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Oct 21

IndoorUAV: Benchmarking Vision-Language UAV Navigation in Continuous Indoor Environments

Vision-Language Navigation (VLN) enables agents to navigate in complex environments by following natural language instructions grounded in visual observations. Although most existing work has focused on ground-based robots or outdoor Unmanned Aerial Vehicles (UAVs), indoor UAV-based VLN remains underexplored, despite its relevance to real-world applications such as inspection, delivery, and search-and-rescue in confined spaces. To bridge this gap, we introduce IndoorUAV, a novel benchmark and method specifically tailored for VLN with indoor UAVs. We begin by curating over 1,000 diverse and structurally rich 3D indoor scenes from the Habitat simulator. Within these environments, we simulate realistic UAV flight dynamics to collect diverse 3D navigation trajectories manually, further enriched through data augmentation techniques. Furthermore, we design an automated annotation pipeline to generate natural language instructions of varying granularity for each trajectory. This process yields over 16,000 high-quality trajectories, comprising the IndoorUAV-VLN subset, which focuses on long-horizon VLN. To support short-horizon planning, we segment long trajectories into sub-trajectories by selecting semantically salient keyframes and regenerating concise instructions, forming the IndoorUAV-VLA subset. Finally, we introduce IndoorUAV-Agent, a novel navigation model designed for our benchmark, leveraging task decomposition and multimodal reasoning. We hope IndoorUAV serves as a valuable resource to advance research on vision-language embodied AI in the indoor aerial navigation domain.

  • 5 authors
·
Dec 21, 2025

Move to Understand a 3D Scene: Bridging Visual Grounding and Exploration for Efficient and Versatile Embodied Navigation

Embodied scene understanding requires not only comprehending visual-spatial information that has been observed but also determining where to explore next in the 3D physical world. Existing 3D Vision-Language (3D-VL) models primarily focus on grounding objects in static observations from 3D reconstruction, such as meshes and point clouds, but lack the ability to actively perceive and explore their environment. To address this limitation, we introduce \textbf{M}ove \textbf{t}o \textbf{U}nderstand (\model), a unified framework that integrates active perception with \textbf{3D} vision-language learning, enabling embodied agents to effectively explore and understand their environment. This is achieved by three key innovations: 1) Online query-based representation learning, enabling direct spatial memory construction from RGB-D frames, eliminating the need for explicit 3D reconstruction. 2) A unified objective for grounding and exploring, which represents unexplored locations as frontier queries and jointly optimizes object grounding and frontier selection. 3) End-to-end trajectory learning that combines Vision-Language-Exploration pre-training over a million diverse trajectories collected from both simulated and real-world RGB-D sequences. Extensive evaluations across various embodied navigation and question-answering benchmarks show that MTU3D outperforms state-of-the-art reinforcement learning and modular navigation approaches by 14\%, 23\%, 9\%, and 2\% in success rate on HM3D-OVON, GOAT-Bench, SG3D, and A-EQA, respectively. \model's versatility enables navigation using diverse input modalities, including categories, language descriptions, and reference images. These findings highlight the importance of bridging visual grounding and exploration for embodied intelligence.

  • 12 authors
·
Jul 5, 2025

DriVerse: Navigation World Model for Driving Simulation via Multimodal Trajectory Prompting and Motion Alignment

This paper presents DriVerse, a generative model for simulating navigation-driven driving scenes from a single image and a future trajectory. Previous autonomous driving world models either directly feed the trajectory or discrete control signals into the generation pipeline, leading to poor alignment between the control inputs and the implicit features of the 2D base generative model, which results in low-fidelity video outputs. Some methods use coarse textual commands or discrete vehicle control signals, which lack the precision to guide fine-grained, trajectory-specific video generation, making them unsuitable for evaluating actual autonomous driving algorithms. DriVerse introduces explicit trajectory guidance in two complementary forms: it tokenizes trajectories into textual prompts using a predefined trend vocabulary for seamless language integration, and converts 3D trajectories into 2D spatial motion priors to enhance control over static content within the driving scene. To better handle dynamic objects, we further introduce a lightweight motion alignment module, which focuses on the inter-frame consistency of dynamic pixels, significantly enhancing the temporal coherence of moving elements over long sequences. With minimal training and no need for additional data, DriVerse outperforms specialized models on future video generation tasks across both the nuScenes and Waymo datasets. The code and models will be released to the public.

  • 8 authors
·
Apr 22, 2025

Socially Compliant Navigation Dataset (SCAND): A Large-Scale Dataset of Demonstrations for Social Navigation

Social navigation is the capability of an autonomous agent, such as a robot, to navigate in a 'socially compliant' manner in the presence of other intelligent agents such as humans. With the emergence of autonomously navigating mobile robots in human populated environments (e.g., domestic service robots in homes and restaurants and food delivery robots on public sidewalks), incorporating socially compliant navigation behaviors on these robots becomes critical to ensuring safe and comfortable human robot coexistence. To address this challenge, imitation learning is a promising framework, since it is easier for humans to demonstrate the task of social navigation rather than to formulate reward functions that accurately capture the complex multi objective setting of social navigation. The use of imitation learning and inverse reinforcement learning to social navigation for mobile robots, however, is currently hindered by a lack of large scale datasets that capture socially compliant robot navigation demonstrations in the wild. To fill this gap, we introduce Socially CompliAnt Navigation Dataset (SCAND) a large scale, first person view dataset of socially compliant navigation demonstrations. Our dataset contains 8.7 hours, 138 trajectories, 25 miles of socially compliant, human teleoperated driving demonstrations that comprises multi modal data streams including 3D lidar, joystick commands, odometry, visual and inertial information, collected on two morphologically different mobile robots a Boston Dynamics Spot and a Clearpath Jackal by four different human demonstrators in both indoor and outdoor environments. We additionally perform preliminary analysis and validation through real world robot experiments and show that navigation policies learned by imitation learning on SCAND generate socially compliant behaviors

  • 9 authors
·
Jun 7, 2022

RoboSense: Large-scale Dataset and Benchmark for Egocentric Robot Perception and Navigation in Crowded and Unstructured Environments

Reliable embodied perception from an egocentric perspective is challenging yet essential for autonomous navigation technology of intelligent mobile agents. With the growing demand of social robotics, near-field scene understanding becomes an important research topic in the areas of egocentric perceptual tasks related to navigation in both crowded and unstructured environments. Due to the complexity of environmental conditions and difficulty of surrounding obstacles owing to truncation and occlusion, the perception capability under this circumstance is still inferior. To further enhance the intelligence of mobile robots, in this paper, we setup an egocentric multi-sensor data collection platform based on 3 main types of sensors (Camera, LiDAR and Fisheye), which supports flexible sensor configurations to enable dynamic sight of view from ego-perspective, capturing either near or farther areas. Meanwhile, a large-scale multimodal dataset is constructed, named RoboSense, to facilitate egocentric robot perception. Specifically, RoboSense contains more than 133K synchronized data with 1.4M 3D bounding box and IDs annotated in the full 360^{circ} view, forming 216K trajectories across 7.6K temporal sequences. It has 270times and 18times as many annotations of surrounding obstacles within near ranges as the previous datasets collected for autonomous driving scenarios such as KITTI and nuScenes. Moreover, we define a novel matching criterion for near-field 3D perception and prediction metrics. Based on RoboSense, we formulate 6 popular tasks to facilitate the future research development, where the detailed analysis as well as benchmarks are also provided accordingly. Data desensitization measures have been conducted for privacy protection.

  • 5 authors
·
Aug 27, 2024

SleepWalk: A Three-Tier Benchmark for Stress-Testing Instruction-Guided Vision-Language Navigation

Vision-Language Models (VLMs) have advanced rapidly in multimodal perception and language understanding, yet it remains unclear whether they can reliably ground language into spatially coherent, plausibly executable actions in 3D digital environments. We introduce SleepWalk, a benchmark for evaluating instruction-grounded trajectory prediction in single-scene 3D worlds generated from textual scene descriptions and filtered for navigability. Unlike prior navigation benchmarks centered on long-range exploration across rooms, SleepWalk targets localized, interaction-centric embodied reasoning: given rendered visual observations and a natural-language instruction, a model must predict a trajectory that respects scene geometry, avoids collisions, and terminates at an action-compatible location. The benchmark covers diverse indoor and outdoor environments and organizes tasks into three tiers of spatial and temporal difficulty, enabling fine-grained analysis of grounding under increasing compositional complexity. Using a standardized pointwise judge-based evaluation protocol, we evaluate three frontier VLMs on 2,472 curated 3D environments with nine instructions per scene. Results reveal systematic failures in grounded spatial reasoning, especially under occlusion, interaction constraints, and multi-step instructions: performance drops as the difficulty level of the tasks increase. In general, current VLMs can somewhat produce trajectories that are simultaneously spatially coherent, plausibly executable, and aligned with intended actions. By exposing failures in a controlled yet scalable setting, SleepWalk provides a critical benchmark for advancing grounded multimodal reasoning, embodied planning, vision-language navigation, and action-capable agents in 3D environments.

