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SubscribeF$^{2}$-NeRF: Fast Neural Radiance Field Training with Free Camera Trajectories
This paper presents a novel grid-based NeRF called F2-NeRF (Fast-Free-NeRF) for novel view synthesis, which enables arbitrary input camera trajectories and only costs a few minutes for training. Existing fast grid-based NeRF training frameworks, like Instant-NGP, Plenoxels, DVGO, or TensoRF, are mainly designed for bounded scenes and rely on space warping to handle unbounded scenes. Existing two widely-used space-warping methods are only designed for the forward-facing trajectory or the 360-degree object-centric trajectory but cannot process arbitrary trajectories. In this paper, we delve deep into the mechanism of space warping to handle unbounded scenes. Based on our analysis, we further propose a novel space-warping method called perspective warping, which allows us to handle arbitrary trajectories in the grid-based NeRF framework. Extensive experiments demonstrate that F2-NeRF is able to use the same perspective warping to render high-quality images on two standard datasets and a new free trajectory dataset collected by us. Project page: https://totoro97.github.io/projects/f2-nerf.
DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision
We have witnessed significant progress in deep learning-based 3D vision, ranging from neural radiance field (NeRF) based 3D representation learning to applications in novel view synthesis (NVS). However, existing scene-level datasets for deep learning-based 3D vision, limited to either synthetic environments or a narrow selection of real-world scenes, are quite insufficient. This insufficiency not only hinders a comprehensive benchmark of existing methods but also caps what could be explored in deep learning-based 3D analysis. To address this critical gap, we present DL3DV-10K, a large-scale scene dataset, featuring 51.2 million frames from 10,510 videos captured from 65 types of point-of-interest (POI) locations, covering both bounded and unbounded scenes, with different levels of reflection, transparency, and lighting. We conducted a comprehensive benchmark of recent NVS methods on DL3DV-10K, which revealed valuable insights for future research in NVS. In addition, we have obtained encouraging results in a pilot study to learn generalizable NeRF from DL3DV-10K, which manifests the necessity of a large-scale scene-level dataset to forge a path toward a foundation model for learning 3D representation. Our DL3DV-10K dataset, benchmark results, and models will be publicly accessible at https://dl3dv-10k.github.io/DL3DV-10K/.
Be Yourself: Bounded Attention for Multi-Subject Text-to-Image Generation
Text-to-image diffusion models have an unprecedented ability to generate diverse and high-quality images. However, they often struggle to faithfully capture the intended semantics of complex input prompts that include multiple subjects. Recently, numerous layout-to-image extensions have been introduced to improve user control, aiming to localize subjects represented by specific tokens. Yet, these methods often produce semantically inaccurate images, especially when dealing with multiple semantically or visually similar subjects. In this work, we study and analyze the causes of these limitations. Our exploration reveals that the primary issue stems from inadvertent semantic leakage between subjects in the denoising process. This leakage is attributed to the diffusion model's attention layers, which tend to blend the visual features of different subjects. To address these issues, we introduce Bounded Attention, a training-free method for bounding the information flow in the sampling process. Bounded Attention prevents detrimental leakage among subjects and enables guiding the generation to promote each subject's individuality, even with complex multi-subject conditioning. Through extensive experimentation, we demonstrate that our method empowers the generation of multiple subjects that better align with given prompts and layouts.
RoomPlanner: Explicit Layout Planner for Easier LLM-Driven 3D Room Generation
In this paper, we propose RoomPlanner, the first fully automatic 3D room generation framework for painlessly creating realistic indoor scenes with only short text as input. Without any manual layout design or panoramic image guidance, our framework can generate explicit layout criteria for rational spatial placement. We begin by introducing a hierarchical structure of language-driven agent planners that can automatically parse short and ambiguous prompts into detailed scene descriptions. These descriptions include raw spatial and semantic attributes for each object and the background, which are then used to initialize 3D point clouds. To position objects within bounded environments, we implement two arrangement constraints that iteratively optimize spatial arrangements, ensuring a collision-free and accessible layout solution. In the final rendering stage, we propose a novel AnyReach Sampling strategy for camera trajectory, along with the Interval Timestep Flow Sampling (ITFS) strategy, to efficiently optimize the coarse 3D Gaussian scene representation. These approaches help reduce the total generation time to under 30 minutes. Extensive experiments demonstrate that our method can produce geometrically rational 3D indoor scenes, surpassing prior approaches in both rendering speed and visual quality while preserving editability. The code will be available soon.
Evict3R: Training-Free Token Eviction for Memory-Bounded Streaming Visual Geometry Transformers
Streaming visual transformers like StreamVGGT achieve strong 3D perception but suffer from unbounded growth of key value (KV) memory, which limits scalability. We propose a training-free, inference-time token eviction policy that bounds memory by discarding redundant tokens while keeping the most informative ones. Our method uses significantly less memory with little to no drop in accuracy: on 7-Scenes with long sequences it reduces peak memory from 18.63 GB to 9.39 GB while accuracy and completeness drop by only 0.003. Under strict memory budgets, eviction enables denser frame sampling, which improves reconstruction accuracy compared to the baseline. Experiments across video depth estimation (Sintel, KITTI), 3D reconstruction (7-Scenes, NRGBD), and camera pose estimation (Sintel, TUM-dynamics) show that our approach closely matches StreamVGGT at a fraction of the memory and makes long-horizon streaming inference more practical.
MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes
Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel contraction function that maps scene coordinates into a bounded volume while still allowing for efficient ray-box intersection. We design a lossless procedure for baking the parameterization used during training into a model that achieves real-time rendering while still preserving the photorealistic view synthesis quality of a volumetric radiance field.
LeC$^2$O-NeRF: Learning Continuous and Compact Large-Scale Occupancy for Urban Scenes
In NeRF, a critical problem is to effectively estimate the occupancy to guide empty-space skipping and point sampling. Grid-based methods work well for small-scale scenes. However, on large-scale scenes, they are limited by predefined bounding boxes, grid resolutions, and high memory usage for grid updates, and thus struggle to speed up training for large-scale, irregularly bounded and complex urban scenes without sacrificing accuracy. In this paper, we propose to learn a continuous and compact large-scale occupancy network, which can classify 3D points as occupied or unoccupied points. We train this occupancy network end-to-end together with the radiance field in a self-supervised manner by three designs. First, we propose a novel imbalanced occupancy loss to regularize the occupancy network. It makes the occupancy network effectively control the ratio of unoccupied and occupied points, motivated by the prior that most of 3D scene points are unoccupied. Second, we design an imbalanced architecture containing a large scene network and a small empty space network to separately encode occupied and unoccupied points classified by the occupancy network. This imbalanced structure can effectively model the imbalanced nature of occupied and unoccupied regions. Third, we design an explicit density loss to guide the occupancy network, making the density of unoccupied points smaller. As far as we know, we are the first to learn a continuous and compact occupancy of large-scale NeRF by a network. In our experiments, our occupancy network can quickly learn more compact, accurate and smooth occupancy compared to the occupancy grid. With our learned occupancy as guidance for empty space skipping on challenging large-scale benchmarks, our method consistently obtains higher accuracy compared to the occupancy grid, and our method can speed up state-of-the-art NeRF methods without sacrificing accuracy.
ReSpace: Text-Driven 3D Scene Synthesis and Editing with Preference Alignment
Scene synthesis and editing has emerged as a promising direction in computer graphics. Current trained approaches for 3D indoor scenes either oversimplify object semantics through one-hot class encodings (e.g., 'chair' or 'table'), require masked diffusion for editing, ignore room boundaries, or rely on floor plan renderings that fail to capture complex layouts. In contrast, LLM-based methods enable richer semantics via natural language (e.g., 'modern studio with light wood furniture') but do not support editing, remain limited to rectangular layouts or rely on weak spatial reasoning from implicit world models. We introduce ReSpace, a generative framework for text-driven 3D indoor scene synthesis and editing using autoregressive language models. Our approach features a compact structured scene representation with explicit room boundaries that frames scene editing as a next-token prediction task. We leverage a dual-stage training approach combining supervised fine-tuning and preference alignment, enabling a specially trained language model for object addition that accounts for user instructions, spatial geometry, object semantics, and scene-level composition. For scene editing, we employ a zero-shot LLM to handle object removal and prompts for addition. We further introduce a novel voxelization-based evaluation that captures fine-grained geometry beyond 3D bounding boxes. Experimental results surpass state-of-the-art on object addition while maintaining competitive results on full scene synthesis.
From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
NuiScene: Exploring Efficient Generation of Unbounded Outdoor Scenes
In this paper, we explore the task of generating expansive outdoor scenes, ranging from castles to high-rises. Unlike indoor scene generation, which has been a primary focus of prior work, outdoor scene generation presents unique challenges, including wide variations in scene heights and the need for a method capable of rapidly producing large landscapes. To address this, we propose an efficient approach that encodes scene chunks as uniform vector sets, offering better compression and performance than the spatially structured latents used in prior methods. Furthermore, we train an explicit outpainting model for unbounded generation, which improves coherence compared to prior resampling-based inpainting schemes while also speeding up generation by eliminating extra diffusion steps. To facilitate this task, we curate NuiScene43, a small but high-quality set of scenes, preprocessed for joint training. Notably, when trained on scenes of varying styles, our model can blend different environments, such as rural houses and city skyscrapers, within the same scene, highlighting the potential of our curation process to leverage heterogeneous scenes for joint training.
3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera
A comprehensive semantic understanding of a scene is important for many applications - but in what space should diverse semantic information (e.g., objects, scene categories, material types, texture, etc.) be grounded and what should be its structure? Aspiring to have one unified structure that hosts diverse types of semantics, we follow the Scene Graph paradigm in 3D, generating a 3D Scene Graph. Given a 3D mesh and registered panoramic images, we construct a graph that spans the entire building and includes semantics on objects (e.g., class, material, and other attributes), rooms (e.g., scene category, volume, etc.) and cameras (e.g., location, etc.), as well as the relationships among these entities. However, this process is prohibitively labor heavy if done manually. To alleviate this we devise a semi-automatic framework that employs existing detection methods and enhances them using two main constraints: I. framing of query images sampled on panoramas to maximize the performance of 2D detectors, and II. multi-view consistency enforcement across 2D detections that originate in different camera locations.
Agentic 3D Scene Generation with Spatially Contextualized VLMs
Despite recent advances in multimodal content generation enabled by vision-language models (VLMs), their ability to reason about and generate structured 3D scenes remains largely underexplored. This limitation constrains their utility in spatially grounded tasks such as embodied AI, immersive simulations, and interactive 3D applications. We introduce a new paradigm that enables VLMs to generate, understand, and edit complex 3D environments by injecting a continually evolving spatial context. Constructed from multimodal input, this context consists of three components: a scene portrait that provides a high-level semantic blueprint, a semantically labeled point cloud capturing object-level geometry, and a scene hypergraph that encodes rich spatial relationships, including unary, binary, and higher-order constraints. Together, these components provide the VLM with a structured, geometry-aware working memory that integrates its inherent multimodal reasoning capabilities with structured 3D understanding for effective spatial reasoning. Building on this foundation, we develop an agentic 3D scene generation pipeline in which the VLM iteratively reads from and updates the spatial context. The pipeline features high-quality asset generation with geometric restoration, environment setup with automatic verification, and ergonomic adjustment guided by the scene hypergraph. Experiments show that our framework can handle diverse and challenging inputs, achieving a level of generalization not observed in prior work. Further results demonstrate that injecting spatial context enables VLMs to perform downstream tasks such as interactive scene editing and path planning, suggesting strong potential for spatially intelligent systems in computer graphics, 3D vision, and embodied applications.
Style-Consistent 3D Indoor Scene Synthesis with Decoupled Objects
Controllable 3D indoor scene synthesis stands at the forefront of technological progress, offering various applications like gaming, film, and augmented/virtual reality. The capability to stylize and de-couple objects within these scenarios is a crucial factor, providing an advanced level of control throughout the editing process. This control extends not just to manipulating geometric attributes like translation and scaling but also includes managing appearances, such as stylization. Current methods for scene stylization are limited to applying styles to the entire scene, without the ability to separate and customize individual objects. Addressing the intricacies of this challenge, we introduce a unique pipeline designed for synthesis 3D indoor scenes. Our approach involves strategically placing objects within the scene, utilizing information from professionally designed bounding boxes. Significantly, our pipeline prioritizes maintaining style consistency across multiple objects within the scene, ensuring a cohesive and visually appealing result aligned with the desired aesthetic. The core strength of our pipeline lies in its ability to generate 3D scenes that are not only visually impressive but also exhibit features like photorealism, multi-view consistency, and diversity. These scenes are crafted in response to various natural language prompts, demonstrating the versatility and adaptability of our model.
SAMPLING: Scene-adaptive Hierarchical Multiplane Images Representation for Novel View Synthesis from a Single Image
Recent novel view synthesis methods obtain promising results for relatively small scenes, e.g., indoor environments and scenes with a few objects, but tend to fail for unbounded outdoor scenes with a single image as input. In this paper, we introduce SAMPLING, a Scene-adaptive Hierarchical Multiplane Images Representation for Novel View Synthesis from a Single Image based on improved multiplane images (MPI). Observing that depth distribution varies significantly for unbounded outdoor scenes, we employ an adaptive-bins strategy for MPI to arrange planes in accordance with each scene image. To represent intricate geometry and multi-scale details, we further introduce a hierarchical refinement branch, which results in high-quality synthesized novel views. Our method demonstrates considerable performance gains in synthesizing large-scale unbounded outdoor scenes using a single image on the KITTI dataset and generalizes well to the unseen Tanks and Temples dataset.The code and models will soon be made available.
