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Feb 26

ReasonNavi: Human-Inspired Global Map Reasoning for Zero-Shot Embodied Navigation

Embodied agents often struggle with efficient navigation because they rely primarily on partial egocentric observations, which restrict global foresight and lead to inefficient exploration. In contrast, humans plan using maps: we reason globally first, then act locally. We introduce ReasonNavi, a human-inspired framework that operationalizes this reason-then-act paradigm by coupling Multimodal Large Language Models (MLLMs) with deterministic planners. ReasonNavi converts a top-down map into a discrete reasoning space by room segmentation and candidate target nodes sampling. An MLLM is then queried in a multi-stage process to identify the candidate most consistent with the instruction (object, image, or text goal), effectively leveraging the model's semantic reasoning ability while sidestepping its weakness in continuous coordinate prediction. The selected waypoint is grounded into executable trajectories using a deterministic action planner over an online-built occupancy map, while pretrained object detectors and segmenters ensure robust recognition at the goal. This yields a unified zero-shot navigation framework that requires no MLLM fine-tuning, circumvents the brittleness of RL-based policies and scales naturally with foundation model improvements. Across three navigation tasks, ReasonNavi consistently outperforms prior methods that demand extensive training or heavy scene modeling, offering a scalable, interpretable, and globally grounded solution to embodied navigation. Project page: https://reasonnavi.github.io/

  • 4 authors
·
Jan 26

Unsupervised domain adaptation for clinician pose estimation and instance segmentation in the operating room

The fine-grained localization of clinicians in the operating room (OR) is a key component to design the new generation of OR support systems. Computer vision models for person pixel-based segmentation and body-keypoints detection are needed to better understand the clinical activities and the spatial layout of the OR. This is challenging, not only because OR images are very different from traditional vision datasets, but also because data and annotations are hard to collect and generate in the OR due to privacy concerns. To address these concerns, we first study how joint person pose estimation and instance segmentation can be performed on low resolutions images with downsampling factors from 1x to 12x. Second, to address the domain shift and the lack of annotations, we propose a novel unsupervised domain adaptation method, called AdaptOR, to adapt a model from an in-the-wild labeled source domain to a statistically different unlabeled target domain. We propose to exploit explicit geometric constraints on the different augmentations of the unlabeled target domain image to generate accurate pseudo labels and use these pseudo labels to train the model on high- and low-resolution OR images in a self-training framework. Furthermore, we propose disentangled feature normalization to handle the statistically different source and target domain data. Extensive experimental results with detailed ablation studies on the two OR datasets MVOR+ and TUM-OR-test show the effectiveness of our approach against strongly constructed baselines, especially on the low-resolution privacy-preserving OR images. Finally, we show the generality of our method as a semi-supervised learning (SSL) method on the large-scale COCO dataset, where we achieve comparable results with as few as 1% of labeled supervision against a model trained with 100% labeled supervision.

  • 3 authors
·
Aug 26, 2021

Indoor Scene Generation from a Collection of Semantic-Segmented Depth Images

We present a method for creating 3D indoor scenes with a generative model learned from a collection of semantic-segmented depth images captured from different unknown scenes. Given a room with a specified size, our method automatically generates 3D objects in a room from a randomly sampled latent code. Different from existing methods that represent an indoor scene with the type, location, and other properties of objects in the room and learn the scene layout from a collection of complete 3D indoor scenes, our method models each indoor scene as a 3D semantic scene volume and learns a volumetric generative adversarial network (GAN) from a collection of 2.5D partial observations of 3D scenes. To this end, we apply a differentiable projection layer to project the generated 3D semantic scene volumes into semantic-segmented depth images and design a new multiple-view discriminator for learning the complete 3D scene volume from 2.5D semantic-segmented depth images. Compared to existing methods, our method not only efficiently reduces the workload of modeling and acquiring 3D scenes for training, but also produces better object shapes and their detailed layouts in the scene. We evaluate our method with different indoor scene datasets and demonstrate the advantages of our method. We also extend our method for generating 3D indoor scenes from semantic-segmented depth images inferred from RGB images of real scenes.

