Furniturevla

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Twelve weeks of publication activity for this topic as it is defined today.

18 papers

Latest in Furniturevla

Aug 7, 2026cs.CV

GOPI: Generation-Oriented 3D Pose Inference for Furniture Insertion from Single-View RGB-D Indoor Scenes

We study the problem of inserting new furniture into indoor scene images. Under masked single-view 2D image-plane conditioning, however, the physical scale of the inserted furniture relative to the scene cannot be uniquely determined, making physically grounded furniture placement underdetermined from image evidence alone. We therefore reformulate the task as a combination of 3D pose inference and geometry-guided image generation, where estimating a geometrically plausible 3D placement is essential for reliable synthesis. To this end, we propose a two-stage framework. For 3D placement, we introduce GOPI, a generation-oriented 3D pose inference framework that addresses the underdetermined nature of single-view furniture insertion through data-driven iterative inference, producing geometrically plausible object placements. For image generation, we develop a geometry-guided conditioning strategy that projects the inferred 3D pose into the image plane as a pixel-aligned constraint, enforcing consistency between the synthesized image and the underlying 3D geometry. Experimental results validate the proposed framework from both 3D pose estimation and image synthesis perspectives. For 3D placement, GOPI produces poses with stronger geometric feasibility and better consistency with reference layouts than direct regression and vanilla baselines. For image synthesis, our method preserves alignment with the projected 3D geometry across different furniture scales, showing stable projection-generation alignment across the tested furniture scales.
Ruifeng Zhai, Renjie Liu, Guangrun Wang +1
Aug 3, 2026cs.CV

StyleForge: Indoor Furniture Styling by Counterfactual Reasoning in a Hypergraph Field

Fixed-layout indoor furniture styling requires selecting assets that form a coherent room without changing the prescribed furniture categories, positions, orientations, or scales. Existing approaches typically retrieve each asset independently or rely on static local relations, making them prone to shape, material, and color conflicts after scene composition. We introduce StyleForge, a scene-level structured selection framework built on a dynamic hypergraph style field. A frozen multimodal large language model extracts structured style priors from an open-ended style request and the fixed layout, while StyleForge maintains a learnable candidate distribution for each furniture slot. Conditioned on the target style, the dynamic hypergraph style field adaptively activates and weights layout-induced hyperedges to capture higher-order dependencies among furniture. Counterfactual style preference learning then treats each candidate as a local substitution in the current style field and evaluates its contextual compatibility using Mahalanobis energies. Training alternates between optimizing the style field and the candidate logits. At inference, the model remains frozen and test-time training updates only room-specific candidate logits, progressively correcting cross-slot style conflicts as the global scene context evolves. Experiments on 3D-FRONT demonstrate state-of-the-art furniture retrieval and scene-level style coherence, producing more coherent fixed-layout furniture arrangements than object- and scene-level retrieval baselines.
Lingwei Dang, Shishuo Shang, Pan Liu +9
Jul 31, 2026cs.CV

Learning an Interior Layout Policy in a Domain Specific Language Action Space

Indoor scene layout generation is a challenging task in interior design. Existing methods often oversimplify the task by reducing room conditions to coarse 3D bounding boxes and neglecting structural elements such as doors and windows. More fundamentally, many prior approaches formulate spatial reasoning as direct coordinate prediction, thereby casting interior layout design as continuous regression over raw geometric parameters, which hinders the model from learning the underlying reasoning logic of intelligent layout design. We propose \textbf{LayoutDSL}, a novel LLM-based framework for learning an interior layout policy in a domain-specific language (DSL) action space. The DSL provides an explicit symbolic representation of layout information and serves as a structured action space for layout reasoning, where each action corresponds to an interpretable design decision. Under this DSL-based policy learning paradigm, we construct 3D-FrontDSL, a dataset of room-structure annotations paired with synthetic DSL action sequences for supervised fine-tuning. To promote a more generalizable and scalable policy with verifiable feedback, we design rewards grounded in interior design principles and physical plausibility, and optimize the policy via reinforcement learning. Extensive experiments demonstrate that LayoutDSL substantially improves spatial plausibility and design logicality over strong baselines and existing methods.
Yuhao Lu, Weichen Zhang, Wenyi Xiao +2
Jul 12, 2026cs.RO

3D Scene Graph Prediction: Generating Hierarchical Models from Partially Observed Environments

