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Dmitry Yudin

Publications and source records attributed to Dmitry Yudin.

At least 19 recordsLinked to original sources

MC-DeTra: Motion-Consistent Joint Object Detection and Socially-Aware Trajectory Forecasting in Bird's-Eye-View Images

Unified models for object detection and trajectory forecasting aim to merge perception and prediction for autonomous driving, refining actor trajectories directly over shared bird's-eye-view (BEV) images rasterized from LiDAR and high-definition maps. Their accuracy on dynamic, moving actors, however, remains the hardest part of the task, and the strongest such model, DeTra, has no public implementation. We contribute an openly released DeTra reimplementation with documented approximations, and on top of it MC-DeTra: a family of motion-consistency mechanisms that add supervision through two annotation-derived auxiliary signals -- each actor's observed past motion and the occupancy of the surrounding traffic that forms its social context -- and one inter-output consistency constraint that aligns an actor's predicted heading with its predicted direction of motion. Every proposed loss is train-only and inference-safe: it shapes the shared BEV representation during training and is removed at test time, adding no inference latency. On the Waymo Open Dataset, evaluated under a strict, detection-conditioned forecasting protocol, MC-DeTra improves dynamic, socially-situated trajectory forecasting while preserving or improving detection accuracy; a gradient-based loss-calibration analysis exposes how the auxiliary objectives compete at the shared backbone, and our ablation identifies which signals contribute most. We release code, configurations, and evaluation tooling at https://github.com/diuzhevVlad/MC-DeTra.

cs.CV

GPUSimBench: Towards Scalable and Reliable GPU-Accelerated Simulators in Embodied AI

Data-driven embodied AI is rapidly transitioning into a paradigm that scales training through massively parallel simulation, where GPU-accelerated simulators serve as the foundational data infrastructure. However, as computational throughput scales, the underlying trade-offs between parallel efficiency, physical fidelity, and execution determinism remain largely unexamined, hindering the development of reliable robot learning. In this paper, we expose the hidden limits of mainstream GPU-based robotic simulators (e.g., Isaac Lab, Genesis) by introducing GPUSimBench, which focuses on scalability, physical consistency, and computational determinism. First, GPUSimBench establishes a physical grounding evaluation with a controlled inclined-plane task, quantifying the distributional alignment between simulated dynamics and their real-world counterparts. Second, we benchmark parallel scalability by measuring throughput and memory footprints across scaling environment counts. Crucially, beyond standard performance metrics, we unveil and quantify the inherent non-determinism introduced by GPU-batched execution, characterized by significant run-to-run and inter-environment variability even under identical initial conditions. Finally, we identify four empirical regimes of stochasticity within current simulator stacks, highlighting that unbounded scaling can compromise reproducibility without explicit constraints.

cs.RO

SceneGraphVLM: Dynamic Scene Graph Generation from Video with Vision-Language Models

Scene graph generation provides a compact structured representation for visual perception, but accurate and fast graph prediction from images and videos remains challenging. Recent VLM-based methods can generate scene graphs end-to-end as structured text, yet often produce long outputs with irrelevant objects and relations. We present SceneGraphVLM, a compact method for image and video scene graph generation with small visual language models. SceneGraphVLM serializes graphs in a token-efficient TOON format and trains the model in two stages: supervised fine-tuning followed by reinforcement learning with hallucination-aware rewards that balance relation coverage and precision while penalizing unsupported objects and relations. For videos, the model can optionally condition each frame on the previously generated graph, providing lightweight short-term context without tracking or post-processing. We evaluate SceneGraphVLM on PSG, PVSG, and Action Genome. With compact VLMs and vLLM-accelerated decoding, SceneGraphVLM achieves a strong quality-speed trade-off, improves precision-oriented SGG metrics while preserving reasonable recall, and generates complete scene graphs with approximately one-second latency. Code and implementation details are available at: https://github.com/markus0440/SceneGraphVLM.git.