Scalable Scene Flow from Point Clouds in the Real World
Autonomous vehicles operate in highly dynamic environments necessitating an accurate assessment of which aspects of a scene are moving and where they are moving to. A popular approach to 3D motion estimation, termed scene flow, is to employ 3D point cloud data from consecutive LiDAR scans, although such approaches have been limited by the small size of real-world, annotated LiDAR data. In this work, we introduce a new large-scale dataset for scene flow estimation derived from corresponding tracked 3D objects, which is sim1,000times larger than previous real-world datasets in terms of the number of annotated frames. We demonstrate how previous works were bounded based on the amount of real LiDAR data available, suggesting that larger datasets are required to achieve state-of-the-art predictive performance. Furthermore, we show how previous heuristics for operating on point clouds such as down-sampling heavily degrade performance, motivating a new class of models that are tractable on the full point cloud. To address this issue, we introduce the FastFlow3D architecture which provides real time inference on the full point cloud. Additionally, we design human-interpretable metrics that better capture real world aspects by accounting for ego-motion and providing breakdowns per object type. We hope that this dataset may provide new opportunities for developing real world scene flow systems.
Scene4U: Hierarchical Layered 3D Scene Reconstruction from Single Panoramic Image for Your Immerse Exploration
The reconstruction of immersive and realistic 3D scenes holds significant practical importance in various fields of computer vision and computer graphics. Typically, immersive and realistic scenes should be free from obstructions by dynamic objects, maintain global texture consistency, and allow for unrestricted exploration. The current mainstream methods for image-driven scene construction involves iteratively refining the initial image using a moving virtual camera to generate the scene. However, previous methods struggle with visual discontinuities due to global texture inconsistencies under varying camera poses, and they frequently exhibit scene voids caused by foreground-background occlusions. To this end, we propose a novel layered 3D scene reconstruction framework from panoramic image, named Scene4U. Specifically, Scene4U integrates an open-vocabulary segmentation model with a large language model to decompose a real panorama into multiple layers. Then, we employs a layered repair module based on diffusion model to restore occluded regions using visual cues and depth information, generating a hierarchical representation of the scene. The multi-layer panorama is then initialized as a 3D Gaussian Splatting representation, followed by layered optimization, which ultimately produces an immersive 3D scene with semantic and structural consistency that supports free exploration. Scene4U outperforms state-of-the-art method, improving by 24.24% in LPIPS and 24.40% in BRISQUE, while also achieving the fastest training speed. Additionally, to demonstrate the robustness of Scene4U and allow users to experience immersive scenes from various landmarks, we build WorldVista3D dataset for 3D scene reconstruction, which contains panoramic images of globally renowned sites. The implementation code and dataset will be released at https://github.com/LongHZ140516/Scene4U .
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
PanoContext-Former: Panoramic Total Scene Understanding with a Transformer
Panoramic image enables deeper understanding and more holistic perception of 360^circ surrounding environment, which can naturally encode enriched scene context information compared to standard perspective image. Previous work has made lots of effort to solve the scene understanding task in a bottom-up form, thus each sub-task is processed separately and few correlations are explored in this procedure. In this paper, we propose a novel method using depth prior for holistic indoor scene understanding which recovers the objects' shapes, oriented bounding boxes and the 3D room layout simultaneously from a single panorama. In order to fully utilize the rich context information, we design a transformer-based context module to predict the representation and relationship among each component of the scene. In addition, we introduce a real-world dataset for scene understanding, including photo-realistic panoramas, high-fidelity depth images, accurately annotated room layouts, and oriented object bounding boxes and shapes. Experiments on the synthetic and real-world datasets demonstrate that our method outperforms previous panoramic scene understanding methods in terms of both layout estimation and 3D object detection.
Real-valued continued fraction of straight lines
In an unbounded plane, straight lines are used extensively for mathematical analysis. They are tools of convenience. However, those with high slope values become unbounded at a faster rate than the independent variable. So, straight lines, in this work, are made to be bounded by introducing a parametric nonlinear term that is positive. The straight lines are transformed into bounded nonlinear curves that become unbounded at a much slower rate than the independent variable. This transforming equation can be expressed as a continued fraction of straight lines. The continued fraction is real-valued and converges to the solutions of the transforming equation. Following Euler's method, the continued fraction has been reduced into an infinite series. The usefulness of the bounding nature of continued fraction is demonstrated by solving the problem of image classification. Parameters estimated on the Fashion-MNIST dataset of greyscale images using continued fraction of regression lines have less variance, converge quickly and are more accurate than the linear counterpart. Moreover, this multi-dimensional parametric estimation problem can be expressed on xy- plane using the parameters of the continued fraction and patterns emerge on planar plots.
LooseControl: Lifting ControlNet for Generalized Depth Conditioning
We present LooseControl to allow generalized depth conditioning for diffusion-based image generation. ControlNet, the SOTA for depth-conditioned image generation, produces remarkable results but relies on having access to detailed depth maps for guidance. Creating such exact depth maps, in many scenarios, is challenging. This paper introduces a generalized version of depth conditioning that enables many new content-creation workflows. Specifically, we allow (C1) scene boundary control for loosely specifying scenes with only boundary conditions, and (C2) 3D box control for specifying layout locations of the target objects rather than the exact shape and appearance of the objects. Using LooseControl, along with text guidance, users can create complex environments (e.g., rooms, street views, etc.) by specifying only scene boundaries and locations of primary objects. Further, we provide two editing mechanisms to refine the results: (E1) 3D box editing enables the user to refine images by changing, adding, or removing boxes while freezing the style of the image. This yields minimal changes apart from changes induced by the edited boxes. (E2) Attribute editing proposes possible editing directions to change one particular aspect of the scene, such as the overall object density or a particular object. Extensive tests and comparisons with baselines demonstrate the generality of our method. We believe that LooseControl can become an important design tool for easily creating complex environments and be extended to other forms of guidance channels. Code and more information are available at https://shariqfarooq123.github.io/loose-control/ .
6Img-to-3D: Few-Image Large-Scale Outdoor Driving Scene Reconstruction
Current 3D reconstruction techniques struggle to infer unbounded scenes from a few images faithfully. Specifically, existing methods have high computational demands, require detailed pose information, and cannot reconstruct occluded regions reliably. We introduce 6Img-to-3D, an efficient, scalable transformer-based encoder-renderer method for single-shot image to 3D reconstruction. Our method outputs a 3D-consistent parameterized triplane from only six outward-facing input images for large-scale, unbounded outdoor driving scenarios. We take a step towards resolving existing shortcomings by combining contracted custom cross- and self-attention mechanisms for triplane parameterization, differentiable volume rendering, scene contraction, and image feature projection. We showcase that six surround-view vehicle images from a single timestamp without global pose information are enough to reconstruct 360^{circ} scenes during inference time, taking 395 ms. Our method allows, for example, rendering third-person images and birds-eye views. Our code is available at https://github.com/continental/6Img-to-3D, and more examples can be found at our website here https://6Img-to-3D.GitHub.io/.
Joint 2D-3D-Semantic Data for Indoor Scene Understanding
We present a dataset of large-scale indoor spaces that provides a variety of mutually registered modalities from 2D, 2.5D and 3D domains, with instance-level semantic and geometric annotations. The dataset covers over 6,000m2 and contains over 70,000 RGB images, along with the corresponding depths, surface normals, semantic annotations, global XYZ images (all in forms of both regular and 360{\deg} equirectangular images) as well as camera information. It also includes registered raw and semantically annotated 3D meshes and point clouds. The dataset enables development of joint and cross-modal learning models and potentially unsupervised approaches utilizing the regularities present in large-scale indoor spaces. The dataset is available here: http://3Dsemantics.stanford.edu/
SceneCraft: Layout-Guided 3D Scene Generation
The creation of complex 3D scenes tailored to user specifications has been a tedious and challenging task with traditional 3D modeling tools. Although some pioneering methods have achieved automatic text-to-3D generation, they are generally limited to small-scale scenes with restricted control over the shape and texture. We introduce SceneCraft, a novel method for generating detailed indoor scenes that adhere to textual descriptions and spatial layout preferences provided by users. Central to our method is a rendering-based technique, which converts 3D semantic layouts into multi-view 2D proxy maps. Furthermore, we design a semantic and depth conditioned diffusion model to generate multi-view images, which are used to learn a neural radiance field (NeRF) as the final scene representation. Without the constraints of panorama image generation, we surpass previous methods in supporting complicated indoor space generation beyond a single room, even as complicated as a whole multi-bedroom apartment with irregular shapes and layouts. Through experimental analysis, we demonstrate that our method significantly outperforms existing approaches in complex indoor scene generation with diverse textures, consistent geometry, and realistic visual quality. Code and more results are available at: https://orangesodahub.github.io/SceneCraft
Learning to Reconstruct and Segment 3D Objects
To endow machines with the ability to perceive the real-world in a three dimensional representation as we do as humans is a fundamental and long-standing topic in Artificial Intelligence. Given different types of visual inputs such as images or point clouds acquired by 2D/3D sensors, one important goal is to understand the geometric structure and semantics of the 3D environment. Traditional approaches usually leverage hand-crafted features to estimate the shape and semantics of objects or scenes. However, they are difficult to generalize to novel objects and scenarios, and struggle to overcome critical issues caused by visual occlusions. By contrast, we aim to understand scenes and the objects within them by learning general and robust representations using deep neural networks, trained on large-scale real-world 3D data. To achieve these aims, this thesis makes three core contributions from object-level 3D shape estimation from single or multiple views to scene-level semantic understanding.
FunGraph: Functionality Aware 3D Scene Graphs for Language-Prompted Scene Interaction
The concept of 3D scene graphs is increasingly recognized as a powerful semantic and hierarchical representation of the environment. Current approaches often address this at a coarse, object-level resolution. In contrast, our goal is to develop a representation that enables robots to directly interact with their environment by identifying both the location of functional interactive elements and how these can be used. To achieve this, we focus on detecting and storing objects at a finer resolution, focusing on affordance-relevant parts. The primary challenge lies in the scarcity of data that extends beyond instance-level detection and the inherent difficulty of capturing detailed object features using robotic sensors. We leverage currently available 3D resources to generate 2D data and train a detector, which is then used to augment the standard 3D scene graph generation pipeline. Through our experiments, we demonstrate that our approach achieves functional element segmentation comparable to state-of-the-art 3D models and that our augmentation enables task-driven affordance grounding with higher accuracy than the current solutions. See our project page at https://fungraph.github.io.
MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text
The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.
ARKitScenes: A Diverse Real-World Dataset For 3D Indoor Scene Understanding Using Mobile RGB-D Data
Scene understanding is an active research area. Commercial depth sensors, such as Kinect, have enabled the release of several RGB-D datasets over the past few years which spawned novel methods in 3D scene understanding. More recently with the launch of the LiDAR sensor in Apple's iPads and iPhones, high quality RGB-D data is accessible to millions of people on a device they commonly use. This opens a whole new era in scene understanding for the Computer Vision community as well as app developers. The fundamental research in scene understanding together with the advances in machine learning can now impact people's everyday experiences. However, transforming these scene understanding methods to real-world experiences requires additional innovation and development. In this paper we introduce ARKitScenes. It is not only the first RGB-D dataset that is captured with a now widely available depth sensor, but to our best knowledge, it also is the largest indoor scene understanding data released. In addition to the raw and processed data from the mobile device, ARKitScenes includes high resolution depth maps captured using a stationary laser scanner, as well as manually labeled 3D oriented bounding boxes for a large taxonomy of furniture. We further analyze the usefulness of the data for two downstream tasks: 3D object detection and color-guided depth upsampling. We demonstrate that our dataset can help push the boundaries of existing state-of-the-art methods and it introduces new challenges that better represent real-world scenarios.
Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases
We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.
Revisit Anything: Visual Place Recognition via Image Segment Retrieval
Accurately recognizing a revisited place is crucial for embodied agents to localize and navigate. This requires visual representations to be distinct, despite strong variations in camera viewpoint and scene appearance. Existing visual place recognition pipelines encode the "whole" image and search for matches. This poses a fundamental challenge in matching two images of the same place captured from different camera viewpoints: "the similarity of what overlaps can be dominated by the dissimilarity of what does not overlap". We address this by encoding and searching for "image segments" instead of the whole images. We propose to use open-set image segmentation to decompose an image into `meaningful' entities (i.e., things and stuff). This enables us to create a novel image representation as a collection of multiple overlapping subgraphs connecting a segment with its neighboring segments, dubbed SuperSegment. Furthermore, to efficiently encode these SuperSegments into compact vector representations, we propose a novel factorized representation of feature aggregation. We show that retrieving these partial representations leads to significantly higher recognition recall than the typical whole image based retrieval. Our segments-based approach, dubbed SegVLAD, sets a new state-of-the-art in place recognition on a diverse selection of benchmark datasets, while being applicable to both generic and task-specialized image encoders. Finally, we demonstrate the potential of our method to ``revisit anything'' by evaluating our method on an object instance retrieval task, which bridges the two disparate areas of research: visual place recognition and object-goal navigation, through their common aim of recognizing goal objects specific to a place. Source code: https://github.com/AnyLoc/Revisit-Anything.