Generating realistic 3D indoor scenes is an area of growing interest in computer vision and robotics. Existing methods, often motivated by applications such as interior design, generally focus on object layout generation within a single room. The generation of high-level scene structure, such as room-level layout and traversability, remains underexplored despite its importance for robotics applications. In this paper, we consider the case where a robot has explored part of an environment and needs to predict the unexplored parts to support downstream tasks such as exploration or object search. We propose a top-down framework for synthesizing hierarchical 3D scene graphs, including a room layer -- describing the floor plan and traversability -- and an object layer modeling object layouts within each room. For the room layer, we propose a novel mixed-domain graph diffusion model jointly predicting room categories, floor boundaries, and traversability between rooms. Via corruption and masking, this model supports partial constraints such as incomplete floor plans, avoiding the need for partially observed training data. For the object layer, we integrate an existing mixed discrete-continuous diffusion model for joint prediction of object categories, locations, sizes, and orientations within each room given the floor plan. We compare our method with state-of-the-art occupancy-based and LLM-based floor plan generation methods on a standard benchmark. Compared with an occupancy-based learning baseline, our method generalizes substantially better to out-of-distribution partial floor plans. We also demonstrate our integrated prediction pipeline on real-world scenes from robot-collected data, enabling prediction beyond explored areas.
Siyi H, Jared Strade, Hyungtae Lim +1
Jul 11, 2026cs.CV

Annotation-Free Furniture Codes: What They Encode, and How Far They Transfer

Layout-based 3D scene synthesizers place each object using two human-annotated channels: a categorical class label and a canonical-pose convention. We ask whether a single self-supervised token derived from object geometry can replace both, and study such tokens directly as a representation, decoupled from any synthesizer. A Finite Scalar Quantization (FSQ) point-cloud autoencoder is chamfer-trained on placed 3D-FUTURE furniture with no labels or pose annotations. Diagnostic probes recover fine-category (62.6 +/- 0.5%), super-category (85.6 +/- 1.3%), and yaw (52.7 +/- 0.5 deg) from the codes alone. Swapping the chamfer target from the rotated to the un-rotated point cloud collapses the yaw signal while raising class recovery, showing the codes' rotation content can be set by the training objective. Scaling across asset libraries needs codes that transfer; on an unseen dataset (ShapeNet), alignment is category-dependent: box-like furniture transfers, organically-shaped furniture does not, and a target-blind augmentation partly closes the gap.
Benjamin Friedman
Jul 1, 2026cs.RO

FurnitureVLA: Learning Long-Horizon Bimanual Furniture Assembly with Vision-Language-Action Model

Current work on robot furniture assembly mostly focuses on toy-scale settings or single-arm manipulation. We introduce FurnitureVLA, the first systematic study of real-scale bimanual furniture assembly using Vision-Language-Action models (VLAs). We formalize the task, develop a scalable simulation pipeline for expert data generation and evaluation, and build a VR teleoperation system for single-operator bimanual control to collect high-quality real-world demonstrations. To address extreme long-horizon assembly with up to 7 subtasks and 1550 control steps, we propose a progress-enhanced VLA, finetuned on semantically grounded subtasks, that jointly predicts actions and a continuous progress signal, enabling automatic subtask transitions and reducing compounding errors during inference. We further study perception and control design factors that critically affect precision in real-scale assembly. FurnitureVLA improves average simulation success from 48% to 80% compared to baselines across three furniture types, with an additional 21% gain from our design factor study. We validate on a real Kinova Gen3 platform with only 16% drop on the hardest task.
Chenyang Ma, Yue Yang, Radu Corcodel +4
Jun 30, 2026cs.CV

ShellMaker: Language-Guided Exterior Completion under Structural Constraints

Despite advances in indoor scene generation, synthesizing coherent building exteriors consistent with generated interiors remains largely unexplored. Existing methods can generate floor plans and wall layouts but typically stop at a structural shell, lacking stylistically consistent facades and roofs. Completing these exteriors is challenging because the footprint, wall geometry, and opening semantics must remain fixed-constraints that unconstrained generative models often violate. We introduce ShellMaker, a language-guided exterior completion framework that operates under these structural constraints. Given a building scaffold and a text style prompt, ShellMaker generates a complete exterior mesh with PBR materials by combining parametric roof generation, LLM-based part-aware prompt refinement, joint wall-roof material retrieval, and geometry-aware assembly. Operating on a format agnostic scaffold representation, ShellMaker generalizes to indoor generators, CityGML, and CAD inputs, while maintaining structural consistency and improving architectural coherence over retrieval and unconstrained generative baselines. The project page is available at https://ruiqixu37.github.io/ShellMaker_web/
Ruiqi Xu, Daniel Aliaga
Jun 26, 2026cs.CV