cs.CV

Knowledge-Guided Manipulation Using Multi-Task Reinforcement Learning

This paper introduces Knowledge Graph based Massively Multi-task Model-based Policy Optimization (KG-M3PO), a framework for multi-task robotic manipulation in partially observable settings that unifies Perception, Knowledge, and Policy. The method augments egocentric vision with an online 3D scene graph that grounds open-vocabulary detections into a metric, relational representation. A dynamic-relation mechanism updates spatial, containment, and affordance edges at every step, and a graph neural encoder is trained end-to-end through the RL objective so that relational features are shaped directly by control performance. Multiple observation modalities (visual, proprioceptive, linguistic, and graph-based) are encoded into a shared latent space, upon which the RL agent operates to drive the control loop. The policy conditions on lightweight graph queries alongside visual and proprioceptive inputs, yielding a compact, semantically informed state for decision making. Experiments on a suite of manipulation tasks with occlusions, distractors, and layout shifts demonstrate consistent gains over strong baselines: the knowledge-conditioned agent achieves higher success rates, improved sample efficiency, and stronger generalization to novel objects and unseen scene configurations. These results support the premise that structured, continuously maintained world knowledge is a powerful inductive bias for scalable, generalizable manipulation: when the knowledge module participates in the RL computation graph, relational representations align with control, enabling robust long-horizon behavior under partial observability.

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FocusGraph: Graph-Structured Frame Selection for Embodied Long Video Question Answering

The ability to understand long videos is vital for embodied intelligent agents, because their effectiveness depends on how well they can accumulate, organize, and leverage long-horizon perceptual memories. Recently, multimodal LLMs have been gaining popularity for solving the long video understanding task due to their general ability to understand natural language and to leverage world knowledge. However, as the number of frames provided to an MLLM increases, the quality of its responses tends to degrade, and inference time grows. Therefore, when using MLLMs for long video understanding, a crucial step is selecting key frames from the video to answer user queries. In this work, we develop FocusGraph, a framework for keyframe selection for question answering over long egocentric videos. It leverages a lightweight trainable Scene-Caption LLM Selector that selects query-relevant clips based on their graph-based captions, and a training-free method for selecting keyframes from these clips. Unlike existing methods, the proposed Scene-Caption LLM Selector does not rely on the original sequence of low-resolution frames; instead, it operates on a compact textual representation of the scene. We then design a training-free Patch-wise Sparse-Flow Retention (PSFR) method to select keyframes from the resulting sequence of clips, which are fed into an MLLM to produce the final answer. Together, these components enable FocusGraph to achieve state-of-the-art results on challenging egocentric long-video question answering benchmarks, including FindingDory and HourVideo, while significantly reducing inference time relative to baseline approaches.

cs.CV

PRISM-Loc: a Lightweight Long-range LiDAR Localization in Urban Environments with Topological Maps

We propose PRISM-Loc - a lightweight and robust approach for localization in large outdoor environments that combines a compact topological representation with a novel scan-matching and curb-detection module operating on raw LiDAR scans. The method is designed for resource-constrained platforms and emphasizes real-time performance and resilience to common urban sensing challenges. It provides accurate localization in compact topological maps using global place recognition and an original scan matching technique. Experiments on standard benchmarks and on an embedded platform demonstrate the effectiveness of our approach. Our method achieves a 99\% success rate on the large-scale ITLP-Campus dataset while running at 150 ms per localization and using a 20 MB map for localization. We highlight three main contributions: (1) a compact representation for city-scale localization; (2) a novel curb detection and scan matching pipeline operating directly on raw LiDAR points; (3) a thorough evaluation of our method with performance analysis.

cs.RO

M3DMap: Object-aware Multimodal 3D Mapping for Dynamic Environments

3D mapping in dynamic environments poses a challenge for modern researchers in robotics and autonomous transportation. There are no universal representations for dynamic 3D scenes that incorporate multimodal data such as images, point clouds, and text. This article takes a step toward solving this problem. It proposes a taxonomy of methods for constructing multimodal 3D maps, classifying contemporary approaches based on scene types and representations, learning methods, and practical applications. Using this taxonomy, a brief structured analysis of recent methods is provided. The article also describes an original modular method called M3DMap, designed for object-aware construction of multimodal 3D maps for both static and dynamic scenes. It consists of several interconnected components: a neural multimodal object segmentation and tracking module; an odometry estimation module, including trainable algorithms; a module for 3D map construction and updating with various implementations depending on the desired scene representation; and a multimodal data retrieval module. The article highlights original implementations of these modules and their advantages in solving various practical tasks, from 3D object grounding to mobile manipulation. Additionally, it presents theoretical propositions demonstrating the positive effect of using multimodal data and modern foundational models in 3D mapping methods. Details of the taxonomy and method implementation are available at https://yuddim.github.io/M3DMap.

