Topic:Indoor Scene Reconstruction
What is Indoor Scene Reconstruction? Indoor scene reconstruction is the process of creating 3D models of indoor environments from images or videos.
Papers and Code
Dec 24, 2024
Abstract:Human-scene interaction (HSI) generation is crucial for applications in embodied AI, virtual reality, and robotics. While existing methods can synthesize realistic human motions in 3D scenes and generate plausible human-object interactions, they heavily rely on datasets containing paired 3D scene and motion capture data, which are expensive and time-consuming to collect across diverse environments and interactions. We present ZeroHSI, a novel approach that enables zero-shot 4D human-scene interaction synthesis by integrating video generation and neural human rendering. Our key insight is to leverage the rich motion priors learned by state-of-the-art video generation models, which have been trained on vast amounts of natural human movements and interactions, and use differentiable rendering to reconstruct human-scene interactions. ZeroHSI can synthesize realistic human motions in both static scenes and environments with dynamic objects, without requiring any ground-truth motion data. We evaluate ZeroHSI on a curated dataset of different types of various indoor and outdoor scenes with different interaction prompts, demonstrating its ability to generate diverse and contextually appropriate human-scene interactions.
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Dec 15, 2024
Abstract:Creating realistic VR experiences is challenging due to the labor-intensive process of accurately replicating real-world details into virtual scenes, highlighting the need for automated methods that maintain spatial accuracy and provide design flexibility. In this paper, we propose AURORA, a novel method that leverages RGB-D images to automatically generate both purely virtual reality (VR) scenes and VR scenes combined with real-world elements. This approach can benefit designers by streamlining the process of converting real-world details into virtual scenes. AURORA integrates advanced techniques in image processing, segmentation, and 3D reconstruction to efficiently create realistic and detailed interior designs from real-world environments. The design of this integration ensures optimal performance and precision, addressing key challenges in automated indoor design generation by uniquely combining and leveraging the strengths of foundation models. We demonstrate the effectiveness of our approach through experiments, both on self-captured data and public datasets, showcasing its potential to enhance virtual reality (VR) applications by providing interior designs that conform to real-world positioning.
* 8 pages, 4 figures
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Dec 04, 2024
Abstract:The reconstruction of indoor scenes remains challenging due to the inherent complexity of spatial structures and the prevalence of textureless regions. Recent advancements in 3D Gaussian Splatting have improved novel view synthesis with accelerated processing but have yet to deliver comparable performance in surface reconstruction. In this paper, we introduce 2DGS-Room, a novel method leveraging 2D Gaussian Splatting for high-fidelity indoor scene reconstruction. Specifically, we employ a seed-guided mechanism to control the distribution of 2D Gaussians, with the density of seed points dynamically optimized through adaptive growth and pruning mechanisms. To further improve geometric accuracy, we incorporate monocular depth and normal priors to provide constraints for details and textureless regions respectively. Additionally, multi-view consistency constraints are employed to mitigate artifacts and further enhance reconstruction quality. Extensive experiments on ScanNet and ScanNet++ datasets demonstrate that our method achieves state-of-the-art performance in indoor scene reconstruction.
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Dec 04, 2024
Abstract:This paper presents PlanarSplatting, an ultra-fast and accurate surface reconstruction approach for multiview indoor images. We take the 3D planes as the main objective due to their compactness and structural expressiveness in indoor scenes, and develop an explicit optimization framework that learns to fit the expected surface of indoor scenes by splatting the 3D planes into 2.5D depth and normal maps. As our PlanarSplatting operates directly on the 3D plane primitives, it eliminates the dependencies on 2D/3D plane detection and plane matching and tracking for planar surface reconstruction. Furthermore, the essential merits of plane-based representation plus CUDA-based implementation of planar splatting functions, PlanarSplatting reconstructs an indoor scene in 3 minutes while having significantly better geometric accuracy. Thanks to our ultra-fast reconstruction speed, the largest quantitative evaluation on the ScanNet and ScanNet++ datasets over hundreds of scenes clearly demonstrated the advantages of our method. We believe that our accurate and ultrafast planar surface reconstruction method will be applied in the structured data curation for surface reconstruction in the future. The code of our CUDA implementation will be publicly available. Project page: https://icetttb.github.io/PlanarSplatting/
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Dec 11, 2024
Abstract:Vision-and-Language Navigation (VLN) suffers from the limited diversity and scale of training data, primarily constrained by the manual curation of existing simulators. To address this, we introduce RoomTour3D, a video-instruction dataset derived from web-based room tour videos that capture real-world indoor spaces and human walking demonstrations. Unlike existing VLN datasets, RoomTour3D leverages the scale and diversity of online videos to generate open-ended human walking trajectories and open-world navigable instructions. To compensate for the lack of navigation data in online videos, we perform 3D reconstruction and obtain 3D trajectories of walking paths augmented with additional information on the room types, object locations and 3D shape of surrounding scenes. Our dataset includes $\sim$100K open-ended description-enriched trajectories with $\sim$200K instructions, and 17K action-enriched trajectories from 1847 room tour environments. We demonstrate experimentally that RoomTour3D enables significant improvements across multiple VLN tasks including CVDN, SOON, R2R, and REVERIE. Moreover, RoomTour3D facilitates the development of trainable zero-shot VLN agents, showcasing the potential and challenges of advancing towards open-world navigation.