Home3D 1.0: A High-Fidelity Image-to-3D Asset Generation System for Interior Design

We present Home3D 1.0, a modular image-to-3D generation system that produces high-quality 3D assets from a single reference image, targeting interior design and e-commerce applications. Given a photograph of a furniture or decor item, the system outputs a mesh with physically-based rendering (PBR) materials, and the mesh can be decomposed into material-specific components. The pipeline is organized into four tightly coupled modules: Geometry reconstructs a watertight mesh through latent SDF modelling with a geometry VAE and a coarse-to-fine flow-matching DiT; Texture predicts multiview albedo observations, reprojects them onto the mesh, and completes unseen surface regions with a 3D texture field; Material uses MatWeaver to obtain component masks through video-based segmentation and UV-space voting, then retrieves and bakes PBR maps from a curated material library through hierarchical multi-modal matching; and Parts generates material-editable semantic part meshes with a PartVAE and PartDiT, decoding multi-head part-specific SDF fields in one pass. Each module is evaluated independently with dedicated metrics, highlighting both the current system capability and the remaining gaps toward broader deployment.
Yiyun Fei, Guoqiu Li, Jin Song +11
Jun 9, 2026cs.AI

Architect-Ant: Editable Automatic Furnishing of Architectural Floor Plans

Furnished floor plans are fundamental to real estate visualization, interior design, and architectural workflows. However, progress in automatic furniture arrangement has been limited by the lack of real, professionally designed floor-plan datasets with object-level furniture annotations. To address this gap, we introduce AntPlan-270, a curated dataset of 270 architectural floor plans with per-room furniture bounding box annotations across ten residential room categories. Building on this dataset, we present Architect-Ant, an editable automatic furnishing framework powered by a fine-tuned vision-language model. Furniture layouts are represented using a compact, coordinate-based domain-specific language (DSL) that encodes object categories and placements relative to the room geometry. To improve spatial reasoning, we generate procedural reasoning traces that capture architectural constraints such as wall alignment, door and window clearance, circulation, fixture compatibility, and room-specific furniture inventories, and use them to supervise fine-tuning of the model. We then apply preference optimization over candidate object placements to further refine layout quality. The generated DSL can be rasterized into semantic masks and used to condition a Flux-based LoRA renderer, producing realistic blueprint-style furnished floor-plan images while preserving the editable symbolic layout. Experiments on layout furnishing show that Architect-Ant produces geometrically valid and functionally plausible layouts, and suggest a scalable path for furnishing larger structure-only floor-plan datasets.
Fedor Rodionov, Aleksandar Cvejic, Michael Birsak +2
May 29, 2026cs.CV

Function2Scene: 3D Indoor Scene Layout from Functional Specifications

Most text-driven 3D indoor scene synthesis methods generate rooms from object-centric prompts, asking what furniture should be placed rather than how the space is used. Yet in real interior design, a layout is judged by how well it supports its occupants, e.g., their activities and physical needs. We introduce Function2Scene, a framework for generating 3D indoor layouts from functional specifications, i.e., natural-language design briefs describing who will use a room and what they need to do there. Given such a specification, our system parses occupant personas and activities, derives a customized set of functional design constraints from a taxonomy of 17 criteria spanning spatial, ergonomic, activity, and environmental considerations, and uses these constraints to guide layout generation. Rather than relying on an LLM to directly produce a final scene, Function2Scene performs iterative evaluation and refinement through a tool-augmented check-and-repair loop, combining geometric measurements, LLM-based contextual reasoning, and VLM-based visual assessment. Experiments on 30 professionally written interior-design cases show that Function2Scene produces layouts that better satisfy functional requirements than recent LLM-based scene synthesis baselines, with our results preferred in 94.3% of pairwise comparisons. Our work reframes text-driven indoor scene synthesis from placing plausible objects to designing spaces that support human use.
Ruiqi Wang, Qimin Chen, Daniel Ritchie +4
May 21, 2026cs.CV

