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arXiv:2504.03164

NuScenes-SpatialQA: A Spatial Understanding and Reasoning Benchmark for Vision-Language Models in Autonomous Driving

Recent advancements in Vision-Language Models (VLMs) have demonstrated strong potential for autonomous driving tasks. However, their spatial understanding and reasoning-key capabilities for autonomous driving-still exhibit significant limitations. Notably, none of the existing benchmarks systematically evaluate VLMs' spatial reasoning capabilities in driving scenarios. To fill this gap, we propose NuScenes-SpatialQA, the first large-scale ground-truth-based Question-Answer (QA) benchmark specifically designed to evaluate the spatial understanding and reasoning capabilities of VLMs in autonomous driving. Built upon the NuScenes dataset, the benchmark is constructed through an automated 3D scene graph generation pipeline and a QA generation pipeline. The benchmark systematically evaluates VLMs' performance in both spatial understanding and reasoning across multiple dimensions. Using this benchmark, we conduct extensive experiments on diverse VLMs, including both general and spatial-enhanced models, providing the first comprehensive evaluation of their spatial capabilities in autonomous driving. Surprisingly, the experimental results show that the spatial-enhanced VLM outperforms in qualitative QA but does not demonstrate competitiveness in quantitative QA. In general, VLMs still face considerable challenges in spatial understanding and reasoning.

arXiv:2503.07909

FunGraph: Functionality Aware 3D Scene Graphs for Language-Prompted Scene Interaction

The concept of 3D scene graphs is increasingly recognized as a powerful semantic and hierarchical representation of the environment. Current approaches often address this at a coarse, object-level resolution. In contrast, our goal is to develop a representation that enables robots to directly interact with their environment by identifying both the location of functional interactive elements and how these can be used. To achieve this, we focus on detecting and storing objects at a finer resolution, focusing on affordance-relevant parts. The primary challenge lies in the scarcity of data that extends beyond instance-level detection and the inherent difficulty of capturing detailed object features using robotic sensors. We leverage currently available 3D resources to generate 2D data and train a detector, which is then used to augment the standard 3D scene graph generation pipeline. Through our experiments, we demonstrate that our approach achieves functional element segmentation comparable to state-of-the-art 3D models and that our augmentation enables task-driven affordance grounding with higher accuracy than the current solutions.

arXiv:2412.13652공식 코드 · Papers with Code

RelationField: Relate Anything in Radiance Fields

Neural radiance fields are an emerging 3D scene representation and recently even been extended to learn features for scene understanding by distilling open-vocabulary features from vision-language models. However, current method primarily focus on object-centric representations, supporting object segmentation or detection, while understanding semantic relationships between objects remains largely unexplored. To address this gap, we propose RelationField, the first method to extract inter-object relationships directly from neural radiance fields. RelationField represents relationships between objects as pairs of rays within a neural radiance field, effectively extending its formulation to include implicit relationship queries. To teach RelationField complex, open-vocabulary relationships, relationship knowledge is distilled from multi-modal LLMs. To evaluate RelationField, we solve open-vocabulary 3D scene graph generation tasks and relationship-guided instance segmentation, achieving state-of-the-art performance in both tasks. See the project website at https://relationfield.github.io.

arXiv:2409.06625

Towards Localizing Structural Elements: Merging Geometrical Detection with Semantic Verification in RGB-D Data

RGB-D cameras supply rich and dense visual and spatial information for various robotics tasks such as scene understanding, map reconstruction, and localization. Integrating depth and visual information can aid robots in localization and element mapping, advancing applications like 3D scene graph generation and Visual Simultaneous Localization and Mapping (VSLAM). While point cloud data containing such information is primarily used for enhanced scene understanding, exploiting their potential to capture and represent rich semantic information has yet to be adequately targeted. This paper presents a real-time pipeline for localizing building components, including wall and ground surfaces, by integrating geometric calculations for pure 3D plane detection followed by validating their semantic category using point cloud data from RGB-D cameras. It has a parallel multi-thread architecture to precisely estimate poses and equations of all the planes detected in the environment, filters the ones forming the map structure using a panoptic segmentation validation, and keeps only the validated building components. Incorporating the proposed method into a VSLAM framework confirmed that constraining the map with the detected environment-driven semantic elements can improve scene understanding and map reconstruction accuracy. It can also ensure (re-)association of these detected components into a unified 3D scene graph, bridging the gap between geometric accuracy and semantic understanding. Additionally, the pipeline allows for the detection of potential higher-level structural entities, such as rooms, by identifying the relationships between building components based on their layout.

arXiv:2404.02527공식 코드 · Papers with Code

Weakly-Supervised 3D Scene Graph Generation via Visual-Linguistic Assisted Pseudo-labeling