cs.CV

RCDINO: Enhancing Radar-Camera 3D Object Detection with DINOv2 Semantic Features

Three-dimensional object detection is essential for autonomous driving and robotics, relying on effective fusion of multimodal data from cameras and radar. This work proposes RCDINO, a multimodal transformer-based model that enhances visual backbone features by fusing them with semantically rich representations from the pretrained DINOv2 foundation model. This approach enriches visual representations and improves the model's detection performance while preserving compatibility with the baseline architecture. Experiments on the nuScenes dataset demonstrate that RCDINO achieves state-of-the-art performance among radar-camera models, with 56.4 NDS and 48.1 mAP. Our implementation is available at https://github.com/OlgaMatykina/RCDINO.

cs.CV

OVSegDT: Segmenting Transformer for Open-Vocabulary Object Goal Navigation

Open-vocabulary Object Goal Navigation requires an embodied agent to reach objects described by free-form language, including categories never seen during training. Existing end-to-end policies overfit small simulator datasets, achieving high success on training scenes but failing to generalize and exhibiting unsafe behaviour (frequent collisions). We introduce OVSegDT, a lightweight transformer policy that tackles these issues with two synergistic components. The first component is the semantic branch, which includes an encoder for the target binary mask and an auxiliary segmentation loss function, grounding the textual goal and providing precise spatial cues. The second component consists of a proposed Entropy-Adaptive Loss Modulation, a per-sample scheduler that continuously balances imitation and reinforcement signals according to the policy entropy, eliminating brittle manual phase switches. These additions cut the sample complexity of training by 33%, and reduce collision count in two times while keeping inference cost low (130M parameters, RGB-only input). On HM3D-OVON, our model matches the performance on unseen categories to that on seen ones and establishes state-of-the-art results (40.1% SR, 20.9% SPL on val unseen) without depth, odometry, or large vision-language models. Code is available at https://github.com/CognitiveAISystems/OVSegDT.

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3DGraphLLM: Combining Semantic Graphs and Large Language Models for 3D Scene Understanding

A 3D scene graph represents a compact scene model by capturing both the objects present and the semantic relationships between them, making it a promising structure for robotic applications. To effectively interact with users, an embodied intelligent agent should be able to answer a wide range of natural language queries about the surrounding 3D environment. Large Language Models (LLMs) are beneficial solutions for user-robot interaction due to their natural language understanding and reasoning abilities. Recent methods for learning scene representations have shown that adapting these representations to the 3D world can significantly improve the quality of LLM responses. However, existing methods typically rely only on geometric information, such as object coordinates, and overlook the rich semantic relationships between objects. In this work, we propose 3DGraphLLM, a method for constructing a learnable representation of a 3D scene graph that explicitly incorporates semantic relationships. This representation is used as input to LLMs for performing 3D vision-language tasks. In our experiments on popular ScanRefer, Multi3DRefer, ScanQA, Sqa3D, and Scan2cap datasets, we demonstrate that our approach outperforms baselines that do not leverage semantic relationships between objects. The code is publicly available at https://github.com/CognitiveAISystems/3DGraphLLM.

cs.CV

MapFM: Foundation Model-Driven HD Mapping with Multi-Task Contextual Learning

In autonomous driving, high-definition (HD) maps and semantic maps in bird's-eye view (BEV) are essential for accurate localization, planning, and decision-making. This paper introduces an enhanced End-to-End model named MapFM for online vectorized HD map generation. We show significantly boost feature representation quality by incorporating powerful foundation model for encoding camera images. To further enrich the model's understanding of the environment and improve prediction quality, we integrate auxiliary prediction heads for semantic segmentation in the BEV representation. This multi-task learning approach provides richer contextual supervision, leading to a more comprehensive scene representation and ultimately resulting in higher accuracy and improved quality of the predicted vectorized HD maps. The source code is available at https://github.com/LIvanoff/MapFM.