  • 8 authors
·
May 10 1

AgriLiRa4D: A Multi-Sensor UAV Dataset for Robust SLAM in Challenging Agricultural Fields

Multi-sensor Simultaneous Localization and Mapping (SLAM) is essential for Unmanned Aerial Vehicles (UAVs) performing agricultural tasks such as spraying, surveying, and inspection. However, real-world, multi-modal agricultural UAV datasets that enable research on robust operation remain scarce. To address this gap, we present AgriLiRa4D, a multi-modal UAV dataset designed for challenging outdoor agricultural environments. AgriLiRa4D spans three representative farmland types-flat, hilly, and terraced-and includes both boundary and coverage operation modes, resulting in six flight sequence groups. The dataset provides high-accuracy ground-truth trajectories from a Fiber Optic Inertial Navigation System with Real-Time Kinematic capability (FINS_RTK), along with synchronized measurements from a 3D LiDAR, a 4D Radar, and an Inertial Measurement Unit (IMU), accompanied by complete intrinsic and extrinsic calibrations. Leveraging its comprehensive sensor suite and diverse real-world scenarios, AgriLiRa4D supports diverse SLAM and localization studies and enables rigorous robustness evaluation against low-texture crops, repetitive patterns, dynamic vegetation, and other challenges of real agricultural environments. To further demonstrate its utility, we benchmark four state-of-the-art multi-sensor SLAM algorithms across different sensor combinations, highlighting the difficulty of the proposed sequences and the necessity of multi-modal approaches for reliable UAV localization. By filling a critical gap in agricultural SLAM datasets, AgriLiRa4D provides a valuable benchmark for the research community and contributes to advancing autonomous navigation technologies for agricultural UAVs. The dataset can be downloaded from: https://zhan994.github.io/AgriLiRa4D.

  • 4 authors
·
Dec 1, 2025

MaMi-HOI: Harmonizing Global Kinematics and Local Geometry for Human-Object Interaction Generation

Generating realistic 3D Human-Object Interactions (HOI) is a fundamental task for applications ranging from embodied AI to virtual content creation, which requires harmonizing high-level semantic intent with strict low-level physical constraints. Existing methods excel at semantic alignment, however, they struggle to maintain precise object contact. We reveal a key finding termed Geometric Forgetting: as diffusion model depth increases, semantic feature tend to overshadow object geometry feature, causing the model to lose its perception to object geometry. To address this, we propose MaMi-HOI, a hierarchical framework reconciling Macro-level kinematic fluidity with Micro-level spatial precision. First, to counteract geometric forgetting, we introduce the Geometry-Aware Proximity Adapter (GAPA), which explicitly re-injects dense object details to perform residual snapping corrections for precise contact. Nevertheless, such aggressive local enforcement can disrupt global dynamics, leading to robotic stiffness. In response, we introduce the Kinematic Harmony Adapter (KHA), which proactively aligns whole-body posture with spatial objectives, ensuring the skeleton actively accommodates constraints without compromising naturalness. Extensive experiments validate that MaMi-HOI simultaneously achieves natural motion and precise contact. Crucially, it extends generation capabilities to long-term tasks with complex trajectories, effectively bridging the gap between global navigation and high-fidelity manipulation in 3D scenes. Code is available at https://github.com/DON738110198/MaMi-HOI.git

  • 3 authors
·
May 6

CosFly: Plan in the Matrix, Fly in the World

We present CosFly, a box-structured planning and multimodal simulation pipeline for aerial tracking, together with CosFly-Track, a large-scale UAV dataset for dynamic target tracking across diverse environments including urban centers, highways, rural landscapes, forests, and coastal towns. In our current implementation on CARLA, CosFly provides a modular 7-step construction pipeline that converts complex 3D worlds into structured obstacle representations for planning, then projects the resulting trajectories back into multi-modal sensor data -- including RGB images, high-precision depth maps, and semantic segmentation masks -- paired with natural language navigation instructions. A key feature is the support for configurable fixed-FOV zoom levels (one FOV setting drawn per trajectory and held constant throughout), enabling simulation of various focal lengths through camera-intrinsic adjustments. The pipeline covers the complete workflow from 3D map export through grid simplification, pedestrian and drone trajectory planning, multi-modal rendering with 6-DOF pose annotations, quality inspection, and teacher-student caption generation. We analyze two trajectory-planning paradigms for aerial target tracking: a conventional two-stage pipeline with front-end candidate generation and backend refinement, and a direct gradient-based formulation that optimizes multiple tracking constraints in a single objective. The public CosFly-Track release contains 250 validated trajectories and approximately 100,000 rendered images with complete 6-DOF drone pose annotations (position x, y, z and orientation yaw, pitch, roll). Together, the pipeline and dataset establish a scalable foundation for aerial-ground collaborative research, supporting dynamic target tracking, UAV navigation, and multi-modal perception across diverse environments.

  • 11 authors
·
May 17

GN0: Toward a Unified Paradigm for Generation, Evaluation, and Policy Learning in Visual-Language Navigation

Embodied navigation connects intelligent agents with the physical world and is fundamental for general robotic intelligence. Limited availability and quality of navigation data have constrained Vision-and-Language Navigation (VLN) systems' generalization and long-horizon capabilities. To address this, we curate diverse 3D scenes and develop an automated pipeline for large-scale navigation data, resulting in the GN-Matrix dataset. Building on a 3D Gaussian Splatting (3DGS) engine, we introduce a high-fidelity simulation platform supporting interactive roaming and collision-aware navigation. We further propose GN-Bench, the first BEV-based benchmark incorporating dynamic 3DGS avatars for human-robot interaction evaluation. To leverage the simulator, we develop an RL-driven navigation foundation model, Break and Establish (BAE). After supervised learning, DAgger exposes the model to rollout-induced states, breaking narrow expert-centric distributions and enabling downstream RL exploration. This unified VLN paradigm integrates map-based and map-free tasks, including instruction following, human following, and goal navigation. GN-BAE formalizes high-fidelity 3DGS-rendered Bird's Eye View representations as compact memory, unlocking latent spatial reasoning in VLMs. Extensive evaluations on GN-Bench and VLN-CE show that GN0 outperforms state-of-the-art VLN methods. Overall, GN-Matrix offers a unified framework spanning data, simulation, and learning, advancing embodied navigation in research and industrial applications.

  • 13 authors
·
Jun 1

EMMA: End-to-End Multimodal Model for Autonomous Driving

We introduce EMMA, an End-to-end Multimodal Model for Autonomous driving. Built on a multi-modal large language model foundation, EMMA directly maps raw camera sensor data into various driving-specific outputs, including planner trajectories, perception objects, and road graph elements. EMMA maximizes the utility of world knowledge from the pre-trained large language models, by representing all non-sensor inputs (e.g. navigation instructions and ego vehicle status) and outputs (e.g. trajectories and 3D locations) as natural language text. This approach allows EMMA to jointly process various driving tasks in a unified language space, and generate the outputs for each task using task-specific prompts. Empirically, we demonstrate EMMA's effectiveness by achieving state-of-the-art performance in motion planning on nuScenes as well as competitive results on the Waymo Open Motion Dataset (WOMD). EMMA also yields competitive results for camera-primary 3D object detection on the Waymo Open Dataset (WOD). We show that co-training EMMA with planner trajectories, object detection, and road graph tasks yields improvements across all three domains, highlighting EMMA's potential as a generalist model for autonomous driving applications. However, EMMA also exhibits certain limitations: it can process only a small amount of image frames, does not incorporate accurate 3D sensing modalities like LiDAR or radar and is computationally expensive. We hope that our results will inspire further research to mitigate these issues and to further evolve the state of the art in autonomous driving model architectures.

  • 13 authors
·
Oct 30, 2024

TrajectoryFormer: 3D Object Tracking Transformer with Predictive Trajectory Hypotheses

3D multi-object tracking (MOT) is vital for many applications including autonomous driving vehicles and service robots. With the commonly used tracking-by-detection paradigm, 3D MOT has made important progress in recent years. However, these methods only use the detection boxes of the current frame to obtain trajectory-box association results, which makes it impossible for the tracker to recover objects missed by the detector. In this paper, we present TrajectoryFormer, a novel point-cloud-based 3D MOT framework. To recover the missed object by detector, we generates multiple trajectory hypotheses with hybrid candidate boxes, including temporally predicted boxes and current-frame detection boxes, for trajectory-box association. The predicted boxes can propagate object's history trajectory information to the current frame and thus the network can tolerate short-term miss detection of the tracked objects. We combine long-term object motion feature and short-term object appearance feature to create per-hypothesis feature embedding, which reduces the computational overhead for spatial-temporal encoding. Additionally, we introduce a Global-Local Interaction Module to conduct information interaction among all hypotheses and models their spatial relations, leading to accurate estimation of hypotheses. Our TrajectoryFormer achieves state-of-the-art performance on the Waymo 3D MOT benchmarks. Code is available at https://github.com/poodarchu/EFG .

