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This research addresses a critical bottleneck in autonomous robotics by replacing map-dependent collision avoidance with a GPU-accelerated, mapless Euclidean Signed Distance Field (ESDF) query. By operating directly on depth images without pre-processing overhead, the method achieves significantly lower latency and memory usage while maintaining high accuracy for reactive maneuvers in cluttered environments like forests. The approach demonstrates that short-horizon planning can bypass the cost of building global maps, enabling safer operation at higher speeds where traditional voxel-grid methods fail.
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Low-Latency Mapless ESDF Queries for MAV Reactive Collision Avoidance

arXiv3 min read

arXiv:2610.13158v1 Announce Type: new Abstract: Reactive collision avoidance in unknown, cluttered environments must perceive obstacles and correct motion within milliseconds. Existing methods rely on maps for high-rate collision queries, but their acceleration structures require pre- processing. That cost is amortized in long-horizon planning, where a map serves millions of queries; reactive planning, however, is a near-field, short-horizon problem with potentially only hundreds of queries per measurement, where building a map may not pay off. We propose a mapless, Graphics Processing Unit (GPU)-accelerated Euclidean Signed Distance Field (ESDF) query with negligible pre-processing that operates directly on posed depth images, with resolution set by pooling the image rather than by a voxel size. On an embedded GPU it is simultaneously more accurate and lower in total latency than every voxel-grid configuration we measured between 2 cm and 20 cm, at one to two orders of magnitude less memory at matched resolution. With our query integrated into a Model Predictive Controller (MPC), simulated runs in laser-scanned forests at up to 9 m/s collide in 0.4 % through dense branches, against 5.9 % with the best voxel grid and 5.5 % with the best mapless baseline at our resolution, whose failures we attribute to voxel resolution and total latency respectively. We deploy the system onboard at two forest sites and fly at commanded speeds of up to 4 m/s.

Abstract:Reactive collision avoidance in unknown, cluttered environments must perceive obstacles and correct motion within milliseconds. Existing methods rely on maps for high-rate collision queries, but their acceleration structures require pre- processing. That cost is amortized in long-horizon planning, where a map serves millions of queries; reactive planning, however, is a near-field, short-horizon problem with potentially only hundreds of queries per measurement, where building a map may not pay off. We propose a mapless, Graphics Processing Unit (GPU)-accelerated Euclidean Signed Distance Field (ESDF) query with negligible pre-processing that operates directly on posed depth images, with resolution set by pooling the image rather than by a voxel size. On an embedded GPU it is simultaneously more accurate and lower in total latency than every voxel-grid configuration we measured between 2 cm and 20 cm, at one to two orders of magnitude less memory at matched resolution. With our query integrated into a Model Predictive Controller (MPC), simulated runs in laser-scanned forests at up to 9 m/s collide in 0.4 % through dense branches, against 5.9 % with the best voxel grid and 5.5 % with the best mapless baseline at our resolution, whose failures we attribute to voxel resolution and total latency respectively. We deploy the system onboard at two forest sites and fly at commanded speeds of up to 4 m/s.

Robotics (cs.RO)

arXiv:2610.13158 [cs.RO]

(or arXiv:2610.13158v1 [cs.RO] for this version)

https://doi.org/10.48550/arXiv.2610.13158 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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Full text under the publisher's open licence · 313 words

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