Simultaneous Mapping and Target Driven Navigation

This work presents a modular architecture for simultaneous mapping and target driven navigation in indoors environments. The semantic and appearance stored in 2.5D map is distilled from RGB images, semantic segmentation and outputs of object detectors by convolutional neural networks. Given this representation, the mapping module learns to localize the agent and register consecutive observations in the map. The navigation task is then formulated as a problem of learning a policy for reaching semantic targets using current observations and the up-to-date map. We demonstrate that the use of semantic information improves localization accuracy and the ability of storing spatial semantic map aids the target driven navigation policy. The two modules are evaluated separately and jointly on Active Vision Dataset and Matterport3D environments, demonstrating improved performance on both localization and navigation tasks.

Related papers:

title: Target-driven visual navigation in indoor scenes using deep reinforcement learning
abstract: Two less addressed issues of deep reinforcement learning are (1) lack of generalization capability to new goals, and (2) data inefficiency, i.e., the model requires several (and often costly) episodes of trial and error to converge, which makes it impractical to be applied to real-world scenarios. In this paper, we address these two issues and apply our model to target-driven visual navigation. To address the first issue, we propose an actor-critic model whose policy is a function of the goal as well as the current state, which allows better generalization. To address the second issue, we propose the AI2-THOR framework, which provides an environment with high-quality 3D scenes and a physics engine. Our framework enables agents to take actions and interact with objects. Hence, we can collect a huge number of training samples efficiently. We show that our proposed method (1) converges faster than the state-of-the-art deep reinforcement learning methods, (2) generalizes across targets and scenes, (3) generalizes to a real robot scenario with a small amount of fine-tuning (although the model is trained in simulation), (4) is end-to-end trainable and does not need feature engineering, feature matching between frames or 3D reconstruction of the environment.

title: Learning to Navigate in Complex Environments
abstract: Learning to navigate in complex environments with dynamic elements is an important milestone in developing AI agents. In this work we formulate the navigation question as a reinforcement learning problem and show that data efficiency and task performance can be dramatically improved by relying on additional auxiliary tasks leveraging multimodal sensory inputs. In particular we consider jointly learning the goal-driven reinforcement learning problem with auxiliary depth prediction and loop closure classification tasks. This approach can learn to navigate from raw sensory input in complicated 3D mazes, approaching human-level performance even under conditions where the goal location changes frequently. We provide detailed analysis of the agent behaviour, its ability to localise, and its network activity dynamics, showing that the agent implicitly learns key navigation abilities.

title: Embodied Question Answering
abstract: We present a new AI task - Embodied Question Answering (EmbodiedQA) - where an agent is spawned at a random location in a 3D environment and asked a question ('What color is the car?'). In order to answer, the agent must first intelligently navigate to explore the environment, gather necessary visual information through first-person (egocentric) vision, and then answer the question ('orange'). EmbodiedQA requires a range of AI skills - language understanding, visual recognition, active perception, goal-driven navigation, commonsense reasoning, long-term memory, and grounding language into actions. In this work, we develop a dataset of questions and answers in House3D environments , evaluation metrics, and a hierarchical model trained with imitation and reinforcement learning.

title: Scene Memory Transformer for Embodied Agents in Long-Horizon Tasks
abstract: Many robotic applications require the agent to perform long-horizon tasks in partially observable environments. In such applications, decision making at any step can depend on observations received far in the past. Hence, being able to properly memorize and utilize the long-term history is crucial. In this work, we propose a novel memory-based policy, named Scene Memory Transformer (SMT). The proposed policy embeds and adds each observation to a memory and uses the attention mechanism to exploit spatio-temporal dependencies. This model is generic and can be efficiently trained with reinforcement learning over long episodes. On a range of visual navigation tasks, SMT demonstrates superior performance to existing reactive and memory-based policies by a margin.

title: Cognitive Mapping and Planning for Visual Navigation
abstract: We introduce a neural architecture for navigation in novel environments. Our proposed architecture learns to map from first-person views and plans a sequence of actions towards goals in the environment. The Cognitive Mapper and Planner (CMP) is based on two key ideas: a) a unified joint architecture for mapping and planning, such that the mapping is driven by the needs of the planner, and b) a spatial memory with the ability to plan given an incomplete set of observations about the world. CMP constructs a top-down belief map of the world and applies a differentiable neural net planner to produce the next action at each time step. The accumulated belief of the world enables the agent to track visited regions of the environment. Our experiments demonstrate that CMP outperforms both reactive strategies and standard memory-based architectures and performs well in novel environments. Furthermore, we show that CMP can also achieve semantically specified goals, such as go to a chair.