  • 8 authors
·
Jun 9, 2023

TrajPrism: A Multi-Task Benchmark for Language-Grounded Urban Trajectory Understanding

Urban mobility is naturally expressed both as trajectories in space and as natural-language descriptions of travel intent, constraints, and preferences. However, prior work rarely evaluates these two modalities together on the same real-world trajectories: trajectory modeling often stays geometry-centric, while language-centric mobility benchmarks frequently target route planning and tool use rather than fine-grained, verifiable alignment between text and the underlying route. We introduce TrajPrism, a multi-task benchmark for language-trajectory alignment that unifies (i) instruction-conditioned trajectory generation, (ii) language-driven semantic trajectory retrieval, and (iii) trajectory captioning, together with an evaluation protocol that measures trajectory fidelity, retrieval quality, and language groundedness. We construct TrajPrism by pairing real urban trajectories with judge-filtered language annotations generated under a four-dimensional travel-intent taxonomy. The benchmark contains 300K selected trajectories across Porto, San Francisco, and Beijing, yielding 2.1M task instances from three instruction variants, three retrieval queries, and one caption per trajectory. We further develop proof-of-concept models for each task: TrajAnchor for instruction-conditioned trajectory generation, TrajFuse for semantic trajectory retrieval, and TrajRap for trajectory captioning. These models instantiate the proposed tasks and show that geometry-only trajectory baselines leave a large gap on our protocol, especially where language is part of the input-output interface. We release TrajPrism with code and a reproducible annotation pipeline that is designed to be portable across cities, given compatible trajectory inputs and map resources.

  • 9 authors
·
May 10

IGL-Nav: Incremental 3D Gaussian Localization for Image-goal Navigation

Visual navigation with an image as goal is a fundamental and challenging problem. Conventional methods either rely on end-to-end RL learning or modular-based policy with topological graph or BEV map as memory, which cannot fully model the geometric relationship between the explored 3D environment and the goal image. In order to efficiently and accurately localize the goal image in 3D space, we build our navigation system upon the renderable 3D gaussian (3DGS) representation. However, due to the computational intensity of 3DGS optimization and the large search space of 6-DoF camera pose, directly leveraging 3DGS for image localization during agent exploration process is prohibitively inefficient. To this end, we propose IGL-Nav, an Incremental 3D Gaussian Localization framework for efficient and 3D-aware image-goal navigation. Specifically, we incrementally update the scene representation as new images arrive with feed-forward monocular prediction. Then we coarsely localize the goal by leveraging the geometric information for discrete space matching, which can be equivalent to efficient 3D convolution. When the agent is close to the goal, we finally solve the fine target pose with optimization via differentiable rendering. The proposed IGL-Nav outperforms existing state-of-the-art methods by a large margin across diverse experimental configurations. It can also handle the more challenging free-view image-goal setting and be deployed on real-world robotic platform using a cellphone to capture goal image at arbitrary pose. Project page: https://gwxuan.github.io/IGL-Nav/.

  • 7 authors
·
Aug 1, 2025 2

Dynam3D: Dynamic Layered 3D Tokens Empower VLM for Vision-and-Language Navigation

Vision-and-Language Navigation (VLN) is a core task where embodied agents leverage their spatial mobility to navigate in 3D environments toward designated destinations based on natural language instructions. Recently, video-language large models (Video-VLMs) with strong generalization capabilities and rich commonsense knowledge have shown remarkable performance when applied to VLN tasks. However, these models still encounter the following challenges when applied to real-world 3D navigation: 1) Insufficient understanding of 3D geometry and spatial semantics; 2) Limited capacity for large-scale exploration and long-term environmental memory; 3) Poor adaptability to dynamic and changing environments.To address these limitations, we propose Dynam3D, a dynamic layered 3D representation model that leverages language-aligned, generalizable, and hierarchical 3D representations as visual input to train 3D-VLM in navigation action prediction. Given posed RGB-D images, our Dynam3D projects 2D CLIP features into 3D space and constructs multi-level 3D patch-instance-zone representations for 3D geometric and semantic understanding with a dynamic and layer-wise update strategy. Our Dynam3D is capable of online encoding and localization of 3D instances, and dynamically updates them in changing environments to provide large-scale exploration and long-term memory capabilities for navigation. By leveraging large-scale 3D-language pretraining and task-specific adaptation, our Dynam3D sets new state-of-the-art performance on VLN benchmarks including R2R-CE, REVERIE-CE and NavRAG-CE under monocular settings. Furthermore, experiments for pre-exploration, lifelong memory, and real-world robot validate the effectiveness of practical deployment.

Vision-Only Robot Navigation in a Neural Radiance World

Neural Radiance Fields (NeRFs) have recently emerged as a powerful paradigm for the representation of natural, complex 3D scenes. NeRFs represent continuous volumetric density and RGB values in a neural network, and generate photo-realistic images from unseen camera viewpoints through ray tracing. We propose an algorithm for navigating a robot through a 3D environment represented as a NeRF using only an on-board RGB camera for localization. We assume the NeRF for the scene has been pre-trained offline, and the robot's objective is to navigate through unoccupied space in the NeRF to reach a goal pose. We introduce a trajectory optimization algorithm that avoids collisions with high-density regions in the NeRF based on a discrete time version of differential flatness that is amenable to constraining the robot's full pose and control inputs. We also introduce an optimization based filtering method to estimate 6DoF pose and velocities for the robot in the NeRF given only an onboard RGB camera. We combine the trajectory planner with the pose filter in an online replanning loop to give a vision-based robot navigation pipeline. We present simulation results with a quadrotor robot navigating through a jungle gym environment, the inside of a church, and Stonehenge using only an RGB camera. We also demonstrate an omnidirectional ground robot navigating through the church, requiring it to reorient to fit through the narrow gap. Videos of this work can be found at https://mikh3x4.github.io/nerf-navigation/ .

  • 7 authors
·
Sep 30, 2021

VTInstructor: Visual Trajectory Prompting for Navigation Instruction Generation in Continuous Environments

Navigation instruction generation from ego-centric RGB video in continuous environments is an important yet challenging task for human-robot interaction and scalable dataset construction. Prior instruction generators assume discrete viewpoint graphs with panoramic observations, where trajectory structure is explicit; in continuous environments, however, the agent receives only a dense RGB stream, making trajectory cues difficult to recover. We propose VTInstructor, the first VLN instruction generation framework for continuous environments. Our key idea is to convert implicit trajectory geometry into explicit visual trajectory prompts: EDTC condenses long RGB trajectories into navigation-critical keyframes, VTP overlays path, turn, and goal cues onto these anchors, VTMod injects the resulting trajectory signals into the visual encoder, and VT-GRPO further calibrates this spatial injection during training, all without requiring a navigation graph, pre-built map, or scene reconstruction. On the challenging R2R-CE and RxR-CE Val Unseen benchmarks, VTInstructor sets a new state of the art across all standard NLG metrics, surpassing the strongest baseline by +0.357 CIDEr and +0.109 CIDEr, respectively. Beyond automatic metrics, VTInstructor-generated instructions raise a frozen follower's success rate to 63.3%, a +14.7 percentage-point gain over the best competing instruction source, and provide consistent data augmentation gains of +3 SR points on downstream navigation tasks.

