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Collaborating Authors

 Cui, Jinqiang


TextInPlace: Indoor Visual Place Recognition in Repetitive Structures with Scene Text Spotting and Verification

arXiv.org Artificial Intelligence

Visual Place Recognition (VPR) is a crucial capability for long-term autonomous robots, enabling them to identify previously visited locations using visual information. However, existing methods remain limited in indoor settings due to the highly repetitive structures inherent in such environments. We observe that scene text typically appears in indoor spaces, serving to distinguish visually similar but different places. This inspires us to propose TextInPlace, a simple yet effective VPR framework that integrates Scene Text Spotting (STS) to mitigate visual perceptual ambiguity in repetitive indoor environments. Specifically, TextInPlace adopts a dual-branch architecture within a local parameter sharing network. The VPR branch employs attention-based aggregation to extract global descriptors for coarse-grained retrieval, while the STS branch utilizes a bridging text spotter to detect and recognize scene text. Finally, the discriminative text is filtered to compute text similarity and re-rank the top-K retrieved images. To bridge the gap between current text-based repetitive indoor scene datasets and the typical scenarios encountered in robot navigation, we establish an indoor VPR benchmark dataset, called Maze-with-Text. Extensive experiments on both custom and public datasets demonstrate that TextInPlace achieves superior performance over existing methods that rely solely on appearance information. The dataset, code, and trained models are publicly available at https://github.com/HqiTao/TextInPlace.


UrbanVideo-Bench: Benchmarking Vision-Language Models on Embodied Intelligence with Video Data in Urban Spaces

arXiv.org Artificial Intelligence

Large multimodal models exhibit remarkable intelligence, yet their embodied cognitive abilities during motion in open-ended urban 3D space remain to be explored. We introduce a benchmark to evaluate whether video-large language models (Video-LLMs) can naturally process continuous first-person visual observations like humans, enabling recall, perception, reasoning, and navigation. We have manually control drones to collect 3D embodied motion video data from real-world cities and simulated environments, resulting in 1.5k video clips. Then we design a pipeline to generate 5.2k multiple-choice questions. Evaluations of 17 widely-used Video-LLMs reveal current limitations in urban embodied cognition. Correlation analysis provides insight into the relationships between different tasks, showing that causal reasoning has a strong correlation with recall, perception, and navigation, while the abilities for counterfactual and associative reasoning exhibit lower correlation with other tasks. We also validate the potential for Sim-to-Real transfer in urban embodiment through fine-tuning.


MR-COGraphs: Communication-efficient Multi-Robot Open-vocabulary Mapping System via 3D Scene Graphs

arXiv.org Artificial Intelligence

Collaborative perception in unknown environments is crucial for multi-robot systems. With the emergence of foundation models, robots can now not only perceive geometric information but also achieve open-vocabulary scene understanding. However, existing map representations that support open-vocabulary queries often involve large data volumes, which becomes a bottleneck for multi-robot transmission in communication-limited environments. To address this challenge, we develop a method to construct a graph-structured 3D representation called COGraph, where nodes represent objects with semantic features and edges capture their spatial relationships. Before transmission, a data-driven feature encoder is applied to compress the feature dimensions of the COGraph. Upon receiving COGraphs from other robots, the semantic features of each node are recovered using a decoder. We also propose a feature-based approach for place recognition and translation estimation, enabling the merging of local COGraphs into a unified global map. We validate our framework using simulation environments built on Isaac Sim and real-world datasets. The results demonstrate that, compared to transmitting semantic point clouds and 512-dimensional COGraphs, our framework can reduce the data volume by two orders of magnitude, without compromising mapping and query performance. For more details, please visit our website at https://github.com/efc-robot/MR-COGraphs.


EmbodiedCity: A Benchmark Platform for Embodied Agent in Real-world City Environment

arXiv.org Artificial Intelligence

Embodied artificial intelligence emphasizes the role of an agent's body in generating human-like behaviors. The recent efforts on EmbodiedAI pay a lot of attention to building up machine learning models to possess perceiving, planning, and acting abilities, thereby enabling real-time interaction with the world. However, most works focus on bounded indoor environments, such as navigation in a room or manipulating a device, with limited exploration of embodying the agents in open-world scenarios. That is, embodied intelligence in the open and outdoor environment is less explored, for which one potential reason is the lack of high-quality simulators, benchmarks, and datasets. To address it, in this paper, we construct a benchmark platform for embodied intelligence evaluation in real-world city environments. Specifically, we first construct a highly realistic 3D simulation environment based on the real buildings, roads, and other elements in a real city. In this environment, we combine historically collected data and simulation algorithms to conduct simulations of pedestrian and vehicle flows with high fidelity. Further, we designed a set of evaluation tasks covering different EmbodiedAI abilities. Moreover, we provide a complete set of input and output interfaces for access, enabling embodied agents to easily take task requirements and current environmental observations as input and then make decisions and obtain performance evaluations. On the one hand, it expands the capability of existing embodied intelligence to higher levels. On the other hand, it has a higher practical value in the real world and can support more potential applications for artificial general intelligence. Based on this platform, we evaluate some popular large language models for embodied intelligence capabilities of different dimensions and difficulties.


SyreaNet: A Physically Guided Underwater Image Enhancement Framework Integrating Synthetic and Real Images

arXiv.org Artificial Intelligence

Underwater image enhancement (UIE) is vital for high-level vision-related underwater tasks. Although learning-based UIE methods have made remarkable achievements in recent years, it's still challenging for them to consistently deal with various underwater conditions, which could be caused by: 1) the use of the simplified atmospheric image formation model in UIE may result in severe errors; 2) the network trained solely with synthetic images might have difficulty in generalizing well to real underwater images. In this work, we, for the first time, propose a framework \textit{SyreaNet} for UIE that integrates both synthetic and real data under the guidance of the revised underwater image formation model and novel domain adaptation (DA) strategies. First, an underwater image synthesis module based on the revised model is proposed. Then, a physically guided disentangled network is designed to predict the clear images by combining both synthetic and real underwater images. The intra- and inter-domain gaps are abridged by fully exchanging the domain knowledge. Extensive experiments demonstrate the superiority of our framework over other state-of-the-art (SOTA) learning-based UIE methods qualitatively and quantitatively. The code and dataset are publicly available at https://github.com/RockWenJJ/SyreaNet.git.


TJ-FlyingFish: Design and Implementation of an Aerial-Aquatic Quadrotor with Tiltable Propulsion Units

arXiv.org Artificial Intelligence

Aerial-aquatic vehicles are capable to move in the two most dominant fluids, making them more promising for a wide range of applications. We propose a prototype with special designs for propulsion and thruster configuration to cope with the vast differences in the fluid properties of water and air. For propulsion, the operating range is switched for the different mediums by the dual-speed propulsion unit, providing sufficient thrust and also ensuring output efficiency. For thruster configuration, thrust vectoring is realized by the rotation of the propulsion unit around the mount arm, thus enhancing the underwater maneuverability. This paper presents a quadrotor prototype of this concept and the design details and realization in practice.