title: Neural Map: Structured Memory for Deep Reinforcement Learning
abstract: A critical component to enabling intelligent reasoning in partially observable environments is memory. Despite this importance, Deep Reinforcement Learning (DRL) agents have so far used relatively simple memory architectures, with the main methods to overcome partial observability being either a temporal convolution over the past k frames or an LSTM layer. More recent work (Oh et al., 2016) has went beyond these architectures by using memory networks which can allow more sophisticated addressing schemes over the past k frames. But even these architectures are unsatisfactory due to the reason that they are limited to only remembering information from the last k frames. In this paper, we develop a memory system with an adaptable write operator that is customized to the sorts of 3D environments that DRL agents typically interact with. This architecture, called the Neural Map, uses a spatially structured 2D memory image to learn to store arbitrary information about the environment over long time lags. We demonstrate empirically that the Neural Map surpasses previous DRL memories on a set of challenging 2D and 3D maze environments and show that it is capable of generalizing to environments that were not seen during training.

title: MapNet: An Allocentric Spatial Memory for Mapping Environments
abstract: Autonomous agents need to reason about the world beyond their instantaneous sensory input. Integrating information over time, however, requires switching from an egocentric representation of a scene to an allocentric one, expressed in the world reference frame. It must also be possible to update the representation dynamically, which requires localizing and registering the sensor with respect to the world reference. In this paper, we develop a differentiable module that satisfies such requirements, while being robust, efficient, and suitable for integration in end-to-end deep networks. The module contains an allocentric spatial memory that can be accessed associatively by feeding to it the current sensory input, resulting in localization, and then updated using an LSTM or similar mechanism. We formulate efficient localization and registration of sensory information as a dual pair of convolution/deconvolution operators in memory space. The map itself is a 2.5D representation of an environment storing information that a deep neural network module learns to distill from RGBD input. The result is a map that contains multi-task information, different from classical approaches to mapping such as structure-from-motion. We present results using synthetic mazes, a dataset of hours of recorded gameplay of the classic game Doom, and the very recent Active  Dataset of real images captured from a robot.

title: Simultaneous Localization And Mapping: Present, Future, and the Robust-Perception Age
abstract: Simultaneous Localization and Mapping (SLAM) consists in the concurrent construction of a representation of the environment (the map), and the estimation of the state of the robot moving within it. The SLAM community has made astonishing progress over the last 30 years, enabling large-scale real-world applications, and witnessing a steady transition of this technology to industry. We survey the current state of SLAM. We start by presenting what is now the de-facto standard formulation for SLAM. We then review related work, covering a broad set of topics including robustness and scalability in long-term mapping, metric and semantic representations for mapping, theoretical performance guarantees, active SLAM and exploration, and other new frontiers. The paper serves as a tutorial for the non-expert reader. It is also a position paper: by looking at the published research with a critical eye, we delineate open challenges and new research issues, that still deserve careful scientific investigation. The paper also contains the authors’ take on two questions that often animate discussions during robotics conferences: do robots need SLAM? Is SLAM solved?

title: A dataset for developing and benchmarking active vision
abstract: We present a new public dataset with a focus on simulating robotic vision tasks in everyday indoor environments using real imagery. The dataset includes 20,000+ RGB-D images and 50,000+ 2D bounding boxes of object instances densely captured in 9 unique scenes. We train a fast object category detector for instance detection on our data. Using the dataset we show that, although increasingly accurate and fast, the state of the art for object detection is still severely impacted by object scale, occlusion, and viewing direction all of which matter for robotics applications. We next validate the dataset for simulating active vision, and use the dataset to develop and evaluate a deep-network-based system for next best move prediction for object classification using reinforcement learning. Our dataset is available for download at cs.unc.edu/∼ammirato/active_vision_dataset_website/.