  • 4 authors
·
Aug 14

MolmoMotion: Forecasting Point Trajectories in 3D with Language Instruction

Motion forecasting is central to visual intelligence: agents must anticipate how objects will move in order to plan actions, reason about physical interactions, and synthesize realistic futures. We argue that 3D points in world coordinates provide a general representation that is class-agnostic, view-stable, compact, and directly useful for downstream tasks. We formalize the task of goal-conditioned 3D point motion forecasting: given a short visual history, a set of 3D query points on an object of interest, and a language description of the intended goal, the model predicts the future 3D trajectory of each point. We introduce a full stack to study this task at scale: (1) MolmoMotion-1M is a large corpus of action-described, object-grounded 3D point trajectories annotated from 1.16M unconstrained videos; (2) PointMotionBench is a human-verified benchmark spanning 111 object categories and 61 motion types; and (3) MolmoMotion is a general motion forecasting model that supports both autoregressive coordinate prediction and flow-matching-based trajectory generation. MolmoMotion accurately predicts diverse motion patterns with different language instructions, and significantly outperforms existing motion prediction baselines on PointMotionBench. Finally, we show that the learned 3D motion prior transfers well to downstream applications: it improves training efficiency and generalization for robot manipulation, and its predicted trajectories provide effective motion guidance for generative models to synthesize videos with more realistic object motion.

allenai Ai2
·
Jun 16 1

Monocular Quasi-Dense 3D Object Tracking

A reliable and accurate 3D tracking framework is essential for predicting future locations of surrounding objects and planning the observer's actions in numerous applications such as autonomous driving. We propose a framework that can effectively associate moving objects over time and estimate their full 3D bounding box information from a sequence of 2D images captured on a moving platform. The object association leverages quasi-dense similarity learning to identify objects in various poses and viewpoints with appearance cues only. After initial 2D association, we further utilize 3D bounding boxes depth-ordering heuristics for robust instance association and motion-based 3D trajectory prediction for re-identification of occluded vehicles. In the end, an LSTM-based object velocity learning module aggregates the long-term trajectory information for more accurate motion extrapolation. Experiments on our proposed simulation data and real-world benchmarks, including KITTI, nuScenes, and Waymo datasets, show that our tracking framework offers robust object association and tracking on urban-driving scenarios. On the Waymo Open benchmark, we establish the first camera-only baseline in the 3D tracking and 3D detection challenges. Our quasi-dense 3D tracking pipeline achieves impressive improvements on the nuScenes 3D tracking benchmark with near five times tracking accuracy of the best vision-only submission among all published methods. Our code, data and trained models are available at https://github.com/SysCV/qd-3dt.

  • 6 authors
·
Mar 12, 2021

Long-Term Human Trajectory Prediction using 3D Dynamic Scene Graphs

We present a novel approach for long-term human trajectory prediction in indoor human-centric environments, which is essential for long-horizon robot planning in these environments. State-of-the-art human trajectory prediction methods are limited by their focus on collision avoidance and short-term planning, and their inability to model complex interactions of humans with the environment. In contrast, our approach overcomes these limitations by predicting sequences of human interactions with the environment and using this information to guide trajectory predictions over a horizon of up to 60s. We leverage Large Language Models (LLMs) to predict interactions with the environment by conditioning the LLM prediction on rich contextual information about the scene. This information is given as a 3D Dynamic Scene Graph that encodes the geometry, semantics, and traversability of the environment into a hierarchical representation. We then ground these interaction sequences into multi-modal spatio-temporal distributions over human positions using a probabilistic approach based on continuous-time Markov Chains. To evaluate our approach, we introduce a new semi-synthetic dataset of long-term human trajectories in complex indoor environments, which also includes annotations of human-object interactions. We show in thorough experimental evaluations that our approach achieves a 54% lower average negative log-likelihood and a 26.5% lower Best-of-20 displacement error compared to the best non-privileged (i.e., evaluated in a zero-shot fashion on the dataset) baselines for a time horizon of 60s.

  • 3 authors
·
Oct 29, 2024

EgoTraj: Real-World Egocentric Human Trajectory Dataset for Multimodal Prediction

Accurately forecasting human trajectories from an egocentric perspective plays a central role in applications such as humanoid robotics, wearable sensing systems, and assistive navigation. However, progress in this direction remains limited due to the scarcity of egocentric trajectory datasets collected in real-world environments. Addressing this need, we introduce EgoTraj, an egocentric multimodal open dataset recorded using Meta Quest Pro (MQPro). EgoTraj contains 75 sequences of human navigation collected from multiple MQPro wearers in real-world urban environments. Each recording provides synchronized RGB video along with ground-truth data, including continuous time-synchronized 6-degree-of-freedom head poses, per-frame 3D eye gaze vectors, scene annotations. To the best of our knowledge, EgoTraj differs from typical egocentric trajectory datasets by capturing long-horizon, self-directed navigation across diverse urban routes with broad participant diversity. To demonstrate the potential of the dataset, we benchmark several state-of-the-art methods for egocentric trajectory prediction and conduct ablation studies to analyze the contributions of gaze, scene, and motion cues. The results highlight the utility of EgoTraj for AR-based perception, navigation, and assistive systems. The EgoTraj dataset, code, and EgoViz Dashboard are publicly available at https://github.com/yehiahmad/EgoTraj.

  • 7 authors
·
May 17

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

  • 5 authors
·
May 21, 2023

NavA^3: Understanding Any Instruction, Navigating Anywhere, Finding Anything

Embodied navigation is a fundamental capability of embodied intelligence, enabling robots to move and interact within physical environments. However, existing navigation tasks primarily focus on predefined object navigation or instruction following, which significantly differs from human needs in real-world scenarios involving complex, open-ended scenes. To bridge this gap, we introduce a challenging long-horizon navigation task that requires understanding high-level human instructions and performing spatial-aware object navigation in real-world environments. Existing embodied navigation methods struggle with such tasks due to their limitations in comprehending high-level human instructions and localizing objects with an open vocabulary. In this paper, we propose NavA^3, a hierarchical framework divided into two stages: global and local policies. In the global policy, we leverage the reasoning capabilities of Reasoning-VLM to parse high-level human instructions and integrate them with global 3D scene views. This allows us to reason and navigate to regions most likely to contain the goal object. In the local policy, we have collected a dataset of 1.0 million samples of spatial-aware object affordances to train the NaviAfford model (PointingVLM), which provides robust open-vocabulary object localization and spatial awareness for precise goal identification and navigation in complex environments. Extensive experiments demonstrate that NavA^3 achieves SOTA results in navigation performance and can successfully complete longhorizon navigation tasks across different robot embodiments in real-world settings, paving the way for universal embodied navigation. The dataset and code will be made available. Project website: https://NavigationA3.github.io/.

  • 9 authors
·
Aug 6, 2025

Personalized Instance-based Navigation Toward User-Specific Objects in Realistic Environments

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.

  • 5 authors
·
Feb 18, 2025

ObjectReact: Learning Object-Relative Control for Visual Navigation

Visual navigation using only a single camera and a topological map has recently become an appealing alternative to methods that require additional sensors and 3D maps. This is typically achieved through an "image-relative" approach to estimating control from a given pair of current observation and subgoal image. However, image-level representations of the world have limitations because images are strictly tied to the agent's pose and embodiment. In contrast, objects, being a property of the map, offer an embodiment- and trajectory-invariant world representation. In this work, we present a new paradigm of learning "object-relative" control that exhibits several desirable characteristics: a) new routes can be traversed without strictly requiring to imitate prior experience, b) the control prediction problem can be decoupled from solving the image matching problem, and c) high invariance can be achieved in cross-embodiment deployment for variations across both training-testing and mapping-execution settings. We propose a topometric map representation in the form of a "relative" 3D scene graph, which is used to obtain more informative object-level global path planning costs. We train a local controller, dubbed "ObjectReact", conditioned directly on a high-level "WayObject Costmap" representation that eliminates the need for an explicit RGB input. We demonstrate the advantages of learning object-relative control over its image-relative counterpart across sensor height variations and multiple navigation tasks that challenge the underlying spatial understanding capability, e.g., navigating a map trajectory in the reverse direction. We further show that our sim-only policy is able to generalize well to real-world indoor environments. Code and supplementary material are accessible via project page: https://object-react.github.io/

  • 8 authors
·
Sep 11, 2025 1

Unify Change Point Detection and Segment Classification in a Regression Task for Transportation Mode Identification

Identifying travelers' transportation modes is important in transportation science and location-based services. It's appealing for researchers to leverage GPS trajectory data to infer transportation modes with the popularity of GPS-enabled devices, e.g., smart phones. Existing studies frame this problem as classification task. The dominant two-stage studies divide the trip into single-one mode segments first and then categorize these segments. The over segmentation strategy and inevitable error propagation bring difficulties to classification stage and make optimizing the whole system hard. The recent one-stage works throw out trajectory segmentation entirely to avoid these by directly conducting point-wise classification for the trip, whereas leaving predictions dis-continuous. To solve above-mentioned problems, inspired by YOLO and SSD in object detection, we propose to reframe change point detection and segment classification as a unified regression task instead of the existing classification task. We directly regress coordinates of change points and classify associated segments. In this way, our method divides the trip into segments under a supervised manner and leverage more contextual information, obtaining predictions with high accuracy and continuity. Two frameworks, TrajYOLO and TrajSSD, are proposed to solve the regression task and various feature extraction backbones are exploited. Exhaustive experiments on GeoLife dataset show that the proposed method has competitive overall identification accuracy of 0.853 when distinguishing five modes: walk, bike, bus, car, train. As for change point detection, our method increases precision at the cost of drop in recall. All codes are available at https://github.com/RadetzkyLi/TrajYOLO-SSD.

