Active Semantic Perception
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arXiv
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| Format: | Preprint |
| Published: |
2025
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| _version_ | 1866911195410202624 |
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| author | Tang, Huayi Chaudhari, Pratik |
| author_facet | Tang, Huayi Chaudhari, Pratik |
| contents | We develop an approach for active semantic perception which refers to using the semantics of the scene for tasks such as exploration. We build a compact, hierarchical multi-layer scene graph that can represent large, complex indoor environments at various levels of abstraction, e.g., nodes corresponding to rooms, objects, walls, windows etc. as well as fine-grained details of their geometry. We develop a procedure based on large language models (LLMs) to sample plausible scene graphs of unobserved regions that are consistent with partial observations of the scene. These samples are used to compute an information gain of a potential waypoint for sophisticated spatial reasoning, e.g., the two doors in the living room can lead to either a kitchen or a bedroom. We evaluate this approach in complex, realistic 3D indoor environments in simulation. We show using qualitative and quantitative experiments that our approach can pin down the semantics of the environment quicker and more accurately than baseline approaches. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2510_05430 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Active Semantic Perception Tang, Huayi Chaudhari, Pratik Robotics We develop an approach for active semantic perception which refers to using the semantics of the scene for tasks such as exploration. We build a compact, hierarchical multi-layer scene graph that can represent large, complex indoor environments at various levels of abstraction, e.g., nodes corresponding to rooms, objects, walls, windows etc. as well as fine-grained details of their geometry. We develop a procedure based on large language models (LLMs) to sample plausible scene graphs of unobserved regions that are consistent with partial observations of the scene. These samples are used to compute an information gain of a potential waypoint for sophisticated spatial reasoning, e.g., the two doors in the living room can lead to either a kitchen or a bedroom. We evaluate this approach in complex, realistic 3D indoor environments in simulation. We show using qualitative and quantitative experiments that our approach can pin down the semantics of the environment quicker and more accurately than baseline approaches. |
| title | Active Semantic Perception |
| topic | Robotics |
| url | https://arxiv.org/abs/2510.05430 |