Graph-to-3D: End-to-End Generation and Manipulation of 3D Scenes Using Scene Graphs
Reviewed by Pith T0 review T1 audit T2 compute T3 formal T4 kernel pith:OSB66FSVrecord.jsonopen to challenge →
read the original abstract
Controllable scene synthesis consists of generating 3D information that satisfy underlying specifications. Thereby, these specifications should be abstract, i.e. allowing easy user interaction, whilst providing enough interface for detailed control. Scene graphs are representations of a scene, composed of objects (nodes) and inter-object relationships (edges), proven to be particularly suited for this task, as they allow for semantic control on the generated content. Previous works tackling this task often rely on synthetic data, and retrieve object meshes, which naturally limits the generation capabilities. To circumvent this issue, we instead propose the first work that directly generates shapes from a scene graph in an end-to-end manner. In addition, we show that the same model supports scene modification, using the respective scene graph as interface. Leveraging Graph Convolutional Networks (GCN) we train a variational Auto-Encoder on top of the object and edge categories, as well as 3D shapes and scene layouts, allowing latter sampling of new scenes and shapes.
This paper has not been read by Pith yet.
Forward citations
Cited by 1 Pith paper
-
HetScene: Heterogeneity-Aware Diffusion for Dense Indoor Scene Generation
HetScene proposes a two-stage heterogeneous diffusion framework that decomposes scenes into primary structural objects and secondary contextual objects to generate denser, more plausible indoor layouts.
discussion (0)
Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.