  • 2 authors
·
Dec 7, 2023

A Third-Order Gaussian Process Trajectory Representation Framework with Closed-Form Kinematics for Continuous-Time Motion Estimation

In this paper, we propose a third-order, i.e., white-noise-on-jerk, Gaussian Process (GP) Trajectory Representation (TR) framework for continuous-time (CT) motion estimation (ME) tasks. Our framework features a unified trajectory representation that encapsulates the kinematic models of both SO(3)timesR^3 and SE(3) pose representations. This encapsulation strategy allows users to use the same implementation of measurement-based factors for either choice of pose representation, which facilitates experimentation and comparison to achieve the best model for the ME task. In addition, unique to our framework, we derive the kinematic models with the closed-form temporal derivatives of the local variable of SO(3) and SE(3), which so far has only been approximated based on the Taylor expansion in the literature. Our experiments show that these kinematic models can improve the estimation accuracy in high-speed scenarios. All analytical Jacobians of the interpolated states with respect to the support states of the trajectory representation, as well as the motion prior factors, are also provided for accelerated Gauss-Newton (GN) optimization. Our experiments demonstrate the efficacy and efficiency of the framework in various motion estimation tasks such as localization, calibration, and odometry, facilitating fast prototyping for ME researchers. We release the source code for the benefit of the community. Our project is available at https://github.com/brytsknguyen/gptr.

  • 8 authors
·
Oct 30, 2024

HERO: Hierarchical Traversable 3D Scene Graphs for Embodied Navigation Among Movable Obstacles

3D Scene Graphs (3DSGs) constitute a powerful representation of the physical world, distinguished by their abilities to explicitly model the complex spatial, semantic, and functional relationships between entities, rendering a foundational understanding that enables agents to interact intelligently with their environment and execute versatile behaviors. Embodied navigation, as a crucial component of such capabilities, leverages the compact and expressive nature of 3DSGs to enable long-horizon reasoning and planning in complex, large-scale environments. However, prior works rely on a static-world assumption, defining traversable space solely based on static spatial layouts and thereby treating interactable obstacles as non-traversable. This fundamental limitation severely undermines their effectiveness in real-world scenarios, leading to limited reachability, low efficiency, and inferior extensibility. To address these issues, we propose HERO, a novel framework for constructing Hierarchical Traversable 3DSGs, that redefines traversability by modeling operable obstacles as pathways, capturing their physical interactivity, functional semantics, and the scene's relational hierarchy. The results show that, relative to its baseline, HERO reduces PL by 35.1% in partially obstructed environments and increases SR by 79.4% in fully obstructed ones, demonstrating substantially higher efficiency and reachability.

  • 8 authors
·
Dec 16, 2025

Image2Sim: Scaling Embodied Navigation via Generative Neural Simulator

Embodied navigation aims to build agents that interpret multimodal goals, reason in 3D space, and reach target destinations reliably in the real world. However, progress remains constrained by the lack of scalable, high-fidelity, and physically grounded interactive environments. Although real-world scanned datasets offer visual realism, they are limited by scale. In contrast, synthetic simulators scale more easily but often exhibit large sim-to-real gaps. We introduce Image2Sim, a real-time neural simulation framework that constructs high-quality interactive environments from posed RGB-D image sequences. The central idea is to decouple 3D spatial anchoring from photorealistic observation synthesis. For scene construction, Image2Sim uses a feed-forward feature Gaussian model that lifts posed RGB-D observations into a 3D feature-Gaussian representation in a single pass. For rendering, we propose a Geometry-Aware One-Step Pixel Flow model that transforms sparse and noisy Gaussian projections into high-quality panoramic RGB-D observations. Image2Sim also serves as a fully automated embodied data engine that generates high-fidelity observations, executable actions, and diverse navigation instructions at scale. It converts large collections of videos and images into nearly 20K interactive scenes and synthesizes more than 10 million navigation training samples. Navigation models trained entirely in these neural environments achieve strong improvements on major benchmarks and transfer effectively to real-world zero-shot settings. These results suggest that scalable neural simulation can serve as a practical training substrate for embodied navigation at scale.

STEGNav: Spatio-Temporal Event Graph Reasoning for Multimodal Lifelong Object Navigation

Multimodal lifelong navigation requires an agent to autonomously explore unseen environments while sequentially completing navigation tasks specified by object categories, language descriptions, or reference images. Existing methods primarily accomplish these tasks by constructing state-centric semantic scene graphs. By treating scene graphs as persistent repositories of semantic observations, these methods struggle to distinguish similar instances, jointly represent semantic targets and exploration frontiers, and effectively exploit navigation memory and trajectory experience. To address these limitations, we propose Spatio-Temporal Event Graph Navigation (STEGNav), a training-free framework that extends conventional scene graphs into spatio-temporal event graphs along complementary spatial and temporal axes. The spatial axis performs query-conditioned instance grounding and jointly represents semantic targets and occupancy-aware exploration frontiers characterized by reachability, path cost, and exploration utility. The temporal axis employs trajectory-aware dual-window memory to retain recent decision--trajectory events and verified cross-subtask navigation outcomes. A VLM-based navigation agent reasons over the resulting spatio-temporal event graph and selects either a target instance or an exploration frontier as its next navigation goal. STEGNav achieves 66.3% SR and 39.7 SPL on GOAT-Bench, as well as SR scores of 64.0% and 69.4% on HM3Dv1 and HM3Dv2, respectively. Ablation studies and error analyses validate the complementary effects of the two axes, demonstrating that event-driven spatio-temporal representations improve navigation reliability and cross-subtask experience reuse.

  • 7 authors
·
Aug 27

Learning Camera Movement Control from Real-World Drone Videos

This study seeks to automate camera movement control for filming existing subjects into attractive videos, contrasting with the creation of non-existent content by directly generating the pixels. We select drone videos as our test case due to their rich and challenging motion patterns, distinctive viewing angles, and precise controls. Existing AI videography methods struggle with limited appearance diversity in simulation training, high costs of recording expert operations, and difficulties in designing heuristic-based goals to cover all scenarios. To avoid these issues, we propose a scalable method that involves collecting real-world training data to improve diversity, extracting camera trajectories automatically to minimize annotation costs, and training an effective architecture that does not rely on heuristics. Specifically, we collect 99k high-quality trajectories by running 3D reconstruction on online videos, connecting camera poses from consecutive frames to formulate 3D camera paths, and using Kalman filter to identify and remove low-quality data. Moreover, we introduce DVGFormer, an auto-regressive transformer that leverages the camera path and images from all past frames to predict camera movement in the next frame. We evaluate our system across 38 synthetic natural scenes and 7 real city 3D scans. We show that our system effectively learns to perform challenging camera movements such as navigating through obstacles, maintaining low altitude to increase perceived speed, and orbiting towers and buildings, which are very useful for recording high-quality videos. Data and code are available at dvgformer.github.io.

  • 3 authors
·
Dec 12, 2024 1

TraceVision: Trajectory-Aware Vision-Language Model for Human-Like Spatial Understanding

Recent Large Vision-Language Models (LVLMs) demonstrate remarkable capabilities in image understanding and natural language generation. However, current approaches focus predominantly on global image understanding, struggling to simulate human visual attention trajectories and explain associations between descriptions and specific regions. We propose TraceVision, a unified vision-language model integrating trajectory-aware spatial understanding in an end-to-end framework. TraceVision employs a Trajectory-aware Visual Perception (TVP) module for bidirectional fusion of visual features and trajectory information. We design geometric simplification to extract semantic keypoints from raw trajectories and propose a three-stage training pipeline where trajectories guide description generation and region localization. We extend TraceVision to trajectory-guided segmentation and video scene understanding, enabling cross-frame tracking and temporal attention analysis. We construct the Reasoning-based Interactive Localized Narratives (RILN) dataset to enhance logical reasoning and interpretability. Extensive experiments on trajectory-guided captioning, text-guided trajectory prediction, understanding, and segmentation demonstrate that TraceVision achieves state-of-the-art performance, establishing a foundation for intuitive spatial interaction and interpretable visual understanding.

