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Jul 20

Architect-Ant: Editable Automatic Furnishing of Architectural Floor Plans

Furnished floor plans are fundamental to real estate visualization, interior design, and architectural workflows. However, progress in automatic furniture arrangement has been limited by the lack of real, professionally designed floor-plan datasets with object-level furniture annotations. To address this gap, we introduce AntPlan-270, a curated dataset of 270 architectural floor plans with per-room furniture bounding box annotations across ten residential room categories. Building on this dataset, we present Architect-Ant, an editable automatic furnishing framework powered by a fine-tuned vision-language model. Furniture layouts are represented using a compact, coordinate-based domain-specific language (DSL) that encodes object categories and placements relative to the room geometry. To improve spatial reasoning, we generate procedural reasoning traces that capture architectural constraints such as wall alignment, door and window clearance, circulation, fixture compatibility, and room-specific furniture inventories, and use them to supervise fine-tuning of the model. We then apply preference optimization over candidate object placements to further refine layout quality. The generated DSL can be rasterized into semantic masks and used to condition a Flux-based LoRA renderer, producing realistic blueprint-style furnished floor-plan images while preserving the editable symbolic layout. Experiments on layout furnishing show that Architect-Ant produces geometrically valid and functionally plausible layouts, and suggest a scalable path for furnishing larger structure-only floor-plan datasets.

  • 5 authors
·
Jun 8

ResPlan: A Large-Scale Vector-Graph Dataset of 17,000 Residential Floor Plans

We introduce ResPlan, a large-scale dataset of 17,000 detailed, structurally rich, and realistic residential floor plans, created to advance spatial AI research. Each plan includes precise annotations of architectural elements (walls, doors, windows, balconies) and functional spaces (such as kitchens, bedrooms, and bathrooms). ResPlan addresses key limitations of existing datasets such as RPLAN (Wu et al., 2019) and MSD (van Engelenburg et al., 2024) by offering enhanced visual fidelity and greater structural diversity, reflecting realistic and non-idealized residential layouts. Designed as a versatile, general-purpose resource, ResPlan supports a wide range of applications including robotics, reinforcement learning, generative AI, virtual and augmented reality, simulations, and game development. Plans are provided in both geometric and graph-based formats, enabling direct integration into simulation engines and fast 3D conversion. A key contribution is an open-source pipeline for geometry cleaning, alignment, and annotation refinement. Additionally, ResPlan includes structured representations of room connectivity, supporting graph-based spatial reasoning tasks. Finally, we present comparative analyses with existing benchmarks and outline several open benchmark tasks enabled by ResPlan. Ultimately, ResPlan offers a significant advance in scale, realism, and usability, providing a robust foundation for developing and benchmarking next-generation spatial intelligence systems.

  • 2 authors
·
Aug 19, 2025

PALMS+: Modular Image-Based Floor Plan Localization Leveraging Depth Foundation Model

Indoor localization in GPS-denied environments is crucial for applications like emergency response and assistive navigation. Vision-based methods such as PALMS enable infrastructure-free localization using only a floor plan and a stationary scan, but are limited by the short range of smartphone LiDAR and ambiguity in indoor layouts. We propose PALMS+, a modular, image-based system that addresses these challenges by reconstructing scale-aligned 3D point clouds from posed RGB images using a foundation monocular depth estimation model (Depth Pro), followed by geometric layout matching via convolution with the floor plan. PALMS+ outputs a posterior over the location and orientation, usable for direct or sequential localization. Evaluated on the Structured3D and a custom campus dataset consisting of 80 observations across four large campus buildings, PALMS+ outperforms PALMS and F3Loc in stationary localization accuracy -- without requiring any training. Furthermore, when integrated with a particle filter for sequential localization on 33 real-world trajectories, PALMS+ achieved lower localization errors compared to other methods, demonstrating robustness for camera-free tracking and its potential for infrastructure-free applications. Code and data are available at https://github.com/Head-inthe-Cloud/PALMS-Plane-based-Accessible-Indoor-Localization-Using-Mobile-Smartphones

