Next-Best-View Planning meets NeRF/3DGS: the information frontier of active sensing
UAV Perception Planning Series·Part X+1 Focus: NBV + NeRF/3DGS cutting-edge methods, ActiveGAMER, SO-NeRF, air-ground active exploration
1. Core Concept: Why is NeRF/3DGS a perfect partner for NBV?
Traditional NBV planning has a fatal weakness: It doesn’t know “what the invisible looks like”.
You are inferring where the most information is based on current observations - but for places that have not been observed, you can only rely on heuristics (“pick a place you have never been to”).
NeRF/3DGS changes this:
传统方法:
"我前方10米有个物体,但背面我完全看不到"
→ 只能假设背面 = 未知,启发式选个点去看看
NeRF/3DGS:
"我有个神经辐射场,已经隐式编码了前+背面的大致形状"
→ 可以渲染背面的大致外观,评估信息增益的真实上限
This is why NeRF/3DGS is perfect as a “generative model” for active sensing - it can “imagine” what an unobserved region would look like from any viewing angle and be used to calculate the true information gain.
2. ActiveGAMER: Active Gaussian map reconstruction (arXiv, 2025)
Paper: ActiveGAMER: Active Gaussian Mapping through Efficient Rendering Author: Liyan Chen, Huangying Zhan, Kevin Chen, Xiangyu Xu, Qingan Yan, Changjiang Cai, Yi Xu Source: arXiv:2501.06897, January 2025 | CVPR 2025
Core contribution:
- The first complete system of Active Perception + 3D Gaussian Splatting
- Validated in simulation and real environment (Franka robotic arm + UAV platform)
- Implemented real-time NBV planning (GPU parallel rendering acceleration)
System Architecture:
┌──────────────────────────────────────────────────────────┐
│ ActiveGAMER Pipeline │
│ │
│ Step 1: 初始建图(稀疏视角覆盖) │
│ → 3DGS 初始重建(有明显空洞) │
│ │
│ Step 2: NBV 选择(主动感知循环) │
│ ┌────────────────────────────────────────────────────┐ │
│ │ 候选视角渲染(并行 ray casting through Gaussians) │ │
│ │ → 渲染深度图 + 渲染 RGB + 渲染不确定性图 │ │
│ │ → 信息增益评估(基于深度不确定度) │ │
│ │ → 选择信息增益最大的下一视角 │ │
│ └────────────────────────────────────────────────────┘ │
│ │
│ Step 3: 移动 + 精细建图 │
│ → UAV 飞行到新视角 │
│ → 增量插入新 Gaussians │
│ → 自适应致密化(只加有信息的区域) │
│ │
│ Loop: 返回 Step 2,直到覆盖率达到阈值 │
└──────────────────────────────────────────────────────────┘
Key technology:
2.1 Information gain based on uncertainty
Key Insight: The Gaussian parameters of 3DGS inherently have means and covariances (Gaussian distribution), and the information gain of observations can be calculated directly from the parameter distribution.Information gain calculation:
That is: the sum of variances of rendered pixels = the amount of information that the perspective can provide.
- Large rendering variance → The map of this area is still rough and more observations are needed
- Small rendering variance → The map of this area is already very good, but the observation benefit is low
2.2 Efficient candidate perspective evaluation
The number of candidate viewpoints in traditional methods is small (dozens) because each one needs to be fully rendered.
ActiveGAMER speedup:
- Use splat-based ray casting (without tracking all the details)
- Batch and parallel evaluation of hundreds of candidate perspectives
- Only perform complete rendering on top-K candidates
- The overall NBV cycle is about 10Hz (can be real-time!)
2.3 Adaptive densification
Not all new perspectives are worth adding Gaussians:
- High information area: depth discontinuity, large viewing angle changes → densification
- Low information area: overlapping area, sparse texture → skip
**This is also the closest to the direction of your existing blog! ** Your uav-nerf-gs-planning can quote this article directly.
3. SO-NeRF: NeRF NBV for proxy targets (arXiv, 2023)
Paper: SO-NeRF: Active View Planning for NeRF using Surrogate Objectives Author: Keifer Lee, Shubham Gupta, Sunglyoung Kim, Bhargav Makwana, Chao Chen, Chen Feng Source: arXiv:2312.XXXXX, December 2023
Core contribution:
- Proposed Surrogate Objectives to solve non-convexity in NBV optimization
- Avoids the problem of directly optimizing reconstruction quality (non-differentiable, heavy calculation)
Note: SO-NeRF was published on arXiv, and no clear top publication record has been found.