  • 8 authors
·
Feb 23

GPT-6-Astra Lights Up Embodied Navigation: Evaluation in Zero-Shot Vision-and-Language Navigation in Continuous Environments

We investigate whether GPT-6-Astra, a general-purpose foundation model, can navigate unfamiliar environments using its own perception, reasoning, and decision-making capabilities. Our evaluation focuses on zero-shot vision-and-language navigation in continuous environments (VLN-CE) through a minimal interface in the Codex harness, aiming to unleash GPT-6-Astra's full potential for navigation. Using monocular RGB, GPT-6-Astra decides when to observe, how to move, and when to stop, without navigation-specific fine-tuning, a trained waypoint predictor, or a pre-built scene map. Our evaluation yields four key findings and implications. First, GPT-6-Astra achieves strong zero-shot navigation performance using only monocular RGB observations. On R2R-CE-100, GPT-6-Astra (ultra reasoning) achieves a success rate of 81.3%, exceeding the strongest reported zero-shot and even train-based success rates by 15.3 and 9.2 percentage points, respectively. Second, GPT-6-Astra exhibits promising capabilities in interpreting multi-stage instructions, understanding the environment, and adjusting routes. Third, execution and goal-verification failures persist even with ultra reasoning. Fourth, these results motivate combining general-purpose model capabilities with navigation-specific expertise. Based on these findings, future VLN research should investigate which aspects of instruction interpretation, spatial understanding, and navigation decision-making general-purpose models can handle directly, and where navigation-specific learning can extend their capabilities. This includes exploring how spatial representations, navigation experience, and learned control skills can improve progress tracking, error recovery, and goal verification while preserving the flexibility to adjust routes.

  • 4 authors
·
Sep 24

VoLN: Vision-Only Long-Horizon Navigation---Paradigm, Benchmark, and Method

Vision-and-Language Navigation (VLN) enables embodied agents to follow natural-language instructions. However, route-level instructions commonly encode spatial priors, such as orientation, distance, and layout, that are not explicitly available from onboard sensing at deployment in open, GPS-denied environments. Benchmark performance under such interfaces therefore jointly reflects visual navigation ability and the use of route structure explicitly supplied by the task description. As a complementary formulation, we propose Vision-Only Long-Horizon Navigation (VoLN), which shifts route-relevant information from externally supplied instructions and global guidance to locally observable in-scene cues. In VoLN, goal views specify the destination, while route-relevant information is available only through locally observable in-scene cues that the agent must detect, interpret, and select online. We instantiate VoLN for aerial navigation through VoLN-UAV, a 7,210-episode benchmark that combines long-horizon goal-directed flight, continuous 3D motion, large viewpoint changes, and context-dependent beacon selection. We further provide VoLN-MLLM as an initial reference baseline. It aligns self-supervised visual features with a structured semantic space and predicts short-horizon waypoint segments from observation history, goal views, retrieved visual--semantic tokens, and proprioception. On the five-environment Test-Unseen split, it obtains success rates of 7.4%, 4.5%, and 1.8% on Easy, Normal, and Hard episodes, respectively. These results provide an initial evaluation of VoLN and reveal substantial remaining challenges in long-horizon evidence integration, cross-view goal matching, and closed-loop stability. Project page: https://admire-ljb.github.io/VoLN-UAV/

  • 9 authors
·
Jul 22

Embodied Navigation Foundation Model

Navigation is a fundamental capability in embodied AI, representing the intelligence required to perceive and interact within physical environments following language instructions. Despite significant progress in large Vision-Language Models (VLMs), which exhibit remarkable zero-shot performance on general vision-language tasks, their generalization ability in embodied navigation remains largely confined to narrow task settings and embodiment-specific architectures. In this work, we introduce a cross-embodiment and cross-task Navigation Foundation Model (NavFoM), trained on eight million navigation samples that encompass quadrupeds, drones, wheeled robots, and vehicles, and spanning diverse tasks such as vision-and-language navigation, object searching, target tracking, and autonomous driving. NavFoM employs a unified architecture that processes multimodal navigation inputs from varying camera configurations and navigation horizons. To accommodate diverse camera setups and temporal horizons, NavFoM incorporates identifier tokens that embed camera view information of embodiments and the temporal context of tasks. Furthermore, to meet the demands of real-world deployment, NavFoM controls all observation tokens using a dynamically adjusted sampling strategy under a limited token length budget. Extensive evaluations on public benchmarks demonstrate that our model achieves state-of-the-art or highly competitive performance across multiple navigation tasks and embodiments without requiring task-specific fine-tuning. Additional real-world experiments further confirm the strong generalization capability and practical applicability of our approach.

  • 17 authors
·
Sep 15, 2025

EigenTrajectory: Low-Rank Descriptors for Multi-Modal Trajectory Forecasting

Capturing high-dimensional social interactions and feasible futures is essential for predicting trajectories. To address this complex nature, several attempts have been devoted to reducing the dimensionality of the output variables via parametric curve fitting such as the B\'ezier curve and B-spline function. However, these functions, which originate in computer graphics fields, are not suitable to account for socially acceptable human dynamics. In this paper, we present EigenTrajectory (ET), a trajectory prediction approach that uses a novel trajectory descriptor to form a compact space, known here as ET space, in place of Euclidean space, for representing pedestrian movements. We first reduce the complexity of the trajectory descriptor via a low-rank approximation. We transform the pedestrians' history paths into our ET space represented by spatio-temporal principle components, and feed them into off-the-shelf trajectory forecasting models. The inputs and outputs of the models as well as social interactions are all gathered and aggregated in the corresponding ET space. Lastly, we propose a trajectory anchor-based refinement method to cover all possible futures in the proposed ET space. Extensive experiments demonstrate that our EigenTrajectory predictor can significantly improve both the prediction accuracy and reliability of existing trajectory forecasting models on public benchmarks, indicating that the proposed descriptor is suited to represent pedestrian behaviors. Code is publicly available at https://github.com/inhwanbae/EigenTrajectory .

  • 3 authors
·
Jul 18, 2023

ViNT: A Foundation Model for Visual Navigation

General-purpose pre-trained models ("foundation models") have enabled practitioners to produce generalizable solutions for individual machine learning problems with datasets that are significantly smaller than those required for learning from scratch. Such models are typically trained on large and diverse datasets with weak supervision, consuming much more training data than is available for any individual downstream application. In this paper, we describe the Visual Navigation Transformer (ViNT), a foundation model that aims to bring the success of general-purpose pre-trained models to vision-based robotic navigation. ViNT is trained with a general goal-reaching objective that can be used with any navigation dataset, and employs a flexible Transformer-based architecture to learn navigational affordances and enable efficient adaptation to a variety of downstream navigational tasks. ViNT is trained on a number of existing navigation datasets, comprising hundreds of hours of robotic navigation from a variety of different robotic platforms, and exhibits positive transfer, outperforming specialist models trained on singular datasets. ViNT can be augmented with diffusion-based subgoal proposals to explore novel environments, and can solve kilometer-scale navigation problems when equipped with long-range heuristics. ViNT can also be adapted to novel task specifications with a technique inspired by prompt-tuning, where the goal encoder is replaced by an encoding of another task modality (e.g., GPS waypoints or routing commands) embedded into the same space of goal tokens. This flexibility and ability to accommodate a variety of downstream problem domains establishes ViNT as an effective foundation model for mobile robotics. For videos, code, and model checkpoints, see our project page at https://visualnav-transformer.github.io.

  • 7 authors
·
Jun 26, 2023

GROKE: Vision-Free Navigation Instruction Evaluation via Graph Reasoning on OpenStreetMap

The evaluation of navigation instructions remains a persistent challenge in Vision-and-Language Navigation (VLN) research. Traditional reference-based metrics such as BLEU and ROUGE fail to capture the functional utility of spatial directives, specifically whether an instruction successfully guides a navigator to the intended destination. Although existing VLN agents could serve as evaluators, their reliance on high-fidelity visual simulators introduces licensing constraints and computational costs, and perception errors further confound linguistic quality assessment. This paper introduces GROKE(Graph-based Reasoning over OSM Knowledge for instruction Evaluation), a vision-free training-free hierarchical LLM-based framework for evaluating navigation instructions using OpenStreetMap data. Through systematic ablation studies, we demonstrate that structured JSON and textual formats for spatial information substantially outperform grid-based and visual graph representations. Our hierarchical architecture combines sub-instruction planning with topological graph navigation, reducing navigation error by 68.5% compared to heuristic and sampling baselines on the Map2Seq dataset. The agent's execution success, trajectory fidelity, and decision patterns serve as proxy metrics for functional navigability given OSM-visible landmarks and topology, establishing a scalable and interpretable evaluation paradigm without visual dependencies. Code and data are available at https://anonymous.4open.science/r/groke.