Disentangled 3D Scene Generation with Layout Learning
We introduce a method to generate 3D scenes that are disentangled into their component objects. This disentanglement is unsupervised, relying only on the knowledge of a large pretrained text-to-image model. Our key insight is that objects can be discovered by finding parts of a 3D scene that, when rearranged spatially, still produce valid configurations of the same scene. Concretely, our method jointly optimizes multiple NeRFs from scratch - each representing its own object - along with a set of layouts that composite these objects into scenes. We then encourage these composited scenes to be in-distribution according to the image generator. We show that despite its simplicity, our approach successfully generates 3D scenes decomposed into individual objects, enabling new capabilities in text-to-3D content creation. For results and an interactive demo, see our project page at https://dave.ml/layoutlearning/
Convex Decomposition of Indoor Scenes
We describe a method to parse a complex, cluttered indoor scene into primitives which offer a parsimonious abstraction of scene structure. Our primitives are simple convexes. Our method uses a learned regression procedure to parse a scene into a fixed number of convexes from RGBD input, and can optionally accept segmentations to improve the decomposition. The result is then polished with a descent method which adjusts the convexes to produce a very good fit, and greedily removes superfluous primitives. Because the entire scene is parsed, we can evaluate using traditional depth, normal, and segmentation error metrics. Our evaluation procedure demonstrates that the error from our primitive representation is comparable to that of predicting depth from a single image.
Conditional 360-degree Image Synthesis for Immersive Indoor Scene Decoration
In this paper, we address the problem of conditional scene decoration for 360-degree images. Our method takes a 360-degree background photograph of an indoor scene and generates decorated images of the same scene in the panorama view. To do this, we develop a 360-aware object layout generator that learns latent object vectors in the 360-degree view to enable a variety of furniture arrangements for an input 360-degree background image. We use this object layout to condition a generative adversarial network to synthesize images of an input scene. To further reinforce the generation capability of our model, we develop a simple yet effective scene emptier that removes the generated furniture and produces an emptied scene for our model to learn a cyclic constraint. We train the model on the Structure3D dataset and show that our model can generate diverse decorations with controllable object layout. Our method achieves state-of-the-art performance on the Structure3D dataset and generalizes well to the Zillow indoor scene dataset. Our user study confirms the immersive experiences provided by the realistic image quality and furniture layout in our generation results. Our implementation will be made available.
Recent Advance in 3D Object and Scene Generation: A Survey
In recent years, the demand for 3D content has grown exponentially with intelligent upgrading of interactive media, extended reality (XR), and Metaverse industries. In order to overcome the limitation of traditional manual modeling approaches, such as labor-intensive workflows and prolonged production cycles, revolutionary advances have been achieved through the convergence of novel 3D representation paradigms and artificial intelligence generative technologies. In this survey, we conduct a systematically review of the cutting-edge achievements in static 3D object and scene generation, as well as establish a comprehensive technical framework through systematic categorization. Specifically, we initiate our analysis with mainstream 3D object representations, followed by in-depth exploration of two principal technical pathways in object generation: data-driven supervised learning methods and deep generative model-based approaches. Regarding scene generation, we focus on three dominant paradigms: layout-guided compositional synthesis, 2D prior-based scene generation, and rule-driven modeling. Finally, we critically examine persistent challenges in 3D generation and propose potential research directions for future investigation. This survey aims to provide readers with a structured understanding of state-of-the-art 3D generation technologies while inspiring researchers to undertake more exploration in this domain.
SceneGenie: Scene Graph Guided Diffusion Models for Image Synthesis
Text-conditioned image generation has made significant progress in recent years with generative adversarial networks and more recently, diffusion models. While diffusion models conditioned on text prompts have produced impressive and high-quality images, accurately representing complex text prompts such as the number of instances of a specific object remains challenging. To address this limitation, we propose a novel guidance approach for the sampling process in the diffusion model that leverages bounding box and segmentation map information at inference time without additional training data. Through a novel loss in the sampling process, our approach guides the model with semantic features from CLIP embeddings and enforces geometric constraints, leading to high-resolution images that accurately represent the scene. To obtain bounding box and segmentation map information, we structure the text prompt as a scene graph and enrich the nodes with CLIP embeddings. Our proposed model achieves state-of-the-art performance on two public benchmarks for image generation from scene graphs, surpassing both scene graph to image and text-based diffusion models in various metrics. Our results demonstrate the effectiveness of incorporating bounding box and segmentation map guidance in the diffusion model sampling process for more accurate text-to-image generation.
LLM Blueprint: Enabling Text-to-Image Generation with Complex and Detailed Prompts
Diffusion-based generative models have significantly advanced text-to-image generation but encounter challenges when processing lengthy and intricate text prompts describing complex scenes with multiple objects. While excelling in generating images from short, single-object descriptions, these models often struggle to faithfully capture all the nuanced details within longer and more elaborate textual inputs. In response, we present a novel approach leveraging Large Language Models (LLMs) to extract critical components from text prompts, including bounding box coordinates for foreground objects, detailed textual descriptions for individual objects, and a succinct background context. These components form the foundation of our layout-to-image generation model, which operates in two phases. The initial Global Scene Generation utilizes object layouts and background context to create an initial scene but often falls short in faithfully representing object characteristics as specified in the prompts. To address this limitation, we introduce an Iterative Refinement Scheme that iteratively evaluates and refines box-level content to align them with their textual descriptions, recomposing objects as needed to ensure consistency. Our evaluation on complex prompts featuring multiple objects demonstrates a substantial improvement in recall compared to baseline diffusion models. This is further validated by a user study, underscoring the efficacy of our approach in generating coherent and detailed scenes from intricate textual inputs.
Urban Architect: Steerable 3D Urban Scene Generation with Layout Prior
Text-to-3D generation has achieved remarkable success via large-scale text-to-image diffusion models. Nevertheless, there is no paradigm for scaling up the methodology to urban scale. Urban scenes, characterized by numerous elements, intricate arrangement relationships, and vast scale, present a formidable barrier to the interpretability of ambiguous textual descriptions for effective model optimization. In this work, we surmount the limitations by introducing a compositional 3D layout representation into text-to-3D paradigm, serving as an additional prior. It comprises a set of semantic primitives with simple geometric structures and explicit arrangement relationships, complementing textual descriptions and enabling steerable generation. Upon this, we propose two modifications -- (1) We introduce Layout-Guided Variational Score Distillation to address model optimization inadequacies. It conditions the score distillation sampling process with geometric and semantic constraints of 3D layouts. (2) To handle the unbounded nature of urban scenes, we represent 3D scene with a Scalable Hash Grid structure, incrementally adapting to the growing scale of urban scenes. Extensive experiments substantiate the capability of our framework to scale text-to-3D generation to large-scale urban scenes that cover over 1000m driving distance for the first time. We also present various scene editing demonstrations, showing the powers of steerable urban scene generation. Website: https://urbanarchitect.github.io.
I-Scene: 3D Instance Models are Implicit Generalizable Spatial Learners
Generalization remains the central challenge for interactive 3D scene generation. Existing learning-based approaches ground spatial understanding in limited scene dataset, restricting generalization to new layouts. We instead reprogram a pre-trained 3D instance generator to act as a scene level learner, replacing dataset-bounded supervision with model-centric spatial supervision. This reprogramming unlocks the generator transferable spatial knowledge, enabling generalization to unseen layouts and novel object compositions. Remarkably, spatial reasoning still emerges even when the training scenes are randomly composed objects. This demonstrates that the generator's transferable scene prior provides a rich learning signal for inferring proximity, support, and symmetry from purely geometric cues. Replacing widely used canonical space, we instantiate this insight with a view-centric formulation of the scene space, yielding a fully feed-forward, generalizable scene generator that learns spatial relations directly from the instance model. Quantitative and qualitative results show that a 3D instance generator is an implicit spatial learner and reasoner, pointing toward foundation models for interactive 3D scene understanding and generation. Project page: https://luling06.github.io/I-Scene-project/
Specifying Object Attributes and Relations in Interactive Scene Generation
We introduce a method for the generation of images from an input scene graph. The method separates between a layout embedding and an appearance embedding. The dual embedding leads to generated images that better match the scene graph, have higher visual quality, and support more complex scene graphs. In addition, the embedding scheme supports multiple and diverse output images per scene graph, which can be further controlled by the user. We demonstrate two modes of per-object control: (i) importing elements from other images, and (ii) navigation in the object space, by selecting an appearance archetype. Our code is publicly available at https://www.github.com/ashual/scene_generation
BoxDiff: Text-to-Image Synthesis with Training-Free Box-Constrained Diffusion
Recent text-to-image diffusion models have demonstrated an astonishing capacity to generate high-quality images. However, researchers mainly studied the way of synthesizing images with only text prompts. While some works have explored using other modalities as conditions, considerable paired data, e.g., box/mask-image pairs, and fine-tuning time are required for nurturing models. As such paired data is time-consuming and labor-intensive to acquire and restricted to a closed set, this potentially becomes the bottleneck for applications in an open world. This paper focuses on the simplest form of user-provided conditions, e.g., box or scribble. To mitigate the aforementioned problem, we propose a training-free method to control objects and contexts in the synthesized images adhering to the given spatial conditions. Specifically, three spatial constraints, i.e., Inner-Box, Outer-Box, and Corner Constraints, are designed and seamlessly integrated into the denoising step of diffusion models, requiring no additional training and massive annotated layout data. Extensive results show that the proposed constraints can control what and where to present in the images while retaining the ability of the Stable Diffusion model to synthesize with high fidelity and diverse concept coverage. The code is publicly available at https://github.com/Sierkinhane/BoxDiff.
CamContextI2V: Context-aware Controllable Video Generation
Recently, image-to-video (I2V) diffusion models have demonstrated impressive scene understanding and generative quality, incorporating image conditions to guide generation. However, these models primarily animate static images without extending beyond their provided context. Introducing additional constraints, such as camera trajectories, can enhance diversity but often degrades visual quality, limiting their applicability for tasks requiring faithful scene representation. We propose CamContextI2V, an I2V model that integrates multiple image conditions with 3D constraints alongside camera control to enrich both global semantics and fine-grained visual details. This enables more coherent and context-aware video generation. Moreover, we motivate the necessity of temporal awareness for an effective context representation. Our comprehensive study on the RealEstate10K dataset demonstrates improvements in visual quality and camera controllability. We make our code and models publicly available at: https://github.com/LDenninger/CamContextI2V.
WorldGrow: Generating Infinite 3D World
We tackle the challenge of generating the infinitely extendable 3D world -- large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.
Scene Graph to Image Generation with Contextualized Object Layout Refinement
Generating images from scene graphs is a challenging task that attracted substantial interest recently. Prior works have approached this task by generating an intermediate layout description of the target image. However, the representation of each object in the layout was generated independently, which resulted in high overlap, low coverage, and an overall blurry layout. We propose a novel method that alleviates these issues by generating the entire layout description gradually to improve inter-object dependency. We empirically show on the COCO-STUFF dataset that our approach improves the quality of both the intermediate layout and the final image. Our approach improves the layout coverage by almost 20 points and drops object overlap to negligible amounts.
Enhancing Photorealism Enhancement
We present an approach to enhancing the realism of synthetic images. The images are enhanced by a convolutional network that leverages intermediate representations produced by conventional rendering pipelines. The network is trained via a novel adversarial objective, which provides strong supervision at multiple perceptual levels. We analyze scene layout distributions in commonly used datasets and find that they differ in important ways. We hypothesize that this is one of the causes of strong artifacts that can be observed in the results of many prior methods. To address this we propose a new strategy for sampling image patches during training. We also introduce multiple architectural improvements in the deep network modules used for photorealism enhancement. We confirm the benefits of our contributions in controlled experiments and report substantial gains in stability and realism in comparison to recent image-to-image translation methods and a variety of other baselines.
360 in the Wild: Dataset for Depth Prediction and View Synthesis
The large abundance of perspective camera datasets facilitated the emergence of novel learning-based strategies for various tasks, such as camera localization, single image depth estimation, or view synthesis. However, panoramic or omnidirectional image datasets, including essential information, such as pose and depth, are mostly made with synthetic scenes. In this work, we introduce a large scale 360^{circ} videos dataset in the wild. This dataset has been carefully scraped from the Internet and has been captured from various locations worldwide. Hence, this dataset exhibits very diversified environments (e.g., indoor and outdoor) and contexts (e.g., with and without moving objects). Each of the 25K images constituting our dataset is provided with its respective camera's pose and depth map. We illustrate the relevance of our dataset for two main tasks, namely, single image depth estimation and view synthesis.
CLIP-Layout: Style-Consistent Indoor Scene Synthesis with Semantic Furniture Embedding
Indoor scene synthesis involves automatically picking and placing furniture appropriately on a floor plan, so that the scene looks realistic and is functionally plausible. Such scenes can serve as homes for immersive 3D experiences, or be used to train embodied agents. Existing methods for this task rely on labeled categories of furniture, e.g. bed, chair or table, to generate contextually relevant combinations of furniture. Whether heuristic or learned, these methods ignore instance-level visual attributes of objects, and as a result may produce visually less coherent scenes. In this paper, we introduce an auto-regressive scene model which can output instance-level predictions, using general purpose image embedding based on CLIP. This allows us to learn visual correspondences such as matching color and style, and produce more functionally plausible and aesthetically pleasing scenes. Evaluated on the 3D-FRONT dataset, our model achieves SOTA results in scene synthesis and improves auto-completion metrics by over 50%. Moreover, our embedding-based approach enables zero-shot text-guided scene synthesis and editing, which easily generalizes to furniture not seen during training.
The Scene Language: Representing Scenes with Programs, Words, and Embeddings
We introduce the Scene Language, a visual scene representation that concisely and precisely describes the structure, semantics, and identity of visual scenes. It represents a scene with three key components: a program that specifies the hierarchical and relational structure of entities in the scene, words in natural language that summarize the semantic class of each entity, and embeddings that capture the visual identity of each entity. This representation can be inferred from pre-trained language models via a training-free inference technique, given text or image inputs. The resulting scene can be rendered into images using traditional, neural, or hybrid graphics renderers. Together, this forms a robust, automated system for high-quality 3D and 4D scene generation. Compared with existing representations like scene graphs, our proposed Scene Language generates complex scenes with higher fidelity, while explicitly modeling the scene structures to enable precise control and editing.