  • 4 authors
·
Aug 20, 2021

M$^3$-VOS: Multi-Phase, Multi-Transition, and Multi-Scenery Video Object Segmentation

Intelligent robots need to interact with diverse objects across various environments. The appearance and state of objects frequently undergo complex transformations depending on the object properties, e.g., phase transitions. However, in the vision community, segmenting dynamic objects with phase transitions is overlooked. In light of this, we introduce the concept of phase in segmentation, which categorizes real-world objects based on their visual characteristics and potential morphological and appearance changes. Then, we present a new benchmark, Multi-Phase, Multi-Transition, and Multi-Scenery Video Object Segmentation (M^3-VOS), to verify the ability of models to understand object phases, which consists of 479 high-resolution videos spanning over 10 distinct everyday scenarios. It provides dense instance mask annotations that capture both object phases and their transitions. We evaluate state-of-the-art methods on M^3-VOS, yielding several key insights. Notably, current appearance-based approaches show significant room for improvement when handling objects with phase transitions. The inherent changes in disorder suggest that the predictive performance of the forward entropy-increasing process can be improved through a reverse entropy-reducing process. These findings lead us to propose ReVOS, a new plug-andplay model that improves its performance by reversal refinement. Our data and code will be publicly available at https://zixuan-chen.github.io/M-cube-VOS.github.io/.

  • 7 authors
·
Dec 18, 2024

SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry

3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.

  • 6 authors
·
Feb 16, 2023

IndustryShapes: An RGB-D Benchmark dataset for 6D object pose estimation of industrial assembly components and tools

We introduce IndustryShapes, a new RGB-D benchmark dataset of industrial tools and components, designed for both instance-level and novel object 6D pose estimation approaches. The dataset provides a realistic and application-relevant testbed for benchmarking these methods in the context of industrial robotics bridging the gap between lab-based research and deployment in real-world manufacturing scenarios. Unlike many previous datasets that focus on household or consumer products or use synthetic, clean tabletop datasets, or objects captured solely in controlled lab environments, IndustryShapes introduces five new object types with challenging properties, also captured in realistic industrial assembly settings. The dataset has diverse complexity, from simple to more challenging scenes, with single and multiple objects, including scenes with multiple instances of the same object and it is organized in two parts: the classic set and the extended set. The classic set includes a total of 4,6k images and 6k annotated poses. The extended set introduces additional data modalities to support the evaluation of model-free and sequence-based approaches. To the best of our knowledge, IndustryShapes is the first dataset to offer RGB-D static onboarding sequences. We further evaluate the dataset on a representative set of state-of-the art methods for instance-based and novel object 6D pose estimation, including also object detection, segmentation, showing that there is room for improvement in this domain. The dataset page can be found in https://pose-lab.github.io/IndustryShapes.

  • 5 authors
·
Feb 5

ReSpace: Text-Driven 3D Scene Synthesis and Editing with Preference Alignment

Scene synthesis and editing has emerged as a promising direction in computer graphics. Current trained approaches for 3D indoor scenes 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. In contrast, LLM-based methods enable richer semantics via natural language (e.g., 'modern studio with light wood furniture') but do not support editing, remain limited to rectangular layouts or rely on weak spatial reasoning from implicit world models. We introduce ReSpace, a generative framework for text-driven 3D indoor scene synthesis and editing using autoregressive language models. Our approach features a compact structured scene representation with explicit room boundaries that frames scene editing as a next-token prediction task. We leverage a dual-stage training approach combining supervised fine-tuning and preference alignment, enabling a specially trained language model for object addition that accounts for user instructions, spatial geometry, object semantics, and scene-level composition. For scene editing, we employ a zero-shot LLM to handle object removal and prompts for addition. We further introduce a novel voxelization-based evaluation that captures fine-grained geometry beyond 3D bounding boxes. Experimental results surpass state-of-the-art on object addition while maintaining competitive results on full scene synthesis.

Ctrl-Room: Controllable Text-to-3D Room Meshes Generation with Layout Constraints

