- name
- perceiving-objects
- description
- Fast single-path 3D object perception. Runs Grounding-DINO broad detection, a pairwise VLM crop tournament to identify the target box, SAM3 box segmentation, and depth back-projection to a world-frame point cloud, finished by geometry.filter_and_compute_obb for a clean oriented bounding box, mask, and cloud. Multi-camera rigs get a verified wrist-camera fallback gate. Use when a manipulation workflow needs to localize one named object quickly — uncluttered scenes with visually distinct targets, latency-bound loops, or platforms deploying only DINO + VLM + SAM3 + geometry.
- license
- MIT
- compatibility
- requires gap>=0.1
- metadata
- {"category":"perception","tags":["perception","dino","vlm","sam3","single-method"]}
- gap
- {"allowed_tools":["robot.get_observation","grounding-dino.detect","vlm.query","vlm.query_yes_no","sam3.segment_box","sam3.segment_text","geometry.mask_to_world_points","geometry.exclude_robot_points","geometry.filter_and_compute_obb"],"exit_conditions":{"found":"Target detected; OBB and mask bound in subgraph outputs.","not_found":"Target not visible in any view. In clean-all-items loops route to done; in normal pick-and-place, route to abort."},"produces_outputs":{"<name>_obb":"OrientedBoundingBox","<name>_mask":"Mask","<name>_cloud":"PointCloud"},"errors":["NOT_FOUND: Object not detected in any camera view."],"hard_rules":["perception_pipeline_invariants.md#emit-both-obb-and-mask","geometry_calling_conventions.md#obb-field-binding"],"canonical_scripts":[{"perceive_dino_vlm":"scripts/perceive_dino_vlm.py"}],"prompts":{"vlm_pairwise":"prompts/vlm_pairwise.md"},"references":[{"title":"Perception pipeline invariants (emit obb + mask + cloud)","path":"references/perception_pipeline_invariants.md"},{"title":"Geometry tool calling conventions (output field binding)","path":"references/geometry_calling_conventions.md"}],"examples":[{"title":"Canonical perception subgraph (observe → perceive → filter_obb)","path":"examples/canonical_subgraph.json"}],"streaming":false}
# perceiving-objects
Single-path perception: detect → disambiguate (pairwise crop tournament)
→ segment → fuse to 3D → extract OBB. Each DINO detection is cropped and
upscaled, and the target is found via binary "A or B?" comparisons of
crop pairs — far more reliable on small targets than a one-shot
Set-of-Marks letter pick (~30% → 97% on the LIBERO-PosVar object-ID
study).
Multi-camera handling uses a **`safe` wrist-fallback gate** (not blind
KD-tree fusion): identification defaults to the exterior view; the
wrist (eye-in-hand) view is consulted ONLY when the exterior pick fails
its own close-up verify AND the wrist pick passes its own. On the
4-suite / 200-frame regression study this was the only zero-regression
policy (+2.5% net, 0/189 frames regressed; blind fuse/verify→wrist/
wrist-only all regressed). See `perceive_dino_vlm.run` docstring.
On the verified-exterior path the wrist views still contribute **cloud
geometry** (never identity): wrist clouds of the same object — gated by
the multiview intersection check, with a geometry-seeded SAM fallback
(exterior cloud projected into the wrist frame) — are fused into the
output cloud so the OBB recovers the top face / far side a single front
view misses. A lone front view yields a sliver OBB biased toward the
camera by half the object depth, and that off-centre pinch is the
measured slip-during-transport failure mode on tall bottles/cartons.
## When to use
- Uncluttered scenes with visually distinct targets.
- Platforms where only DINO + VLM + SAM3 + geometry are deployed.
- The default single-target 3D perception skill.
## When NOT to use
- Cluttered scenes with many similar nearby distractors: strengthen the
pairwise tournament by passing `object_description` shape/appearance hints
(see the note above) rather than relying on the bare label alone.
- Clean-all-items / multi-item loops that need a clean "no match" loop
terminator. Prefer `perceiving-objects-oneshot`.
## Recommended subgraph state flow
3 states:
```text
observe → perceive → filter_obb
```
State details:
> **About `object_name` below:** it is a literal Python string — the natural
> noun phrase for the object you are perceiving, drawn from this subgraph's
> description (e.g. `"alphabet soup can"`, `"basket"`, `"red bowl"`). It is
> a constant per subgraph instance, NOT a binding. **DO NOT** write
> `Ref("in.object_name")` or any other `Ref(...)`; the coordinator does
> not declare `object_name` as a subgraph input. Write the string directly,
> e.g. `"object_name": "basket"`.
>
> **About `object_description` (wire it whenever the task gives hints):**
> also a literal Python string. When the task/workflow description carries
> shape or appearance hints for the target (e.g. an "Object context" block
> with `shape_hint` / `expected_label`, or adjectives in the instruction),
> pass them through verbatim, e.g.