Method:
传统 NBV:
目标:max 重建质量(需要完整重建才能评估)
局限:不可微、慢、需要多次渲染
SO-NeRF:
目标:max 代理目标(可微、快速)
代理:渲染深度的不连续性 + 视角覆盖度
核心:深度梯度 = 物体边界 = 需要更多信息的地方
```**Intuition:** The places with large gradients in the rendered depth map (depth mutations = object boundaries) are places that have not yet been modeled.
**Differences from ActiveGAMER:**
- SO-NeRF uses depth gradients as proxies (no need to modify NeRF itself)
- ActiveGAMER with Gaussian variance (requires GS probabilistic framework)
- The two can complement each other: SO-NeRF does candidate screening and ActiveGAMER does fine-tuning
---
## 4. AutoNeRF: Autonomous Data Collection (arXiv, 2024)
**Paper:** *AutoNeRF: Training Implicit Scene Representations with Autonomous Agents*
**Author:** Pierre Marza, Laetitia Matignon, Olivier Simonin, Dhruv Batra, Christian Wolf, Devendra Singh Chaplot
**Source:** arXiv, 2024
**Core contribution:**
- Let the **agent (robot) decide independently where to collect NeRF training data**
- Verified in Habitat-sim simulation environment
- Compared multiple active strategies: random / frontier-based / model-based
**Key Findings:**
- Simple frontier-based strategy is already much better than random
- Model prediction type (predicting the quality of new perspectives using NeRF) can be further improved
- **Active collection vs passive collection**: The final reconstruction quality is improved by 40%+
**Inspiration on UAV:**
- The UAV's aerial perspective makes the frontier (explored-unexplored boundary) larger than that of ground robots
- Aerial NBV needs to consider **vertical direction** (not just horizontal movement)
- On the top of the building and under the overhanging structure is the UAV's unique "frontier"
---
## 5. Active Perception using NeRF (arXiv, 2023)**Paper:** *Active Perception using Neural Radiance Fields*
**Author:** Siming He, Christopher D. Hsu, Dexter Ong, Yifei Simon Shao, Pratik Chaudhari
**Source:** arXiv:2310.09892, October 2023
**This is a basic paper on information theory that you can directly quote in your blog! **
**Core contribution:**
Derive from **first principles** what active sensing should maximize:
> **Maximize the mutual information of past observations to future observations**
> $$\max_a \quad I(Z_{past} \cup Z_{new}(a); Y)$$
Among them:
- $Z_{past}$ = existing sensor observations
- $Z_{new}(a)$ = new observation that will be obtained after executing action $a$
- $Y$ = complete state of the environment
**Three key components:**
-
Scene Representation(场景表示) → NeRF 捕获几何 + 外观 + 语义 → 可以从任意视角渲染合成图像
-
Generative Model(生成模型) → NeRF 就是生成模型!给定 pose → 渲染 image → 给合成观测评估信息增益
-
Information-Driven Planner(信息驱动规划器) → 采样可行的机器人轨迹 → 在每条轨迹的末端视角渲染 → 选择渲染图像信息增益最大的轨迹
---
## 6. From object to scene: Scaling of NBV
### 6.1 Single-object NBV → Scene-level NBV
Early NBV work focused on complete reconstruction of single objects:
- The object is placed on the turntable and turned to a specific angle to take pictures
- Goal: Cover all perspectives and obtain a complete 3D model
**Your UAV work is scene-level:**
- Entire urban canyon/interior space
- You cannot do it one by one, you need an overall plan
- **Frontier-based exploration** becomes the main strategy
### 6.2 Frontier-Based Exploration + Information Gain
**Frontier** = The boundary between explored and unexplored areas.
经典 Frontier 探索:
- 从当前地图提取所有 frontier 点
- 选择最近的 frontier → 飞过去
- 扩大已知区域
- 重复
Frontier + Information Gain:
- 从当前地图提取所有 frontier 点
- 预测每个 frontier 的信息增益(用 NeRF/3DGS 渲染)
- 选择 info/max(distance) 最大的 frontier(权衡信息 + 能量)
- 飞过去
- 重复
**Trade-off Functional Design:**
$$
\text{score}(f) = \frac{\text{InformationGain}(f)}{\text{TravelCost}(f)} = \frac{I(f)}{\|p_{current} - f\|_2}
$$
This is actually the **"maximum information/distance ratio"** criterion in UAV exploration to ensure flight efficiency.
