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Indoor scene synthesis aims to automatically produce plausible, realistic and diverse 3D indoor scenes, especially given arbitrary user requirements. Recently, the promising generalization ability of pre-trained large language models (LLM)…
As two intimate reciprocal tasks, scene-aware human motion synthesis and analysis require a joint understanding between multiple modalities, including 3D body motions, 3D scenes, and textual descriptions. In this paper, we integrate these…
Modeling human-scene interactions (HSI) is essential for understanding and simulating everyday human behaviors. Recent approaches utilizing generative modeling have made progress in this domain; however, they are limited in controllability…
Procedural models are being widely used to synthesize scenes for graphics, gaming, and to create (labeled) synthetic datasets for ML. In order to produce realistic and diverse scenes, a number of parameters governing the procedural models…
Semantic Scene Completion aims at reconstructing a complete 3D scene with precise voxel-wise semantics from a single-view depth or RGBD image. It is a crucial but challenging problem for indoor scene understanding. In this work, we present…
We present Playable Environments - a new representation for interactive video generation and manipulation in space and time. With a single image at inference time, our novel framework allows the user to move objects in 3D while generating a…
Spatial computing experiences are constrained by the real-world surroundings of the user. In such experiences, augmenting virtual objects to existing scenes require a contextual approach, where geometrical conflicts are avoided, and…
Exploring the semantic context in scene images is essential for indoor scene recognition. However, due to the diverse intra-class spatial layouts and the coexisting inter-class objects, modeling contextual relationships to adapt various…
Scene graph generation (SGG) is a fundamental task aimed at detecting visual relations between objects in an image. The prevailing SGG methods require all object classes to be given in the training set. Such a closed setting limits the…
Interactive 3D scenes are increasingly vital for embodied intelligence, yet existing datasets remain limited due to the labor-intensive process of annotating part segmentation, kinematic types, and motion trajectories. We present REACT3D, a…
Learning-based methods for 3D scene reconstruction and object completion require large datasets containing partial scans paired with complete ground-truth geometry. However, acquiring such datasets using real-world scanning systems is…
Person image generation is an intriguing yet challenging problem. However, this task becomes even more difficult under constrained situations. In this work, we propose a novel pipeline to generate and insert contextually relevant person…
Automating the transformation of user interface (UI) designs into front-end code holds significant promise for accelerating software development and democratizing design workflows. While multimodal large language models (MLLMs) can…
3D scene generation plays a crucial role in gaming, artistic creation, virtual reality, and many other domains. However, current 3D scene design still relies heavily on extensive manual effort from creators, and existing automated methods…
3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that…
We introduce AgentWorld, an interactive simulation platform for developing household mobile manipulation capabilities. Our platform combines automated scene construction that encompasses layout generation, semantic asset placement, visual…
Learning to generate diverse scene-aware and goal-oriented human motions in 3D scenes remains challenging due to the mediocre characteristics of the existing datasets on Human-Scene Interaction (HSI); they only have limited scale/quality…
This paper presents a novel approach for structure-preserving planar simplification of indoor scene point clouds for both simulated and real-world environments. Initially, the scene point cloud undergoes preprocessing steps, including noise…
Creating realistic virtual assets is a time-consuming process: it usually involves an artist designing the object, then spending a lot of effort on tweaking its appearance. Intricate details and certain effects, such as subsurface…
Generating controllable character animation from a reference image and motion guidance remains a challenging task due to the inherent difficulty of injecting appearance and motion cues into video diffusion models. Prior works often rely on…