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Dennis Rotondi

Publications and source records attributed to Dennis Rotondi.

6 recordsLinked to original sources

GESTO: Human-Centric Spatio-Temporal Memory for Reasoning in Dynamic Scenes

Robots operating in human environments need memories that capture not only what objects exist and where, but also how people use them over time and how individual interactions compose into goal-directed activities. Existing 4D scene graphs preserve object and place histories but omit activity structure, whereas activity representations are either not grounded in persistent 3D scenes or rely on externally provided event boundaries and object associations. We present GESTO (Grounded Event and Spatio-Temporal memOry), a spatio-temporal memory that couples a persistent 4D scene graph with a two-level hierarchy of atomic human--object interactions and goal-driven events. From an RGB-D observation stream, GESTO automatically extracts timestamped interactions, grounds them to persistent scene entities, groups them into events, and uses event context to refine uncertain object associations. A relation-aware tool-calling agent queries the resulting memory for activity-centric spatio-temporal reasoning. We evaluate GESTO on the reproducible text, binary, and time categories of an existing benchmark, together with 40 new Space2Event and Event2Space queries. GESTO achieves scores of 0.71, 0.75, and 0.70 on the standard categories, approaching a method supplied with ground-truth event and object grounding, while substantially outperforming the same reasoning framework when these inputs are removed. It further achieves 0.73 and 0.75 on Space2Event and Event2Space queries. Ablations show that hierarchical event structure and context-aware grounding refinement provide complementary benefits, supporting activity-grounded hierarchical memory for retrospective reasoning in dynamic human environments.

cs.CV

3D Scene Graphs: Open Challenges and Future Directions

3D Scene Graphs (3DSGs) have emerged as a powerful representation for spatial AI by combining geometric grounding with semantic and relational abstractions of the environment. Their expressiveness has made them relevant to a broad range of problems in robotics and computer vision, including manipulation, navigation, task planning, scene understanding, and many others. However, the field remains fragmented: different communities adopt distinct formulations, construction pipelines, and evaluation protocols, making it difficult to compare methods, identify common assumptions, and assess remaining challenges for robust real-world deployment. This survey provides a unified and critical review of 3DSGs, with particular emphasis on open challenges and future directions. We first formalize 3DSGs under a common definition and analyze the principal modeling choices that characterize existing formulations, including node and edge attributes, hierarchical structure, dynamic scene representations, and affordance-aware extensions. We then review how 3DSGs are built from raw sensory observations, discussing the most common terminologies, conventions, and techniques. Finally, we examine downstream applications and evaluation strategies, from intrinsic graph quality to task-level performance. To support the community, we also provide a dedicated website that organizes and extends the surveyed content, accessible at https://3dscenegraphs.com/.

cs.RO

KeySG: Hierarchical Keyframe-Based 3D Scene Graphs

In recent years, 3D scene graphs have emerged as a powerful world representation, offering both geometric accuracy and semantic richness. Combining 3D scene graphs with large language models enables robots to reason, plan, and navigate in complex human-centered environments. However, current approaches for constructing 3D scene graphs are semantically limited to a predefined set of relationships, and their serialization in large environments can easily exceed an LLM's context window. We introduce KeySG, a framework that represents 3D scenes as a hierarchical graph consisting of floors, rooms, objects, and functional elements, where nodes are augmented with multi-modal information extracted from keyframes selected to optimize geometric and visual coverage. The keyframes allow us to efficiently leverage VLMs to extract scene information, alleviating the need to explicitly model relationship edges between objects, enabling more general, task-agnostic reasoning and planning. Our approach can process complex and ambiguous queries while mitigating the scalability issues associated with large scene graphs by utilizing a hierarchical multi-modal retrieval-augmented generation (RAG) pipeline to extract relevant context from the graph. Evaluated across three distinct benchmarks, 3D object semantic segmentation, functional element segmentation, and complex query retrieval, KeySG outperforms prior approaches on most metrics, demonstrating its superior semantic richness and efficiency.

cs.CV

Social 3D Scene Graphs: Modeling Human Actions and Relations for Interactive Service Robots

Understanding how people interact with their surroundings and each other is essential for enabling robots to act in socially compliant and context-aware ways. While 3D Scene Graphs have emerged as a powerful semantic representation for scene understanding, existing approaches largely ignore humans in the scene, also due to the lack of annotated human-environment relationships. Moreover, existing methods typically capture only open-vocabulary relations from single image frames, which limits their ability to model long-range interactions beyond the observed content. We introduce Social 3D Scene Graphs, an augmented 3D Scene Graph representation that captures humans, their attributes, activities and relationships in the environment, both local and remote, using an open-vocabulary framework. Furthermore, we introduce a new benchmark consisting of synthetic environments with comprehensive human-scene relationship annotations and diverse types of queries for evaluating social scene understanding in 3D. The experiments demonstrate that our representation improves human activity prediction and reasoning about human-environment relations, paving the way toward socially intelligent robots.

cs.CV

Long-Term Planning Around Humans in Domestic Environments with 3D Scene Graphs

Long-term planning for robots operating in domestic environments poses unique challenges due to the interactions between humans, objects, and spaces. Recent advancements in trajectory planning have leveraged vision-language models (VLMs) to extract contextual information for robots operating in real-world environments. While these methods achieve satisfying performance, they do not explicitly model human activities. Such activities influence surrounding objects and reshape spatial constraints. This paper presents a novel approach to trajectory planning that integrates human preferences, activities, and spatial context through an enriched 3D scene graph (3DSG) representation. By incorporating activity-based relationships, our method captures the spatial impact of human actions, leading to more context-sensitive trajectory adaptation. Preliminary results demonstrate that our approach effectively assigns costs to spaces influenced by human activities, ensuring that the robot trajectory remains contextually appropriate and sensitive to the ongoing environment. This balance between task efficiency and social appropriateness enhances context-aware human-robot interactions in domestic settings. Future work includes implementing a full planning pipeline and conducting user studies to evaluate trajectory acceptability.

cs.RO

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

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

cs.CV