Papers for

robotics navigation teams

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Exact algorithm solves guarding problem for weak visibility polygons

Perfectly Guarding Straits: Exact Algorithms for Weak Visibility Polygons

Abstract: The Art Gallery Problem (AGP) asks for the fewest guards that see all of a simple polygon. It is $\exists\mathbb{R}$-complete, hence NP-hard. We show that for a particular class of polygons, confining guards to a single edge makes AGP exactly and efficiently solvable. We call this the Strait Guarding Problem (SGP). Its input is a weak visibility polygon (WVP): a simple polygon where every point is seen from some point of one fixed edge, the base. SGP places the fewest guards on the base that jointly see the whole polygon. First, a structural fact: guards on the base edge that cover the boundary already cover the entire interior, turning a two-dimensional covering problem into a one-dimensional one. Our main result is the Witness-Guard Algorithm, which solves SGP exactly in $O((n + \mathrm{OPT} \cdot ρ)(\log n + \log \mathrm{OPT}))$ time, where $ρ$ is the number of reflex vertices in the WVP and OPT is the minimum number of guards. It is output-sensitive and certifies optimality by a witness set of size OPT derived from its output. We also study the guarding-the-vertex version and prove a tight $Θ(n \log n)$ bound, with the lower bound following from Sorting. As a corollary of SGP, we obtain two results for altitude terrain guarding (ATG), a special case that SGP generalizes. We give a linear-time perfect-guarding algorithm, improving the previous $O(n^2 \log n)$ bound of Daescu, Friedrichs, Malik, Polishchuk and Schmidt. We also resolve their problem on the minimum guarding altitude, in $O(nk + k^2 \log k)$ time, improving on the $O(k^2 λ_{k-1}(n) \log n)$ bound of Kang, Kim and Ahn.

Mon 14 SeptComputational GeometryDiscrete MathematicsData Structures and Algorithms
The gist
The paper addresses a problem called the Art Gallery Problem, which asks how to place the fewest guards to see every part of a shape. The authors focus on a special kind of shape where every point can be seen from some point along one particular edge. They show that placing guards only on this edge makes the problem easier to solve exactly and efficiently. Their method finds the smallest number of guards needed and is faster than previous approaches for related problems.
Open 2609.15510v1

Slam improves camera tracking and 3d scene reconstruction in dynamic environments

SCOUT-SLAM: Structurally-Coupled Dual Uncertainty-Aware 3DGS SLAM in the Wild

Abstract: Recently, 3D Gaussian Splatting SLAM (3DGS-SLAM) has gained significant momentum in simultaneous localization and 3DGS scene reconstruction. In real-world scenarios with rapid camera motion and cluttered dynamic environments, existing methods rely on the stability of the underlying scene reconstruction to model uncertainty. This leads to a circular dependency between camera tracking accuracy and reconstruction quality: reconstruction instabilities degrade uncertainty modeling, which affects accurate camera tracking and static scene reconstruction. To address this, the paper proposes SCOUT-SLAM, a structurally-coupled dual-uncertainty framework in which both uncertainties are estimated from a shared base network. A low-rank adaptation of this network, trained on multi-view feature consistency, estimates a tracking uncertainty that does not depend solely on the reconstruction quality. A spatially-adaptive prior modulates the network's training objective so that reconstruction instability does not inflate uncertainty on static regions, keeping the shared representation intact for both branches. Evaluations on dynamic benchmarks (TUM RGB-D, Bonn Dynamic, Wild-SLAM MoCap) demonstrate that SCOUT-SLAM achieves state-of-the-art camera tracking accuracy and artifact-free static scene reconstruction.

Sun 13 SeptComputer Vision and Pattern Recognition
The gist
Tracking a camera and building a 3D scene map at the same time is tricky when things move fast or the environment changes. Existing methods struggle because their ability to estimate uncertainty depends on how good their 3D scene reconstruction is, which creates a cycle of errors. The authors propose SCOUT-SLAM, which estimates two types of uncertainty together from one shared model to break this cycle. This leads to better camera tracking and cleaner 3D scene maps in challenging, real-world conditions.
Open 2609.14634v1