MuraNet: Multi-task Floor Plan Recognition with Relation Attention

The recognition of information in floor plan data requires the use of detection and segmentation models. However, relying on several single-task models can result in ineffective utilization of relevant information when there are multiple tasks present simultaneously. To address this challenge, we introduce MuraNet, an attention-based multi-task model for segmentation and detection tasks in floor plan data. In MuraNet, we adopt a unified encoder called MURA as the backbone with two separated branches: an enhanced segmentation decoder branch and a decoupled detection head branch based on YOLOX, for segmentation and detection tasks respectively. The architecture of MuraNet is designed to leverage the fact that walls, doors, and windows usually constitute the primary structure of a floor plan's architecture. By jointly training the model on both detection and segmentation tasks, we believe MuraNet can effectively extract and utilize relevant features for both tasks. Our experiments on the CubiCasa5k public dataset show that MuraNet improves convergence speed during training compared to single-task models like U-Net and YOLOv3. Moreover, we observe improvements in the average AP and IoU in detection and segmentation tasks, respectively.Our ablation experiments demonstrate that the attention-based unified backbone of MuraNet achieves better feature extraction in floor plan recognition tasks, and the use of decoupled multi-head branches for different tasks further improves model performance. We believe that our proposed MuraNet model can address the disadvantages of single-task models and improve the accuracy and efficiency of floor plan data recognition.

  • 4 authors
·
Sep 1, 2023

DStruct2Design: Data and Benchmarks for Data Structure Driven Generative Floor Plan Design

Text conditioned generative models for images have yielded impressive results. Text conditioned floorplan generation as a special type of raster image generation task also received particular attention. However there are many use cases in floorpla generation where numerical properties of the generated result are more important than the aesthetics. For instance, one might want to specify sizes for certain rooms in a floorplan and compare the generated floorplan with given specifications Current approaches, datasets and commonly used evaluations do not support these kinds of constraints. As such, an attractive strategy is to generate an intermediate data structure that contains numerical properties of a floorplan which can be used to generate the final floorplan image. To explore this setting we (1) construct a new dataset for this data-structure to data-structure formulation of floorplan generation using two popular image based floorplan datasets RPLAN and ProcTHOR-10k, and provide the tools to convert further procedurally generated ProcTHOR floorplan data into our format. (2) We explore the task of floorplan generation given a partial or complete set of constraints and we design a series of metrics and benchmarks to enable evaluating how well samples generated from models respect the constraints. (3) We create multiple baselines by finetuning a large language model (LLM), Llama3, and demonstrate the feasibility of using floorplan data structure conditioned LLMs for the problem of floorplan generation respecting numerical constraints. We hope that our new datasets and benchmarks will encourage further research on different ways to improve the performance of LLMs and other generative modelling techniques for generating designs where quantitative constraints are only partially specified, but must be respected.

  • 6 authors
·
Jul 21, 2024

SkeNa: Learning to Navigate Unseen Environments Based on Abstract Hand-Drawn Maps

A typical human strategy for giving navigation guidance is to sketch route maps based on the environmental layout. Inspired by this, we introduce Sketch map-based visual Navigation (SkeNa), an embodied navigation task in which an agent must reach a goal in an unseen environment using only a hand-drawn sketch map as guidance. To support research for SkeNa, we present a large-scale dataset named SoR, comprising 54k trajectory and sketch map pairs across 71 indoor scenes. In SoR, we introduce two navigation validation sets with varying levels of abstraction in hand-drawn sketches, categorized based on their preservation of spatial scales in the environment, to facilitate future research. To construct SoR, we develop an automated sketch-generation pipeline that efficiently converts floor plans into hand-drawn representations. To solve SkeNa, we propose SkeNavigator, a navigation framework that aligns visual observations with hand-drawn maps to estimate navigation targets. It employs a Ray-based Map Descriptor (RMD) to enhance sketch map valid feature representation using equidistant sampling points and boundary distances. To improve alignment with visual observations, a Dual-Map Aligned Goal Predictor (DAGP) leverages the correspondence between sketch map features and on-site constructed exploration map features to predict goal position and guide navigation. SkeNavigator outperforms prior floor plan navigation methods by a large margin, improving SPL on the high-abstract validation set by 105% relatively. Our code and dataset will be released.