Text-driven 3D indoor scene generation could be useful for gaming, film industry, and AR/VR applications. However, existing methods cannot faithfully capture the room layout, nor do they allow flexible editing of individual objects in the room. To address these problems, we present Ctrl-Room, which is able to generate convincing 3D rooms with designer-style layouts and high-fidelity textures from just a text prompt. Moreover, Ctrl-Room enables versatile interactive editing operations such as resizing or moving individual furniture items. Our key insight is to separate the modeling of layouts and appearance. %how to model the room that takes into account both scene texture and geometry at the same time. To this end, Our proposed method consists of two stages, a `Layout Generation Stage' and an `Appearance Generation Stage'. The `Layout Generation Stage' trains a text-conditional diffusion model to learn the layout distribution with our holistic scene code parameterization. Next, the `Appearance Generation Stage' employs a fine-tuned ControlNet to produce a vivid panoramic image of the room guided by the 3D scene layout and text prompt. In this way, we achieve a high-quality 3D room with convincing layouts and lively textures. Benefiting from the scene code parameterization, we can easily edit the generated room model through our mask-guided editing module, without expensive editing-specific training. Extensive experiments on the Structured3D dataset demonstrate that our method outperforms existing methods in producing more reasonable, view-consistent, and editable 3D rooms from natural language prompts.

  • 4 authors
·
Oct 5, 2023

Zero-Shot Dual-Path Integration Framework for Open-Vocabulary 3D Instance Segmentation

Open-vocabulary 3D instance segmentation transcends traditional closed-vocabulary methods by enabling the identification of both previously seen and unseen objects in real-world scenarios. It leverages a dual-modality approach, utilizing both 3D point clouds and 2D multi-view images to generate class-agnostic object mask proposals. Previous efforts predominantly focused on enhancing 3D mask proposal models; consequently, the information that could come from 2D association to 3D was not fully exploited. This bias towards 3D data, while effective for familiar indoor objects, limits the system's adaptability to new and varied object types, where 2D models offer greater utility. Addressing this gap, we introduce Zero-Shot Dual-Path Integration Framework that equally values the contributions of both 3D and 2D modalities. Our framework comprises three components: 3D pathway, 2D pathway, and Dual-Path Integration. 3D pathway generates spatially accurate class-agnostic mask proposals of common indoor objects from 3D point cloud data using a pre-trained 3D model, while 2D pathway utilizes pre-trained open-vocabulary instance segmentation model to identify a diverse array of object proposals from multi-view RGB-D images. In Dual-Path Integration, our Conditional Integration process, which operates in two stages, filters and merges the proposals from both pathways adaptively. This process harmonizes output proposals to enhance segmentation capabilities. Our framework, utilizing pre-trained models in a zero-shot manner, is model-agnostic and demonstrates superior performance on both seen and unseen data, as evidenced by comprehensive evaluations on the ScanNet200 and qualitative results on ARKitScenes datasets.

  • 6 authors
·
Aug 16, 2024

Furnishing Your Room by What You See: An End-to-End Furniture Set Retrieval Framework with Rich Annotated Benchmark Dataset

Understanding interior scenes has attracted enormous interest in computer vision community. However, few works focus on the understanding of furniture within the scenes and a large-scale dataset is also lacked to advance the field. In this paper, we first fill the gap by presenting DeepFurniture, a richly annotated large indoor scene dataset, including 24k indoor images, 170k furniture instances and 20k unique furniture identities. On the dataset, we introduce a new benchmark, named furniture set retrieval. Given an indoor photo as input, the task requires to detect all the furniture instances and search a matched set of furniture identities. To address this challenging task, we propose a feature and context embedding based framework. It contains 3 major contributions: (1) An improved Mask-RCNN model with an additional mask-based classifier is introduced for better utilizing the mask information to relieve the occlusion problems in furniture detection context. (2) A multi-task style Siamese network is proposed to train the feature embedding model for retrieval, which is composed of a classification subnet supervised by self-clustered pseudo attributes and a verification subnet to estimate whether the input pair is matched. (3) In order to model the relationship of the furniture entities in an interior design, a context embedding model is employed to re-rank the retrieval results. Extensive experiments demonstrate the effectiveness of each module and the overall system.

  • 6 authors
·
Nov 21, 2019

Hierarchically-Structured Open-Vocabulary Indoor Scene Synthesis with Pre-trained Large Language Model

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) assist in open-vocabulary indoor scene synthesis. However, the challenge lies in converting the LLM-generated outputs into reasonable and physically feasible scene layouts. In this paper, we propose to generate hierarchically structured scene descriptions with LLM and then compute the scene layouts. Specifically, we train a hierarchy-aware network to infer the fine-grained relative positions between objects and design a divide-and-conquer optimization to solve for scene layouts. The advantages of using hierarchically structured scene representation are two-fold. First, the hierarchical structure provides a rough grounding for object arrangement, which alleviates contradictory placements with dense relations and enhances the generalization ability of the network to infer fine-grained placements. Second, it naturally supports the divide-and-conquer optimization, by first arranging the sub-scenes and then the entire scene, to more effectively solve for a feasible layout. We conduct extensive comparison experiments and ablation studies with both qualitative and quantitative evaluations to validate the effectiveness of our key designs with the hierarchically structured scene representation. Our approach can generate more reasonable scene layouts while better aligned with the user requirements and LLM descriptions. We also present open-vocabulary scene synthesis and interactive scene design results to show the strength of our approach in the applications.