SceneEval: Evaluating Semantic Coherence in Text-Conditioned 3D Indoor Scene Synthesis
Despite recent advances in text-conditioned 3D indoor scene generation, there remain gaps in the evaluation of these methods. Existing metrics primarily assess the realism of generated scenes by comparing them to a set of ground-truth scenes, often overlooking alignment with the input text - a critical factor in determining how effectively a method meets user requirements. We present SceneEval, an evaluation framework designed to address this limitation. SceneEval includes metrics for both explicit user requirements, such as the presence of specific objects and their attributes described in the input text, and implicit expectations, like the absence of object collisions, providing a comprehensive assessment of scene quality. To facilitate evaluation, we introduce SceneEval-100, a dataset of scene descriptions with annotated ground-truth scene properties. We evaluate recent scene generation methods using SceneEval and demonstrate its ability to provide detailed assessments of the generated scenes, highlighting strengths and areas for improvement across multiple dimensions. Our results show that current methods struggle at generating scenes that meet user requirements, underscoring the need for further research in this direction.
WonderJourney: Going from Anywhere to Everywhere
We introduce WonderJourney, a modularized framework for perpetual 3D scene generation. Unlike prior work on view generation that focuses on a single type of scenes, we start at any user-provided location (by a text description or an image) and generate a journey through a long sequence of diverse yet coherently connected 3D scenes. We leverage an LLM to generate textual descriptions of the scenes in this journey, a text-driven point cloud generation pipeline to make a compelling and coherent sequence of 3D scenes, and a large VLM to verify the generated scenes. We show compelling, diverse visual results across various scene types and styles, forming imaginary "wonderjourneys". Project website: https://kovenyu.com/WonderJourney/
Multiview Scene Graph
A proper scene representation is central to the pursuit of spatial intelligence where agents can robustly reconstruct and efficiently understand 3D scenes. A scene representation is either metric, such as landmark maps in 3D reconstruction, 3D bounding boxes in object detection, or voxel grids in occupancy prediction, or topological, such as pose graphs with loop closures in SLAM or visibility graphs in SfM. In this work, we propose to build Multiview Scene Graphs (MSG) from unposed images, representing a scene topologically with interconnected place and object nodes. The task of building MSG is challenging for existing representation learning methods since it needs to jointly address both visual place recognition, object detection, and object association from images with limited fields of view and potentially large viewpoint changes. To evaluate any method tackling this task, we developed an MSG dataset and annotation based on a public 3D dataset. We also propose an evaluation metric based on the intersection-over-union score of MSG edges. Moreover, we develop a novel baseline method built on mainstream pretrained vision models, combining visual place recognition and object association into one Transformer decoder architecture. Experiments demonstrate our method has superior performance compared to existing relevant baselines.
Generative Powers of Ten
We present a method that uses a text-to-image model to generate consistent content across multiple image scales, enabling extreme semantic zooms into a scene, e.g., ranging from a wide-angle landscape view of a forest to a macro shot of an insect sitting on one of the tree branches. We achieve this through a joint multi-scale diffusion sampling approach that encourages consistency across different scales while preserving the integrity of each individual sampling process. Since each generated scale is guided by a different text prompt, our method enables deeper levels of zoom than traditional super-resolution methods that may struggle to create new contextual structure at vastly different scales. We compare our method qualitatively with alternative techniques in image super-resolution and outpainting, and show that our method is most effective at generating consistent multi-scale content.
HaLo-NeRF: Learning Geometry-Guided Semantics for Exploring Unconstrained Photo Collections
Internet image collections containing photos captured by crowds of photographers show promise for enabling digital exploration of large-scale tourist landmarks. However, prior works focus primarily on geometric reconstruction and visualization, neglecting the key role of language in providing a semantic interface for navigation and fine-grained understanding. In constrained 3D domains, recent methods have leveraged vision-and-language models as a strong prior of 2D visual semantics. While these models display an excellent understanding of broad visual semantics, they struggle with unconstrained photo collections depicting such tourist landmarks, as they lack expert knowledge of the architectural domain. In this work, we present a localization system that connects neural representations of scenes depicting large-scale landmarks with text describing a semantic region within the scene, by harnessing the power of SOTA vision-and-language models with adaptations for understanding landmark scene semantics. To bolster such models with fine-grained knowledge, we leverage large-scale Internet data containing images of similar landmarks along with weakly-related textual information. Our approach is built upon the premise that images physically grounded in space can provide a powerful supervision signal for localizing new concepts, whose semantics may be unlocked from Internet textual metadata with large language models. We use correspondences between views of scenes to bootstrap spatial understanding of these semantics, providing guidance for 3D-compatible segmentation that ultimately lifts to a volumetric scene representation. Our results show that HaLo-NeRF can accurately localize a variety of semantic concepts related to architectural landmarks, surpassing the results of other 3D models as well as strong 2D segmentation baselines. Our project page is at https://tau-vailab.github.io/HaLo-NeRF/.
MonoFusion: Sparse-View 4D Reconstruction via Monocular Fusion
We address the problem of dynamic scene reconstruction from sparse-view videos. Prior work often requires dense multi-view captures with hundreds of calibrated cameras (e.g. Panoptic Studio). Such multi-view setups are prohibitively expensive to build and cannot capture diverse scenes in-the-wild. In contrast, we aim to reconstruct dynamic human behaviors, such as repairing a bike or dancing, from a small set of sparse-view cameras with complete scene coverage (e.g. four equidistant inward-facing static cameras). We find that dense multi-view reconstruction methods struggle to adapt to this sparse-view setup due to limited overlap between viewpoints. To address these limitations, we carefully align independent monocular reconstructions of each camera to produce time- and view-consistent dynamic scene reconstructions. Extensive experiments on PanopticStudio and Ego-Exo4D demonstrate that our method achieves higher quality reconstructions than prior art, particularly when rendering novel views. Code, data, and data-processing scripts are available on https://github.com/ImNotPrepared/MonoFusion.
DISeR: Designing Imaging Systems with Reinforcement Learning
Imaging systems consist of cameras to encode visual information about the world and perception models to interpret this encoding. Cameras contain (1) illumination sources, (2) optical elements, and (3) sensors, while perception models use (4) algorithms. Directly searching over all combinations of these four building blocks to design an imaging system is challenging due to the size of the search space. Moreover, cameras and perception models are often designed independently, leading to sub-optimal task performance. In this paper, we formulate these four building blocks of imaging systems as a context-free grammar (CFG), which can be automatically searched over with a learned camera designer to jointly optimize the imaging system with task-specific perception models. By transforming the CFG to a state-action space, we then show how the camera designer can be implemented with reinforcement learning to intelligently search over the combinatorial space of possible imaging system configurations. We demonstrate our approach on two tasks, depth estimation and camera rig design for autonomous vehicles, showing that our method yields rigs that outperform industry-wide standards. We believe that our proposed approach is an important step towards automating imaging system design.
InternScenes: A Large-scale Simulatable Indoor Scene Dataset with Realistic Layouts
The advancement of Embodied AI heavily relies on large-scale, simulatable 3D scene datasets characterized by scene diversity and realistic layouts. However, existing datasets typically suffer from limitations in data scale or diversity, sanitized layouts lacking small items, and severe object collisions. To address these shortcomings, we introduce InternScenes, a novel large-scale simulatable indoor scene dataset comprising approximately 40,000 diverse scenes by integrating three disparate scene sources, real-world scans, procedurally generated scenes, and designer-created scenes, including 1.96M 3D objects and covering 15 common scene types and 288 object classes. We particularly preserve massive small items in the scenes, resulting in realistic and complex layouts with an average of 41.5 objects per region. Our comprehensive data processing pipeline ensures simulatability by creating real-to-sim replicas for real-world scans, enhances interactivity by incorporating interactive objects into these scenes, and resolves object collisions by physical simulations. We demonstrate the value of InternScenes with two benchmark applications: scene layout generation and point-goal navigation. Both show the new challenges posed by the complex and realistic layouts. More importantly, InternScenes paves the way for scaling up the model training for both tasks, making the generation and navigation in such complex scenes possible. We commit to open-sourcing the data, models, and benchmarks to benefit the whole community.
CoReS: Compatible Representations via Stationarity
Compatible features enable the direct comparison of old and new learned features allowing to use them interchangeably over time. In visual search systems, this eliminates the need to extract new features from the gallery-set when the representation model is upgraded with novel data. This has a big value in real applications as re-indexing the gallery-set can be computationally expensive when the gallery-set is large, or even infeasible due to privacy or other concerns of the application. In this paper, we propose CoReS, a new training procedure to learn representations that are compatible with those previously learned, grounding on the stationarity of the features as provided by fixed classifiers based on polytopes. With this solution, classes are maximally separated in the representation space and maintain their spatial configuration stationary as new classes are added, so that there is no need to learn any mappings between representations nor to impose pairwise training with the previously learned model. We demonstrate that our training procedure largely outperforms the current state of the art and is particularly effective in the case of multiple upgrades of the training-set, which is the typical case in real applications.
Patch-based 3D Natural Scene Generation from a Single Example
We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.
Layout2Scene: 3D Semantic Layout Guided Scene Generation via Geometry and Appearance Diffusion Priors
3D scene generation conditioned on text prompts has significantly progressed due to the development of 2D diffusion generation models. However, the textual description of 3D scenes is inherently inaccurate and lacks fine-grained control during training, leading to implausible scene generation. As an intuitive and feasible solution, the 3D layout allows for precise specification of object locations within the scene. To this end, we present a text-to-scene generation method (namely, Layout2Scene) using additional semantic layout as the prompt to inject precise control of 3D object positions. Specifically, we first introduce a scene hybrid representation to decouple objects and backgrounds, which is initialized via a pre-trained text-to-3D model. Then, we propose a two-stage scheme to optimize the geometry and appearance of the initialized scene separately. To fully leverage 2D diffusion priors in geometry and appearance generation, we introduce a semantic-guided geometry diffusion model and a semantic-geometry guided diffusion model which are finetuned on a scene dataset. Extensive experiments demonstrate that our method can generate more plausible and realistic scenes as compared to state-of-the-art approaches. Furthermore, the generated scene allows for flexible yet precise editing, thereby facilitating multiple downstream applications.
Generative Blocks World: Moving Things Around in Pictures
We describe Generative Blocks World to interact with the scene of a generated image by manipulating simple geometric abstractions. Our method represents scenes as assemblies of convex 3D primitives, and the same scene can be represented by different numbers of primitives, allowing an editor to move either whole structures or small details. Once the scene geometry has been edited, the image is generated by a flow-based method which is conditioned on depth and a texture hint. Our texture hint takes into account the modified 3D primitives, exceeding texture-consistency provided by existing key-value caching techniques. These texture hints (a) allow accurate object and camera moves and (b) largely preserve the identity of objects depicted. Quantitative and qualitative experiments demonstrate that our approach outperforms prior works in visual fidelity, editability, and compositional generalization.
Compositional Scene Representation Learning via Reconstruction: A Survey
Visual scenes are composed of visual concepts and have the property of combinatorial explosion. An important reason for humans to efficiently learn from diverse visual scenes is the ability of compositional perception, and it is desirable for artificial intelligence to have similar abilities. Compositional scene representation learning is a task that enables such abilities. In recent years, various methods have been proposed to apply deep neural networks, which have been proven to be advantageous in representation learning, to learn compositional scene representations via reconstruction, advancing this research direction into the deep learning era. Learning via reconstruction is advantageous because it may utilize massive unlabeled data and avoid costly and laborious data annotation. In this survey, we first outline the current progress on reconstruction-based compositional scene representation learning with deep neural networks, including development history and categorizations of existing methods from the perspectives of the modeling of visual scenes and the inference of scene representations; then provide benchmarks, including an open source toolbox to reproduce the benchmark experiments, of representative methods that consider the most extensively studied problem setting and form the foundation for other methods; and finally discuss the limitations of existing methods and future directions of this research topic.
FlySearch: Exploring how vision-language models explore
The real world is messy and unstructured. Uncovering critical information often requires active, goal-driven exploration. It remains to be seen whether Vision-Language Models (VLMs), which recently emerged as a popular zero-shot tool in many difficult tasks, can operate effectively in such conditions. In this paper, we answer this question by introducing FlySearch, a 3D, outdoor, photorealistic environment for searching and navigating to objects in complex scenes. We define three sets of scenarios with varying difficulty and observe that state-of-the-art VLMs cannot reliably solve even the simplest exploration tasks, with the gap to human performance increasing as the tasks get harder. We identify a set of central causes, ranging from vision hallucination, through context misunderstanding, to task planning failures, and we show that some of them can be addressed by finetuning. We publicly release the benchmark, scenarios, and the underlying codebase.
