Papers
Topics
Authors
Recent
2000 character limit reached

Graph-Based Scene Representation

Updated 19 November 2025
  • Graph-Based Scene Representation is a method that encodes environmental entities and their spatial, semantic, and dynamic relations as nodes and edges, facilitating structured and modular scene analysis.
  • It integrates perceptual parsing and feature embedding techniques (using tools like object detectors, segmentation models, and deep visual backbones) to build scalable, multi-modal graph structures.
  • Applications span scene synthesis, robotic planning, and dynamic navigation, underscoring its significance in embodied AI and computer vision research.

A graph-based scene representation encodes entities (objects, regions, places, parts, etc.) and their relations (spatial, semantic, dynamic, task-centric) within a scene as nodes and edges of a graph. This paradigm enables structured, interpretable, and modular abstraction of complex environments—across 2D, 3D, and multi-modal domains—providing a substrate for geometric reasoning, semantic understanding, generative modeling, and planning. Graph-based formulations support scalability to large, open-vocabulary or dynamic settings, form the basis of many contemporary embodied AI pipelines, and are directly compatible with graph neural networks (GNNs) and transformer-based architectures.

1. Fundamentals of Graph-Based Scene Representation

At the core, a scene graph is formally defined as G=(V,E)G = (V, E), where VV is a set of nodes corresponding to atomic or compound scene elements (object instances, regions, places, even pixels or 3D primitives), and EE is a set of labeled edges capturing inter-object, part-whole, spatial, or semantic relationships. Depending on the domain and target application, nodes may encode appearance, geometric, physical, or high-level semantic feature vectors, while edges may specify directed predicates (e.g., “left of,” “supports,” “in group with”) or encode continuous metrics (distance, similarity). The representation can naturally extend to hypergraphs for higher-arity relations, layered/temporal graphs for dynamic scenes, and hierarchical graphs to model multi-scale structure (Garg et al., 2021, Maugey et al., 2013, Wang et al., 6 Mar 2025, Hou et al., 30 May 2025).

These representations serve as both a condensed index into the combinatorial space of possible scenes and a graph-theoretic substrate for further learning or generative processes.

2. Construction and Encoding Regimes

Various algorithmic pipelines instantiate scene graphs from sensory or symbolic input:

Many frameworks implement joint or modular (sequential, parallel) feature learning for nodes and edges, supporting end-to-end, generative, or autoregressive modeling of scene graph distributions (Garg et al., 2021, Kundu et al., 2022, Dhamo et al., 2021).

3. Specialized Variants and Extensions

Graph-based representations have been tightly coupled to specific domains or novel architectural innovations:

  • 3D Gaussian Graphs: GaussianGraph aggregates uncompressed CLIP features and instance segmentations with 3D Gaussian splats, using a “Control–Follow” clustering for open-set object discovery and relation extraction, with 3D geometric correction for physically plausible edge formation (Wang et al., 6 Mar 2025).
  • Octree-Graphs: Adaptive octree data structures store both occupancy and open-vocabulary semantic features per object-instance, connecting nodes via spatial and semantic edge attributes to enable efficient downstream planning and query (Wang et al., 25 Nov 2024).
  • Hierarchical Dynamic Scene Graphs: Hi-Dyna Graph maintains a persistent, large-scale topological “global” scene graph fused in real time with dynamically-updated, egocentric subgraphs representing object positions, velocities, and human-object interactions. Dynamic subgraphs are anchored to the global graph using spatial and semantic constraints, enabling efficient update and LLM-driven reasoning (Hou et al., 30 May 2025).
  • Multi-View and Place–Object Scene Graphs: Multiview Scene Graphs encode unordered RGB input as a bipartite, topological graph linking “places” (views) to “objects,” with edges inferred by learned embedding similarity and graph-theoretic matching, supporting spatial intelligence and robust cross-view association (Zhang et al., 15 Oct 2024).
  • Edge–Dual and Relation–Centric Graphs: EdgeSGG augments the canonical object-centric graph with a dual graph, where each relation is represented as a “dual node” and message passing is performed both over objects and relations, enhancing robustness to long-tail relations and improving recall for rare predicates (Kim et al., 2023).
  • Manipulable Graphs for Planning: Contact Graph+ formalizes scenes as graphs with explicit support and containment edges, attributes for stability and part status, and schedules high-dimensional object rearrangement via graph edit distance, enabling tractable symbolic planning with geometric constraints (Jiao et al., 2022).