  • 6 authors
·
Feb 15, 2025

Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases

We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.

  • 10 authors
·
Feb 4, 2024

DCSEG: Decoupled 3D Open-Set Segmentation using Gaussian Splatting

Open-set 3D segmentation represents a major point of interest for multiple downstream robotics and augmented/virtual reality applications. We present a decoupled 3D segmentation pipeline to ensure modularity and adaptability to novel 3D representations as well as semantic segmentation foundation models. We first reconstruct a scene with 3D Gaussians and learn class-agnostic features through contrastive supervision from a 2D instance proposal network. These 3D features are then clustered to form coarse object- or part-level masks. Finally, we match each 3D cluster to class-aware masks predicted by a 2D open-vocabulary segmentation model, assigning semantic labels without retraining the 3D representation. Our decoupled design (1) provides a plug-and-play interface for swapping different 2D or 3D modules, (2) ensures multi-object instance segmentation at no extra cost, and (3) leverages rich 3D geometry for robust scene understanding. We evaluate on synthetic and real-world indoor datasets, demonstrating improved performance over comparable NeRF-based pipelines on mIoU and mAcc, particularly for challenging or long-tail classes. We also show how varying the 2D backbone affects the final segmentation, highlighting the modularity of our framework. These results confirm that decoupling 3D mask proposal and semantic classification can deliver flexible, efficient, and open-vocabulary 3D segmentation.

  • 3 authors
·
Dec 14, 2024

TIDEE: Tidying Up Novel Rooms using Visuo-Semantic Commonsense Priors

We introduce TIDEE, an embodied agent that tidies up a disordered scene based on learned commonsense object placement and room arrangement priors. TIDEE explores a home environment, detects objects that are out of their natural place, infers plausible object contexts for them, localizes such contexts in the current scene, and repositions the objects. Commonsense priors are encoded in three modules: i) visuo-semantic detectors that detect out-of-place objects, ii) an associative neural graph memory of objects and spatial relations that proposes plausible semantic receptacles and surfaces for object repositions, and iii) a visual search network that guides the agent's exploration for efficiently localizing the receptacle-of-interest in the current scene to reposition the object. We test TIDEE on tidying up disorganized scenes in the AI2THOR simulation environment. TIDEE carries out the task directly from pixel and raw depth input without ever having observed the same room beforehand, relying only on priors learned from a separate set of training houses. Human evaluations on the resulting room reorganizations show TIDEE outperforms ablative versions of the model that do not use one or more of the commonsense priors. On a related room rearrangement benchmark that allows the agent to view the goal state prior to rearrangement, a simplified version of our model significantly outperforms a top-performing method by a large margin. Code and data are available at the project website: https://tidee-agent.github.io/.

  • 7 authors
·
Jul 21, 2022

MLLM-For3D: Adapting Multimodal Large Language Model for 3D Reasoning Segmentation

Reasoning segmentation aims to segment target objects in complex scenes based on human intent and spatial reasoning. While recent multimodal large language models (MLLMs) have demonstrated impressive 2D image reasoning segmentation, adapting these capabilities to 3D scenes remains underexplored. In this paper, we introduce MLLM-For3D, a simple yet effective framework that transfers knowledge from 2D MLLMs to 3D scene understanding. Specifically, we utilize MLLMs to generate multi-view pseudo segmentation masks and corresponding text embeddings, then unproject 2D masks into 3D space and align them with the text embeddings. The primary challenge lies in the absence of 3D context and spatial consistency across multiple views, causing the model to hallucinate objects that do not exist and fail to target objects consistently. Training the 3D model with such irrelevant objects leads to performance degradation. To address this, we introduce a spatial consistency strategy to enforce that segmentation masks remain coherent in the 3D space, effectively capturing the geometry of the scene. Moreover, we develop a Token-for-Query approach for multimodal semantic alignment, enabling consistent identification of the same object across different views. Extensive evaluations on various challenging indoor scene benchmarks demonstrate that, even without any labeled 3D training data, MLLM-For3D outperforms existing 3D reasoning segmentation methods, effectively interpreting user intent, understanding 3D scenes, and reasoning about spatial relationships.

