image classification can aid in cleaning image datasets from a digitisation pipeline.
End-to-end learning directly maps sensory inputs to actions, creating highly integrated and efficient policies for complex robotics tasks. However, such models often struggle to generalize beyond their training scenarios, limiting adaptability to new environments, tasks, and concepts. In this work, we investigate the minimal data requirements and architectural adaptations necessary to achieve robust closed-loop performance with vision-based control policies under unseen text instructions and visual distribution shifts. Our findings are synthesized in Flex (Fly lexically), a framework that uses pre-trained Vision Language Models (VLMs) as frozen patch-wise feature extractors, generating spatially aware embeddings that integrate semantic and visual information. We demonstrate the effectiveness of this approach on a quadrotor fly-to-target task, where agents trained via behavior cloning on a small simulated dataset successfully generalize to real-world scenes with diverse novel goals and command formulations.
We propose a novel visual localization and navigation framework for real-world environments directly integrating observed visual information into the bird-eye-view map. While the renderable neural radiance map (RNR-Map) shows considerable promise in simulated settings, its deployment in real-world scenarios poses undiscovered challenges. RNR-Map utilizes projections of multiple vectors into a single latent code, resulting in information loss under suboptimal conditions. To address such issues, our enhanced RNR-Map for real-world robots, RNR-Map++, incorporates strategies to mitigate information loss, such as a weighted map and positional encoding. For robust real-time localization, we integrate a particle filter into the correlation-based localization framework using RNRMap++ without a rendering procedure. Consequently, we establish a real-world robot system for visual navigation utilizing RNR-Map++, which we call "RNR-Nav." Experimental results demonstrate that the proposed methods significantly enhance rendering quality and localization robustness compared to previous approaches. In real-world navigation tasks, RNR-Nav achieves a success rate of 84.4%, marking a 68.8% enhancement over the methods of the original RNR-Map paper.
This machine learning study investigates a lowcost edge device integrated with an embedded system having computer vision and resulting in an improved performance in inferencing time and precision of object detection and classification. A primary aim of this study focused on reducing inferencing time and low-power consumption and to enable an embedded device of a competition-ready autonomous humanoid robot and to support real-time object recognition, scene understanding, visual navigation, motion planning, and autonomous navigation of the robot. This study compares processors for inferencing time performance between a central processing unit (CPU), a graphical processing unit (GPU), and a tensor processing unit (TPU). CPUs, GPUs, and TPUs are all processors that can be used for machine learning tasks. Related to the aim of supporting an autonomous humanoid robot, there was an additional effort to observe whether or not there was a significant difference in using a camera having monocular vision versus stereo vision capability. TPU inference time results for this study reflect a 25% reduction in time over the GPU, and a whopping 87.5% reduction in inference time compared to the CPU. Much information in this paper is contributed to the final selection of Google's Coral brand, Edge TPU device. The Arduino Nano 33 BLE Sense Tiny ML Kit was also considered for comparison but due to initial incompatibilities and in the interest of time to complete this study, a decision was made to review the kit in a future experiment.
We propose a standalone monocular visual Simultaneous Localization and Mapping (vSLAM) initialization pipeline for autonomous space robots. Our method, a state-of-the-art factor graph optimization pipeline, extends Structure from Small Motion (SfSM) to robustly initialize a monocular agent in spacecraft inspection trajectories, addressing visual estimation challenges such as weak-perspective projection and center-pointing motion, which exacerbates the bas-relief ambiguity, dominant planar geometry, which causes motion estimation degeneracies in classical Structure from Motion, and dynamic illumination conditions, which reduce the survivability of visual information. We validate our approach on realistic, simulated satellite inspection image sequences with a tumbling spacecraft and demonstrate the method's effectiveness over existing monocular initialization procedures.
We present the Habitat-Matterport 3D Open Vocabulary Object Goal Navigation dataset (HM3D-OVON), a large-scale benchmark that broadens the scope and semantic range of prior Object Goal Navigation (ObjectNav) benchmarks. Leveraging the HM3DSem dataset, HM3D-OVON incorporates over 15k annotated instances of household objects across 379 distinct categories, derived from photo-realistic 3D scans of real-world environments. In contrast to earlier ObjectNav datasets, which limit goal objects to a predefined set of 6-20 categories, HM3D-OVON facilitates the training and evaluation of models with an open-set of goals defined through free-form language at test-time. Through this open-vocabulary formulation, HM3D-OVON encourages progress towards learning visuo-semantic navigation behaviors that are capable of searching for any object specified by text in an open-vocabulary manner. Additionally, we systematically evaluate and compare several different types of approaches on HM3D-OVON. We find that HM3D-OVON can be used to train an open-vocabulary ObjectNav agent that achieves both higher performance and is more robust to localization and actuation noise than the state-of-the-art ObjectNav approach. We hope that our benchmark and baseline results will drive interest in developing embodied agents that can navigate real-world spaces to find household objects specified through free-form language, taking a step towards more flexible and human-like semantic visual navigation. Code and videos available at: naoki.io/ovon.