Learning to build 3D scene graphs is essential for real-world perception in a structured and rich fashion. However, previous 3D scene graph generation methods utilize a fully supervised learning manner and require a large amount of entity-level annotation data of objects and relations, which is extremely resource-consuming and tedious to obtain. To tackle this problem, we propose 3D-VLAP, a weakly-supervised 3D scene graph generation method via Visual-Linguistic Assisted Pseudo-labeling. Specifically, our 3D-VLAP exploits the superior ability of current large-scale visual-linguistic models to align the semantics between texts and 2D images, as well as the naturally existing correspondences between 2D images and 3D point clouds, and thus implicitly constructs correspondences between texts and 3D point clouds. First, we establish the positional correspondence from 3D point clouds to 2D images via camera intrinsic and extrinsic parameters, thereby achieving alignment of 3D point clouds and 2D images. Subsequently, a large-scale cross-modal visual-linguistic model is employed to indirectly align 3D instances with the textual category labels of objects by matching 2D images with object category labels. The pseudo labels for objects and relations are then produced for 3D-VLAP model training by calculating the similarity between visual embeddings and textual category embeddings of objects and relations encoded by the visual-linguistic model, respectively. Ultimately, we design an edge self-attention based graph neural network to generate scene graphs of 3D point cloud scenes. Extensive experiments demonstrate that our 3D-VLAP achieves comparable results with current advanced fully supervised methods, meanwhile significantly alleviating the pressure of data annotation.

arXiv:2402.12259공식 코드 · Papers with Code

Open3DSG: Open-Vocabulary 3D Scene Graphs from Point Clouds with Queryable Objects and Open-Set Relationships

Current approaches for 3D scene graph prediction rely on labeled datasets to train models for a fixed set of known object classes and relationship categories. We present Open3DSG, an alternative approach to learn 3D scene graph prediction in an open world without requiring labeled scene graph data. We co-embed the features from a 3D scene graph prediction backbone with the feature space of powerful open world 2D vision language foundation models. This enables us to predict 3D scene graphs from 3D point clouds in a zero-shot manner by querying object classes from an open vocabulary and predicting the inter-object relationships from a grounded LLM with scene graph features and queried object classes as context. Open3DSG is the first 3D point cloud method to predict not only explicit open-vocabulary object classes, but also open-set relationships that are not limited to a predefined label set, making it possible to express rare as well as specific objects and relationships in the predicted 3D scene graph. Our experiments show that Open3DSG is effective at predicting arbitrary object classes as well as their complex inter-object relationships describing spatial, supportive, semantic and comparative relationships.

arXiv:2312.11713

Indoor and Outdoor 3D Scene Graph Generation via Language-Enabled Spatial Ontologies

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.

arXiv:2303.14408공식 코드 · Papers with Code

VL-SAT: Visual-Linguistic Semantics Assisted Training for 3D Semantic Scene Graph Prediction in Point Cloud

The task of 3D semantic scene graph (3DSSG) prediction in the point cloud is challenging since (1) the 3D point cloud only captures geometric structures with limited semantics compared to 2D images, and (2) long-tailed relation distribution inherently hinders the learning of unbiased prediction. Since 2D images provide rich semantics and scene graphs are in nature coped with languages, in this study, we propose Visual-Linguistic Semantics Assisted Training (VL-SAT) scheme that can significantly empower 3DSSG prediction models with discrimination about long-tailed and ambiguous semantic relations. The key idea is to train a powerful multi-modal oracle model to assist the 3D model. This oracle learns reliable structural representations based on semantics from vision, language, and 3D geometry, and its benefits can be heterogeneously passed to the 3D model during the training stage. By effectively utilizing visual-linguistic semantics in training, our VL-SAT can significantly boost common 3DSSG prediction models, such as SGFN and SGGpoint, only with 3D inputs in the inference stage, especially when dealing with tail relation triplets. Comprehensive evaluations and ablation studies on the 3DSSG dataset have validated the effectiveness of the proposed scheme. Code is available at https://github.com/wz7in/CVPR2023-VLSAT.

arXiv:2303.11048공식 코드 · Papers with Code

SGFormer: Semantic Graph Transformer for Point Cloud-based 3D Scene Graph Generation

In this paper, we propose a novel model called SGFormer, Semantic Graph TransFormer for point cloud-based 3D scene graph generation. The task aims to parse a point cloud-based scene into a semantic structural graph, with the core challenge of modeling the complex global structure. Existing methods based on graph convolutional networks (GCNs) suffer from the over-smoothing dilemma and can only propagate information from limited neighboring nodes. In contrast, SGFormer uses Transformer layers as the base building block to allow global information passing, with two types of newly-designed layers tailored for the 3D scene graph generation task. Specifically, we introduce the graph embedding layer to best utilize the global information in graph edges while maintaining comparable computation costs. Furthermore, we propose the semantic injection layer to leverage linguistic knowledge from large-scale language model (i.e., ChatGPT), to enhance objects' visual features. We benchmark our SGFormer on the established 3DSSG dataset and achieve a 40.94% absolute improvement in relationship prediction's R@50 and an 88.36% boost on the subset with complex scenes over the state-of-the-art. Our analyses further show SGFormer's superiority in the long-tail and zero-shot scenarios. Our source code is available at https://github.com/Andy20178/SGFormer.