  • 8 authors
·
Mar 23, 2025

MuraNet: Multi-task Floor Plan Recognition with Relation Attention

The recognition of information in floor plan data requires the use of detection and segmentation models. However, relying on several single-task models can result in ineffective utilization of relevant information when there are multiple tasks present simultaneously. To address this challenge, we introduce MuraNet, an attention-based multi-task model for segmentation and detection tasks in floor plan data. In MuraNet, we adopt a unified encoder called MURA as the backbone with two separated branches: an enhanced segmentation decoder branch and a decoupled detection head branch based on YOLOX, for segmentation and detection tasks respectively. The architecture of MuraNet is designed to leverage the fact that walls, doors, and windows usually constitute the primary structure of a floor plan's architecture. By jointly training the model on both detection and segmentation tasks, we believe MuraNet can effectively extract and utilize relevant features for both tasks. Our experiments on the CubiCasa5k public dataset show that MuraNet improves convergence speed during training compared to single-task models like U-Net and YOLOv3. Moreover, we observe improvements in the average AP and IoU in detection and segmentation tasks, respectively.Our ablation experiments demonstrate that the attention-based unified backbone of MuraNet achieves better feature extraction in floor plan recognition tasks, and the use of decoupled multi-head branches for different tasks further improves model performance. We believe that our proposed MuraNet model can address the disadvantages of single-task models and improve the accuracy and efficiency of floor plan data recognition.

  • 4 authors
·
Sep 1, 2023

ROOT: VLM based System for Indoor Scene Understanding and Beyond

Recently, Vision Language Models (VLMs) have experienced significant advancements, yet these models still face challenges in spatial hierarchical reasoning within indoor scenes. In this study, we introduce ROOT, a VLM-based system designed to enhance the analysis of indoor scenes. Specifically, we first develop an iterative object perception algorithm using GPT-4V to detect object entities within indoor scenes. This is followed by employing vision foundation models to acquire additional meta-information about the scene, such as bounding boxes. Building on this foundational data, we propose a specialized VLM, SceneVLM, which is capable of generating spatial hierarchical scene graphs and providing distance information for objects within indoor environments. This information enhances our understanding of the spatial arrangement of indoor scenes. To train our SceneVLM, we collect over 610,000 images from various public indoor datasets and implement a scene data generation pipeline with a semi-automated technique to establish relationships and estimate distances among indoor objects. By utilizing this enriched data, we conduct various training recipes and finish SceneVLM. Our experiments demonstrate that \rootname facilitates indoor scene understanding and proves effective in diverse downstream applications, such as 3D scene generation and embodied AI. The code will be released at https://github.com/harrytea/ROOT.

  • 7 authors
·
Nov 23, 2024

LLM-driven Indoor Scene Layout Generation via Scaled Human-aligned Data Synthesis and Multi-Stage Preference Optimization

Automatic indoor layout generation has attracted increasing attention due to its potential in interior design, virtual environment construction, and embodied AI. Existing methods fall into two categories: prompt-driven approaches that leverage proprietary LLM services (e.g., GPT APIs) and learning-based methods trained on layout data upon diffusion-based models. Prompt-driven methods often suffer from spatial inconsistency and high computational costs, while learning-based methods are typically constrained by coarse relational graphs and limited datasets, restricting their generalization to diverse room categories. In this paper, we revisit LLM-based indoor layout generation and present 3D-SynthPlace, a large-scale dataset that combines synthetic layouts generated via a 'GPT synthesize, Human inspect' pipeline, upgraded from the 3D-Front dataset. 3D-SynthPlace contains nearly 17,000 scenes, covering four common room types -- bedroom, living room, kitchen, and bathroom -- enriched with diverse objects and high-level spatial annotations. We further introduce OptiScene, a strong open-source LLM optimized for indoor layout generation, fine-tuned based on our 3D-SynthPlace dataset through our two-stage training. For the warum-up stage I, we adopt supervised fine-tuning (SFT), which is taught to first generate high-level spatial descriptions then conditionally predict concrete object placements. For the reinforcing stage II, to better align the generated layouts with human design preferences, we apply multi-turn direct preference optimization (DPO), which significantly improving layout quality and generation success rates. Extensive experiments demonstrate that OptiScene outperforms traditional prompt-driven and learning-based baselines. Moreover, OptiScene shows promising potential in interactive tasks such as scene editing and robot navigation.