REACH: Hand Pose Estimation from Room Corners

We introduce a novel 3D hand pose estimator that can accurately recover the shape and pose of people's hands in a room from afar, typically from fixed cameras at room corners, in extremely low-resolution and frequently occluded views. Our key idea is to fully leverage hand-body coordination, its temporal progression, and multiview observations. We achieve this with a novel Transformer-based model, in which hand and body configurations are modeled through correlations between their visual features expressed as per-view tokens, and their temporal coordination is exploited in an autoregressive manner. We introduce a novel dataset, which we refer to as REACH, Room-Environment dataset Annotated with Chest cameras for Hand pose estimation, to train and test our method. REACH is a first-of-its-kind large-scale hand pose dataset that captures accurate hand movements of 50 participants across a wide variety of daily activities. In order to avoid interfering with natural movements while annotating the hands with accurate shape and pose, we leverage concealed chest cameras. Through extensive experiments, including comparative studies with existing methods, we show that our model, REACH-Net, achieves highly accurate 3D hand pose estimation from afar. These results broaden the horizon of 3D hand pose estimation, especially towards "in-the-wild" continuous human behavior analysis.
Shu Nakamura, Ryo Kawahara, Genki Kinoshita +4
May 20, 2026cs.CV

Flat-Pack Bench: Evaluating Spatio-Temporal Understanding in Large Vision-Language Models through Furniture Assembly

The emergence of Large Vision-Language Models (LVLMs) has significantly advanced video understanding capabilities. However, existing benchmarks focus predominantly on coarse-grained tasks such as action segmentation, classification, captioning, and retrieval. Furthermore, these benchmarks often rely on entities that can be easily identified verbally, like household objects, animals, human subjects, etc., limiting their applicability to complex, in-the-wild video scenarios. But, many applications such as furniture assembly, cooking, etc., require step-by-step fine-grained spatio-temporal understanding of the video, which is not sufficiently evaluated in current benchmarks. To address this gap, we introduce Flat-Pack Bench, a novel benchmark centered on furniture assembly tasks. Our benchmark evaluates LVLMs on nuanced tasks, including temporal ordering of assembly actions, temporal localization of assembly state, understanding part mating, and tracking, using multiple-choice questions paired with visual prompts highlighting relevant parts as references for fine-grained questions. Our experiments reveal that state-of-the-art LVLMs struggle significantly with fine-grained spatio-temporal reasoning, highlighting their limitations in effectively leveraging temporal information from videos, limited tracking ability, and understanding of spatial interactions like physical contact.
Aditya Chetan, Eric Cai, Peeyush Kushwaha +5
May 18, 2026cs.CV

Functionalization via Structure Completion and Motion Rectification

Acquisition and creation of 3D assets have been largely view- or appearance-driven. As a result, existing digital 3D models often lack the requisite structural components to function as intended, such as joints, supports, interiors, or interaction elements. At the same time, even human-annotated motions are frequently error-prone, leading to physically implausible behavior. We introduce object functionalization, a novel task aimed at transforming visually plausible but non-functional 3D models into functional and physically operable ones. We formulate functionalization as a graph completion problem over a new functional graph representation, where labeled nodes represent object parts, labeled edges encode functional and contact relations, and movable nodes carry motion attributes, so that structural functional deficiencies manifest as missing nodes or incorrect edges. We develop a neural Graph Functionalizer (GraFu) to complete an incomplete graph representing a non-functional 3D object. The completed graph then drives a geometry realization stage that instantiates predicted connectors and structural elements in 3D, with the compelling side effect of rectifying erroneous human-annotated and predicted motions. To support training and evaluation, focusing on furniture as a rich and challenging target category, we introduce FurFun-233, a dataset of 233 paired non-functional and functionalized furniture models. On PartNet-Mobility ("zero-shot") and HSSD test sets, our method matches state-of-the-art methods in motion prediction accuracy while substantially improving functionality in terms of collision and connectivity.
Mingrui Zhao, Sai Raj Kishore Perla, Kai Wang +8
May 11, 2026q-bio.PE

A general classification of the replication dynamics with a unique fixed point in the interior of simplex SNS_N

The replication dynamics (differential equation system) is the foundation of evolutionary game theory. When n=2, there are four possible types of replication dynamics. When n=3, there are 49 possible types of replication dynamics. However, when n>3, the classification of replication dynamics has not been solved. In this article, the sufficient and necessary conditions of the replication dynamics equation with a unique fixed point in the interior of simplex SnS_n(IntSnS_n) for n≥2n\geq 2 are presented. Furthermore, the different types of replication dynamics equations with a unique fixed point in IntSn is discussed.
Hongju Daisy Chen, Bin Yi, Zhanshan Sam Ma
May 5, 2026cs.CV

First Shape, Then Meaning: Efficient Geometry and Semantics Learning for Indoor Reconstruction