  • 8 authors
·
Aug 4, 2025

CasLayout: Cascaded 3D Layout Diffusion for Indoor Scene Synthesis with Implicit Relation Modeling

Synthesizing realistic 3D indoor scenes remains challenging due to data scarcity and the difficulty of simultaneously enforcing global architectural constraints and local semantic consistency. Existing approaches often overlook structural boundaries or rely on fully connected relation graphs that introduce redundant generation errors. Inspired by human design cognition, we present CasLayout, a cascaded diffusion framework that decomposes the joint scene generation task into four conditional sub-stages with explicit physical and semantic roles: (1) predicting furniture quantity and categories, (2) refining object sizes and feature embeddings, (3) modeling spatial relationships in a latent space, and (4) generating Oriented Bounding Boxes (OBBs). This decoupled architecture reduces data requirements and enables flexible integration of Large Language Models (LLMs) and Vision Language Models (VLMs) for zero-shot tasks such as image-to-scene generation. To maintain physical validity within complex floor plans, we explicitly model building elements (e.g., walls, doors, and windows) as conditional constraints. Furthermore, to address the high entropy of dense relation graphs, we introduce a sparse relation graph formulation aligned with human spatial descriptions. By encoding these sparse graphs into a compact latent space using a bidirectional Variational Autoencoder (VAE), the proposed framework provides enhanced relational controllability, allowing generated layouts to better respect functional organization. Experiments demonstrate that CasLayout achieves state-of-the-art performance in fidelity and diversity while enabling improved controllability in practical applications.

  • 6 authors
·
Apr 29

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.

Semantic MapNet: Building Allocentric Semantic Maps and Representations from Egocentric Views

We study the task of semantic mapping - specifically, an embodied agent (a robot or an egocentric AI assistant) is given a tour of a new environment and asked to build an allocentric top-down semantic map ("what is where?") from egocentric observations of an RGB-D camera with known pose (via localization sensors). Towards this goal, we present SemanticMapNet (SMNet), which consists of: (1) an Egocentric Visual Encoder that encodes each egocentric RGB-D frame, (2) a Feature Projector that projects egocentric features to appropriate locations on a floor-plan, (3) a Spatial Memory Tensor of size floor-plan length x width x feature-dims that learns to accumulate projected egocentric features, and (4) a Map Decoder that uses the memory tensor to produce semantic top-down maps. SMNet combines the strengths of (known) projective camera geometry and neural representation learning. On the task of semantic mapping in the Matterport3D dataset, SMNet significantly outperforms competitive baselines by 4.01-16.81% (absolute) on mean-IoU and 3.81-19.69% (absolute) on Boundary-F1 metrics. Moreover, we show how to use the neural episodic memories and spatio-semantic allocentric representations build by SMNet for subsequent tasks in the same space - navigating to objects seen during the tour("Find chair") or answering questions about the space ("How many chairs did you see in the house?"). Project page: https://vincentcartillier.github.io/smnet.html.

  • 6 authors
·
Oct 2, 2020

Multimodal Self-Instruct: Synthetic Abstract Image and Visual Reasoning Instruction Using Language Model