arXiv:2210.06240

Explore Contextual Information for 3D Scene Graph Generation

3D scene graph generation (SGG) has been of high interest in computer vision. Although the accuracy of 3D SGG on coarse classification and single relation label has been gradually improved, the performance of existing works is still far from being perfect for fine-grained and multi-label situations. In this paper, we propose a framework fully exploring contextual information for the 3D SGG task, which attempts to satisfy the requirements of fine-grained entity class, multiple relation labels, and high accuracy simultaneously. Our proposed approach is composed of a Graph Feature Extraction module and a Graph Contextual Reasoning module, achieving appropriate information-redundancy feature extraction, structured organization, and hierarchical inferring. Our approach achieves superior or competitive performance over previous methods on the 3DSSG dataset, especially on the relationship prediction sub-task.

arXiv:2103.14898공식 코드 · Papers with Code

SceneGraphFusion: Incremental 3D Scene Graph Prediction from RGB-D Sequences

Scene graphs are a compact and explicit representation successfully used in a variety of 2D scene understanding tasks. This work proposes a method to incrementally build up semantic scene graphs from a 3D environment given a sequence of RGB-D frames. To this end, we aggregate PointNet features from primitive scene components by means of a graph neural network. We also propose a novel attention mechanism well suited for partial and missing graph data present in such an incremental reconstruction scenario. Although our proposed method is designed to run on submaps of the scene, we show it also transfers to entire 3D scenes. Experiments show that our approach outperforms 3D scene graph prediction methods by a large margin and its accuracy is on par with other 3D semantic and panoptic segmentation methods while running at 35 Hz.

arXiv:2103.05558

Exploiting Edge-Oriented Reasoning for 3D Point-based Scene Graph Analysis

Scene understanding is a critical problem in computer vision. In this paper, we propose a 3D point-based scene graph generation ($\mathbf{SGG_{point}}$) framework to effectively bridge perception and reasoning to achieve scene understanding via three sequential stages, namely scene graph construction, reasoning, and inference. Within the reasoning stage, an EDGE-oriented Graph Convolutional Network ($\texttt{EdgeGCN}$) is created to exploit multi-dimensional edge features for explicit relationship modeling, together with the exploration of two associated twinning interaction mechanisms between nodes and edges for the independent evolution of scene graph representations. Overall, our integrated $\mathbf{SGG_{point}}$ framework is established to seek and infer scene structures of interest from both real-world and synthetic 3D point-based scenes. Our experimental results show promising edge-oriented reasoning effects on scene graph generation studies. We also demonstrate our method advantage on several traditional graph representation learning benchmark datasets, including the node-wise classification on citation networks and whole-graph recognition problems for molecular analysis.

arXiv:2004.03967

Learning 3D Semantic Scene Graphs from 3D Indoor Reconstructions

Scene understanding has been of high interest in computer vision. It encompasses not only identifying objects in a scene, but also their relationships within the given context. With this goal, a recent line of works tackles 3D semantic segmentation and scene layout prediction. In our work we focus on scene graphs, a data structure that organizes the entities of a scene in a graph, where objects are nodes and their relationships modeled as edges. We leverage inference on scene graphs as a way to carry out 3D scene understanding, mapping objects and their relationships. In particular, we propose a learned method that regresses a scene graph from the point cloud of a scene. Our novel architecture is based on PointNet and Graph Convolutional Networks (GCN). In addition, we introduce 3DSSG, a semi-automatically generated dataset, that contains semantically rich scene graphs of 3D scenes. We show the application of our method in a domain-agnostic retrieval task, where graphs serve as an intermediate representation for 3D-3D and 2D-3D matching.

arXiv:1807.05933공식 코드 · Papers with Code

Visual Graphs from Motion (VGfM): Scene understanding with object geometry reasoning

Recent approaches on visual scene understanding attempt to build a scene graph -- a computational representation of objects and their pairwise relationships. Such rich semantic representation is very appealing, yet difficult to obtain from a single image, especially when considering complex spatial arrangements in the scene. Differently, an image sequence conveys useful information using the multi-view geometric relations arising from camera motion. Indeed, in such cases, object relationships are naturally related to the 3D scene structure. To this end, this paper proposes a system that first computes the geometrical location of objects in a generic scene and then efficiently constructs scene graphs from video by embedding such geometrical reasoning. Such compelling representation is obtained using a new model where geometric and visual features are merged using an RNN framework. We report results on a dataset we created for the task of 3D scene graph generation in multiple views.