Room-layout estimation is the process of estimating the layout of a room from images or videos.




Inherent ambiguity in layout annotations poses significant challenges to developing accurate 360{\deg} room layout estimation models. To address this issue, we propose a novel Bi-Layout model capable of predicting two distinct layout types. One stops at ambiguous regions, while the other extends to encompass all visible areas. Our model employs two global context embeddings, where each embedding is designed to capture specific contextual information for each layout type. With our novel feature guidance module, the image feature retrieves relevant context from these embeddings, generating layout-aware features for precise bi-layout predictions. A unique property of our Bi-Layout model is its ability to inherently detect ambiguous regions by comparing the two predictions. To circumvent the need for manual correction of ambiguous annotations during testing, we also introduce a new metric for disambiguating ground truth layouts. Our method demonstrates superior performance on benchmark datasets, notably outperforming leading approaches. Specifically, on the MatterportLayout dataset, it improves 3DIoU from 81.70% to 82.57% across the full test set and notably from 54.80% to 59.97% in subsets with significant ambiguity. Project page: https://liagm.github.io/Bi_Layout/




This paper presents the use of panoramic 3D estimation in lighting simulation. Conventional lighting simulation necessitates detailed modeling as input, resulting in significant labor effort and time cost. The 3D layout estimation method directly takes a single panorama as input and generates a lighting simulation model with room geometry and window aperture. We evaluate the simulation results by comparing the luminance errors between on-site High Dynamic Range (HDR) photographs, 3D estimation model, and detailed model in panoramic representation and fisheye perspective. Given the selected scene, the results demonstrate the estimated room layout is reliable for lighting simulation.




RGB-D cameras supply rich and dense visual and spatial information for various robotics tasks such as scene understanding, map reconstruction, and localization. Integrating depth and visual information can aid robots in localization and element mapping, advancing applications like 3D scene graph generation and Visual Simultaneous Localization and Mapping (VSLAM). While point cloud data containing such information is primarily used for enhanced scene understanding, exploiting their potential to capture and represent rich semantic information has yet to be adequately targeted. This paper presents a real-time pipeline for localizing building components, including wall and ground surfaces, by integrating geometric calculations for pure 3D plane detection followed by validating their semantic category using point cloud data from RGB-D cameras. It has a parallel multi-thread architecture to precisely estimate poses and equations of all the planes detected in the environment, filters the ones forming the map structure using a panoptic segmentation validation, and keeps only the validated building components. Incorporating the proposed method into a VSLAM framework confirmed that constraining the map with the detected environment-driven semantic elements can improve scene understanding and map reconstruction accuracy. It can also ensure (re-)association of these detected components into a unified 3D scene graph, bridging the gap between geometric accuracy and semantic understanding. Additionally, the pipeline allows for the detection of potential higher-level structural entities, such as rooms, by identifying the relationships between building components based on their layout.




Room layout estimation predicts layouts from a single panorama. It requires datasets with large-scale and diverse room shapes to train the models. However, there are significant imbalances in real-world datasets including the dimensions of layout complexity, camera locations, and variation in scene appearance. These issues considerably influence the model training performance. In this work, we propose the imBalance-Aware Room Layout Estimation (iBARLE) framework to address these issues. iBARLE consists of (1) Appearance Variation Generation (AVG) module, which promotes visual appearance domain generalization, (2) Complex Structure Mix-up (CSMix) module, which enhances generalizability w.r.t. room structure, and (3) a gradient-based layout objective function, which allows more effective accounting for occlusions in complex layouts. All modules are jointly trained and help each other to achieve the best performance. Experiments and ablation studies based on ZInD~\cite{cruz2021zillow} dataset illustrate that iBARLE has state-of-the-art performance compared with other layout estimation baselines.
With the growing demand for immersive digital applications, the need to understand and reconstruct 3D scenes has significantly increased. In this context, inpainting indoor environments from a single image plays a crucial role in modeling the internal structure of interior spaces as it enables the creation of textured and clutter-free reconstructions. While recent methods have shown significant progress in room modeling, they rely on constraining layout estimators to guide the reconstruction process. These methods are highly dependent on the performance of the structure estimator and its generative ability in heavily occluded environments. In response to these issues, we propose an innovative approach based on a U-Former architecture and a new Windowed-FourierMixer block, resulting in a unified, single-phase network capable of effectively handle human-made periodic structures such as indoor spaces. This new architecture proves advantageous for tasks involving indoor scenes where symmetry is prevalent, allowing the model to effectively capture features such as horizon/ceiling height lines and cuboid-shaped rooms. Experiments show the proposed approach outperforms current state-of-the-art methods on the Structured3D dataset demonstrating superior performance in both quantitative metrics and qualitative results. Code and models will be made publicly available.