Although most current large multimodal models (LMMs) can already understand photos of natural scenes and portraits, their understanding of abstract images, e.g., charts, maps, or layouts, and visual reasoning capabilities remains quite rudimentary. They often struggle with simple daily tasks, such as reading time from a clock, understanding a flowchart, or planning a route using a road map. In light of this, we design a multi-modal self-instruct, utilizing large language models and their code capabilities to synthesize massive abstract images and visual reasoning instructions across daily scenarios. Our strategy effortlessly creates a multimodal benchmark with 11,193 instructions for eight visual scenarios: charts, tables, simulated maps, dashboards, flowcharts, relation graphs, floor plans, and visual puzzles. This benchmark, constructed with simple lines and geometric elements, exposes the shortcomings of most advanced LMMs like Claude-3.5-Sonnet and GPT-4o in abstract image understanding, spatial relations reasoning, and visual element induction. Besides, to verify the quality of our synthetic data, we fine-tune an LMM using 62,476 synthetic chart, table and road map instructions. The results demonstrate improved chart understanding and map navigation performance, and also demonstrate potential benefits for other visual reasoning tasks. Our code is available at: https://github.com/zwq2018/Multi-modal-Self-instruct.

  • 11 authors
·
Jul 9, 2024 3

AECV-Bench: Benchmarking Multimodal Models on Architectural and Engineering Drawings Understanding

AEC drawings encode geometry and semantics through symbols, layout conventions, and dense annotation, yet it remains unclear whether modern multimodal and vision-language models can reliably interpret this graphical language. We present AECV-Bench, a benchmark for evaluating multimodal and vision-language models on realistic AEC artefacts via two complementary use cases: (i) object counting on 120 high-quality floor plans (doors, windows, bedrooms, toilets), and (ii) drawing-grounded document QA spanning 192 question-answer pairs that test text extraction (OCR), instance counting, spatial reasoning, and comparative reasoning over common drawing regions. Object-counting performance is reported using per-field exact-match accuracy and MAPE results, while document-QA performance is reported using overall accuracy and per-category breakdowns with an LLM-as-a-judge scoring pipeline and targeted human adjudication for edge cases. Evaluating a broad set of state-of-the-art models under a unified protocol, we observe a stable capability gradient; OCR and text-centric document QA are strongest (up to 0.95 accuracy), spatial reasoning is moderate, and symbol-centric drawing understanding - especially reliable counting of doors and windows - remains unsolved (often 0.40-0.55 accuracy) with substantial proportional errors. These results suggest that current systems function well as document assistants but lack robust drawing literacy, motivating domain-specific representations and tool-augmented, human-in-the-loop workflows for an efficient AEC automation.

  • 4 authors
·
Jan 8

FloorPlanCAD: A Large-Scale CAD Drawing Dataset for Panoptic Symbol Spotting

Access to large and diverse computer-aided design (CAD) drawings is critical for developing symbol spotting algorithms. In this paper, we present FloorPlanCAD, a large-scale real-world CAD drawing dataset containing over 10,000 floor plans, ranging from residential to commercial buildings. CAD drawings in the dataset are all represented as vector graphics, which enable us to provide line-grained annotations of 30 object categories. Equipped by such annotations, we introduce the task of panoptic symbol spotting, which requires to spot not only instances of countable things, but also the semantic of uncountable stuff. Aiming to solve this task, we propose a novel method by combining Graph Convolutional Networks (GCNs) with Convolutional Neural Networks (CNNs), which captures both non-Euclidean and Euclidean features and can be trained end-to-end. The proposed CNN-GCN method achieved state-of-the-art (SOTA) performance on the task of semantic symbol spotting, and help us build a baseline network for the panoptic symbol spotting task. Our contributions are three-fold: 1) to the best of our knowledge, the presented CAD drawing dataset is the first of its kind; 2) the panoptic symbol spotting task considers the spotting of both thing instances and stuff semantic as one recognition problem; and 3) we presented a baseline solution to the panoptic symbol spotting task based on a novel CNN-GCN method, which achieved SOTA performance on semantic symbol spotting. We believe that these contributions will boost research in related areas.