4. Algorithms and Model Architectures

The diversity of computational architectures leveraging graph-based representations is substantial:

  • Autoregressive and Transformer Models: Scene graphs can be generated object-by-object and edge-by-edge using hierarchical recurrent neural networks (GRU stacks) or transformer-based components (structural/relational decoder heads), offering efficient sampling, completion, and anomaly detection (Garg et al., 2021, Kundu et al., 2022).
  • Message Passing and GNNs: Node and edge embeddings are updated jointly using GNN blocks: classical GCNs, edge-conditioned convolution, attention-based models (GAT), dual message-passing modules (object-centric and relation-centric streams), and graph transformers. These enable explicit modeling of both structural and relational context (Kundu et al., 2022, Kim et al., 2023, Zhang et al., 2021, Seymour et al., 2022).
  • Hierarchical Encoders/Decoders: For generative or editing purposes, multi-layer GCN-style architectures encode node and relation features, often as part of a variational autoencoder framework, supporting stochastic scene generation and scene manipulation (local updates in latent space) (Dhamo et al., 2021).
  • Incremental Graph Expansion: The ISE paradigm achieves modular scene graph modification by progressive expansion (insert/delete nodes/edges) with constraint preservation, improving efficiency for graph editing, language-conditioned retrieval, and data efficiency (Hu et al., 2022).

5. Applications and Impact

Graph-based scene representations underlie a wide spectrum of tasks:

  • Recognition and Understanding: Scene graphs provide a structured intermediate for question answering, semantic segmentation, captioning, object grounding, and fine-grained human–object interaction parsing (Garg et al., 2021, Wang et al., 6 Mar 2025, Hou et al., 30 May 2025, Tian et al., 2020).
  • Scene Synthesis and Manipulation: End-to-end generative models translate scene graphs directly into 3D layouts and object shapes, enabling controllable novel scene synthesis and interactive manipulation, including graph-based VAE architectures (Dhamo et al., 2021, Kundu et al., 2022).
  • Robotic Planning and Manipulation: Robotic agents plan and execute object rearrangement, navigation, and manipulation by mapping scene graph edit sequences onto feasible motion plans. Contact Graph+ and Compose by Focus frameworks demonstrate robust, compositional action under distribution shift (Qi et al., 19 Sep 2025, Jiao et al., 2022, Seymour et al., 2022).
  • Task-Driven Navigation and Collaboration: Hierarchical scene graphs (Hi-Dyna Graph, Terrain-aware 3DSG, GraphMapper) enable field and embodied agents to efficiently deploy modular subgraphs for planning, map-building, and multi-agent decision-making in large-scale, open, and dynamic environments (Hou et al., 30 May 2025, Samuelson et al., 6 Jun 2025, Hu et al., 3 Nov 2024).
  • Long-Tail and Compositional Generalization: Edge-dual and modular graph architectures specifically enhance robustness on rare predicate relationships, a known challenge for scene graph generation (Kim et al., 2023, Kundu et al., 2022).

6. Limitations and Research Directions

Despite significant advantages, graph-based scene representations are subject to known limitations:

  • Scalability and Real-Time Update: Dense graph construction and update may become a computational bottleneck in large, cluttered, or dynamic environments; pruning, parallelization, and hierarchical summarization (octree, topological graphs) are used to mitigate this (Wang et al., 25 Nov 2024, Hou et al., 30 May 2025).
  • Perceptual Bottlenecks: Quality and robustness of scene graph encoding depend on the accuracy of upstream perception—object detectors, segmentation, and embedding quality are all limiting factors (Zhang et al., 15 Oct 2024, Wang et al., 6 Mar 2025).
  • Edge Semantics: Capturing fine-grained or higher-arity relationships remains challenging, especially for rare or implicit relations not directly observable from current input (e.g., functional affordances, human intent) (Kim et al., 2023, Dhamo et al., 2021).
  • Integration with Downstream Systems: Joint optimization with SLAM, depth estimation, manipulation pipelines, and LLM-driven task reasoning is an active research area (Hou et al., 30 May 2025, Hu et al., 2022).
  • Generalization: Datasets remain skewed to indoor, static, or synthetic scenes; the transferability to outdoor, egocentric, and real-world robotic environments is a current research target (Samuelson et al., 6 Jun 2025, Zhang et al., 15 Oct 2024).

Further investigation is ongoing into the fusion with multimodal, large-scale vision-LLMs for zero-shot understanding and the formalization of hybrid continuous–discrete, hierarchical, and spatio-temporal graph representations (Qi et al., 19 Sep 2025, Wang et al., 6 Mar 2025, Hou et al., 30 May 2025).


Key References

Definition Search Book Streamline Icon: https://streamlinehq.com
References (18)
Forward Email Streamline Icon: https://streamlinehq.com

Follow Topic

Get notified by email when new papers are published related to Graph-Based Scene Representation.