title: Matterport3D: Learning from RGB-D Data in Indoor Environments
abstract: Access to large, diverse RGB-D datasets is critical for training RGB-D scene understanding algorithms. However, existing datasets still cover only a limited number of views or a restricted scale of spaces. In this paper, we introduce Matterport3D, a large-scale RGB-D dataset containing 10,800 panoramic views from 194,400 RGB-D images of 90 building-scale scenes. Annotations are provided with surface reconstructions, camera poses, and 2D and 3D semantic segmentations. The precise global alignment and comprehensive, diverse panoramic set of views over entire buildings enable a variety of supervised and self-supervised computer vision tasks, including keypoint matching, view overlap prediction, normal prediction from color, semantic segmentation, and region classification.

title: Building Generalizable Agents with a Realistic and Rich 3D Environment
abstract: Towards bridging the gap between machine and human intelligence, it is of utmost importance to introduce environments that are visually realistic and rich in content. In such environments, one can evaluate and improve a crucial property of practical intelligent systems, namely \emph{generalization}. In this work, we build \emph{House3D}, a rich, extensible and efficient environment that contains 45,622 human-designed 3D scenes of houses, ranging from single-room studios to multi-storeyed houses, equipped with a diverse set of fully labeled 3D objects, textures and scene layouts, based on the SUNCG dataset (Song et al., 2017). With an emphasis on semantic-level generalization, we study the task of concept-driven navigation, \emph{RoomNav}, using a subset of houses in House3D. In RoomNav, an agent navigates towards a target specified by a semantic concept. To succeed, the agent learns to comprehend the scene it lives in by developing perception, understand the concept by mapping it to the correct semantics, and navigate to the target by obeying the underlying physical rules. We train RL agents with both continuous and discrete action spaces and show their ability to generalize in new unseen environments. In particular, we observe that (1) training is substantially harder on large house sets but results in better generalization, (2) using semantic signals (e.g., segmentation mask) boosts the generalization performance, and (3) gated networks on semantic input signal lead to improved training performance and generalization. We hope House3D, including the analysis of the RoomNav task, serves as a building block towards designing practical intelligent systems and we wish it to be broadly adopted by the community.

title: Modular Visual Navigation using Active Neural Mapping
abstract: Learning-based navigation algorithms exploit the semantic structure of the world and are effective at handling sensor noise and noisy maps. However, they are sample inefficient, do not transfer across domains, and fail at long-term planning. On the other hand, classical algorithms are effective at long-term planning and need little to no training data but do not exploit the semantic structure and fail with noisy maps/observations. In this work, we present a modular and hierarchical navigation algorithm which leverages the strengths of both classical and learningbased methods. Our model consists of long-term+short-term goal generators and long-term+short-term planners. We use learning to generate long-term goals and a deterministic planner to solve for long-term paths. Short-term goals are generated based on the planned paths but the short-term planner is learned, making it robust to sensor noise. Our modular approach provides efficient, exhaustive exploration; accurate long-term planning; and transferability across domains and tasks. We perform experiments on the Gibson and Matterport real-world reconstruction datasets in the Habitat simulator. We show that the proposed model outperforms prior methods on both exploration (43% relative improvement in coverage) and PointGoal navigation (21% absolute improvement in success rate), while also improving sample

title: IQA: Visual Question Answering in Interactive Environments
abstract: We introduce Interactive Question Answering (IQA), the task of answering questions that require an autonomous agent to interact with a dynamic visual environment. IQA presents the agent with a scene and a question, like: "Are there any apples in the fridge?" The agent must navigate around the scene, acquire visual understanding of scene elements, interact with objects (e.g. open refrigerators) and plan for a series of actions conditioned on the question. Popular reinforcement learning approaches with a single controller perform poorly on IQA owing to the large and diverse state space. We propose the Hierarchical Interactive Memory Network (HIMN), consisting of a factorized set of controllers, allowing the system to operate at multiple levels of temporal abstraction. To evaluate HIMN, we introduce IQUAD V1, a new dataset built upon AI2-THOR [35], a simulated photo-realistic environment of configurable indoor scenes with interactive objects. IQUAD V1 has 75,000 questions, each paired with a unique scene configuration. Our experiments show that our proposed model outperforms popular single controller based methods on IQUAD V1. For sample questions and results, please view our video: https://youtu.be/pXd3C-1jr98.

