EDBT 2026 Demo / reviewers in the wild / expert
Nathan Hughes
dblp:199/2708
· DBLP profile ↗
4ranked-venue papers
0as first author
3since 2021 · last 2023
0000-0002-1201-7032ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 3 since 2021Systems, architecture and hardware · 3 · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Hydra-Multi: Collaborative Online Construction of 3D Scene Graphs with Multi-Robot Teamsabstract3D scene graphs have recently emerged as an expressive high-level map representation that describes a 3D environment as a layered graph where nodes represent spatial concepts at multiple levels of abstraction (e.g., objects, rooms, buildings) and edges represent relations between concepts (e.g., inclusion, adjacency). This paper describes Hydra-Multi, the first multi-robot spatial perception system capable of constructing a multi-robot 3D scene graph online from sensor data collected by robots in a team. In particular, we develop a centralized system capable of constructing a joint 3D scene graph by taking incremental inputs from multiple robots, effectively finding the relative transforms between the robots' frames, and incorporating loop closure detections to correctly reconcile the scene graph nodes from different robots. We evaluate Hydra-Multi on simulated and real scenarios and show it is able to reconstruct accurate 3D scene graphs online. We also demonstrate Hydra-Multi's capability of supporting heterogeneous teams by fusing different map representations built by robots with different sensor suites. Yun Chang, Nathan Hughes, Aaron Ray, Luca Carlone |
IROS | 2 |
| 2022 | Hierarchical Representations and Explicit Memory: Learning Effective Navigation Policies on 3D Scene Graphs using Graph Neural NetworksabstractRepresentations are crucial for a robot to learn effective navigation policies. Recent work has shown that mid-level perceptual abstractions, such as depth estimates or 2D semantic segmentation, lead to more effective policies when provided as observations in place of raw sensor data (e.g., RGB images). However, such policies must still learn latent three-dimensional scene properties from mid-level abstractions. In contrast, high-level, hierarchical representations such as 3D scene graphs explicitly provide a scene's geometry, topology, and semantics, making them compelling representations for navigation. In this work, we present a reinforcement learning framework that leverages high-level hierarchical representations to learn navigation policies. Towards this goal, we propose a graph neural network architecture and show how to embed a 3D scene graph into an agent-centric feature space, which enables the robot to learn policies that map 3D scene graphs to a platform-agnostic control space (e.g., go straight, turn left). For each node in the scene graph, our method uses features that capture occupancy and semantic content, while explicitly retaining memory of the robot trajectory. We demonstrate the effectiveness of our method against commonly used visuomotor policies in a challenging multi-object search task. These experiments and supporting ablation studies show that our method leads to more effective object search behaviors, exhibits improved long-term memory, and successfully leverages hierarchical information to guide its navigation objectives. Zachary Ravichandran, Lisa R. Peng, Nathan Hughes, J. Daniel Griffith, Luca Carlone |
ICRA | 3 |
| 2021 | Dynamic Grasping with a "Soft" Drone: From Theory to PracticeabstractRigid grippers used in existing aerial manipulators require precise positioning to achieve successful grasps and transmit large contact forces that may destabilize the drone. This limits the speed during grasping and prevents "dynamic grasping", where the drone attempts to grasp an object while moving. On the other hand, biological systems (e.g., birds) rely on compliant and soft parts to dampen contact forces and compensate for grasping inaccuracy, enabling impressive feats.This paper presents the first prototype of a soft drone — a quadrotor where traditional (i.e., rigid) landing gears are replaced with a soft tendon-actuated gripper to enable aggressive grasping. We provide three key contributions. First, we describe our soft drone prototype, including electro-mechanical design, software infrastructure, and fabrication. Second, we review the set of algorithms we use for trajectory optimization and control of the drone and the soft gripper; the algorithms combine state-of-the-art techniques for quadrotor control (i.e., an adaptive geometric controller) with advanced soft robotics models (i.e., a quasi-static finite element model). Finally, we evaluate our soft drone in physics simulations (using SOFA and Unity) and in real tests in a motion-capture room. Our drone is able to dynamically grasp objects of unknown shape where baseline approaches fail. Our physical prototype ensures consistent performance, achieving 91.7% successful grasps across 23 trials. We showcase dynamic grasping results in the video attachment. Joshua Fishman, Samuel Ubellacker, Nathan Hughes, Luca Carlone |
IROS | 3 |
| 2019 | Active Rendezvous for Multi-robot Pose Graph Optimization Using Sensing over Wi-Fi
Weiying Wang, Ninad Jadhav, Paul Vohs, Nathan Hughes, Mark Mazumder, Stephanie Gil |
ISRR | 4 |