LiteReality: Graphics-Ready 3D Scene Reconstruction from RGB-D Scans
We propose LiteReality, a novel pipeline that converts RGB-D scans of indoor environments into compact, realistic, and interactive 3D virtual replicas. LiteReality not only reconstructs scenes that visually resemble reality but also supports key features essential for graphics pipelines -- such as object individuality, articulation, high-quality physically based rendering materials, and physically based interaction. At its core, LiteReality first performs scene understanding and parses the results into a coherent 3D layout and objects with the help of a structured scene graph. It then reconstructs the scene by retrieving the most visually similar 3D artist-crafted models from a curated asset database. Next, the Material Painting module enhances realism by recovering high-quality, spatially varying materials. Finally, the reconstructed scene is integrated into a simulation engine with basic physical properties to enable interactive behavior. The resulting scenes are compact, editable, and fully compatible with standard graphics pipelines, making them suitable for applications in AR/VR, gaming, robotics, and digital twins. In addition, LiteReality introduces a training-free object retrieval module that achieves state-of-the-art similarity performance on the Scan2CAD benchmark, along with a robust material painting module capable of transferring appearances from images of any style to 3D assets -- even under severe misalignment, occlusion, and poor lighting. We demonstrate the effectiveness of LiteReality on both real-life scans and public datasets. Project page: https://litereality.github.io; Video: https://www.youtube.com/watch?v=ecK9m3LXg2c
ChessVision -- A Dataset for Logically Coherent Multi-label Classification
Starting with early successes in computer vision tasks, deep learning based techniques have since overtaken state of the art approaches in a multitude of domains. However, it has been demonstrated time and again that these techniques fail to capture semantic context and logical constraints, instead often relying on spurious correlations to arrive at the answer. Since application of deep learning techniques to critical scenarios are dependent on adherence to domain specific constraints, several attempts have been made to address this issue. One limitation holding back a thorough exploration of this area, is a lack of suitable datasets which feature a rich set of rules. In order to address this, we present the ChessVision Dataset, consisting of 200,000+ images of annotated chess games in progress, requiring recreation of the game state from its corresponding image. This is accompanied by a curated set of rules which constrains the set of predictions to "reasonable" game states, and are designed to probe key semantic abilities like localization and enumeration. Alongside standard metrics, additional metrics to measure performance with regards to logical consistency is presented. We analyze several popular and state of the art vision models on this task, and show that, although their performance on standard metrics are laudable, they produce a plethora of incoherent results, indicating that this dataset presents a significant challenge for future works.
Decorum: A Language-Based Approach For Style-Conditioned Synthesis of Indoor 3D Scenes
3D indoor scene generation is an important problem for the design of digital and real-world environments. To automate this process, a scene generation model should be able to not only generate plausible scene layouts, but also take into consideration visual features and style preferences. Existing methods for this task exhibit very limited control over these attributes, only allowing text inputs in the form of simple object-level descriptions or pairwise spatial relationships. Our proposed method Decorum enables users to control the scene generation process with natural language by adopting language-based representations at each stage. This enables us to harness recent advancements in Large Language Models (LLMs) to model language-to-language mappings. In addition, we show that using a text-based representation allows us to select furniture for our scenes using a novel object retrieval method based on multimodal LLMs. Evaluations on the benchmark 3D-FRONT dataset show that our methods achieve improvements over existing work in text-conditioned scene synthesis and object retrieval.
MACARONS: Mapping And Coverage Anticipation with RGB Online Self-Supervision
We introduce a method that simultaneously learns to explore new large environments and to reconstruct them in 3D from color images only. This is closely related to the Next Best View problem (NBV), where one has to identify where to move the camera next to improve the coverage of an unknown scene. However, most of the current NBV methods rely on depth sensors, need 3D supervision and/or do not scale to large scenes. Our method requires only a color camera and no 3D supervision. It simultaneously learns in a self-supervised fashion to predict a "volume occupancy field" from color images and, from this field, to predict the NBV. Thanks to this approach, our method performs well on new scenes as it is not biased towards any training 3D data. We demonstrate this on a recent dataset made of various 3D scenes and show it performs even better than recent methods requiring a depth sensor, which is not a realistic assumption for outdoor scenes captured with a flying drone.
SceneDreamer: Unbounded 3D Scene Generation from 2D Image Collections
In this work, we present SceneDreamer, an unconditional generative model for unbounded 3D scenes, which synthesizes large-scale 3D landscapes from random noise. Our framework is learned from in-the-wild 2D image collections only, without any 3D annotations. At the core of SceneDreamer is a principled learning paradigm comprising 1) an efficient yet expressive 3D scene representation, 2) a generative scene parameterization, and 3) an effective renderer that can leverage the knowledge from 2D images. Our approach begins with an efficient bird's-eye-view (BEV) representation generated from simplex noise, which includes a height field for surface elevation and a semantic field for detailed scene semantics. This BEV scene representation enables 1) representing a 3D scene with quadratic complexity, 2) disentangled geometry and semantics, and 3) efficient training. Moreover, we propose a novel generative neural hash grid to parameterize the latent space based on 3D positions and scene semantics, aiming to encode generalizable features across various scenes. Lastly, a neural volumetric renderer, learned from 2D image collections through adversarial training, is employed to produce photorealistic images. Extensive experiments demonstrate the effectiveness of SceneDreamer and superiority over state-of-the-art methods in generating vivid yet diverse unbounded 3D worlds.
SceneGraphLoc: Cross-Modal Coarse Visual Localization on 3D Scene Graphs
We introduce a novel problem, i.e., the localization of an input image within a multi-modal reference map represented by a database of 3D scene graphs. These graphs comprise multiple modalities, including object-level point clouds, images, attributes, and relationships between objects, offering a lightweight and efficient alternative to conventional methods that rely on extensive image databases. Given the available modalities, the proposed method SceneGraphLoc learns a fixed-sized embedding for each node (i.e., representing an object instance) in the scene graph, enabling effective matching with the objects visible in the input query image. This strategy significantly outperforms other cross-modal methods, even without incorporating images into the map embeddings. When images are leveraged, SceneGraphLoc achieves performance close to that of state-of-the-art techniques depending on large image databases, while requiring three orders-of-magnitude less storage and operating orders-of-magnitude faster. The code will be made public.
WorldExplorer: Towards Generating Fully Navigable 3D Scenes
Generating 3D worlds from text is a highly anticipated goal in computer vision. Existing works are limited by the degree of exploration they allow inside of a scene, i.e., produce streched-out and noisy artifacts when moving beyond central or panoramic perspectives. To this end, we propose WorldExplorer, a novel method based on autoregressive video trajectory generation, which builds fully navigable 3D scenes with consistent visual quality across a wide range of viewpoints. We initialize our scenes by creating multi-view consistent images corresponding to a 360 degree panorama. Then, we expand it by leveraging video diffusion models in an iterative scene generation pipeline. Concretely, we generate multiple videos along short, pre-defined trajectories, that explore the scene in depth, including motion around objects. Our novel scene memory conditions each video on the most relevant prior views, while a collision-detection mechanism prevents degenerate results, like moving into objects. Finally, we fuse all generated views into a unified 3D representation via 3D Gaussian Splatting optimization. Compared to prior approaches, WorldExplorer produces high-quality scenes that remain stable under large camera motion, enabling for the first time realistic and unrestricted exploration. We believe this marks a significant step toward generating immersive and truly explorable virtual 3D environments.
3D Cinemagraphy from a Single Image
We present 3D Cinemagraphy, a new technique that marries 2D image animation with 3D photography. Given a single still image as input, our goal is to generate a video that contains both visual content animation and camera motion. We empirically find that naively combining existing 2D image animation and 3D photography methods leads to obvious artifacts or inconsistent animation. Our key insight is that representing and animating the scene in 3D space offers a natural solution to this task. To this end, we first convert the input image into feature-based layered depth images using predicted depth values, followed by unprojecting them to a feature point cloud. To animate the scene, we perform motion estimation and lift the 2D motion into the 3D scene flow. Finally, to resolve the problem of hole emergence as points move forward, we propose to bidirectionally displace the point cloud as per the scene flow and synthesize novel views by separately projecting them into target image planes and blending the results. Extensive experiments demonstrate the effectiveness of our method. A user study is also conducted to validate the compelling rendering results of our method.
ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenes
We present ScanNet++, a large-scale dataset that couples together capture of high-quality and commodity-level geometry and color of indoor scenes. Each scene is captured with a high-end laser scanner at sub-millimeter resolution, along with registered 33-megapixel images from a DSLR camera, and RGB-D streams from an iPhone. Scene reconstructions are further annotated with an open vocabulary of semantics, with label-ambiguous scenarios explicitly annotated for comprehensive semantic understanding. ScanNet++ enables a new real-world benchmark for novel view synthesis, both from high-quality RGB capture, and importantly also from commodity-level images, in addition to a new benchmark for 3D semantic scene understanding that comprehensively encapsulates diverse and ambiguous semantic labeling scenarios. Currently, ScanNet++ contains 460 scenes, 280,000 captured DSLR images, and over 3.7M iPhone RGBD frames.
Text-Driven Image Editing via Learnable Regions
Language has emerged as a natural interface for image editing. In this paper, we introduce a method for region-based image editing driven by textual prompts, without the need for user-provided masks or sketches. Specifically, our approach leverages an existing pretrained text-to-image model and introduces a bounding box generator to find the edit regions that are aligned with the textual prompts. We show that this simple approach enables flexible editing that is compatible with current image generation models, and is able to handle complex prompts featuring multiple objects, complex sentences or long paragraphs. We conduct an extensive user study to compare our method against state-of-the-art methods. Experiments demonstrate the competitive performance of our method in manipulating images with high fidelity and realism that align with the language descriptions provided. Our project webpage: https://yuanze-lin.me/LearnableRegions_page.
Just Go with the Flow: Self-Supervised Scene Flow Estimation
When interacting with highly dynamic environments, scene flow allows autonomous systems to reason about the non-rigid motion of multiple independent objects. This is of particular interest in the field of autonomous driving, in which many cars, people, bicycles, and other objects need to be accurately tracked. Current state-of-the-art methods require annotated scene flow data from autonomous driving scenes to train scene flow networks with supervised learning. As an alternative, we present a method of training scene flow that uses two self-supervised losses, based on nearest neighbors and cycle consistency. These self-supervised losses allow us to train our method on large unlabeled autonomous driving datasets; the resulting method matches current state-of-the-art supervised performance using no real world annotations and exceeds state-of-the-art performance when combining our self-supervised approach with supervised learning on a smaller labeled dataset.
CamCtrl3D: Single-Image Scene Exploration with Precise 3D Camera Control
We propose a method for generating fly-through videos of a scene, from a single image and a given camera trajectory. We build upon an image-to-video latent diffusion model. We condition its UNet denoiser on the camera trajectory, using four techniques. (1) We condition the UNet's temporal blocks on raw camera extrinsics, similar to MotionCtrl. (2) We use images containing camera rays and directions, similar to CameraCtrl. (3) We reproject the initial image to subsequent frames and use the resulting video as a condition. (4) We use 2D<=>3D transformers to introduce a global 3D representation, which implicitly conditions on the camera poses. We combine all conditions in a ContolNet-style architecture. We then propose a metric that evaluates overall video quality and the ability to preserve details with view changes, which we use to analyze the trade-offs of individual and combined conditions. Finally, we identify an optimal combination of conditions. We calibrate camera positions in our datasets for scale consistency across scenes, and we train our scene exploration model, CamCtrl3D, demonstrating state-of-theart results.
Towards Semantic Segmentation of Urban-Scale 3D Point Clouds: A Dataset, Benchmarks and Challenges
An essential prerequisite for unleashing the potential of supervised deep learning algorithms in the area of 3D scene understanding is the availability of large-scale and richly annotated datasets. However, publicly available datasets are either in relative small spatial scales or have limited semantic annotations due to the expensive cost of data acquisition and data annotation, which severely limits the development of fine-grained semantic understanding in the context of 3D point clouds. In this paper, we present an urban-scale photogrammetric point cloud dataset with nearly three billion richly annotated points, which is three times the number of labeled points than the existing largest photogrammetric point cloud dataset. Our dataset consists of large areas from three UK cities, covering about 7.6 km^2 of the city landscape. In the dataset, each 3D point is labeled as one of 13 semantic classes. We extensively evaluate the performance of state-of-the-art algorithms on our dataset and provide a comprehensive analysis of the results. In particular, we identify several key challenges towards urban-scale point cloud understanding. The dataset is available at https://github.com/QingyongHu/SensatUrban.
Conditional Panoramic Image Generation via Masked Autoregressive Modeling
Recent progress in panoramic image generation has underscored two critical limitations in existing approaches. First, most methods are built upon diffusion models, which are inherently ill-suited for equirectangular projection (ERP) panoramas due to the violation of the identically and independently distributed (i.i.d.) Gaussian noise assumption caused by their spherical mapping. Second, these methods often treat text-conditioned generation (text-to-panorama) and image-conditioned generation (panorama outpainting) as separate tasks, relying on distinct architectures and task-specific data. In this work, we propose a unified framework, Panoramic AutoRegressive model (PAR), which leverages masked autoregressive modeling to address these challenges. PAR avoids the i.i.d. assumption constraint and integrates text and image conditioning into a cohesive architecture, enabling seamless generation across tasks. To address the inherent discontinuity in existing generative models, we introduce circular padding to enhance spatial coherence and propose a consistency alignment strategy to improve generation quality. Extensive experiments demonstrate competitive performance in text-to-image generation and panorama outpainting tasks while showcasing promising scalability and generalization capabilities.
LLM-grounded Diffusion: Enhancing Prompt Understanding of Text-to-Image Diffusion Models with Large Language Models
Recent advancements in text-to-image generation with diffusion models have yielded remarkable results synthesizing highly realistic and diverse images. However, these models still encounter difficulties when generating images from prompts that demand spatial or common sense reasoning. We propose to equip diffusion models with enhanced reasoning capabilities by using off-the-shelf pretrained large language models (LLMs) in a novel two-stage generation process. First, we adapt an LLM to be a text-guided layout generator through in-context learning. When provided with an image prompt, an LLM outputs a scene layout in the form of bounding boxes along with corresponding individual descriptions. Second, we steer a diffusion model with a novel controller to generate images conditioned on the layout. Both stages utilize frozen pretrained models without any LLM or diffusion model parameter optimization. We validate the superiority of our design by demonstrating its ability to outperform the base diffusion model in accurately generating images according to prompts that necessitate both language and spatial reasoning. Additionally, our method naturally allows dialog-based scene specification and is able to handle prompts in a language that is not well-supported by the underlying diffusion model.
LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation
3D immersive scene generation is a challenging yet critical task in computer vision and graphics. A desired virtual 3D scene should 1) exhibit omnidirectional view consistency, and 2) allow for free exploration in complex scene hierarchies. Existing methods either rely on successive scene expansion via inpainting or employ panorama representation to represent large FOV scene environments. However, the generated scene suffers from semantic drift during expansion and is unable to handle occlusion among scene hierarchies. To tackle these challenges, we introduce LayerPano3D, a novel framework for full-view, explorable panoramic 3D scene generation from a single text prompt. Our key insight is to decompose a reference 2D panorama into multiple layers at different depth levels, where each layer reveals the unseen space from the reference views via diffusion prior. LayerPano3D comprises multiple dedicated designs: 1) we introduce a novel text-guided anchor view synthesis pipeline for high-quality, consistent panorama generation. 2) We pioneer the Layered 3D Panorama as underlying representation to manage complex scene hierarchies and lift it into 3D Gaussians to splat detailed 360-degree omnidirectional scenes with unconstrained viewing paths. Extensive experiments demonstrate that our framework generates state-of-the-art 3D panoramic scene in both full view consistency and immersive exploratory experience. We believe that LayerPano3D holds promise for advancing 3D panoramic scene creation with numerous applications.
Lay-Your-Scene: Natural Scene Layout Generation with Diffusion Transformers
We present Lay-Your-Scene (shorthand LayouSyn), a novel text-to-layout generation pipeline for natural scenes. Prior scene layout generation methods are either closed-vocabulary or use proprietary large language models for open-vocabulary generation, limiting their modeling capabilities and broader applicability in controllable image generation. In this work, we propose to use lightweight open-source language models to obtain scene elements from text prompts and a novel aspect-aware diffusion Transformer architecture trained in an open-vocabulary manner for conditional layout generation. Extensive experiments demonstrate that LayouSyn outperforms existing methods and achieves state-of-the-art performance on challenging spatial and numerical reasoning benchmarks. Additionally, we present two applications of LayouSyn. First, we show that coarse initialization from large language models can be seamlessly combined with our method to achieve better results. Second, we present a pipeline for adding objects to images, demonstrating the potential of LayouSyn in image editing applications.
WonderZoom: Multi-Scale 3D World Generation
We present WonderZoom, a novel approach to generating 3D scenes with contents across multiple spatial scales from a single image. Existing 3D world generation models remain limited to single-scale synthesis and cannot produce coherent scene contents at varying granularities. The fundamental challenge is the lack of a scale-aware 3D representation capable of generating and rendering content with largely different spatial sizes. WonderZoom addresses this through two key innovations: (1) scale-adaptive Gaussian surfels for generating and real-time rendering of multi-scale 3D scenes, and (2) a progressive detail synthesizer that iteratively generates finer-scale 3D contents. Our approach enables users to "zoom into" a 3D region and auto-regressively synthesize previously non-existent fine details from landscapes to microscopic features. Experiments demonstrate that WonderZoom significantly outperforms state-of-the-art video and 3D models in both quality and alignment, enabling multi-scale 3D world creation from a single image. We show video results and an interactive viewer of generated multi-scale 3D worlds in https://wonderzoom.github.io/
Semantic-Aware Scene Recognition
Scene recognition is currently one of the top-challenging research fields in computer vision. This may be due to the ambiguity between classes: images of several scene classes may share similar objects, which causes confusion among them. The problem is aggravated when images of a particular scene class are notably different. Convolutional Neural Networks (CNNs) have significantly boosted performance in scene recognition, albeit it is still far below from other recognition tasks (e.g., object or image recognition). In this paper, we describe a novel approach for scene recognition based on an end-to-end multi-modal CNN that combines image and context information by means of an attention module. Context information, in the shape of semantic segmentation, is used to gate features extracted from the RGB image by leveraging on information encoded in the semantic representation: the set of scene objects and stuff, and their relative locations. This gating process reinforces the learning of indicative scene content and enhances scene disambiguation by refocusing the receptive fields of the CNN towards them. Experimental results on four publicly available datasets show that the proposed approach outperforms every other state-of-the-art method while significantly reducing the number of network parameters. All the code and data used along this paper is available at https://github.com/vpulab/Semantic-Aware-Scene-Recognition
TS-RGBD Dataset: a Novel Dataset for Theatre Scenes Description for People with Visual Impairments
Computer vision was long a tool used for aiding visually impaired people to move around their environment and avoid obstacles and falls. Solutions are limited to either indoor or outdoor scenes, which limits the kind of places and scenes visually disabled people can be in, including entertainment places such as theatres. Furthermore, most of the proposed computer-vision-based methods rely on RGB benchmarks to train their models resulting in a limited performance due to the absence of the depth modality. In this paper, we propose a novel RGB-D dataset containing theatre scenes with ground truth human actions and dense captions annotations for image captioning and human action recognition: TS-RGBD dataset. It includes three types of data: RGB, depth, and skeleton sequences, captured by Microsoft Kinect. We test image captioning models on our dataset as well as some skeleton-based human action recognition models in order to extend the range of environment types where a visually disabled person can be, by detecting human actions and textually describing appearances of regions of interest in theatre scenes.
A Recipe for Generating 3D Worlds From a Single Image
We introduce a recipe for generating immersive 3D worlds from a single image by framing the task as an in-context learning problem for 2D inpainting models. This approach requires minimal training and uses existing generative models. Our process involves two steps: generating coherent panoramas using a pre-trained diffusion model and lifting these into 3D with a metric depth estimator. We then fill unobserved regions by conditioning the inpainting model on rendered point clouds, requiring minimal fine-tuning. Tested on both synthetic and real images, our method produces high-quality 3D environments suitable for VR display. By explicitly modeling the 3D structure of the generated environment from the start, our approach consistently outperforms state-of-the-art, video synthesis-based methods along multiple quantitative image quality metrics. Project Page: https://katjaschwarz.github.io/worlds/
GECCO: Geometrically-Conditioned Point Diffusion Models
Diffusion models generating images conditionally on text, such as Dall-E 2 and Stable Diffusion, have recently made a splash far beyond the computer vision community. Here, we tackle the related problem of generating point clouds, both unconditionally, and conditionally with images. For the latter, we introduce a novel geometrically-motivated conditioning scheme based on projecting sparse image features into the point cloud and attaching them to each individual point, at every step in the denoising process. This approach improves geometric consistency and yields greater fidelity than current methods relying on unstructured, global latent codes. Additionally, we show how to apply recent continuous-time diffusion schemes. Our method performs on par or above the state of art on conditional and unconditional experiments on synthetic data, while being faster, lighter, and delivering tractable likelihoods. We show it can also scale to diverse indoors scenes.
Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos
We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserves the identity of its parts. Yet, it adapts it to the lighting and context defined by the new layout. Our key insight is that videos are a powerful source of supervision for this task: objects and camera motions provide many observations of how the world changes with viewpoint, lighting, and physical interactions. We construct an image dataset in which each sample is a pair of source and target frames extracted from the same video at randomly chosen time intervals. We warp the source frame toward the target using two motion models that mimic the expected test-time user edits. We supervise our model to translate the warped image into the ground truth, starting from a pretrained diffusion model. Our model design explicitly enables fine detail transfer from the source frame to the generated image, while closely following the user-specified layout. We show that by using simple segmentations and coarse 2D manipulations, we can synthesize a photorealistic edit faithful to the user's input while addressing second-order effects like harmonizing the lighting and physical interactions between edited objects.
Semantic Amodal Segmentation
Common visual recognition tasks such as classification, object detection, and semantic segmentation are rapidly reaching maturity, and given the recent rate of progress, it is not unreasonable to conjecture that techniques for many of these problems will approach human levels of performance in the next few years. In this paper we look to the future: what is the next frontier in visual recognition? We offer one possible answer to this question. We propose a detailed image annotation that captures information beyond the visible pixels and requires complex reasoning about full scene structure. Specifically, we create an amodal segmentation of each image: the full extent of each region is marked, not just the visible pixels. Annotators outline and name all salient regions in the image and specify a partial depth order. The result is a rich scene structure, including visible and occluded portions of each region, figure-ground edge information, semantic labels, and object overlap. We create two datasets for semantic amodal segmentation. First, we label 500 images in the BSDS dataset with multiple annotators per image, allowing us to study the statistics of human annotations. We show that the proposed full scene annotation is surprisingly consistent between annotators, including for regions and edges. Second, we annotate 5000 images from COCO. This larger dataset allows us to explore a number of algorithmic ideas for amodal segmentation and depth ordering. We introduce novel metrics for these tasks, and along with our strong baselines, define concrete new challenges for the community.
Realistic and Controllable 3D Gaussian-Guided Object Editing for Driving Video Generation
Corner cases are crucial for training and validating autonomous driving systems, yet collecting them from the real world is often costly and hazardous. Editing objects within captured sensor data offers an effective alternative for generating diverse scenarios, commonly achieved through 3D Gaussian Splatting or image generative models. However, these approaches often suffer from limited visual fidelity or imprecise pose control. To address these issues, we propose G^2Editor, a framework designed for photorealistic and precise object editing in driving videos. Our method leverages a 3D Gaussian representation of the edited object as a dense prior, injected into the denoising process to ensure accurate pose control and spatial consistency. A scene-level 3D bounding box layout is employed to reconstruct occluded areas of non-target objects. Furthermore, to guide the appearance details of the edited object, we incorporate hierarchical fine-grained features as additional conditions during generation. Experiments on the Waymo Open Dataset demonstrate that G^2Editor effectively supports object repositioning, insertion, and deletion within a unified framework, outperforming existing methods in both pose controllability and visual quality, while also benefiting downstream data-driven tasks.
OverLayBench: A Benchmark for Layout-to-Image Generation with Dense Overlaps
Despite steady progress in layout-to-image generation, current methods still struggle with layouts containing significant overlap between bounding boxes. We identify two primary challenges: (1) large overlapping regions and (2) overlapping instances with minimal semantic distinction. Through both qualitative examples and quantitative analysis, we demonstrate how these factors degrade generation quality. To systematically assess this issue, we introduce OverLayScore, a novel metric that quantifies the complexity of overlapping bounding boxes. Our analysis reveals that existing benchmarks are biased toward simpler cases with low OverLayScore values, limiting their effectiveness in evaluating model performance under more challenging conditions. To bridge this gap, we present OverLayBench, a new benchmark featuring high-quality annotations and a balanced distribution across different levels of OverLayScore. As an initial step toward improving performance on complex overlaps, we also propose CreatiLayout-AM, a model fine-tuned on a curated amodal mask dataset. Together, our contributions lay the groundwork for more robust layout-to-image generation under realistic and challenging scenarios. Project link: https://mlpc-ucsd.github.io/OverLayBench.
StableSemantics: A Synthetic Language-Vision Dataset of Semantic Representations in Naturalistic Images
Understanding the semantics of visual scenes is a fundamental challenge in Computer Vision. A key aspect of this challenge is that objects sharing similar semantic meanings or functions can exhibit striking visual differences, making accurate identification and categorization difficult. Recent advancements in text-to-image frameworks have led to models that implicitly capture natural scene statistics. These frameworks account for the visual variability of objects, as well as complex object co-occurrences and sources of noise such as diverse lighting conditions. By leveraging large-scale datasets and cross-attention conditioning, these models generate detailed and contextually rich scene representations. This capability opens new avenues for improving object recognition and scene understanding in varied and challenging environments. Our work presents StableSemantics, a dataset comprising 224 thousand human-curated prompts, processed natural language captions, over 2 million synthetic images, and 10 million attention maps corresponding to individual noun chunks. We explicitly leverage human-generated prompts that correspond to visually interesting stable diffusion generations, provide 10 generations per phrase, and extract cross-attention maps for each image. We explore the semantic distribution of generated images, examine the distribution of objects within images, and benchmark captioning and open vocabulary segmentation methods on our data. To the best of our knowledge, we are the first to release a diffusion dataset with semantic attributions. We expect our proposed dataset to catalyze advances in visual semantic understanding and provide a foundation for developing more sophisticated and effective visual models. Website: https://stablesemantics.github.io/StableSemantics
Denoising Diffusion via Image-Based Rendering
Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.
MonoScene: Monocular 3D Semantic Scene Completion
MonoScene proposes a 3D Semantic Scene Completion (SSC) framework, where the dense geometry and semantics of a scene are inferred from a single monocular RGB image. Different from the SSC literature, relying on 2.5 or 3D input, we solve the complex problem of 2D to 3D scene reconstruction while jointly inferring its semantics. Our framework relies on successive 2D and 3D UNets bridged by a novel 2D-3D features projection inspiring from optics and introduces a 3D context relation prior to enforce spatio-semantic consistency. Along with architectural contributions, we introduce novel global scene and local frustums losses. Experiments show we outperform the literature on all metrics and datasets while hallucinating plausible scenery even beyond the camera field of view. Our code and trained models are available at https://github.com/cv-rits/MonoScene.