  • 6 authors
·
Nov 28, 2021

GIST: Multimodal Knowledge Extraction and Spatial Grounding via Intelligent Semantic Topology

Navigating complex, densely packed environments like retail stores, warehouses, and hospitals poses a significant spatial grounding challenge for humans and embodied AI. In these spaces, dense visual features quickly become stale given the quasi-static nature of items, and long-tail semantic distributions challenge traditional computer vision. While Vision-Language Models (VLMs) help assistive systems navigate semantically-rich spaces, they still struggle with spatial grounding in cluttered environments. We present GIST (Grounded Intelligent Semantic Topology), a multimodal knowledge extraction pipeline that transforms a consumer-grade mobile point cloud into a semantically annotated navigation topology. Our architecture distills the scene into a 2D occupancy map, extracts its topological layout, and overlays a lightweight semantic layer via intelligent keyframe and semantic selection. We demonstrate the versatility of this structured spatial knowledge through critical downstream Human-AI interaction tasks: (1) an intent-driven Semantic Search engine that actively infers categorical alternatives and zones when exact matches fail; (2) a one-shot Semantic Localizer achieving a 1.04 m top-5 mean translation error; (3) a Zone Classification module that segments the walkable floor plan into high-level semantic regions; and (4) a Visually-Grounded Instruction Generator that synthesizes optimal paths into egocentric, landmark-rich natural language routing. In multi-criteria LLM evaluations, GIST outperforms sequence-based instruction generation baselines. Finally, an in-situ formative evaluation (N=5) yields an 80% navigation success rate relying solely on verbal cues, validating the system's capacity for universal design.

  • 2 authors
·
Apr 15

AgentFairBench: Do LLM Agents Discriminate When They Act?

Large language model (LLM) agents increasingly take actions (screening applicants, recommending credit, triaging patients), yet fairness for LLMs is still measured by grading answers. We introduce AgentFairBench, a cheap, reproducible, multi-domain benchmark for demographic disparity in the actions of LLM agents. Grounded in a companion framework, the Bias Conduction Framework (BCF, restated here), it spans three regulator-anchored domains: hiring, lending, and medical triage. Synthetic, demographic-neutral profiles are evaluated in counterfactual matched sets that vary only a name-coded race x gender signal (in the Bertrand Mullainathan tradition), under four agent scaffolds of increasing agency (direct, chain-of-thought, multi-agent deliberation, tool-augmented). A NumPy-only harness computes counterfactual flip rate, mean absolute score difference (MASD), action-rate disparity, and tool-invocation disparity, with bootstrap confidence intervals, paired tests, and false-discovery-rate control, for single-digit dollars per model. A live leaderboard with a held-out private split and a contamination canary admits external models by submission. Our pilot (864 decisions plus a test-retest replication) carries a methodological lesson: comparing a six-group score spread against a two-run noise difference overstates disparity by ~ 2.4X through statistic arity alone. Against an arity matched noise floor and an omnibus group test, claude haiku 4 5 shows no demographic effect above sampling noise (0 of 120 pairwise and 0 of 9 omnibus contrasts survive correction); a planted-bias test confirms the instrument detects disparity when present. The contribution is a sound, sensitive, adoption-ready instrument, the arity matched null methodology, and open artifacts to scale it. Code, data, and harness are released under open licenses, with an anonymized review artifact.

  • 4 authors
·
Jun 14

HomeWorld: A Unified Floorplan-to-Furnished Framework for Generating Controllable, Densely Interactive Whole-Home Scenes