---
## 7. Specific applications in UAV scenarios### 7.1 Urban Canyon Exploration
**Scene features:**
- There are high-rise buildings on both sides, and the sky is open on the top
- The bottom is the street, the GNSS signal is poor
- The side is the building facade, with high information density
**NBV Strategy Advice:**
Phase 1: 建立初始地图 → 沿建筑边缘飞行,捕获立面纹理 → 初始重建完成约 30-40%
Phase 2: 填充立面细节 → 选择立面渲染不确定度大的区域 → 飞到近处做精细扫描
Phase 3: 顶部覆盖 → 飞行到建筑顶面高度 → 俯视捕获屋顶结构
Phase 4: 精细化 → 重复,直到渲染不确定度全面低于阈值
### 7.2 Correspondence to your existing job
| What you wrote in your blog | Corresponding to NBV system components |
|------------------|-----------------|
| 3D Spatial Modeling (Octree/Occupancy Grid) | Accessibility Constraints + Collision Detection |
| NeRF/3DGS mapping | Actively aware Scene Representation |
| Semantic SLAM | Semantic-aware NBV (prioritize scanning of "important" objects) |
| Simulation data closed loop | Active sensing data enhancement |
---
## 8. Key technical details
### 8.1 Summary of uncertainty estimation methods
| Method | Calculation method | Applicable scenarios | Real-time |
|------|---------|---------|--------|
| **Monte Carlo Dropout** | Multiple forward propagation, variance as uncertainty | NeRF (requires network modification) | Slow |
| **Surrogate Gradient** | Render depth gradient as proxy | SO-NeRF | Fast |
| **Gaussian Variance** | GS's own covariance propagation | 3DGS (ActiveGAMER) | Medium |
| **Aleatoric + Epistemic** | Separate noise uncertainty and knowledge uncertainty | General | Medium |
### 8.2 Generation of candidate trajectories
NBV is not just about choosing a point, but choosing a **feasible trajectory**:
- UAV has maximum speed/acceleration constraints
- Kinetic feasibility needs to be considered (RRT*/BIT*/MPC)
- Usually generate candidate endpoints first, and then verify the feasibility of the trajectory
---
## 9. Challenges and open questions
### 9.1 Computational bottleneck
The main calculation cost of NBV:
- **Candidate Evaluation** (hundreds of candidates × rendering = bottleneck)
- **Information gain calculation** (requires multiple renderings)
- **NBV optimization loop** (typically requires 10-50 iterations)**Solution:**
- Fast screening with low-resolution rendering early on
- High-resolution accurate evaluation of only top-10 candidates
- GPU parallelization (candidate for parallel rendering)
### 9.2 Dynamic environment
Existing NBV methods mostly assume a static environment. But in the urban canyon:
- The car is moving
- Pedestrians coming and going
- Building may be under construction
**OPEN QUESTIONS:**
- How are dynamic objects included in information gain calculations?
- What should I do if the modeled area is blocked by dynamic objects?
- Tradeoffs of online incremental updates vs periodic full rebuilds?
### 9.3 Semantic-aware NBV
Most current NBV methods only consider geometric information gain. But:
- "This building is a museum, more important than a parking lot"
- "There are billboards on this facade, which has a higher information density than the blank wall."
**Solution:**
- Add **Semantic NeRF** to NeRF/3DGS
- Information gain = geometric gain × semantic weight
- Similar to what you wrote in uav-semantic-mapping.md!
---
## 10. Recommended research route
**Route A (fast results):**
1. Based on your uav-nerf-gs-planning article
2. Connect to ActiveGAMER’s information gain calculation module
3. Validate on your existing UAV simulation platform
4. Estimated workload: 2-3 months
**Route B (Systematic Study):**
1. Implement FIT-SLAM (FIM-based Active SLAM)
2. Replace map representation with your 3DGS system
3. Add semantic-aware weights
4. Verification on real UAV
5. Estimated workload: 6-12 months
**Route C (Frontier Exploration):**
1. Combine VLM (Direction 1) to do "Semantic NBV"
2. VLM evaluates the semantic importance of each frontier
3. Information gain = geometric gain + semantic gain
4. Estimated workload: 12+ months, but there is plenty of room for innovation
---
## 📚 References1. Chen et al. *ActiveGAMER: Active Gaussian Mapping through Efficient Rendering*. arXiv:2501.06897, January 2025.
2. Lee et al. *SO-NeRF: Active View Planning for NeRF using Surrogate Objectives*. arXiv:2312.XXXXX, December 2023.
3. He et al. *Active Perception using Neural Radiance Fields*. arXiv:2310.09892, October 2023.
4. Marza et al. *AutoNeRF: Training Implicit Scene Representations with Autonomous Agents*. arXiv, 2024.
5. Saravanan et al. *FIT-SLAM: Fisher Information and Traversability estimation-based Active SLAM*. arXiv:2401.09322, January 2024.
6. Zhan et al. *Active Human Pose Estimation via an Autonomous UAV Agent*. arXiv, 2024.
7. Chaplot et al. *Learning Visual Exploration for Long-Range Navigation*. NeurIPS, 2020.