title: Neural SLAM: Learning to Explore with External Memory
abstract: We present an approach for agents to learn representations of a global map from sensor data, to aid their exploration in new environments. To achieve this, we embed procedures mimicking that of traditional Simultaneous Localization and Mapping (SLAM) into the soft attention based addressing of external memory architectures, in which the external memory acts as an internal representation of the environment. This structure encourages the evolution of SLAM-like behaviors inside a completely differentiable deep neural network. We show that this approach can help reinforcement learning agents to successfully explore new environments where long-term memory is essential. We validate our approach in both challenging grid-world environments and preliminary Gazebo experiments. A video of our experiments can be found at: this https URL.

title: Learning Exploration Policies for Navigation
abstract: Numerous past works have tackled the problem of task-driven navigation. But, how to effectively explore a new environment to enable a variety of down-stream tasks has received much less attention. In this work, we study how agents can autonomously explore realistic and complex 3D environments without the context of task-rewards. We propose a learning-based approach and investigate different policy architectures, reward functions, and training paradigms. We find that the use of policies with spatial memory that are bootstrapped with imitation learning and finally finetuned with coverage rewards derived purely from on-board sensors can be effective at exploring novel environments. We show that our learned exploration policies can explore better than classical approaches based on geometry alone and generic learning-based exploration techniques. Finally, we also show how such task-agnostic exploration can be used for down-stream tasks. Code and Videos are available at: this https URL.

title: Visual Representations for Semantic Target Driven Navigation
abstract: What is a good visual representation for navigation? We study this question in the context of semantic visual navigation, which is the problem of a robot finding its way through a previously unseen environment to a target object, e.g. go to the refrigerator. Instead of acquiring a metric semantic map of an environment and using planning for navigation, our approach learns navigation policies on top of representations that capture spatial layout and semantic contextual cues. We propose to use semantic segmentation and detection masks as observations obtained by state-of-the-art computer vision algorithms and use a deep network to learn the navigation policy. The availability of equitable representations in simulated environments enables joint training using real and simulated data and alleviates the need for domain adaptation or domain randomization commonly used to tackle the sim-to-real transfer of the learned policies. Both the representation and the navigation policy can be readily applied to real non-synthetic environments as demonstrated on the Active Vision Dataset . Our approach successfully gets to the target in 54% of the cases in unexplored environments, compared to 46% for a non-learning based approach, and 28% for a learning-based baseline.

title: Memory Augmented Control Networks
abstract: Planning problems in partially observable environments cannot be solved directly with convolutional networks and require some form of memory. But, even memory networks with sophisticated addressing schemes are unable to learn intelligent reasoning satisfactorily due to the complexity of simultaneously learning to access memory and plan. To mitigate these challenges we introduce the Memory Augmented Control Network (MACN). The proposed network architecture consists of three main parts. The first part uses convolutions to extract features and the second part uses a neural network-based planning module to pre-plan in the environment. The third part uses a network controller that learns to store those specific instances of past information that are necessary for planning. The performance of the network is evaluated in discrete grid world environments for path planning in the presence of simple and complex obstacles. We show that our network learns to plan and can generalize to new environments.

title: DIViS: Domain Invariant Visual Servoing for Collision-Free Goal Reaching
abstract: Robots should understand both semantics and physics to be functional in the real world. While robot platforms provide means for interacting with the physical world they cannot autonomously acquire object-level semantics without needing human. In this paper, we investigate how to minimize human effort and intervention to teach robots perform real world tasks that incorporate semantics. We study this question in the context of visual servoing of mobile robots and propose DIViS, a Domain Invariant policy learning approach for collision free Visual Servoing. DIViS incorporates high level semantics from previously collected static human-labeled datasets and learns collision free servoing entirely in simulation and without any real robot data. However, DIViS can directly be deployed on a real robot and is capable of servoing to the user-specified object categories while avoiding collisions in the real world. DIViS is not constrained to be queried by the final view of goal but rather is robust to servo to image goals taken from initial robot view with high occlusions without this impairing its ability to maintain a collision free path. We show the generalization capability of DIViS on real mobile robots in more than 90 real world test scenarios with various unseen object goals in unstructured environments. DIViS is compared to prior approaches via real world experiments and rigorous tests in simulation. For supplementary videos, see: \href{this https URL}{this https URL}

title: Active Object Perceiver: Recognition-Guided Policy Learning for Object Searching on Mobile Robots
abstract: We study the problem of learning a navigation policy for a robot to actively search for an object of interest in an indoor environment solely from its visual inputs. While scene-driven visual navigation has been widely studied, prior efforts on learning navigation policies for robots to find objects are limited. The problem is often more challenging than target scene finding as the target objects can be very small in the view and can be in an arbitrary pose. We approach the problem from an active perceiver perspective, and propose a novel framework that integrates a deep neural network based object recognition module and a deep reinforcement learning based action prediction mechanism. To validate our method, we conduct experiments on both a simulation dataset (AI2-THOR)and a real-world environment with a physical robot. We further propose a new decaying reward function to learn the control policy specific to the object searching task. Experimental results validate the efficacy of our method, which outperforms competing methods in both average trajectory length and success rate.

