The scene map is just text. One vision-language model reads it, looks at the world, and rewrites it with ADD, EDIT, and REMOVE — no engineered mapping backend.
1
2
3
4
5
The idea
A robot exploring a building needs a persistent memory of the objects it has seen — what they are, where they are, how to refer to them. Today that memory is produced by an engineered mapping backend: per-frame object proposals are projected to 3D and merged by hand-written association, tracking and fusion heuristics, while each object drags along embeddings, image crops, and masks.
SceneLM replaces this backend with a single model. The map is a structured text list — label, one-sentence description, 3D position. Each new posed RGB-D frame is fed to the VLM together with the part of the map visible from that pose, and the model writes back a short script of ADD, EDIT, and REMOVE operations. Association, fusion, and reconciliation all happen inside one autoregressive forward pass.
Three primitives
Every map update is a short script of three operations. Objects the model doesn’t mention are implicitly kept, so most update scripts are sparse — often empty. Localization is a single 2D anchor point in the image, lifted to 3D with depth and pose; the model never predicts 3D coordinates directly.
ADD a new object: the model anchors it in the image, names it, describes it, and the anchor is lifted to a 3D position — here a game controller, mapped on a held-out test scene.
EDIT an existing entry: a better view arrives and the model corrects the label, description or position of an object already in the map — here fixing a mislabeled book.
REMOVE a wrong or duplicate entry: the model deletes map entries that the current view contradicts — here removing a spurious trash can.
Training data
Nobody has ground truth for how maps should evolve. OVAL (Open-Vocabulary Automatic Labeling) manufactures it from plain single images: open-vocabulary foundation models propose and describe objects, a VLM quality filter passes or fails each one — and the rejects are kept as structured negatives that become REMOVE supervision. Corrupting each map entry independently turns single images into map-repair problems, teaching partial correction rather than all-or-nothing rewriting.
Results
Evaluation covers the maps, not just the model: language-grounded 3D retrieval on the FARM benchmark (ReferIt3D/ScanNet and IRef-VLA/HM3D) and open-vocabulary 3D localization on the TagMap Matterport3D benchmark.
Interactive
Three maps built by SceneLM — a ScanNet room, an HM3D house, and a real map built onboard the Spot. Drag to orbit, scroll to zoom, shift-drag to pan. Click any marker to see the object’s record: what you see in the panel is the entire stored representation — there are no embeddings, crops or masks behind it. (For readability, drift duplicates are hidden here.)
Real robot, real world
SceneLM-2b, quantized to NVFP4, runs entirely on a Jetson AGX Thor carried by a Boston Dynamics Spot — no offboard compute — in three environments never seen in training, with real sensor noise, real odometry drift, and an outdoor route with no loop closure. Keyframes are triggered by distance traveled (0.5 m — the measured quality optimum), not by a timer.
A 1.1 km outdoor route with no loop closure — drone footage of the robot interleaved with the map being built onboard. The on-device map holds 1,290 objects.
A laboratory staged with distinctive objects: 33 of 44 manually inventoried targets end up in the on-device map (35 at workstation rates). Misses are systematic — thin, hand-sized items below effective resolution.
A working office of generic, repeated objects — the stress test for cross-view association. 17 of 19 targets at workstation rates (14 on-device); identity degrades before existence does — a leather armchair survives in the map as “a dark fabric chair”.
The full lab run replayed: the camera feed SceneLM reads, the operations log, and the 3D map it maintains — SceneLM-2b at NVFP4 on the Jetson, 258 objects by the end of the run.
Hallucinations stay under 2% everywhere and indoor routes close within 10 cm and 10°. The main failure mode is odometry drift producing duplicate entries (up to 30% in cluttered scenes, at the same rate onboard and offboard — a cross-view association problem, not a compute problem), and thin, hand-sized objects fall below the effective resolution. These point directly at future work: stronger cross-view association to curb duplicates, and predicting object extent rather than a single 3D point.
Takeaways
The mapping backend can be learned. Association, fusion and reconciliation — the jobs of an engineered geometric pipeline — happen inside one VLM forward pass over a text map.
Map-maintenance supervision can be manufactured. OVAL turns 1.27M unlabeled single images into ADD, EDIT, and REMOVE training signal with zero human 3D labels.
Text is enough — and it’s portable. Competitive retrieval and localization from a 6–12× smaller, human-readable memory, robust enough to run on an embedded GPU on a walking robot.
Persistent scene understanding could become a fundamental capability of future vision-language models, rather than a specialized robotics module — maintaining a consistent scene representation over time may one day be a standard pretraining objective.
Citation
@article{lilja2026scenelm,
title = {A Scene Language Model for Open-Vocabulary Scene Mapping},
author = {Lilja, Adam and H{\"u}bel, Fabio and He, Siming and Fu, Junsheng and
Tomlin, Claire and Hammarstrand, Lars and Malik, Jitendra and
Frey, Jonas and Pavone, Marco},
journal = {arXiv preprint arXiv:2609.21400},
year = {2026}
}