DreamDrone
We introduce DreamDrone, an innovative method for generating unbounded flythrough scenes from textual prompts. Central to our method is a novel feature-correspondence-guidance diffusion process, which utilizes the strong correspondence of intermediate features in the diffusion model. Leveraging this guidance strategy, we further propose an advanced technique for editing the intermediate latent code, enabling the generation of subsequent novel views with geometric consistency. Extensive experiments reveal that DreamDrone significantly surpasses existing methods, delivering highly authentic scene generation with exceptional visual quality. This approach marks a significant step in zero-shot perpetual view generation from textual prompts, enabling the creation of diverse scenes, including natural landscapes like oases and caves, as well as complex urban settings such as Lego-style street views. Our code is publicly available.
Neural 3D Scene Reconstruction with the Manhattan-world Assumption
This paper addresses the challenge of reconstructing 3D indoor scenes from multi-view images. Many previous works have shown impressive reconstruction results on textured objects, but they still have difficulty in handling low-textured planar regions, which are common in indoor scenes. An approach to solving this issue is to incorporate planer constraints into the depth map estimation in multi-view stereo-based methods, but the per-view plane estimation and depth optimization lack both efficiency and multi-view consistency. In this work, we show that the planar constraints can be conveniently integrated into the recent implicit neural representation-based reconstruction methods. Specifically, we use an MLP network to represent the signed distance function as the scene geometry. Based on the Manhattan-world assumption, planar constraints are employed to regularize the geometry in floor and wall regions predicted by a 2D semantic segmentation network. To resolve the inaccurate segmentation, we encode the semantics of 3D points with another MLP and design a novel loss that jointly optimizes the scene geometry and semantics in 3D space. Experiments on ScanNet and 7-Scenes datasets show that the proposed method outperforms previous methods by a large margin on 3D reconstruction quality. The code is available at https://zju3dv.github.io/manhattan_sdf.
Controllable 3D Outdoor Scene Generation via Scene Graphs
Three-dimensional scene generation is crucial in computer vision, with applications spanning autonomous driving, gaming and the metaverse. Current methods either lack user control or rely on imprecise, non-intuitive conditions. In this work, we propose a method that uses, scene graphs, an accessible, user friendly control format to generate outdoor 3D scenes. We develop an interactive system that transforms a sparse scene graph into a dense BEV (Bird's Eye View) Embedding Map, which guides a conditional diffusion model to generate 3D scenes that match the scene graph description. During inference, users can easily create or modify scene graphs to generate large-scale outdoor scenes. We create a large-scale dataset with paired scene graphs and 3D semantic scenes to train the BEV embedding and diffusion models. Experimental results show that our approach consistently produces high-quality 3D urban scenes closely aligned with the input scene graphs. To the best of our knowledge, this is the first approach to generate 3D outdoor scenes conditioned on scene graphs.
Revealing Occlusions with 4D Neural Fields
For computer vision systems to operate in dynamic situations, they need to be able to represent and reason about object permanence. We introduce a framework for learning to estimate 4D visual representations from monocular RGB-D, which is able to persist objects, even once they become obstructed by occlusions. Unlike traditional video representations, we encode point clouds into a continuous representation, which permits the model to attend across the spatiotemporal context to resolve occlusions. On two large video datasets that we release along with this paper, our experiments show that the representation is able to successfully reveal occlusions for several tasks, without any architectural changes. Visualizations show that the attention mechanism automatically learns to follow occluded objects. Since our approach can be trained end-to-end and is easily adaptable, we believe it will be useful for handling occlusions in many video understanding tasks. Data, code, and models are available at https://occlusions.cs.columbia.edu/.
OpenSU3D: Open World 3D Scene Understanding using Foundation Models
In this paper, we present a novel, scalable approach for constructing open set, instance-level 3D scene representations, advancing open world understanding of 3D environments. Existing methods require pre-constructed 3D scenes and face scalability issues due to per-point feature vector learning, limiting their efficacy with complex queries. Our method overcomes these limitations by incrementally building instance-level 3D scene representations using 2D foundation models, efficiently aggregating instance-level details such as masks, feature vectors, names, and captions. We introduce fusion schemes for feature vectors to enhance their contextual knowledge and performance on complex queries. Additionally, we explore large language models for robust automatic annotation and spatial reasoning tasks. We evaluate our proposed approach on multiple scenes from ScanNet and Replica datasets demonstrating zero-shot generalization capabilities, exceeding current state-of-the-art methods in open world 3D scene understanding.
Object-centric Binding in Contrastive Language-Image Pretraining
Recent advances in vision language models (VLM) have been driven by contrastive models such as CLIP, which learn to associate visual information with their corresponding text descriptions. However, these models have limitations in understanding complex compositional scenes involving multiple objects and their spatial relationships. To address these challenges, we propose a novel approach that diverges from commonly used strategies, which rely on the design of hard-negative augmentations. Instead, our work focuses on integrating inductive biases into pre-trained CLIP-like models to improve their compositional understanding without using any additional hard-negatives. To that end, we introduce a binding module that connects a scene graph, derived from a text description, with a slot-structured image representation, facilitating a structured similarity assessment between the two modalities. We also leverage relationships as text-conditioned visual constraints, thereby capturing the intricate interactions between objects and their contextual relationships more effectively. Our resulting model not only enhances the performance of CLIP-based models in multi-object compositional understanding but also paves the way towards more accurate and sample-efficient image-text matching of complex scenes.
SceneAdapt: Scene-based domain adaptation for semantic segmentation using adversarial learning
Semantic segmentation methods have achieved outstanding performance thanks to deep learning. Nevertheless, when such algorithms are deployed to new contexts not seen during training, it is necessary to collect and label scene-specific data in order to adapt them to the new domain using fine-tuning. This process is required whenever an already installed camera is moved or a new camera is introduced in a camera network due to the different scene layouts induced by the different viewpoints. To limit the amount of additional training data to be collected, it would be ideal to train a semantic segmentation method using labeled data already available and only unlabeled data coming from the new camera. We formalize this problem as a domain adaptation task and introduce a novel dataset of urban scenes with the related semantic labels. As a first approach to address this challenging task, we propose SceneAdapt, a method for scene adaptation of semantic segmentation algorithms based on adversarial learning. Experiments and comparisons with state-of-the-art approaches to domain adaptation highlight that promising performance can be achieved using adversarial learning both when the two scenes have different but points of view, and when they comprise images of completely different scenes. To encourage research on this topic, we made our code available at our web page: https://iplab.dmi.unict.it/ParkSmartSceneAdaptation/.
BeyondScene: Higher-Resolution Human-Centric Scene Generation With Pretrained Diffusion
Generating higher-resolution human-centric scenes with details and controls remains a challenge for existing text-to-image diffusion models. This challenge stems from limited training image size, text encoder capacity (limited tokens), and the inherent difficulty of generating complex scenes involving multiple humans. While current methods attempted to address training size limit only, they often yielded human-centric scenes with severe artifacts. We propose BeyondScene, a novel framework that overcomes prior limitations, generating exquisite higher-resolution (over 8K) human-centric scenes with exceptional text-image correspondence and naturalness using existing pretrained diffusion models. BeyondScene employs a staged and hierarchical approach to initially generate a detailed base image focusing on crucial elements in instance creation for multiple humans and detailed descriptions beyond token limit of diffusion model, and then to seamlessly convert the base image to a higher-resolution output, exceeding training image size and incorporating details aware of text and instances via our novel instance-aware hierarchical enlargement process that consists of our proposed high-frequency injected forward diffusion and adaptive joint diffusion. BeyondScene surpasses existing methods in terms of correspondence with detailed text descriptions and naturalness, paving the way for advanced applications in higher-resolution human-centric scene creation beyond the capacity of pretrained diffusion models without costly retraining. Project page: https://janeyeon.github.io/beyond-scene.
Emergent Properties of Foveated Perceptual Systems
The goal of this work is to characterize the representational impact that foveation operations have for machine vision systems, inspired by the foveated human visual system, which has higher acuity at the center of gaze and texture-like encoding in the periphery. To do so, we introduce models consisting of a first-stage fixed image transform followed by a second-stage learnable convolutional neural network, and we varied the first stage component. The primary model has a foveated-textural input stage, which we compare to a model with foveated-blurred input and a model with spatially-uniform blurred input (both matched for perceptual compression), and a final reference model with minimal input-based compression. We find that: 1) the foveated-texture model shows similar scene classification accuracy as the reference model despite its compressed input, with greater i.i.d. generalization than the other models; 2) the foveated-texture model has greater sensitivity to high-spatial frequency information and greater robustness to occlusion, w.r.t the comparison models; 3) both the foveated systems, show a stronger center image-bias relative to the spatially-uniform systems even with a weight sharing constraint. Critically, these results are preserved over different classical CNN architectures throughout their learning dynamics. Altogether, this suggests that foveation with peripheral texture-based computations yields an efficient, distinct, and robust representational format of scene information, and provides symbiotic computational insight into the representational consequences that texture-based peripheral encoding may have for processing in the human visual system, while also potentially inspiring the next generation of computer vision models via spatially-adaptive computation. Code + Data available here: https://github.com/ArturoDeza/EmergentProperties
InteriorNet: Mega-scale Multi-sensor Photo-realistic Indoor Scenes Dataset
Datasets have gained an enormous amount of popularity in the computer vision community, from training and evaluation of Deep Learning-based methods to benchmarking Simultaneous Localization and Mapping (SLAM). Without a doubt, synthetic imagery bears a vast potential due to scalability in terms of amounts of data obtainable without tedious manual ground truth annotations or measurements. Here, we present a dataset with the aim of providing a higher degree of photo-realism, larger scale, more variability as well as serving a wider range of purposes compared to existing datasets. Our dataset leverages the availability of millions of professional interior designs and millions of production-level furniture and object assets -- all coming with fine geometric details and high-resolution texture. We render high-resolution and high frame-rate video sequences following realistic trajectories while supporting various camera types as well as providing inertial measurements. Together with the release of the dataset, we will make executable program of our interactive simulator software as well as our renderer available at https://interiornetdataset.github.io. To showcase the usability and uniqueness of our dataset, we show benchmarking results of both sparse and dense SLAM algorithms.
Integrating View Conditions for Image Synthesis
In the field of image processing, applying intricate semantic modifications within existing images remains an enduring challenge. This paper introduces a pioneering framework that integrates viewpoint information to enhance the control of image editing tasks, especially for interior design scenes. By surveying existing object editing methodologies, we distill three essential criteria -- consistency, controllability, and harmony -- that should be met for an image editing method. In contrast to previous approaches, our framework takes the lead in satisfying all three requirements for addressing the challenge of image synthesis. Through comprehensive experiments, encompassing both quantitative assessments and qualitative comparisons with contemporary state-of-the-art methods, we present compelling evidence of our framework's superior performance across multiple dimensions. This work establishes a promising avenue for advancing image synthesis techniques and empowering precise object modifications while preserving the visual coherence of the entire composition.
Layout Aware Inpainting for Automated Furniture Removal in Indoor Scenes
We address the problem of detecting and erasing furniture from a wide angle photograph of a room. Inpainting large regions of an indoor scene often results in geometric inconsistencies of background elements within the inpaint mask. To address this problem, we utilize perceptual information (e.g. instance segmentation, and room layout) to produce a geometrically consistent empty version of a room. We share important details to make this system viable, such as per-plane inpainting, automatic rectification, and texture refinement. We provide detailed ablation along with qualitative examples, justifying our design choices. We show an application of our system by removing real furniture from a room and redecorating it with virtual furniture.
SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry
3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.
ArtiScene: Language-Driven Artistic 3D Scene Generation Through Image Intermediary
Designing 3D scenes is traditionally a challenging task that demands both artistic expertise and proficiency with complex software. Recent advances in text-to-3D generation have greatly simplified this process by letting users create scenes based on simple text descriptions. However, as these methods generally require extra training or in-context learning, their performance is often hindered by the limited availability of high-quality 3D data. In contrast, modern text-to-image models learned from web-scale images can generate scenes with diverse, reliable spatial layouts and consistent, visually appealing styles. Our key insight is that instead of learning directly from 3D scenes, we can leverage generated 2D images as an intermediary to guide 3D synthesis. In light of this, we introduce ArtiScene, a training-free automated pipeline for scene design that integrates the flexibility of free-form text-to-image generation with the diversity and reliability of 2D intermediary layouts. First, we generate 2D images from a scene description, then extract the shape and appearance of objects to create 3D models. These models are assembled into the final scene using geometry, position, and pose information derived from the same intermediary image. Being generalizable to a wide range of scenes and styles, ArtiScene outperforms state-of-the-art benchmarks by a large margin in layout and aesthetic quality by quantitative metrics. It also averages a 74.89% winning rate in extensive user studies and 95.07% in GPT-4o evaluation. Project page: https://artiscene-cvpr.github.io/
Imaginarium: Vision-guided High-Quality 3D Scene Layout Generation
Generating artistic and coherent 3D scene layouts is crucial in digital content creation. Traditional optimization-based methods are often constrained by cumbersome manual rules, while deep generative models face challenges in producing content with richness and diversity. Furthermore, approaches that utilize large language models frequently lack robustness and fail to accurately capture complex spatial relationships. To address these challenges, this paper presents a novel vision-guided 3D layout generation system. We first construct a high-quality asset library containing 2,037 scene assets and 147 3D scene layouts. Subsequently, we employ an image generation model to expand prompt representations into images, fine-tuning it to align with our asset library. We then develop a robust image parsing module to recover the 3D layout of scenes based on visual semantics and geometric information. Finally, we optimize the scene layout using scene graphs and overall visual semantics to ensure logical coherence and alignment with the images. Extensive user testing demonstrates that our algorithm significantly outperforms existing methods in terms of layout richness and quality. The code and dataset will be available at https://github.com/HiHiAllen/Imaginarium.