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Nov 29, 2024
Abstract:Neural implicit fields have recently emerged as a powerful representation method for multi-view surface reconstruction due to their simplicity and state-of-the-art performance. However, reconstructing thin structures of indoor scenes while ensuring real-time performance remains a challenge for dense visual SLAM systems. Previous methods do not consider varying quality of input RGB-D data and employ fixed-frequency mapping process to reconstruct the scene, which could result in the loss of valuable information in some frames. In this paper, we propose Uni-SLAM, a decoupled 3D spatial representation based on hash grids for indoor reconstruction. We introduce a novel defined predictive uncertainty to reweight the loss function, along with strategic local-to-global bundle adjustment. Experiments on synthetic and real-world datasets demonstrate that our system achieves state-of-the-art tracking and mapping accuracy while maintaining real-time performance. It significantly improves over current methods with a 25% reduction in depth L1 error and a 66.86% completion rate within 1 cm on the Replica dataset, reflecting a more accurate reconstruction of thin structures. Project page: https://shaoxiang777.github.io/project/uni-slam/
* Winter Conference on Applications of Computer Vision (WACV 2025)
Via
Nov 28, 2024
Abstract:Geometric priors are often used to enhance 3D reconstruction. With many smartphones featuring low-resolution depth sensors and the prevalence of off-the-shelf monocular geometry estimators, incorporating geometric priors as regularization signals has become common in 3D vision tasks. However, the accuracy of depth estimates from mobile devices is typically poor for highly detailed geometry, and monocular estimators often suffer from poor multi-view consistency and precision. In this work, we propose an approach for joint surface depth and normal refinement of Gaussian Splatting methods for accurate 3D reconstruction of indoor scenes. We develop supervision strategies that adaptively filters low-quality depth and normal estimates by comparing the consistency of the priors during optimization. We mitigate regularization in regions where prior estimates have high uncertainty or ambiguities. Our filtering strategy and optimization design demonstrate significant improvements in both mesh estimation and novel-view synthesis for both 3D and 2D Gaussian Splatting-based methods on challenging indoor room datasets. Furthermore, we explore the use of alternative meshing strategies for finer geometry extraction. We develop a scale-aware meshing strategy inspired by TSDF and octree-based isosurface extraction, which recovers finer details from Gaussian models compared to other commonly used open-source meshing tools. Our code is released in https://xuqianren.github.io/ags_mesh_website/.
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Dec 02, 2024
Abstract:3D semantic maps have played an increasingly important role in high-precision robot localization and scene understanding. However, real-time construction of semantic maps requires mobile edge devices with extremely high computing power, which are expensive and limit the widespread application of semantic mapping. In order to address this limitation, inspired by cloud-edge collaborative computing and the high transmission efficiency of semantic communication, this paper proposes a method to achieve real-time semantic mapping tasks with limited-resource mobile devices. Specifically, we design an encoding-decoding semantic communication framework for real-time semantic mapping tasks under limited-resource situations. In addition, considering the impact of different channel conditions on communication, this paper designs a module based on the attention mechanism to achieve stable data transmission under various channel conditions. In terms of simulation experiments, based on the TUM dataset, it was verified that the system has an error of less than 0.1% compared to the groundtruth in mapping and localization accuracy and is superior to some novel semantic communication algorithms in real-time performance and channel adaptation. Besides, we implement a prototype system to verify the effectiveness of the proposed framework and designed module in real indoor scenarios. The results show that our system can complete real-time semantic mapping tasks for common indoor objects (chairs, computers, people, etc.) with a limited-resource device, and the mapping update time is less than 1 second.
* 6 pages, 11 figures, acceptted by 2024 8th International Conference
on Communication and Information Systems (ICCIS 2024)
Via
Nov 19, 2024
Abstract:Indoor SLAM often suffers from issues such as scene drifting, double walls, and blind spots, particularly in confined spaces with objects close to the sensors (e.g. LiDAR and cameras) in reconstruction tasks. Real-time visualization of point cloud registration during data collection may help mitigate these issues, but a significant limitation remains in the inability to in-depth compare the scanned data with actual physical environments. These challenges obstruct the quality of reconstruction products, frequently necessitating revisit and rescan efforts. For this regard, we developed the LiMRSF (LiDAR-MR-RGB Sensor Fusion) system, allowing users to perceive the in-situ point cloud registration by looking through a Mixed-Reality (MR) headset. This tailored framework visualizes point cloud meshes as holograms, seamlessly matching with the real-time scene on see-through glasses, and automatically highlights errors detected while they overlap. Such holographic elements are transmitted via a TCP server to an MR headset, where it is calibrated to align with the world coordinate, the physical location. This allows users to view the localized reconstruction product instantaneously, enabling them to quickly identify blind spots and errors, and take prompt action on-site. Our blind spot detector achieves an error detection precision with an F1 Score of 75.76% with acceptably high fidelity of monitoring through the LiMRSF system (highest SSIM of 0.5619, PSNR of 14.1004, and lowest MSE of 0.0389 in the five different sections of the simplified mesh model which users visualize through the LiMRSF device see-through glasses). This method ensures the creation of detailed, high-quality datasets for 3D models, with potential applications in Building Information Modeling (BIM) but not limited.
* 21 pages, 13 figures, 3 tables
Via
Nov 07, 2024
Abstract:Mobile robots operating indoors must be prepared to navigate challenging scenes that contain transparent surfaces. This paper proposes a novel method for the fusion of acoustic and visual sensing modalities through implicit neural representations to enable dense reconstruction of transparent surfaces in indoor scenes. We propose a novel model that leverages generative latent optimization to learn an implicit representation of indoor scenes consisting of transparent surfaces. We demonstrate that we can query the implicit representation to enable volumetric rendering in image space or 3D geometry reconstruction (point clouds or mesh) with transparent surface prediction. We evaluate our method's effectiveness qualitatively and quantitatively on a new dataset collected using a custom, low-cost sensing platform featuring RGB-D cameras and ultrasonic sensors. Our method exhibits significant improvement over state-of-the-art for transparent surface reconstruction.
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