perceiving-objects

SkillDev tools

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.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the perceiving-objects skill

What this skill tells your AI

The instructions your AI receives, as published by graph-robots/open-robot-skills in skills/perceiving-objects/SKILL.md and read by ahel’s review.

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:

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. observetype: tool, tool: "robot.get_observation", inputs: {}. Connector tool; flat name only.
  2. perceivetype: 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_obbtype: 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):

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):

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 stateMeaning
foundOBB + mask bound; route to next subgraph (typically a grasp skill).
not_foundRoute 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.

Signals

GitHub stars
41
Forks
7
Last commit
Sep 2026
Advanced
Catalog kind
skill
Gateway key
perceiving-objects
Source
github.com/graph-robots/open-robot-skills