Progressively Optimized Local Radiance Fields for Robust View Synthesis
We present an algorithm for reconstructing the radiance field of a large-scale scene from a single casually captured video. The task poses two core challenges. First, most existing radiance field reconstruction approaches rely on accurate pre-estimated camera poses from Structure-from-Motion algorithms, which frequently fail on in-the-wild videos. Second, using a single, global radiance field with finite representational capacity does not scale to longer trajectories in an unbounded scene. For handling unknown poses, we jointly estimate the camera poses with radiance field in a progressive manner. We show that progressive optimization significantly improves the robustness of the reconstruction. For handling large unbounded scenes, we dynamically allocate new local radiance fields trained with frames within a temporal window. This further improves robustness (e.g., performs well even under moderate pose drifts) and allows us to scale to large scenes. Our extensive evaluation on the Tanks and Temples dataset and our collected outdoor dataset, Static Hikes, show that our approach compares favorably with the state-of-the-art.
SceneScript: Reconstructing Scenes With An Autoregressive Structured Language Model
We introduce SceneScript, a method that directly produces full scene models as a sequence of structured language commands using an autoregressive, token-based approach. Our proposed scene representation is inspired by recent successes in transformers & LLMs, and departs from more traditional methods which commonly describe scenes as meshes, voxel grids, point clouds or radiance fields. Our method infers the set of structured language commands directly from encoded visual data using a scene language encoder-decoder architecture. To train SceneScript, we generate and release a large-scale synthetic dataset called Aria Synthetic Environments consisting of 100k high-quality in-door scenes, with photorealistic and ground-truth annotated renders of egocentric scene walkthroughs. Our method gives state-of-the art results in architectural layout estimation, and competitive results in 3D object detection. Lastly, we explore an advantage for SceneScript, which is the ability to readily adapt to new commands via simple additions to the structured language, which we illustrate for tasks such as coarse 3D object part reconstruction.
Visual Correspondence Hallucination
Given a pair of partially overlapping source and target images and a keypoint in the source image, the keypoint's correspondent in the target image can be either visible, occluded or outside the field of view. Local feature matching methods are only able to identify the correspondent's location when it is visible, while humans can also hallucinate its location when it is occluded or outside the field of view through geometric reasoning. In this paper, we bridge this gap by training a network to output a peaked probability distribution over the correspondent's location, regardless of this correspondent being visible, occluded, or outside the field of view. We experimentally demonstrate that this network is indeed able to hallucinate correspondences on pairs of images captured in scenes that were not seen at training-time. We also apply this network to an absolute camera pose estimation problem and find it is significantly more robust than state-of-the-art local feature matching-based competitors.
PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments
We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.
GeoSynth: Contextually-Aware High-Resolution Satellite Image Synthesis
We present GeoSynth, a model for synthesizing satellite images with global style and image-driven layout control. The global style control is via textual prompts or geographic location. These enable the specification of scene semantics or regional appearance respectively, and can be used together. We train our model on a large dataset of paired satellite imagery, with automatically generated captions, and OpenStreetMap data. We evaluate various combinations of control inputs, including different types of layout controls. Results demonstrate that our model can generate diverse, high-quality images and exhibits excellent zero-shot generalization. The code and model checkpoints are available at https://github.com/mvrl/GeoSynth.
Monkey: Image Resolution and Text Label Are Important Things for Large Multi-modal Models
Large Multimodal Models have demonstrated impressive capabilities in understanding general vision-language tasks. However, due to the limitation of supported input resolution (e.g., 448 x 448) as well as the inexhaustive description of the training image-text pair, these models often encounter challenges when dealing with intricate scene understandings and narratives. Here we address the problem by proposing the Monkey. Our contributions are two-fold: 1) without pretraining from the start, our method can be built upon an existing vision encoder (e.g., vit-BigHuge) to effectively improve the input resolution capacity up to 896 x 1344 pixels; 2) we propose a multi-level description generation method, which automatically provides rich information that can guide model to learn contextual association between scenes and objects. Our extensive testing across more than 16 distinct datasets reveals that Monkey achieves consistently competitive performance over the existing LMMs on fundamental tasks, such as Image Captioning, General Visual Question Answering (VQA), and Document-oriented VQA. Models, interactive demo, and the source code are provided at the following https://github.com/Yuliang-Liu/Monkey.
SceneCraft: An LLM Agent for Synthesizing 3D Scene as Blender Code
This paper introduces SceneCraft, a Large Language Model (LLM) Agent converting text descriptions into Blender-executable Python scripts which render complex scenes with up to a hundred 3D assets. This process requires complex spatial planning and arrangement. We tackle these challenges through a combination of advanced abstraction, strategic planning, and library learning. SceneCraft first models a scene graph as a blueprint, detailing the spatial relationships among assets in the scene. SceneCraft then writes Python scripts based on this graph, translating relationships into numerical constraints for asset layout. Next, SceneCraft leverages the perceptual strengths of vision-language foundation models like GPT-V to analyze rendered images and iteratively refine the scene. On top of this process, SceneCraft features a library learning mechanism that compiles common script functions into a reusable library, facilitating continuous self-improvement without expensive LLM parameter tuning. Our evaluation demonstrates that SceneCraft surpasses existing LLM-based agents in rendering complex scenes, as shown by its adherence to constraints and favorable human assessments. We also showcase the broader application potential of SceneCraft by reconstructing detailed 3D scenes from the Sintel movie and guiding a video generative model with generated scenes as intermediary control signal.
VividDream: Generating 3D Scene with Ambient Dynamics
We introduce VividDream, a method for generating explorable 4D scenes with ambient dynamics from a single input image or text prompt. VividDream first expands an input image into a static 3D point cloud through iterative inpainting and geometry merging. An ensemble of animated videos is then generated using video diffusion models with quality refinement techniques and conditioned on renderings of the static 3D scene from the sampled camera trajectories. We then optimize a canonical 4D scene representation using an animated video ensemble, with per-video motion embeddings and visibility masks to mitigate inconsistencies. The resulting 4D scene enables free-view exploration of a 3D scene with plausible ambient scene dynamics. Experiments demonstrate that VividDream can provide human viewers with compelling 4D experiences generated based on diverse real images and text prompts.
Multi-Object Discovery by Low-Dimensional Object Motion
Recent work in unsupervised multi-object segmentation shows impressive results by predicting motion from a single image despite the inherent ambiguity in predicting motion without the next image. On the other hand, the set of possible motions for an image can be constrained to a low-dimensional space by considering the scene structure and moving objects in it. We propose to model pixel-wise geometry and object motion to remove ambiguity in reconstructing flow from a single image. Specifically, we divide the image into coherently moving regions and use depth to construct flow bases that best explain the observed flow in each region. We achieve state-of-the-art results in unsupervised multi-object segmentation on synthetic and real-world datasets by modeling the scene structure and object motion. Our evaluation of the predicted depth maps shows reliable performance in monocular depth estimation.
PromptHMR: Promptable Human Mesh Recovery
Human pose and shape (HPS) estimation presents challenges in diverse scenarios such as crowded scenes, person-person interactions, and single-view reconstruction. Existing approaches lack mechanisms to incorporate auxiliary "side information" that could enhance reconstruction accuracy in such challenging scenarios. Furthermore, the most accurate methods rely on cropped person detections and cannot exploit scene context while methods that process the whole image often fail to detect people and are less accurate than methods that use crops. While recent language-based methods explore HPS reasoning through large language or vision-language models, their metric accuracy is well below the state of the art. In contrast, we present PromptHMR, a transformer-based promptable method that reformulates HPS estimation through spatial and semantic prompts. Our method processes full images to maintain scene context and accepts multiple input modalities: spatial prompts like bounding boxes and masks, and semantic prompts like language descriptions or interaction labels. PromptHMR demonstrates robust performance across challenging scenarios: estimating people from bounding boxes as small as faces in crowded scenes, improving body shape estimation through language descriptions, modeling person-person interactions, and producing temporally coherent motions in videos. Experiments on benchmarks show that PromptHMR achieves state-of-the-art performance while offering flexible prompt-based control over the HPS estimation process.
KITTI-360: A Novel Dataset and Benchmarks for Urban Scene Understanding in 2D and 3D
For the last few decades, several major subfields of artificial intelligence including computer vision, graphics, and robotics have progressed largely independently from each other. Recently, however, the community has realized that progress towards robust intelligent systems such as self-driving cars requires a concerted effort across the different fields. This motivated us to develop KITTI-360, successor of the popular KITTI dataset. KITTI-360 is a suburban driving dataset which comprises richer input modalities, comprehensive semantic instance annotations and accurate localization to facilitate research at the intersection of vision, graphics and robotics. For efficient annotation, we created a tool to label 3D scenes with bounding primitives and developed a model that transfers this information into the 2D image domain, resulting in over 150k images and 1B 3D points with coherent semantic instance annotations across 2D and 3D. Moreover, we established benchmarks and baselines for several tasks relevant to mobile perception, encompassing problems from computer vision, graphics, and robotics on the same dataset, e.g., semantic scene understanding, novel view synthesis and semantic SLAM. KITTI-360 will enable progress at the intersection of these research areas and thus contribute towards solving one of today's grand challenges: the development of fully autonomous self-driving systems.
SemanticControl: A Training-Free Approach for Handling Loosely Aligned Visual Conditions in ControlNet
ControlNet has enabled detailed spatial control in text-to-image diffusion models by incorporating additional visual conditions such as depth or edge maps. However, its effectiveness heavily depends on the availability of visual conditions that are precisely aligned with the generation goal specified by text prompt-a requirement that often fails in practice, especially for uncommon or imaginative scenes. For example, generating an image of a cat cooking in a specific pose may be infeasible due to the lack of suitable visual conditions. In contrast, structurally similar cues can often be found in more common settings-for instance, poses of humans cooking are widely available and can serve as rough visual guides. Unfortunately, existing ControlNet models struggle to use such loosely aligned visual conditions, often resulting in low text fidelity or visual artifacts. To address this limitation, we propose SemanticControl, a training-free method for effectively leveraging misaligned but semantically relevant visual conditions. Our approach adaptively suppresses the influence of the visual condition where it conflicts with the prompt, while strengthening guidance from the text. The key idea is to first run an auxiliary denoising process using a surrogate prompt aligned with the visual condition (e.g., "a human playing guitar" for a human pose condition) to extract informative attention masks, and then utilize these masks during the denoising of the actual target prompt (e.g., cat playing guitar). Experimental results demonstrate that our method improves performance under loosely aligned conditions across various conditions, including depth maps, edge maps, and human skeletons, outperforming existing baselines. Our code is available at https://mung3477.github.io/semantic-control.
Panoptic Scene Graph Generation
Existing research addresses scene graph generation (SGG) -- a critical technology for scene understanding in images -- from a detection perspective, i.e., objects are detected using bounding boxes followed by prediction of their pairwise relationships. We argue that such a paradigm causes several problems that impede the progress of the field. For instance, bounding box-based labels in current datasets usually contain redundant classes like hairs, and leave out background information that is crucial to the understanding of context. In this work, we introduce panoptic scene graph generation (PSG), a new problem task that requires the model to generate a more comprehensive scene graph representation based on panoptic segmentations rather than rigid bounding boxes. A high-quality PSG dataset, which contains 49k well-annotated overlapping images from COCO and Visual Genome, is created for the community to keep track of its progress. For benchmarking, we build four two-stage baselines, which are modified from classic methods in SGG, and two one-stage baselines called PSGTR and PSGFormer, which are based on the efficient Transformer-based detector, i.e., DETR. While PSGTR uses a set of queries to directly learn triplets, PSGFormer separately models the objects and relations in the form of queries from two Transformer decoders, followed by a prompting-like relation-object matching mechanism. In the end, we share insights on open challenges and future directions.
CasaGPT: Cuboid Arrangement and Scene Assembly for Interior Design
We present a novel approach for indoor scene synthesis, which learns to arrange decomposed cuboid primitives to represent 3D objects within a scene. Unlike conventional methods that use bounding boxes to determine the placement and scale of 3D objects, our approach leverages cuboids as a straightforward yet highly effective alternative for modeling objects. This allows for compact scene generation while minimizing object intersections. Our approach, coined CasaGPT for Cuboid Arrangement and Scene Assembly, employs an autoregressive model to sequentially arrange cuboids, producing physically plausible scenes. By applying rejection sampling during the fine-tuning stage to filter out scenes with object collisions, our model further reduces intersections and enhances scene quality. Additionally, we introduce a refined dataset, 3DFRONT-NC, which eliminates significant noise presented in the original dataset, 3D-FRONT. Extensive experiments on the 3D-FRONT dataset as well as our dataset demonstrate that our approach consistently outperforms the state-of-the-art methods, enhancing the realism of generated scenes, and providing a promising direction for 3D scene synthesis.
CONFORM: Contrast is All You Need For High-Fidelity Text-to-Image Diffusion Models
Images produced by text-to-image diffusion models might not always faithfully represent the semantic intent of the provided text prompt, where the model might overlook or entirely fail to produce certain objects. Existing solutions often require customly tailored functions for each of these problems, leading to sub-optimal results, especially for complex prompts. Our work introduces a novel perspective by tackling this challenge in a contrastive context. Our approach intuitively promotes the segregation of objects in attention maps while also maintaining that pairs of related attributes are kept close to each other. We conduct extensive experiments across a wide variety of scenarios, each involving unique combinations of objects, attributes, and scenes. These experiments effectively showcase the versatility, efficiency, and flexibility of our method in working with both latent and pixel-based diffusion models, including Stable Diffusion and Imagen. Moreover, we publicly share our source code to facilitate further research.