  • 4 authors
·
Jan 12

DetZero: Rethinking Offboard 3D Object Detection with Long-term Sequential Point Clouds

Existing offboard 3D detectors always follow a modular pipeline design to take advantage of unlimited sequential point clouds. We have found that the full potential of offboard 3D detectors is not explored mainly due to two reasons: (1) the onboard multi-object tracker cannot generate sufficient complete object trajectories, and (2) the motion state of objects poses an inevitable challenge for the object-centric refining stage in leveraging the long-term temporal context representation. To tackle these problems, we propose a novel paradigm of offboard 3D object detection, named DetZero. Concretely, an offline tracker coupled with a multi-frame detector is proposed to focus on the completeness of generated object tracks. An attention-mechanism refining module is proposed to strengthen contextual information interaction across long-term sequential point clouds for object refining with decomposed regression methods. Extensive experiments on Waymo Open Dataset show our DetZero outperforms all state-of-the-art onboard and offboard 3D detection methods. Notably, DetZero ranks 1st place on Waymo 3D object detection leaderboard with 85.15 mAPH (L2) detection performance. Further experiments validate the application of taking the place of human labels with such high-quality results. Our empirical study leads to rethinking conventions and interesting findings that can guide future research on offboard 3D object detection.

  • 12 authors
·
Jun 9, 2023

Lyra 2.0: Explorable Generative 3D Worlds

Recent advances in video generation enable a new paradigm for 3D scene creation: generating camera-controlled videos that simulate scene walkthroughs, then lifting them to 3D via feed-forward reconstruction techniques. This generative reconstruction approach combines the visual fidelity and creative capacity of video models with 3D outputs ready for real-time rendering and simulation. Scaling to large, complex environments requires 3D-consistent video generation over long camera trajectories with large viewpoint changes and location revisits, a setting where current video models degrade quickly. Existing methods for long-horizon generation are fundamentally limited by two forms of degradation: spatial forgetting and temporal drifting. As exploration proceeds, previously observed regions fall outside the model's temporal context, forcing the model to hallucinate structures when revisited. Meanwhile, autoregressive generation accumulates small synthesis errors over time, gradually distorting scene appearance and geometry. We present Lyra 2.0, a framework for generating persistent, explorable 3D worlds at scale. To address spatial forgetting, we maintain per-frame 3D geometry and use it solely for information routing -- retrieving relevant past frames and establishing dense correspondences with the target viewpoints -- while relying on the generative prior for appearance synthesis. To address temporal drifting, we train with self-augmented histories that expose the model to its own degraded outputs, teaching it to correct drift rather than propagate it. Together, these enable substantially longer and 3D-consistent video trajectories, which we leverage to fine-tune feed-forward reconstruction models that reliably recover high-quality 3D scenes.

nvidia NVIDIA
·
Apr 13 4

Think over Trajectories: Leveraging Video Generation to Reconstruct GPS Trajectories from Cellular Signaling

Mobile devices continuously interact with cellular base stations, generating massive volumes of signaling records that provide broad coverage for understanding human mobility. However, such records offer only coarse location cues (e.g., serving-cell identifiers) and therefore limit their direct use in applications that require high-precision GPS trajectories. This paper studies the Sig2GPS problem: reconstructing GPS trajectories from cellular signaling. Inspired by domain experts often lay the signaling trace on the map and sketch the corresponding GPS route, unlike conventional solutions that rely on complex multi-stage engineering pipelines or regress coordinates, Sig2GPS is reframed as an image-to-video generation task that directly operates in the map-visual domain: signaling traces are rendered on a map, and a video generation model is trained to draw a continuous GPS path. To support this paradigm, a paired signaling-to-trajectory video dataset is constructed to fine-tune an open-source video model, and a trajectory-aware reinforcement learning-based optimization method is introduced to improve generation fidelity via rewards. Experiments on large-scale real-world datasets show substantial improvements over strong engineered and learning-based baselines, while additional results on next GPS prediction indicate scalability and cross-city transferability. Overall, these results suggest that map-visual video generation provides a practical interface for trajectory data mining by enabling direct generation and refinement of continuous paths under map constraints.

  • 6 authors
·
Mar 27 2

VECTOR: Velocity-Enhanced GRU Neural Network for Real-Time 3D UAV Trajectory Prediction

This paper tackles the challenge of real-time 3D trajectory prediction for UAVs, which is critical for applications such as aerial surveillance and defense. Existing prediction models that rely primarily on position data struggle with accuracy, especially when UAV movements fall outside the position domain used in training. Our research identifies a gap in utilizing velocity estimates, first-order dynamics, to better capture the dynamics and enhance prediction accuracy and generalizability in any position domain. To bridge this gap, we propose a new trajectory prediction method using Gated Recurrent Units (GRUs) within sequence-based neural networks. Unlike traditional methods that rely on RNNs or transformers, this approach forecasts future velocities and positions based on historical velocity data instead of positions. This is designed to enhance prediction accuracy and scalability, overcoming challenges faced by conventional models in handling complex UAV dynamics. The methodology employs both synthetic and real-world 3D UAV trajectory data, capturing a wide range of flight patterns, speeds, and agility. Synthetic data is generated using the Gazebo simulator and PX4 Autopilot, while real-world data comes from the UZH-FPV and Mid-Air drone racing datasets. The GRU-based models significantly outperform state-of-the-art RNN approaches, with a mean square error (MSE) as low as 2 x 10^-8. Overall, our findings confirm the effectiveness of incorporating velocity data in improving the accuracy of UAV trajectory predictions across both synthetic and real-world scenarios, in and out of position data distributions. Finally, we open-source our 5000 trajectories dataset and a ROS 2 package to facilitate the integration with existing ROS-based UAV systems.

  • 6 authors
·
Oct 24, 2024

SkeNa: Learning to Navigate Unseen Environments Based on Abstract Hand-Drawn Maps

A typical human strategy for giving navigation guidance is to sketch route maps based on the environmental layout. Inspired by this, we introduce Sketch map-based visual Navigation (SkeNa), an embodied navigation task in which an agent must reach a goal in an unseen environment using only a hand-drawn sketch map as guidance. To support research for SkeNa, we present a large-scale dataset named SoR, comprising 54k trajectory and sketch map pairs across 71 indoor scenes. In SoR, we introduce two navigation validation sets with varying levels of abstraction in hand-drawn sketches, categorized based on their preservation of spatial scales in the environment, to facilitate future research. To construct SoR, we develop an automated sketch-generation pipeline that efficiently converts floor plans into hand-drawn representations. To solve SkeNa, we propose SkeNavigator, a navigation framework that aligns visual observations with hand-drawn maps to estimate navigation targets. It employs a Ray-based Map Descriptor (RMD) to enhance sketch map valid feature representation using equidistant sampling points and boundary distances. To improve alignment with visual observations, a Dual-Map Aligned Goal Predictor (DAGP) leverages the correspondence between sketch map features and on-site constructed exploration map features to predict goal position and guide navigation. SkeNavigator outperforms prior floor plan navigation methods by a large margin, improving SPL on the high-abstract validation set by 105% relatively. Our code and dataset will be released.

  • 8 authors
·
Aug 4, 2025

VEGA: Learning Navigation VLAs from In-the-Wild Egocentric Video with Geometric Trajectory Supervision

We introduce VEGA, an approach for training navigation VisionLanguage-Action (VLA) models from unlabeled egocentric navigation videos. Internet-scale egocentric videos provide a scalable source of navigation-relevant visual observations, capturing cluttered scenes, close-range obstacles, and natural human motion through real-world spaces. However, these videos are not directly usable for policy learning because they do not provide obstacle-aware trajectories conditioned on explicit navigation goals in the robot's coordinate frame. VEGA addresses this gap by reconstructing local scene geometry from monocular video, sampling navigation goals (represented as text, image, or spatial waypoints) and generating obstacle-aware trajectories using the constructed geometry. The resulting trajectory distribution is then used to train a flow-matching VLA navigation policy. By using geometry exclusively during training, VEGA distills obstacle-aware planning directly into a vision-based policy. Furthermore, we introduce VEGA-Bench, a benchmark containing 250k scenes and approximately 5 million navigation goals paired with scene geometry, designed to evaluate goal progress, collision avoidance, and obstacle clearance of VLAs. Our evaluation shows that VEGA achieves competitive goal progress while reducing collisions by 33.0% and improving obstacle clearance by 17.9% over the strongest baseline on VEGABench, while improving success by at least 150.0%, reducing collisions by at least 66.7%, and improving obstacle clearance by at least 60.0% in real-world trials. Ultimately, we demonstrate that video-derived geometric supervision provides a scalable and effective signal for training obstacle-aware navigation VLAs. The code and benchmark will be released at the time of publication.