cs.CV

SGN-CIRL: Scene Graph-based Navigation with Curriculum, Imitation, and Reinforcement Learning

The 3D scene graph models spatial relationships between objects, enabling the agent to efficiently navigate in a partially observable environment and predict the location of the target object.This paper proposes an original framework named SGN-CIRL (3D Scene Graph-Based Reinforcement Learning Navigation) for mapless reinforcement learning-based robot navigation with learnable representation of open-vocabulary 3D scene graph. To accelerate and stabilize the training of reinforcement learning-based algorithms, the framework also employs imitation learning and curriculum learning. The first one enables the agent to learn from demonstrations, while the second one structures the training process by gradually increasing task complexity from simple to more advanced scenarios. Numerical experiments conducted in the Isaac Sim environment showed that using a 3D scene graph for reinforcement learning significantly increased the success rate in difficult navigation cases. The code is open-sourced and available at: https://github.com/Xisonik/Aloha\_graph.

cs.RO

LEG-SLAM: Real-Time Language-Enhanced Gaussian Splatting for SLAM

Modern Gaussian Splatting methods have proven highly effective for real-time photorealistic rendering of 3D scenes. However, integrating semantic information into this representation remains a significant challenge, especially in maintaining real-time performance for SLAM (Simultaneous Localization and Mapping) applications. In this work, we introduce LEG-SLAM -- a novel approach that fuses an optimized Gaussian Splatting implementation with visual-language feature extraction using DINOv2 followed by a learnable feature compressor based on Principal Component Analysis, while enabling an online dense SLAM. Our method simultaneously generates high-quality photorealistic images and semantically labeled scene maps, achieving real-time scene reconstruction with more than 10 fps on the Replica dataset and 18 fps on ScanNet. Experimental results show that our approach significantly outperforms state-of-the-art methods in reconstruction speed while achieving competitive rendering quality. The proposed system eliminates the need for prior data preparation such as camera's ego motion or pre-computed static semantic maps. With its potential applications in autonomous robotics, augmented reality, and other interactive domains, LEG-SLAM represents a significant step forward in real-time semantic 3D Gaussian-based SLAM. Project page: https://titrom025.github.io/LEG-SLAM/

cs.CV

Talk2SAM: Text-Guided Semantic Enhancement for Complex-Shaped Object Segmentation

Segmenting objects with complex shapes, such as wires, bicycles, or structural grids, remains a significant challenge for current segmentation models, including the Segment Anything Model (SAM) and its high-quality variant SAM-HQ. These models often struggle with thin structures and fine boundaries, leading to poor segmentation quality. We propose Talk2SAM, a novel approach that integrates textual guidance to improve segmentation of such challenging objects. The method uses CLIP-based embeddings derived from user-provided text prompts to identify relevant semantic regions, which are then projected into the DINO feature space. These features serve as additional prompts for SAM-HQ, enhancing its ability to focus on the target object. Beyond improving segmentation accuracy, Talk2SAM allows user-controllable segmentation, enabling disambiguation of objects within a single bounding box based on textual input. We evaluate our approach on three benchmarks: BIG, ThinObject5K, and DIS5K. Talk2SAM consistently outperforms SAM-HQ, achieving up to +5.9\% IoU and +8.3\% boundary IoU improvements. Our results demonstrate that incorporating natural language guidance provides a flexible and effective means for precise object segmentation, particularly in cases where traditional prompt-based methods fail. The source code is available on GitHub: https://github.com/richlukich/Talk2SAM

cs.CV

Beyond Bare Queries: Open-Vocabulary Object Grounding with 3D Scene Graph

Locating objects described in natural language presents a significant challenge for autonomous agents. Existing CLIP-based open-vocabulary methods successfully perform 3D object grounding with simple (bare) queries, but cannot cope with ambiguous descriptions that demand an understanding of object relations. To tackle this problem, we propose a modular approach called BBQ (Beyond Bare Queries), which constructs 3D scene graph representation with metric and semantic spatial edges and utilizes a large language model as a human-to-agent interface through our deductive scene reasoning algorithm. BBQ employs robust DINO-powered associations to construct 3D object-centric map and an advanced raycasting algorithm with a 2D vision-language model to describe them as graph nodes. On the Replica and ScanNet datasets, we have demonstrated that BBQ takes a leading place in open-vocabulary 3D semantic segmentation compared to other zero-shot methods. Also, we show that leveraging spatial relations is especially effective for scenes containing multiple entities of the same semantic class. On challenging Sr3D+, Nr3D and ScanRefer benchmarks, our deductive approach demonstrates a significant improvement, enabling objects grounding by complex queries compared to other state-of-the-art methods. The combination of our design choices and software implementation has resulted in significant data processing speed in experiments on the robot on-board computer. This promising performance enables the application of our approach in intelligent robotics projects. We made the code publicly available at https://linukc.github.io/BeyondBareQueries/.