title: GAPLE: Generalizable Approaching Policy LEarning for Robotic Object Searching in Indoor Environment
abstract: We study the problem of learning a generalizable action policy for an intelligent agent to actively approach an object of interest, in an indoor environment, solely from its visual inputs. While scene-driven or recognition-driven visual navigation has been widely studied, prior efforts suffer severely from the limited generalization capability. In this letter, we first argue the object searching task is environment-dependent while the approaching ability is general. To learn a generalizable approaching policy, we present a novel solution dubbed as Generalizable Approaching Policy LEarning, which adopts two channels of visual features: depth and semantic segmentation, as the inputs to the policy learning module. The empirical studies conducted on the House3D dataset and on a physical platform in a real-world scenario validate our hypothesis, and we further provide in-depth qualitative analysis.

title: Embodied Question Answering in Photorealistic Environments With Point Cloud Perception
abstract: To help bridge the gap between internet vision-style problems and the goal of vision for embodied perception we instantiate a large-scale navigation task -- Embodied Question Answering  in photo-realistic environments (Matterport 3D). We thoroughly study navigation policies that utilize 3D point clouds, RGB images, or their combination. Our analysis of these models reveals several key findings. We find that two seemingly naive navigation baselines, forward-only and random, are strong navigators and challenging to outperform, due to the specific choice of the evaluation setting presented by . We find a novel loss-weighting scheme we call Inflection Weighting to be important when training recurrent models for navigation with behavior cloning and are able to out perform the baselines with this technique. We find that point clouds provide a richer signal than RGB images for learning obstacle avoidance, motivating the use (and continued study) of 3D deep learning models for embodied navigation.

title: Faster R-CNN: Towards Real-Time Object Detection with Region Proposal Networks
abstract: State-of-the-art object detection networks depend on region proposal algorithms to hypothesize object locations. Advances like SPPnet and Fast R-CNN have reduced the running time of these detection networks, exposing region proposal computation as a bottleneck. In this work, we introduce a Region Proposal Network (RPN) that shares full-image convolutional features with the detection network, thus enabling nearly cost-free region proposals. An RPN is a fully convolutional network that simultaneously predicts object bounds and objectness scores at each position. The RPN is trained end-to-end to generate high-quality region proposals, which are used by Fast R-CNN for detection. We further merge RPN and Fast R-CNN into a single network by sharing their convolutional features---using the recently popular terminology of neural networks with 'attention' mechanisms, the RPN component tells the unified network where to look. For the very deep VGG-16 model, our detection system has a frame rate of 5fps (including all steps) on a GPU, while achieving state-of-the-art object detection accuracy on PASCAL VOC 2007, 2012, and MS COCO datasets with only 300 proposals per image. In ILSVRC and COCO 2015 competitions, Faster R-CNN and RPN are the foundations of the 1st-place winning entries in several tracks. Code has been made publicly available

title: Microsoft COCO: Common Objects in Context
abstract: We present a new dataset with the goal of advancing the state-of-the-art in object recognition by placing the question of object recognition in the context of the broader question of scene understanding. This is achieved by gathering images of complex everyday scenes containing common objects in their natural context. Objects are labeled using per-instance segmentations to aid in precise object localization. Our dataset contains photos of 91 objects types that would be easily recognizable by a 4 year old. With a total of 2.5 million labeled instances in 328k images, the creation of our dataset drew upon extensive crowd worker involvement via novel user interfaces for category detection, instance spotting and instance segmentation. We present a detailed statistical analysis of the dataset in comparison to PASCAL, ImageNet, and SUN. Finally, we provide baseline performance analysis for bounding box and segmentation detection results using a Deformable Parts Model.

