Interior design allows us to be who we are and live how we want - each design is as unique as our distinct personality. However, it is not trivial for non-professionals to express and materialize this since it requires aligning functional and visual expectations with the constraints of physical space; this renders interior design a luxury. To make it more accessible, we present I-Design, a personalized interior designer that allows users to generate and visualize their design goals through natural language communication. I-Design starts with a team of large language model agents that engage in dialogues and logical reasoning with one another, transforming textual user input into feasible scene graph designs with relative object relationships. Subsequently, an effective placement algorithm determines optimal locations for each object within the scene. The final design is then constructed in 3D by retrieving and integrating assets from an existing object database. Additionally, we propose a new evaluation protocol that utilizes a vision-language model and complements the design pipeline. Extensive quantitative and qualitative experiments show that I-Design outperforms existing methods in delivering high-quality 3D design solutions and aligning with abstract concepts that match user input, showcasing its advantages across detailed 3D arrangement and conceptual fidelity.
We introduce a novel framework for multiway point cloud mosaicking (named Wednesday), designed to co-align sets of partially overlapping point clouds -- typically obtained from 3D scanners or moving RGB-D cameras -- into a unified coordinate system. At the core of our approach is ODIN, a learned pairwise registration algorithm that iteratively identifies overlaps and refines attention scores, employing a diffusion-based process for denoising pairwise correlation matrices to enhance matching accuracy. Further steps include constructing a pose graph from all point clouds, performing rotation averaging, a novel robust algorithm for re-estimating translations optimally in terms of consensus maximization and translation optimization. Finally, the point cloud rotations and positions are optimized jointly by a diffusion-based approach. Tested on four diverse, large-scale datasets, our method achieves state-of-the-art pairwise and multiway registration results by a large margin on all benchmarks. Our code and models are available at https://github.com/jinsz/Multiway-Point-Cloud-Mosaicking-with-Diffusion-and-Global-Optimization.
Research into dynamic 3D scene understanding has primarily focused on short-term change tracking from dense observations, while little attention has been paid to long-term changes with sparse observations. We address this gap with MoRE, a novel approach for multi-object relocalization and reconstruction in evolving environments. We view these environments as "living scenes" and consider the problem of transforming scans taken at different points in time into a 3D reconstruction of the object instances, whose accuracy and completeness increase over time. At the core of our method lies an SE(3)-equivariant representation in a single encoder-decoder network, trained on synthetic data. This representation enables us to seamlessly tackle instance matching, registration, and reconstruction. We also introduce a joint optimization algorithm that facilitates the accumulation of point clouds originating from the same instance across multiple scans taken at different points in time. We validate our method on synthetic and real-world data and demonstrate state-of-the-art performance in both end-to-end performance and individual subtasks.
Building 3D geometric maps of man-made spaces is a well-established and active field that is fundamental to computer vision and robotics. However, considering the evolving nature of built environments, it is essential to question the capabilities of current mapping efforts in handling temporal changes. In addition, spatiotemporal mapping holds significant potential for achieving sustainability and circularity goals. Existing mapping approaches focus on small changes, such as object relocation or self-driving car operation; in all cases where the main structure of the scene remains fixed. Consequently, these approaches fail to address more radical changes in the structure of the built environment, such as geometry and topology. To this end, we introduce the Nothing Stands Still (NSS) benchmark, which focuses on the spatiotemporal registration of 3D scenes undergoing large spatial and temporal change, ultimately creating one coherent spatiotemporal map. Specifically, the benchmark involves registering two or more partial 3D point clouds (fragments) from the same scene but captured from different spatiotemporal views. In addition to the standard pairwise registration, we assess the multi-way registration of multiple fragments that belong to any temporal stage. As part of NSS, we introduce a dataset of 3D point clouds recurrently captured in large-scale building indoor environments that are under construction or renovation. The NSS benchmark presents three scenarios of increasing difficulty, to quantify the generalization ability of point cloud registration methods over space (within one building and across buildings) and time. We conduct extensive evaluations of state-of-the-art methods on NSS. The results demonstrate the necessity for novel methods specifically designed to handle large spatiotemporal changes. The homepage of our benchmark is at http://nothing-stands-still.com.
Point cloud registration has seen recent success with several learning-based methods that focus on correspondence matching and, as such, optimize only for this objective. Following the learning step of correspondence matching, they evaluate the estimated rigid transformation with a RANSAC-like framework. While it is an indispensable component of these methods, it prevents a fully end-to-end training, leaving the objective to minimize the pose error nonserved. We present a novel solution, Q-REG, which utilizes rich geometric information to estimate the rigid pose from a single correspondence. Q-REG allows to formalize the robust estimation as an exhaustive search, hence enabling end-to-end training that optimizes over both objectives of correspondence matching and rigid pose estimation. We demonstrate in the experiments that Q-REG is agnostic to the correspondence matching method and provides consistent improvement both when used only in inference and in end-to-end training. It sets a new state-of-the-art on the 3DMatch, KITTI, and ModelNet benchmarks.