cs.CV

DyGEnc: Encoding a Sequence of Textual Scene Graphs to Reason and Answer Questions in Dynamic Scenes

The analysis of events in dynamic environments poses a fundamental challenge in the development of intelligent agents and robots capable of interacting with humans. Current approaches predominantly utilize visual models. However, these methods often capture information implicitly from images, lacking interpretable spatial-temporal object representations. To address this issue we introduce DyGEnc - a novel method for Encoding a Dynamic Graph. This method integrates compressed spatial-temporal structural observation representation with the cognitive capabilities of large language models. The purpose of this integration is to enable advanced question answering based on a sequence of textual scene graphs. Extended evaluations on the STAR and AGQA datasets indicate that DyGEnc outperforms existing visual methods by a large margin of 15-25% in addressing queries regarding the history of human-to-object interactions. Furthermore, the proposed method can be seamlessly extended to process raw input images utilizing foundational models for extracting explicit textual scene graphs, as substantiated by the results of a robotic experiment conducted with a wheeled manipulator platform. We hope that these findings will contribute to the implementation of robust and compressed graph-based robotic memory for long-horizon reasoning. Code is available at github.com/linukc/DyGEnc.

cs.CV

PRISM-TopoMap: Online Topological Mapping with Place Recognition and Scan Matching

Mapping is one of the crucial tasks enabling autonomous navigation of a mobile robot. Conventional mapping methods output a dense geometric map representation, e.g. an occupancy grid, which is not trivial to keep consistent for prolonged runs covering large environments. Meanwhile, capturing the topological structure of the workspace enables fast path planning, is typically less prone to odometry error accumulation, and does not consume much memory. Following this idea, this paper introduces PRISM-TopoMap -- a topological mapping method that maintains a graph of locally aligned locations not relying on global metric coordinates. The proposed method involves original learnable multimodal place recognition paired with the scan matching pipeline for localization and loop closure in the graph of locations. The latter is updated online, and the robot is localized in a proper node at each time step. We conduct a broad experimental evaluation of the suggested approach in a range of photo-realistic environments and on a real robot, and compare it to state of the art. The results of the empirical evaluation confirm that PRISM-Topomap consistently outperforms competitors computationally-wise, achieves high mapping quality and performs well on a real robot. The code of PRISM-Topomap is open-sourced and is available at: https://github.com/kirillMouraviev/prism-topomap.

cs.RO

MSSPlace: Multi-Sensor Place Recognition with Visual and Text Semantics

Place recognition is a challenging task in computer vision, crucial for enabling autonomous vehicles and robots to navigate previously visited environments. While significant progress has been made in learnable multimodal methods that combine onboard camera images and LiDAR point clouds, the full potential of these methods remains largely unexplored in localization applications. In this paper, we study the impact of leveraging a multi-camera setup and integrating diverse data sources for multimodal place recognition, incorporating explicit visual semantics and text descriptions. Our proposed method named MSSPlace utilizes images from multiple cameras, LiDAR point clouds, semantic segmentation masks, and text annotations to generate comprehensive place descriptors. We employ a late fusion approach to integrate these modalities, providing a unified representation. Through extensive experiments on the Oxford RobotCar and NCLT datasets, we systematically analyze the impact of each data source on the overall quality of place descriptors. Our experiments demonstrate that combining data from multiple sensors significantly improves place recognition model performance compared to single modality approaches and leads to state-of-the-art quality. We also show that separate usage of visual or textual semantics (which are more compact representations of sensory data) can achieve promising results in place recognition. The code for our method is publicly available: https://github.com/alexmelekhin/MSSPlace

cs.CV