  • 5 authors
·
Jun 15

UniTE: A Survey and Unified Pipeline for Pre-training Spatiotemporal Trajectory Embeddings

Spatiotemporal trajectories are sequences of timestamped locations, which enable a variety of analyses that in turn enable important real-world applications. It is common to map trajectories to vectors, called embeddings, before subsequent analyses. Thus, the qualities of embeddings are very important. Methods for pre-training embeddings, which leverage unlabeled trajectories for training universal embeddings, have shown promising applicability across different tasks, thus attracting considerable interest. However, research progress on this topic faces two key challenges: a lack of a comprehensive overview of existing methods, resulting in several related methods not being well-recognized, and the absence of a unified pipeline, complicating the development of new methods and the analysis of methods. We present UniTE, a survey and a unified pipeline for this domain. In doing so, we present a comprehensive list of existing methods for pre-training trajectory embeddings, which includes methods that either explicitly or implicitly employ pre-training techniques. Further, we present a unified and modular pipeline with publicly available underlying code, simplifying the process of constructing and evaluating methods for pre-training trajectory embeddings. Additionally, we contribute a selection of experimental results using the proposed pipeline on real-world datasets. Implementation of the pipeline is publicly available at https://github.com/Logan-Lin/UniTE.

  • 11 authors
·
Nov 11, 2024

SingularTrajectory: Universal Trajectory Predictor Using Diffusion Model

There are five types of trajectory prediction tasks: deterministic, stochastic, domain adaptation, momentary observation, and few-shot. These associated tasks are defined by various factors, such as the length of input paths, data split and pre-processing methods. Interestingly, even though they commonly take sequential coordinates of observations as input and infer future paths in the same coordinates as output, designing specialized architectures for each task is still necessary. For the other task, generality issues can lead to sub-optimal performances. In this paper, we propose SingularTrajectory, a diffusion-based universal trajectory prediction framework to reduce the performance gap across the five tasks. The core of SingularTrajectory is to unify a variety of human dynamics representations on the associated tasks. To do this, we first build a Singular space to project all types of motion patterns from each task into one embedding space. We next propose an adaptive anchor working in the Singular space. Unlike traditional fixed anchor methods that sometimes yield unacceptable paths, our adaptive anchor enables correct anchors, which are put into a wrong location, based on a traversability map. Finally, we adopt a diffusion-based predictor to further enhance the prototype paths using a cascaded denoising process. Our unified framework ensures the generality across various benchmark settings such as input modality, and trajectory lengths. Extensive experiments on five public benchmarks demonstrate that SingularTrajectory substantially outperforms existing models, highlighting its effectiveness in estimating general dynamics of human movements. Code is publicly available at https://github.com/inhwanbae/SingularTrajectory .

  • 3 authors
·
Mar 27, 2024 1

SimVTA: Simulation-Grounded Video-Trajectory Alignment for Driving World Action Models

Driving world action models (WAMs) learn from paired trajectories and future observations. Post-training with reinforcement learning allows the policy to explore alternative trajectories and improve planning using driving rewards. However, driving logs contain future videos only for the recorded trajectories, leaving these alternatives without corresponding visual supervision. Thus, we introduce SimVTA, a simulation-grounded post-training framework that combines trajectory optimization with video supervision. First, we sample candidate trajectories for each observation and use a real-world simulator (e.g., World Engine) to render future videos for high-reward candidates in real-world scenes reconstructed with 3D Gaussian Splatting (3DGS). This provides trajectory-matched supervision independent of the model's own predictions. Under a limited rendering budget, we prioritize video supervision for higher-error futures among these rendered candidates. Finally, we optimize trajectory planning with Group Relative Policy Optimization (GRPO) and use a flow-matching loss on the matched videos to update shared representations. At inference time, the model predicts trajectories directly, without simulator calls. On NAVSIM v1, applying SimVTA to a WAM initialization improves PDMS from 86.2 to 91.3 (+5.1). It achieves 88.2 EPDMS on NAVSIM v2 and an average HD-Score of 38.8 in closed-loop evaluation on HUGSIM. Ablations show that updating shared representations with video supervision improves planning, while prioritizing higher-error futures among high-reward trajectories further improves performance.

C4D: 4D Made from 3D through Dual Correspondences

Recovering 4D from monocular video, which jointly estimates dynamic geometry and camera poses, is an inevitably challenging problem. While recent pointmap-based 3D reconstruction methods (e.g., DUSt3R) have made great progress in reconstructing static scenes, directly applying them to dynamic scenes leads to inaccurate results. This discrepancy arises because moving objects violate multi-view geometric constraints, disrupting the reconstruction. To address this, we introduce C4D, a framework that leverages temporal Correspondences to extend existing 3D reconstruction formulation to 4D. Specifically, apart from predicting pointmaps, C4D captures two types of correspondences: short-term optical flow and long-term point tracking. We train a dynamic-aware point tracker that provides additional mobility information, facilitating the estimation of motion masks to separate moving elements from the static background, thus offering more reliable guidance for dynamic scenes. Furthermore, we introduce a set of dynamic scene optimization objectives to recover per-frame 3D geometry and camera parameters. Simultaneously, the correspondences lift 2D trajectories into smooth 3D trajectories, enabling fully integrated 4D reconstruction. Experiments show that our framework achieves complete 4D recovery and demonstrates strong performance across multiple downstream tasks, including depth estimation, camera pose estimation, and point tracking. Project Page: https://littlepure2333.github.io/C4D

  • 4 authors
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Oct 16, 2025

Recent Advancements in Deep Learning Applications and Methods for Autonomous Navigation: A Comprehensive Review

This review article is an attempt to survey all recent AI based techniques used to deal with major functions in This review paper presents a comprehensive overview of end-to-end deep learning frameworks used in the context of autonomous navigation, including obstacle detection, scene perception, path planning, and control. The paper aims to bridge the gap between autonomous navigation and deep learning by analyzing recent research studies and evaluating the implementation and testing of deep learning methods. It emphasizes the importance of navigation for mobile robots, autonomous vehicles, and unmanned aerial vehicles, while also acknowledging the challenges due to environmental complexity, uncertainty, obstacles, dynamic environments, and the need to plan paths for multiple agents. The review highlights the rapid growth of deep learning in engineering data science and its development of innovative navigation methods. It discusses recent interdisciplinary work related to this field and provides a brief perspective on the limitations, challenges, and potential areas of growth for deep learning methods in autonomous navigation. Finally, the paper summarizes the findings and practices at different stages, correlating existing and future methods, their applicability, scalability, and limitations. The review provides a valuable resource for researchers and practitioners working in the field of autonomous navigation and deep learning.

  • 2 authors
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Feb 21, 2023

VisionTrap: Vision-Augmented Trajectory Prediction Guided by Textual Descriptions

Predicting future trajectories for other road agents is an essential task for autonomous vehicles. Established trajectory prediction methods primarily use agent tracks generated by a detection and tracking system and HD map as inputs. In this work, we propose a novel method that also incorporates visual input from surround-view cameras, allowing the model to utilize visual cues such as human gazes and gestures, road conditions, vehicle turn signals, etc, which are typically hidden from the model in prior methods. Furthermore, we use textual descriptions generated by a Vision-Language Model (VLM) and refined by a Large Language Model (LLM) as supervision during training to guide the model on what to learn from the input data. Despite using these extra inputs, our method achieves a latency of 53 ms, making it feasible for real-time processing, which is significantly faster than that of previous single-agent prediction methods with similar performance. Our experiments show that both the visual inputs and the textual descriptions contribute to improvements in trajectory prediction performance, and our qualitative analysis highlights how the model is able to exploit these additional inputs. Lastly, in this work we create and release the nuScenes-Text dataset, which augments the established nuScenes dataset with rich textual annotations for every scene, demonstrating the positive impact of utilizing VLM on trajectory prediction. Our project page is at https://moonseokha.github.io/VisionTrap/

  • 9 authors
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Jul 17, 2024

Trace Anything: Representing Any Video in 4D via Trajectory Fields

Effective spatio-temporal representation is fundamental to modeling, understanding, and predicting dynamics in videos. The atomic unit of a video, the pixel, traces a continuous 3D trajectory over time, serving as the primitive element of dynamics. Based on this principle, we propose representing any video as a Trajectory Field: a dense mapping that assigns a continuous 3D trajectory function of time to each pixel in every frame. With this representation, we introduce Trace Anything, a neural network that predicts the entire trajectory field in a single feed-forward pass. Specifically, for each pixel in each frame, our model predicts a set of control points that parameterizes a trajectory (i.e., a B-spline), yielding its 3D position at arbitrary query time instants. We trained the Trace Anything model on large-scale 4D data, including data from our new platform, and our experiments demonstrate that: (i) Trace Anything achieves state-of-the-art performance on our new benchmark for trajectory field estimation and performs competitively on established point-tracking benchmarks; (ii) it offers significant efficiency gains thanks to its one-pass paradigm, without requiring iterative optimization or auxiliary estimators; and (iii) it exhibits emergent abilities, including goal-conditioned manipulation, motion forecasting, and spatio-temporal fusion. Project page: https://trace-anything.github.io/.

ByteDance-Seed ByteDance Seed
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Oct 15, 2025 2