We introduce an online 2D-to-3D semantic instance mapping algorithm aimed at generating comprehensive, accurate, and efficient semantic 3D maps suitable for autonomous agents in unstructured environments. The proposed approach is based on a Voxel-TSDF representation used in recent algorithms. It introduces novel ways of integrating semantic prediction confidence during mapping, producing semantic and instance-consistent 3D regions. Further improvements are achieved by graph optimization-based semantic labeling and instance refinement. The proposed method achieves accuracy superior to the state of the art on public large-scale datasets, improving on a number of widely used metrics. We also highlight a downfall in the evaluation of recent studies: using the ground truth trajectory as input instead of a SLAM-estimated one substantially affects the accuracy, creating a large gap between the reported results and the actual performance on real-world data.
Intelligent robots require object-level scene understanding to reason about possible tasks and interactions with the environment. Moreover, many perception tasks such as scene reconstruction, image retrieval, or place recognition can benefit from reasoning on the level of objects. While keypoint-based matching can yield strong results for finding correspondences for images with small to medium view point changes, for large view point changes, matching semantically on the object-level becomes advantageous. In this paper, we propose a learning-based approach which combines local keypoints with novel object-level features for matching object detections between RGB images. We train our object-level matching features based on appearance and inter-frame and cross-frame spatial relations between objects in an associative graph neural network. We demonstrate our approach in a large variety of views on realistically rendered synthetic images. Our approach compares favorably to previous state-of-the-art object-level matching approaches and achieves improved performance over a pure keypoint-based approach for large view-point changes.
Building 3D scene graphs has recently emerged as a topic in scene representation for several embodied AI applications to represent the world in a structured and rich manner. With their increased use in solving downstream tasks (eg, navigation and room rearrangement), can we leverage and recycle them for creating 3D maps of environments, a pivotal step in agent operation? We focus on the fundamental problem of aligning pairs of 3D scene graphs whose overlap can range from zero to partial and can contain arbitrary changes. We propose SGAligner, the first method for aligning pairs of 3D scene graphs that is robust to in-the-wild scenarios (ie, unknown overlap -- if any -- and changes in the environment). We get inspired by multi-modality knowledge graphs and use contrastive learning to learn a joint, multi-modal embedding space. We evaluate on the 3RScan dataset and further showcase that our method can be used for estimating the transformation between pairs of 3D scenes. Since benchmarks for these tasks are missing, we create them on this dataset. The code, benchmark, and trained models are available on the project website.
High-resolution optical satellite sensors, in combination with dense stereo algorithms, have made it possible to reconstruct 3D city models from space. However, the resulting models are, in practice, rather noisy, and they tend to miss small geometric features that are clearly visible in the images. We argue that one reason for the limited DSM quality may be a too early, heuristic reduction of the triangulated 3D point cloud to an explicit height field or surface mesh. To make full use of the point cloud and the underlying images, we introduce ImpliCity, a neural representation of the 3D scene as an implicit, continuous occupancy field, driven by learned embeddings of the point cloud and a stereo pair of ortho-photos. We show that this representation enables the extraction of high-quality DSMs: with image resolution 0.5$\,$m, ImpliCity reaches a median height error of $\approx\,$0.7$\,$m and outperforms competing methods, especially w.r.t. building reconstruction, featuring intricate roof details, smooth surfaces, and straight, regular outlines.
Vision-based robotics often separates the control loop into one module for perception and a separate module for control. It is possible to train the whole system end-to-end (e.g. with deep RL), but doing it "from scratch" comes with a high sample complexity cost and the final result is often brittle, failing unexpectedly if the test environment differs from that of training. We study the effects of using mid-level visual representations (features learned asynchronously for traditional computer vision objectives), as a generic and easy-to-decode perceptual state in an end-to-end RL framework. Mid-level representations encode invariances about the world, and we show that they aid generalization, improve sample complexity, and lead to a higher final performance. Compared to other approaches for incorporating invariances, such as domain randomization, asynchronously trained mid-level representations scale better: both to harder problems and to larger domain shifts. In practice, this means that mid-level representations could be used to successfully train policies for tasks where domain randomization and learning-from-scratch failed. We report results on both manipulation and navigation tasks, and for navigation include zero-shot sim-to-real experiments on real robots.