Neural Surface Reconstruction has become a standard methodology for indoor 3D reconstruction, with Signed Distance Functions (SDFs) proving particularly effective for representing scene geometry. A variety of applications require a detailed understanding of the scene context, driving the need for object-level semantic signals. While recent methods successfully integrate semantic labels, they often inherit the slow training time and limited scalability of multi-SDF learning. In this paper, we introduce FSTM, a unified approach for learning geometry and semantics through a two-step process: a geometry warm-up using RGB inputs and geometric cues, followed by semantic field estimation. By first optimising geometry without semantic supervision, we observe substantial improvements compared to the standard joint optimisation. Rather than relying on specialised modules or complex multi-SDF designs, FSTM shows that a streamlined formulation is sufficient to achieve strong geometric and semantic reconstructions. Experiments on both synthetic and real-world indoor datasets show that our method outperforms multi-SDF approaches. It trains 2.3x faster on Replica, improves robustness to real-world imperfections on ScanNet++, and achieves higher recall by recovering the surfaces of more objects in the scene. The code will be made available at https://remichierchia.github.io/FSTM.
Remi Chierchia, Léo Lebrat, David Ahmedt-Aristizabal +3
Apr 22, 2026cs.CV

FurnSet: Exploiting Repeats for 3D Scene Reconstruction

Single-view 3D scene reconstruction involves inferring both object geometry and spatial layout. Existing methods typically reconstruct objects independently or rely on implicit scene context, failing to exploit the repeated instances commonly present in realworld scenes. We propose FurnSet, a framework that explicitly identifies and leverages repeated object instances to improve reconstruction. Our method introduces per-object CLS tokens and a set-aware self-attention mechanism that groups identical instances and aggregates complementary observations across them, enabling joint reconstruction. We further combine scene-level and object-level conditioning to guide object reconstruction, followed by layout optimization using object point clouds with 3D and 2D projection losses for scene alignment. Experiments on 3D-Future and 3D-Front demonstrate improved scene reconstruction quality, highlighting the effectiveness of exploiting repetition for robust 3D scene reconstruction.
Paul Dobre, Xin Wang, Hongzhou Yang
Apr 21, 2026cs.RO

RoomRecon: High-Quality Textured Room Layout Reconstruction on Mobile Devices

Widespread RGB-Depth (RGB-D) sensors and advanced 3D reconstruction technologies facilitate the capture of indoor spaces, improving the fields of augmented reality (AR), virtual reality (VR), and extended reality (XR). Nevertheless, current technologies still face limitations, such as the inability to reflect minor scene changes without a complete recapture, the lack of semantic scene understanding, and various texturing challenges that affect the 3D model's visual quality. These issues affect the realism required for VR experiences and other applications such as in interior design and real estate. To address these challenges, we introduce RoomRecon, an interactive, real-time scanning and texturing pipeline for 3D room models. We propose a two-phase texturing pipeline that integrates AR-guided image capturing for texturing and generative AI models to improve texturing quality and provide better replicas of indoor spaces. Moreover, we suggest focusing only on permanent room elements such as walls, floors, and ceilings, to allow for easily customizable 3D models. We conduct experiments in a variety of indoor spaces to assess the texturing quality and speed of our method. The quantitative results and user study demonstrate that RoomRecon surpasses state-of-the-art methods in terms of texturing quality and on-device computation time.
Seok Joon Kim, Dinh Duc Cao, Federica Spinola +2
Mar 4, 2026cs.MM

Design-MLLM: A Reinforcement Alignment Framework for Verifiable and Aesthetic Interior Design

Interior design is a requirements-to-visual-plan generation process that must simultaneously satisfy verifiable spatial feasibility and comparative aesthetic preferences. While recent multimodal large language models (MLLMs) offer a unified foundation for interpreting user intent and producing design rationales, our empirical analysis reveals a persistent contradiction in real-world deployment: MLLMs often produce layouts that are unbuildable and aesthetically inconsistent. These findings indicate that simply adding in-domain text is insufficient; effective interior design requires an alignment mechanism that separates hard constraints from soft preferences and coordinates them during optimization. To address this, we propose Design-MLLM, a reinforcement alignment framework that optimizes a feasibility-first preference objective via a dual-branch, aesthetic-oriented reward. Specifically, Design-MLLM (i) explicitly evaluates spatial feasibility using programmatic constraint checks, (ii) assesses aesthetic preference only among feasible candidates to avoid visually appealing but unexecutable shortcuts, and (iii) performs group-relative optimization to obtain stable preference signals. Through this process, Design-MLLM learns a controllable policy that consistently selects and generates solutions that are both executable and aesthetically coherent, rather than occasionally producing visually appealing but infeasible designs. Extensive experiments on various benchmark datasets demonstrate the advantages of Design-MLLM.
Yuxuan Yang, Xiaotong Mao, Jingyao Wang