Indoor scene generation is crucial for robot simulation and modern interior design. However, complex layouts together with scarce 3D scene data make learning-based generation challenging. Existing methods often rely on hand-crafted rules or focus on isolated sub-tasks (e.g., floorplan synthesis or single-room furnishing), producing whole-home scenes that lack global coherence, realism, and simulation readiness. To mitigate these limitations, we propose a unified hierarchical framework that decomposes indoor scene synthesis into controllable stages. First, we curate a large-scale dataset of 300K real residential floorplans to train a large language model for whole-home floorplan generation. With detailed descriptions and a K-D tree-based representation, our method enables fine-grained, controllable whole-home floorplan generation. Building upon the generated whole-home floorplan, we leverage image generation models to draft furniture layouts from multi-level roaming viewpoints, and then generate the layouts of small manipulable objects on different supporting surfaces (e.g., cabinets, desks, and dining tables) for embodied AI simulation. During furniture and object layout generation, a VLM-based refiner iteratively corrects furniture and object placement, and a 3D generative model enables flexible replacement of individual assets. We further attach basic physical attributes and simple surface texture and lighting setups to complete the pipeline for embodied AI use. Experiments and user studies demonstrate that our pipeline produces indoor spaces with greater layout diversity and stronger 3D design appeal, outperforming prior methods on both quantitative and qualitative metrics. Finally, alongside our generation pipeline, we will release the floorplan dataset and 5K fully furnished scenes to the community. Project Page: https://kairos-homeworld.github.io/

  • 5 authors
·
Jun 3

Raster2Seq: Polygon Sequence Generation for Floorplan Reconstruction

Reconstructing a structured vector-graphics representation from a rasterized floorplan image is typically an important prerequisite for computational tasks involving floorplans such as automated understanding or CAD workflows. However, existing techniques struggle in faithfully generating the structure and semantics conveyed by complex floorplans that depict large indoor spaces with many rooms and a varying numbers of polygon corners. To this end, we propose Raster2Seq, framing floorplan reconstruction as a sequence-to-sequence task in which floorplan elements--such as rooms, windows, and doors--are represented as labeled polygon sequences that jointly encode geometry and semantics. Our approach introduces an autoregressive decoder that learns to predict the next corner conditioned on image features and previously generated corners using guidance from learnable anchors. These anchors represent spatial coordinates in image space, hence allowing for effectively directing the attention mechanism to focus on informative image regions. By embracing the autoregressive mechanism, our method offers flexibility in the output format, enabling for efficiently handling complex floorplans with numerous rooms and diverse polygon structures. Our method achieves state-of-the-art performance on standard benchmarks such as Structure3D, CubiCasa5K, and Raster2Graph, while also demonstrating strong generalization to more challenging datasets like WAFFLE, which contain diverse room structures and complex geometric variations.

Perspective from a Higher Dimension: Can 3D Geometric Priors Help Visual Floorplan Localization?

Since a building's floorplans are easily accessible, consistent over time, and inherently robust to changes in visual appearance, self-localization within the floorplan has attracted researchers' interest. However, since floorplans are minimalist representations of a building's structure, modal and geometric differences between visual perceptions and floorplans pose challenges to this task. While existing methods cleverly utilize 2D geometric features and pose filters to achieve promising performance, they fail to address the localization errors caused by frequent visual changes and view occlusions due to variously shaped 3D objects. To tackle these issues, this paper views the 2D Floorplan Localization (FLoc) problem from a higher dimension by injecting 3D geometric priors into the visual FLoc algorithm. For the 3D geometric prior modeling, we first model geometrically aware view invariance using multi-view constraints, i.e., leveraging imaging geometric principles to provide matching constraints between multiple images that see the same points. Then, we further model the view-scene aligned geometric priors, enhancing the cross-modal geometry-color correspondences by associating the scene's surface reconstruction with the RGB frames of the sequence. Both 3D priors are modeled through self-supervised contrastive learning, thus no additional geometric or semantic annotations are required. These 3D priors summarized in extensive realistic scenes bridge the modal gap while improving localization success without increasing the computational burden on the FLoc algorithm. Sufficient comparative studies demonstrate that our method significantly outperforms state-of-the-art methods and substantially boosts the FLoc accuracy. All data and code will be released after the anonymous review.

  • 5 authors
·
Jul 24, 2025

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.