Vision-language navigation (VLN) requires an agent to navigate through an 3D environment based on visual observations and natural language instructions. It is clear that the pivotal factor for successful navigation lies in the comprehensive scene understanding. Previous VLN agents employ monocular frameworks to extract 2D features of perspective views directly. Though straightforward, they struggle for capturing 3D geometry and semantics, leading to a partial and incomplete environment representation. To achieve a comprehensive 3D representation with fine-grained details, we introduce a Volumetric Environment Representation (VER), which voxelizes the physical world into structured 3D cells. For each cell, VER aggregates multi-view 2D features into such a unified 3D space via 2D-3D sampling. Through coarse-to-fine feature extraction and multi-task learning for VER, our agent predicts 3D occupancy, 3D room layout, and 3D bounding boxes jointly. Based on online collected VERs, our agent performs volume state estimation and builds episodic memory for predicting the next step. Experimental results show our environment representations from multi-task learning lead to evident performance gains on VLN. Our model achieves state-of-the-art performance across VLN benchmarks (R2R, REVERIE, and R4R).




This paper presents a neural network based semantic plane detection method utilizing polygon representations. The method can for example be used to solve room layout estimations tasks. The method is built on, combines and further develops several different modules from previous research. The network takes an RGB image and estimates a wireframe as well as a feature space using an hourglass backbone. From these, line and junction features are sampled. The lines and junctions are then represented as an undirected graph, from which polygon representations of the sought planes are obtained. Two different methods for this last step are investigated, where the most promising method is built on a heterogeneous graph transformer. The final output is in all cases a projection of the semantic planes in 2D. The methods are evaluated on the Structured 3D dataset and we investigate the performance both using sampled and estimated wireframes. The experiments show the potential of the graph-based method by outperforming state of the art methods in Room Layout estimation in the 2D metrics using synthetic wireframe detections.




Existing panoramic layout estimation solutions tend to recover room boundaries from a vertically compressed sequence, yielding imprecise results as the compression process often muddles the semantics between various planes. Besides, these data-driven approaches impose an urgent demand for massive data annotations, which are laborious and time-consuming. For the first problem, we propose an orthogonal plane disentanglement network (termed DOPNet) to distinguish ambiguous semantics. DOPNet consists of three modules that are integrated to deliver distortion-free, semantics-clean, and detail-sharp disentangled representations, which benefit the subsequent layout recovery. For the second problem, we present an unsupervised adaptation technique tailored for horizon-depth and ratio representations. Concretely, we introduce an optimization strategy for decision-level layout analysis and a 1D cost volume construction method for feature-level multi-view aggregation, both of which are designed to fully exploit the geometric consistency across multiple perspectives. The optimizer provides a reliable set of pseudo-labels for network training, while the 1D cost volume enriches each view with comprehensive scene information derived from other perspectives. Extensive experiments demonstrate that our solution outperforms other SoTA models on both monocular layout estimation and multi-view layout estimation tasks.




A major challenge in monocular 3D object detection is the limited diversity and quantity of objects in real datasets. While augmenting real scenes with virtual objects holds promise to improve both the diversity and quantity of the objects, it remains elusive due to the lack of an effective 3D object insertion method in complex real captured scenes. In this work, we study augmenting complex real indoor scenes with virtual objects for monocular 3D object detection. The main challenge is to automatically identify plausible physical properties for virtual assets (e.g., locations, appearances, sizes, etc.) in cluttered real scenes. To address this challenge, we propose a physically plausible indoor 3D object insertion approach to automatically copy virtual objects and paste them into real scenes. The resulting objects in scenes have 3D bounding boxes with plausible physical locations and appearances. In particular, our method first identifies physically feasible locations and poses for the inserted objects to prevent collisions with the existing room layout. Subsequently, it estimates spatially-varying illumination for the insertion location, enabling the immersive blending of the virtual objects into the original scene with plausible appearances and cast shadows. We show that our augmentation method significantly improves existing monocular 3D object models and achieves state-of-the-art performance. For the first time, we demonstrate that a physically plausible 3D object insertion, serving as a generative data augmentation technique, can lead to significant improvements for discriminative downstream tasks such as monocular 3D object detection. Project website: https://gyhandy.github.io/3D-Copy-Paste/
Synthesizing realistic and diverse indoor 3D scene layouts in a controllable fashion opens up applications in simulated navigation and virtual reality. As concise and robust representations of a scene, scene graphs have proven to be well-suited as the semantic control on the generated layout. We present a variant of the conditional variational autoencoder (cVAE) model to synthesize 3D scenes from scene graphs and floor plans. We exploit the properties of self-attention layers to capture high-level relationships between objects in a scene, and use these as the building blocks of our model. Our model, leverages graph transformers to estimate the size, dimension and orientation of the objects in a room while satisfying relationships in the given scene graph. Our experiments shows self-attention layers leads to sparser (7.9x compared to Graphto3D) and more diverse scenes (16%).