Search arXivSearch

arXiv · 2507.06397

Mapping the Catacombs: An Underwater Cave Segment of the Devil's Eye System

Abstract

This paper presents a framework for mapping underwater caves. Underwater caves are crucial for fresh water resource management, underwater archaeology, and hydrogeology. Mapping the cave's outline and dimensions, as well as creating photorealistic 3D maps, is critical for enabling a better understanding of this underwater domain. In this paper, we present the mapping of an underwater cave segment (the catacombs) of the Devil's Eye cave system at Ginnie Springs, FL. We utilized a set of inexpensive action cameras in conjunction with a dive computer to estimate the trajectories of the cameras together with a sparse point cloud. The resulting reconstructions are utilized to produce a one-dimensional retract of the cave passages in the form of the average trajectory together with the boundaries (top, bottom, left, and right). The use of the dive computer enables the observability of the z-dimension in addition to the roll and pitch in a visual/inertial framework (SVIn2). In addition, the keyframes generated by SVIn2 together with the estimated camera poses for select areas are used as input to a global optimization (bundle adjustment) framework -- COLMAP -- in order to produce a dense reconstruction of those areas. The same cave segment is manually surveyed using the MNemo V2 instrument, providing an additional set of measurements validating the proposed approach. It is worth noting that with the use of action cameras, the primary components of a cave map can be constructed. Furthermore, with the utilization of a global optimization framework guided by the results of VI-SLAM package SVIn2, photorealistic dense 3D representations of selected areas can be reconstructed.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Michalis Chatzispyrou, Luke Horgan, Hyunkil Hwang, Harish Sathishchandra, Monika Roznere, Alberto Quattrini Li, Philippos Mordohai, Ioannis Rekleitis. 2025-07-08. Mapping the Catacombs: An Underwater Cave Segment of the Devil's Eye System. https://arxiv.org/abs/2507.06397

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Highly-Efficient Differentiable Simulation for Robotics

Robotics simulators have improved significantly in computational speed and scalability, enabling them to generate years of simulated data for complex systems in minutes or hours. Despite these advances, efficiently and accurately computing simulation derivatives remains an open challenge. Addressing this would accelerate the convergence of reinforcement learning and trajectory optimization algorithms, particularly for contact-rich problems. This paper introduces a unifying framework for robotic simulation that accounts for all factors, including dynamics, collisions, and friction. The resulting algorithm computes analytical derivatives of the simulation by implicit differentiation, explicitly handling the intrinsic non-smoothness of the collision and frictional stages while exploiting the sparsity induced by the multi-body structure. Benchmark results demonstrate state-of-the-art performance, with timings ranging from $5\,μ$s for a 7-dof manipulator to $95\,μ$s for a 36-dof humanoid, an improvement of at least two orders of magnitude over alternative methods. Implemented in C++, the code will be open-sourced after the review process to support applications such as simulation-driven learning and real-time control.

cs.RO

GeCCo -- a Generalist Contact-Conditioned Policy for Loco-Manipulation Skills on Legged Robots

Most modern approaches to quadruped locomotion focus on using Deep Reinforcement Learning (DRL) to learn policies from scratch, in an end-to-end manner. Such methods often fail to scale, as every new problem or application requires time-consuming and iterative reward definition and tuning. We present Generalist Contact-Conditioned Policy (GeCCo) --- a low-level policy trained with Deep Reinforcement Learning that is capable of tracking arbitrary contact points with a quadruped robot. We shift from task-specific end-to-end learning to a modular hierarchy in which a single planner-agnostic, contact-conditioned tracking policy serves as a robust interface between planning and control. By maintaining stable contact execution under dynamic uncertainty and planner mismatch, the policy enables high-level planners (e.g., handcrafted, learned, or optimization-based) to be composed and swapped without retraining. We demonstrate the scalability and robustness of our method by evaluating on a wide range of locomotion and manipulation tasks in a common framework and under a single generalist policy. These include a variety of gaits, traversing complex terrains (e.g., stairs and slopes) as well as previously unseen stepping-stones and narrow beams, and interacting with objects (e.g., pressing a button, pushing a barrel). Our framework acquires new behaviors more efficiently, simply by combining a task-specific high-level contact planner and the pre-trained generalist policy. Project website: https://vassil-atn.github.io/gecco.github.io

cs.RO

ERUPT: An Open Toolkit for Interfacing with Robot Motion Planners in Extended Reality

We present the Extended Reality Universal Planning Toolkit (ERUPT), an extended reality (XR) system for interactive motion planning. This paper serves to introduce our open-source system to others who can use it as a base to develop immersive robot interaction applications. Our system allows users to create and dynamically reconfigure environments while they plan robot paths. ERUPT uses XR to provide a broad range of natural interaction capabilities, allowing users to grab and adjust objects in the environment similar to interaction in the real world, rather than using a mouse and keyboard with the scene projected onto a 2D computer screen. Our system integrates with MoveIt, a manipulation planning framework, allowing users to send motion planning requests and visualize the resulting robot paths in virtual or augmented reality. We provide a broad range of interaction modalities, allowing users to modify objects in the environment and interact with a virtual robot. Our system allows operators to visualize robot motions, ensuring desired behavior as it moves throughout the environment, without risk of collisions within a virtual space, and to then deploy planned paths on physical robots in the real world. Code can be found at https://github.com/parasollab/erupt.

cs.RO