Indoor Scene Generation
Overview
Indoor scene generation studies how to turn descriptions, images, floor plans, and user needs into coherent room layouts and 3D environments. Methods range from procedural rules and scene graphs to diffusion models, autoregressive generators, and language-model agents that plan, validate, and refine object placement. The results can support architectural design and create interactive environments for robotics and simulation. A central challenge is balancing visual realism and semantic control with physical validity, usability, and efficient editing, especially in complex or multi-room spaces.
Latest papers
64 papers8 papers in the last four weeks, up 167% on the four weeks before. 0.0% of all new papers.
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.
RoboLayout: Differentiable 3D Scene Generation for Embodied Agents
Recent advances in vision language models (VLMs) have shown strong potential for spatial reasoning and 3D scene layout generation from open-ended language instructions. However, generating layouts that are not only semantically coherent but also feasible for interaction by embodied agents remains challenging, particularly in physically constrained indoor environments. In this paper, RoboLayout is introduced as an extension of LayoutVLM that augments the original framework with agent-aware reasoning and improved optimization stability. RoboLayout integrates explicit reachability constraints into a differentiable layout optimization process, enabling the generation of layouts that are navigable and actionable by embodied agents. Importantly, the agent abstraction is not limited to a specific robot platform and can represent diverse entities with distinct physical capabilities, such as service robots, warehouse robots, humans of different age groups, or animals, allowing environment design to be tailored to the intended agent. In addition, a local refinement stage is proposed that selectively reoptimizes problematic object placements while keeping the remainder of the scene fixed, improving convergence efficiency without increasing global optimization iterations. Overall, RoboLayout preserves the strong semantic alignment and physical plausibility of LayoutVLM while enhancing applicability to agent-centric indoor scene generation, as demonstrated by experimental results across diverse scene configurations.
SceneReVis: A Self-Reflective Vision-Grounded Framework for 3D Indoor Scene Synthesis via Multi-Turn RL
Current one-pass 3D scene synthesis methods often suffer from spatial hallucinations, such as collisions, due to a lack of deliberative reasoning. To bridge this gap, we introduce SceneReVis, a vision-grounded self-reflection framework that employs an iterative "diagnose-and-act" loop to explicitly intercept and resolve spatial conflicts using multi-modal feedback. To support this step-wise paradigm, we construct SceneChain-12k, a large-scale dataset of causal construction trajectories derived through a novel reverse engineering pipeline. We further propose a two-stage training recipe that transitions from Supervised Fine-Tuning to Agentic Reinforcement Learning, evolving the model into an active spatial planner. Extensive experiments demonstrate that SceneReVis achieves state-of-the-art performance in high-fidelity generation and goal-oriented optimization, with improved transfer to underrepresented room categories in the dataset and promising potential for extension to out-of-distribution room types.
ReSpace: Text-Driven Autoregressive 3D Indoor Scene Synthesis and Editing
Scene synthesis and editing has emerged as a promising direction in computer graphics. Current trained approaches for 3D indoor scene generation either oversimplify object semantics through one-hot class encodings (e.g., 'chair' or 'table'), require masked diffusion for editing, ignore room boundaries, or rely on floor plan renderings that fail to capture complex layouts. LLM-based methods enable richer semantics via natural language, but lack editing functionality, are limited to rectangular layouts, or rely on weak spatial reasoning from implicit world models. We introduce ReSpace, a generative framework for autoregressive text-driven 3D indoor scene synthesis and editing. Our approach features a compact structured scene representation with explicit room boundaries that enables asset-agnostic deployment and frames scene manipulation as a next-token prediction task, supporting object addition, removal, and swapping via natural language. We employ supervised fine-tuning with a preference alignment stage to train a specialized language model for object addition that accounts for user instructions, spatial geometry, object semantics, and scene-level composition. We further introduce a voxelization-based evaluation metric capturing fine-grained geometric violations beyond 3D bounding boxes. Experiments surpass state-of-the-art on object addition and achieve superior human-perceived quality on the application of full scene synthesis, despite not being trained on it.