NextBestPath: Efficient 3D Mapping of Unseen Environments

Fuente: arXiv
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Hauptverfasser: Li, Shiyao, Guédon, Antoine, Boittiaux, Clémentin, Chen, Shizhe, Lepetit, Vincent
Format: Preprint
Veröffentlicht: 2025
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author Li, Shiyao
Guédon, Antoine
Boittiaux, Clémentin
Chen, Shizhe
Lepetit, Vincent
author_facet Li, Shiyao
Guédon, Antoine
Boittiaux, Clémentin
Chen, Shizhe
Lepetit, Vincent
contents This work addresses the problem of active 3D mapping, where an agent must find an efficient trajectory to exhaustively reconstruct a new scene. Previous approaches mainly predict the next best view near the agent's location, which is prone to getting stuck in local areas. Additionally, existing indoor datasets are insufficient due to limited geometric complexity and inaccurate ground truth meshes. To overcome these limitations, we introduce a novel dataset AiMDoom with a map generator for the Doom video game, enabling to better benchmark active 3D mapping in diverse indoor environments. Moreover, we propose a new method we call next-best-path (NBP), which predicts long-term goals rather than focusing solely on short-sighted views. The model jointly predicts accumulated surface coverage gains for long-term goals and obstacle maps, allowing it to efficiently plan optimal paths with a unified model. By leveraging online data collection, data augmentation and curriculum learning, NBP significantly outperforms state-of-the-art methods on both the existing MP3D dataset and our AiMDoom dataset, achieving more efficient mapping in indoor environments of varying complexity.
format Preprint
id arxiv_https___arxiv_org_abs_2502_05378
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle NextBestPath: Efficient 3D Mapping of Unseen Environments
Li, Shiyao
Guédon, Antoine
Boittiaux, Clémentin
Chen, Shizhe
Lepetit, Vincent
Computer Vision and Pattern Recognition
Robotics
This work addresses the problem of active 3D mapping, where an agent must find an efficient trajectory to exhaustively reconstruct a new scene. Previous approaches mainly predict the next best view near the agent's location, which is prone to getting stuck in local areas. Additionally, existing indoor datasets are insufficient due to limited geometric complexity and inaccurate ground truth meshes. To overcome these limitations, we introduce a novel dataset AiMDoom with a map generator for the Doom video game, enabling to better benchmark active 3D mapping in diverse indoor environments. Moreover, we propose a new method we call next-best-path (NBP), which predicts long-term goals rather than focusing solely on short-sighted views. The model jointly predicts accumulated surface coverage gains for long-term goals and obstacle maps, allowing it to efficiently plan optimal paths with a unified model. By leveraging online data collection, data augmentation and curriculum learning, NBP significantly outperforms state-of-the-art methods on both the existing MP3D dataset and our AiMDoom dataset, achieving more efficient mapping in indoor environments of varying complexity.
title NextBestPath: Efficient 3D Mapping of Unseen Environments
topic Computer Vision and Pattern Recognition
Robotics
url https://arxiv.org/abs/2502.05378