  • 6 authors
·
Feb 16, 2023

Function2Scene: 3D Indoor Scene Layout from Functional Specifications

Most text-driven 3D indoor scene synthesis methods generate rooms from object-centric prompts, asking what furniture should be placed rather than how the space is used. Yet in real interior design, a layout is judged by how well it supports its occupants, e.g., their activities and physical needs. We introduce Function2Scene, a framework for generating 3D indoor layouts from functional specifications, i.e., natural-language design briefs describing who will use a room and what they need to do there. Given such a specification, our system parses occupant personas and activities, derives a customized set of functional design constraints from a taxonomy of 17 criteria spanning spatial, ergonomic, activity, and environmental considerations, and uses these constraints to guide layout generation. Rather than relying on an LLM to directly produce a final scene, Function2Scene performs iterative evaluation and refinement through a tool-augmented check-and-repair loop, combining geometric measurements, LLM-based contextual reasoning, and VLM-based visual assessment. Experiments on 30 professionally written interior-design cases show that Function2Scene produces layouts that better satisfy functional requirements than recent LLM-based scene synthesis baselines, with our results preferred in 94.3% of pairwise comparisons. Our work reframes text-driven indoor scene synthesis from placing plausible objects to designing spaces that support human use.

  • 7 authors
·
May 28 2

LLM-driven Indoor Scene Layout Generation via Scaled Human-aligned Data Synthesis and Multi-Stage Preference Optimization

Automatic indoor layout generation has attracted increasing attention due to its potential in interior design, virtual environment construction, and embodied AI. Existing methods fall into two categories: prompt-driven approaches that leverage proprietary LLM services (e.g., GPT APIs) and learning-based methods trained on layout data upon diffusion-based models. Prompt-driven methods often suffer from spatial inconsistency and high computational costs, while learning-based methods are typically constrained by coarse relational graphs and limited datasets, restricting their generalization to diverse room categories. In this paper, we revisit LLM-based indoor layout generation and present 3D-SynthPlace, a large-scale dataset that combines synthetic layouts generated via a 'GPT synthesize, Human inspect' pipeline, upgraded from the 3D-Front dataset. 3D-SynthPlace contains nearly 17,000 scenes, covering four common room types -- bedroom, living room, kitchen, and bathroom -- enriched with diverse objects and high-level spatial annotations. We further introduce OptiScene, a strong open-source LLM optimized for indoor layout generation, fine-tuned based on our 3D-SynthPlace dataset through our two-stage training. For the warum-up stage I, we adopt supervised fine-tuning (SFT), which is taught to first generate high-level spatial descriptions then conditionally predict concrete object placements. For the reinforcing stage II, to better align the generated layouts with human design preferences, we apply multi-turn direct preference optimization (DPO), which significantly improving layout quality and generation success rates. Extensive experiments demonstrate that OptiScene outperforms traditional prompt-driven and learning-based baselines. Moreover, OptiScene shows promising potential in interactive tasks such as scene editing and robot navigation.

  • 8 authors
·
Jun 9, 2025

Global-Local Tree Search for Language Guided 3D Scene Generation

Large Vision-Language Models (VLMs), such as GPT-4, have achieved remarkable success across various fields. However, there are few studies on 3D indoor scene generation with VLMs. This paper considers this task as a planning problem subject to spatial and layout common sense constraints. To solve the problem with a VLM, we propose a new global-local tree search algorithm. Globally, the method places each object sequentially and explores multiple placements during each placement process, where the problem space is represented as a tree. To reduce the depth of the tree, we decompose the scene structure hierarchically, i.e. room level, region level, floor object level, and supported object level. The algorithm independently generates the floor objects in different regions and supported objects placed on different floor objects. Locally, we also decompose the sub-task, the placement of each object, into multiple steps. The algorithm searches the tree of problem space. To leverage the VLM model to produce positions of objects, we discretize the top-down view space as a dense grid and fill each cell with diverse emojis to make to cells distinct. We prompt the VLM with the emoji grid and the VLM produces a reasonable location for the object by describing the position with the name of emojis. The quantitative and qualitative experimental results illustrate our approach generates more plausible 3D scenes than state-of-the-art approaches. Our source code is available at https://github.com/dw-dengwei/TreeSearchGen .

  • 3 authors
·
Mar 24, 2025 2