> `"object_description": "small rectangular box, blue and white packaging,
> ~5 cm wide"`. The description is injected into BOTH the pairwise
> tournament prompt ("It looks like: …") and the close-up verification
> question ("It should look like: …"). This is what disambiguates
> look-alike packaging (several LIBERO grocery items are small blue/white
> boxes) and keeps the verify gate from rejecting a correct pick whose
> rendered asset reads as a generic box — a rejection forces the
> wrist-camera fallback, whose single top-down view degrades the OBB
> height and downstream grasps. Omit it (default `""`) only when the task
> provides no hints.
1. **`observe`** — `type: tool`, `tool: "robot.get_observation"`,
`inputs: {}`. Connector tool; flat name only.
2. **`perceive`** — `type: script`, file `scripts/<sg>/perceive_dino_vlm.py`
from this bundle. Inputs:
`cameras=Ref("observe.cameras")`,
`object_name="basket"` (replace with the actual target noun phrase
from this subgraph's description),
`object_description="..."` (the task's shape/appearance hints — see the
note above; strongly recommended whenever hints exist),
plus any optional fields (`dino_prompt`, etc.).
Returns `{found, cloud, mask, score}`.
3. **`filter_obb`** — `type: tool`,
`tool: "geometry.filter_and_compute_obb"`,
`inputs={"points": Ref("perceive.cloud")}`. Returns `{"obb": <OrientedBoundingBox>}`.
### Wiring the exit (HARD)
Use the linear edge `filter_obb → found → END`. When the target isn't
found, `perceive` returns an empty cloud and `filter_obb` raises on it,
so the subgraph's `on_error: "not_found"` catches that path
automatically. Do **NOT** add any conditional edges on `perceive` — the
linear path plus `set_on_error` is sufficient.
✅ Correct (the literal `gap.builder` calls you should emit):
```python
sg.add_node("perceive", type="script",
script="scripts/<sg>/perceive_dino_vlm.py",
inputs={"cameras": Ref("observe.cameras"),
"object_name": "small blue and white cream cheese",
# from the task's Object context / shape_hint block:
"object_description": ("small rectangular box, blue "
"and white packaging, ~5 cm wide")})
sg.add_node("filter_obb", type="tool",
tool="geometry.filter_and_compute_obb",
inputs={"points": Ref("perceive.cloud")})
# add_exit() creates the success-marker noop node AND registers the
# exit value. Do NOT also call sg.add_node("found", type="noop") — that
# would conflict with the node add_exit created.
sg.add_exit("found")
sg.add_edge("perceive", "filter_obb")
sg.add_edge("filter_obb", "found")
sg.add_edge("found", END)
sg.set_on_error("not_found")
```
Bind the subgraph outputs (ALL THREE — required, no exceptions):
```python
sg.set_outputs(
target_obb=Ref("filter_obb.obb"),
target_mask=Ref("perceive.mask"),
target_cloud=Ref("perceive.cloud"),
)
```
(Replace `target_*` with this subgraph's actual name prefix — e.g.
`container_obb`, `container_mask`, `container_cloud` when authoring
the container subgraph.)
All three bindings walk into a field of the producing node's output
dict: `geometry.filter_and_compute_obb` returns `{"obb": ...}` (bind
`Ref("filter_obb.obb")`, NOT a bare `Ref("filter_obb")`), while
`<name>_mask` and `<name>_cloud` walk into fields of `perceive`'s
output dict. `perceive_dino_vlm.py` already produces all three;
emitting them unconditionally lets downstream subgraphs that need any
of them (e.g. learned-grasp skills require `<name>_cloud`) wire up
without you having to anticipate which skill they'll use.
## Hard rules
1. Subgraph-level outputs MUST emit ALL THREE: `<name>_obb`,
`<name>_mask`, AND `<name>_cloud`. The cloud is the fused world-frame
point cloud needed by learned-grasp skills; emit it unconditionally
so the downstream agent can wire it without round-tripping. See
`references/perception_pipeline_invariants.md`.
2. `geometry.filter_and_compute_obb` returns `{"obb": OrientedBoundingBox}`;
bind via `Ref("filter_obb.obb")` (walk into the `obb` field).
See `references/geometry_calling_conventions.md`.
## Required end states
| End state | Meaning |
|---|---|
| `found` | OBB + mask bound; route to next subgraph (typically a grasp skill). |
| `not_found` | Route to `abort` (or to `done` in clean-all-items loops). |
## See also
- `prompts/vlm_pairwise.md` — the pairwise-tournament VLM prompt template.
- `scripts/perceive_dino_vlm.py` — the canonical perception script.
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