title: Joint Semantic Segmentation and Depth Estimation with Deep Convolutional Networks
abstract: Multi-scale deep CNNs have been used successfully for problems mapping each pixel to a label, such as depth estimation and semantic segmentation. It has also been shown that such architectures are reusable and can be used for multiple tasks. These networks are typically trained independently for each task by varying the output layer(s) and training objective. In this work we present a new model for simultaneous depth estimation and semantic segmentation from a single RGB image. Our approach demonstrates the feasibility of training parts of the model for each task and then fine tuning the full, combined model on both tasks simultaneously using a single loss function. Furthermore we couple the deep CNN with fully connected CRF, which captures the contextual relationships and interactions between the semantic and depth cues improving the accuracy of the final results. The proposed model is trained and evaluated on NYUDepth V2 dataset [23] outperforming the state of the art methods on semantic segmentation and achieving comparable results on the task of depth estimation.

title: A Reduction of Imitation Learning and Structured Prediction to No-Regret Online Learning
abstract: Sequential prediction problems such as imitation learning, where future observations depend on previous predictions (actions), violate the common i.i.d. assumptions made in statistical learning. This leads to poor performance in theory and often in practice. Some recent approaches provide stronger guarantees in this setting, but remain somewhat unsatisfactory as they train either non-stationary or stochastic policies and require a large number of iterations. In this paper, we propose a new iterative algorithm, which trains a stationary deterministic policy, that can be seen as a no regret algorithm in an online learning setting. We show that any such no regret algorithm, combined with additional reduction assumptions, must find a policy with good performance under the distribution of observations it induces in such sequential settings. We demonstrate that this new approach outperforms previous approaches on two challenging imitation learning problems and a benchmark sequence labeling problem.

title: Habitat: A Platform for Embodied AI Research
abstract: We present Habitat, a platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation. Specifically, Habitat consists of: (i) Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, sensors, and generic 3D dataset handling. Habitat-Sim is fast -- when rendering a scene from Matterport3D, it achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU. (ii) Habitat-API: a modular high-level library for end-to-end development of embodied AI algorithms -- defining tasks (e.g., navigation, instruction following, question answering), configuring, training, and benchmarking embodied agents. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or 'merely' impractical. Specifically, in the context of point-goal navigation: (1) we revisit the comparison between learning and SLAM approaches from two recent works and find evidence for the opposite conclusion -- that learning outperforms SLAM if scaled to an order of magnitude more experience than previous investigations, and (2) we conduct the first cross-dataset generalization experiments {train, test} x {Matterport3D, Gibson} for multiple sensors {blind, RGB, RGBD, D} and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI.

title: ORB-SLAM: A Versatile and Accurate Monocular SLAM System
abstract: This paper presents ORB-SLAM, a feature-based monocular simultaneous localization and mapping (SLAM) system that operates in real time, in small and large indoor and outdoor environments. The system is robust to severe motion clutter, allows wide baseline loop closing and relocalization, and includes full automatic initialization. Building on excellent algorithms of recent years, we designed from scratch a novel system that uses the same features for all SLAM tasks: tracking, mapping, relocalization, and loop closing. A survival of the fittest strategy that selects the points and keyframes of the reconstruction leads to excellent robustness and generates a compact and trackable map that only grows if the scene content changes, allowing lifelong operation. We present an exhaustive evaluation in 27 sequences from the most popular datasets. ORB-SLAM achieves unprecedented performance with respect to other state-of-the-art monocular SLAM approaches. For the benefit of the community, we make the source code public.

title: Semantic Scene Completion from a Single Depth Image
abstract: This paper focuses on semantic scene completion, a task for producing a complete 3D voxel representation of volumetric occupancy and semantic labels for a scene from a single-view depth map observation. Previous work has considered scene completion and semantic labeling of depth maps separately. However, we observe that these two problems are tightly intertwined. To leverage the coupled nature of these two tasks, we introduce the semantic scene completion network (SSCNet), an end-to-end 3D convolutional network that takes a single depth image as input and simultaneously outputs occupancy and semantic labels for all voxels in the camera view frustum. Our network uses a dilation-based 3D context module to efficiently expand the receptive field and enable 3D context learning. To train our network, we construct SUNCG - a manually created largescale dataset of synthetic 3D scenes with dense volumetric annotations. Our experiments demonstrate that the joint model outperforms methods addressing each task in isolation and outperforms alternative approaches on the semantic scene completion task. The dataset and code is available at http://sscnet.cs.princeton.edu.