Abstract:We propose a framework for active mapping and exploration that leverages Gaussian splatting for constructing information-rich maps. Further, we develop a parallelized motion planning algorithm that can exploit the Gaussian map for real-time navigation. The Gaussian map constructed onboard the robot is optimized for both photometric and geometric quality while enabling real-time situational awareness for autonomy. We show through simulation experiments that our method is competitive with approaches that use alternate information gain metrics, while being orders of magnitude faster to compute. In real-world experiments, our algorithm achieves better map quality (10% higher Peak Signal-to-Noise Ratio (PSNR) and 30% higher geometric reconstruction accuracy) than Gaussian maps constructed by traditional exploration baselines. Experiment videos and more details can be found on our project page: https://tyuezhan.github.io/RT_GuIDE/
Abstract:We study active perception from first principles to argue that an autonomous agent performing active perception should maximize the mutual information that past observations posses about future ones. Doing so requires (a) a representation of the scene that summarizes past observations and the ability to update this representation to incorporate new observations (state estimation and mapping), (b) the ability to synthesize new observations of the scene (a generative model), and (c) the ability to select control trajectories that maximize predictive information (planning). This motivates a neural radiance field (NeRF)-like representation which captures photometric, geometric and semantic properties of the scene grounded. This representation is well-suited to synthesizing new observations from different viewpoints. And thereby, a sampling-based planner can be used to calculate the predictive information from synthetic observations along dynamically-feasible trajectories. We use active perception for exploring cluttered indoor environments and employ a notion of semantic uncertainty to check for the successful completion of an exploration task. We demonstrate these ideas via simulation in realistic 3D indoor environments.