indoor scene
fc8ee7c7ab5b5f6b1615045dfb617ed6-Paper-Conference.pdf
Indoor environments are the primary setting where humans spend most of their daily lives. Yet, computationally creating digital twins of these 3D spaces from captured images remains challenging. Factors such as the difficulty of accurate camera pose estimation from indoor images [28, 11, 1] and structural distortions in the resulting 3D reconstructions [22, 12, 21] hinder the development of robust, accurate, and user-friendly solutions for replicating indoor scenes in the digital world. As indoor scenes are typically rich in planar structures such as floors, ceilings, and walls, as well as planar furniture like tables and cabinets, planar primitives are well-suited representations for the accurate 3D reconstruction of indoor scenes. As a result, there has been significant interest among the research community in planar 3D reconstruction in recent years. Planar reconstruction approaches include feedforward solutions in monocular [40, 16, 27, 24, 18, 42] and two-view [11, 1, 28] settings, and per-scene optimization approaches [29, 38, 3, 9] that leverage posed multi-view inputs with the assistance of the feedforward models were studied. However, these approaches face two key limitations: Annotation dependence for feedforward methods: Learning feedforward models [36, 24, 28] typically requires accurate plane masks and 3D plane annotations from monocular or binocular inputs.
SCRREAM : SCan, Register, REnder And Map: A Framework for Annotating Accurate and Dense 3D Indoor Scenes with a Benchmark
Traditionally, 3d indoor datasets have generally prioritized scale over ground-truth accuracy in order to obtain improved generalization. However, using these datasets to evaluate dense geometry tasks, such as depth rendering, can be problematic as the meshes of the dataset are often incomplete and may produce wrong ground truth to evaluate the details. In this paper, we propose SCRREAM, a dataset annotation framework that allows annotation of fully dense meshes of objects in the scene and registers camera poses on the real image sequence, which can produce accurate ground truth for both sparse 3D as well as dense 3D tasks. We show the details of the dataset annotation pipeline and showcase four possible variants of datasets that can be obtained from our framework with example scenes, such as indoor reconstruction and SLAM, scene editing \& object removal, human reconstruction and 6d pose estimation. Recent pipelines for indoor reconstruction and SLAM serve as new benchmarks. In contrast to previous indoor dataset, our design allows to evaluate dense geometry tasks on eleven sample scenes against accurately rendered ground truth depth maps.
CommonScenes: Generating Commonsense 3D Indoor Scenes with Scene Graph Diffusion
Controllable scene synthesis aims to create interactive environments for numerous industrial use cases. Scene graphs provide a highly suitable interface to facilitate these applications by abstracting the scene context in a compact manner. Existing methods, reliant on retrieval from extensive databases or pre-trained shape embeddings, often overlook scene-object and object-object relationships, leading to inconsistent results due to their limited generation capacity. To address this issue, we present CommonScenes, a fully generative model that converts scene graphs into corresponding controllable 3D scenes, which are semantically realistic and conform to commonsense. Our pipeline consists of two branches, one predicting the overall scene layout via a variational auto-encoder and the other generating compatible shapes via latent diffusion, capturing global scene-object and local inter-object relationships in the scene graph while preserving shape diversity. The generated scenes can be manipulated by editing the input scene graph and sampling the noise in the diffusion model. Due to the lack of a scene graph dataset offering high-quality object-level meshes with relations, we also construct SG-FRONT, enriching the off-the-shelf indoor dataset 3D-FRONT with additional scene graph labels. Extensive experiments are conducted on SG-FRONT, where CommonScenes shows clear advantages over other methods regarding generation consistency, quality, and diversity. Codes and the dataset are available on the website.
InternScenes: A Large-scale Simulatable Indoor Scene Dataset with Realistic Layouts
Zhong, Weipeng, Cao, Peizhou, Jin, Yichen, Luo, Li, Cai, Wenzhe, Lin, Jingli, Wang, Hanqing, Lyu, Zhaoyang, Wang, Tai, Dai, Bo, Xu, Xudong, Pang, Jiangmiao
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 \textbf{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.