  • 8 authors
·
Jun 9, 2025

ROOM: A Physics-Based Continuum Robot Simulator for Photorealistic Medical Datasets Generation

Continuum robots are advancing bronchoscopy procedures by accessing complex lung airways and enabling targeted interventions. However, their development is limited by the lack of realistic training and test environments: Real data is difficult to collect due to ethical constraints and patient safety concerns, and developing autonomy algorithms requires realistic imaging and physical feedback. We present ROOM (Realistic Optical Observation in Medicine), a comprehensive simulation framework designed for generating photorealistic bronchoscopy training data. By leveraging patient CT scans, our pipeline renders multi-modal sensor data including RGB images with realistic noise and light specularities, metric depth maps, surface normals, optical flow and point clouds at medically relevant scales. We validate the data generated by ROOM in two canonical tasks for medical robotics -- multi-view pose estimation and monocular depth estimation, demonstrating diverse challenges that state-of-the-art methods must overcome to transfer to these medical settings. Furthermore, we show that the data produced by ROOM can be used to fine-tune existing depth estimation models to overcome these challenges, also enabling other downstream applications such as navigation. We expect that ROOM will enable large-scale data generation across diverse patient anatomies and procedural scenarios that are challenging to capture in clinical settings. Code and data: https://github.com/iamsalvatore/room.

  • 7 authors
·
Sep 16, 2025 2

S-INF: Towards Realistic Indoor Scene Synthesis via Scene Implicit Neural Field

Learning-based methods have become increasingly popular in 3D indoor scene synthesis (ISS), showing superior performance over traditional optimization-based approaches. These learning-based methods typically model distributions on simple yet explicit scene representations using generative models. However, due to the oversimplified explicit representations that overlook detailed information and the lack of guidance from multimodal relationships within the scene, most learning-based methods struggle to generate indoor scenes with realistic object arrangements and styles. In this paper, we introduce a new method, Scene Implicit Neural Field (S-INF), for indoor scene synthesis, aiming to learn meaningful representations of multimodal relationships, to enhance the realism of indoor scene synthesis. S-INF assumes that the scene layout is often related to the object-detailed information. It disentangles the multimodal relationships into scene layout relationships and detailed object relationships, fusing them later through implicit neural fields (INFs). By learning specialized scene layout relationships and projecting them into S-INF, we achieve a realistic generation of scene layout. Additionally, S-INF captures dense and detailed object relationships through differentiable rendering, ensuring stylistic consistency across objects. Through extensive experiments on the benchmark 3D-FRONT dataset, we demonstrate that our method consistently achieves state-of-the-art performance under different types of ISS.

  • 6 authors
·
Dec 23, 2024

Holistic Understanding of 3D Scenes as Universal Scene Description

3D scene understanding is a long-standing challenge in computer vision and a key component in enabling mixed reality, wearable computing, and embodied AI. Providing a solution to these applications requires a multifaceted approach that covers scene-centric, object-centric, as well as interaction-centric capabilities. While there exist numerous datasets approaching the former two problems, the task of understanding interactable and articulated objects is underrepresented and only partly covered by current works. In this work, we address this shortcoming and introduce (1) an expertly curated dataset in the Universal Scene Description (USD) format, featuring high-quality manual annotations, for instance, segmentation and articulation on 280 indoor scenes; (2) a learning-based model together with a novel baseline capable of predicting part segmentation along with a full specification of motion attributes, including motion type, articulated and interactable parts, and motion parameters; (3) a benchmark serving to compare upcoming methods for the task at hand. Overall, our dataset provides 8 types of annotations - object and part segmentations, motion types, movable and interactable parts, motion parameters, connectivity, and object mass annotations. With its broad and high-quality annotations, the data provides the basis for holistic 3D scene understanding models. All data is provided in the USD format, allowing interoperability and easy integration with downstream tasks. We provide open access to our dataset, benchmark, and method's source code.

  • 6 authors
·
Dec 2, 2024

Global-Local Tree Search for Language Guided 3D Scene Generation

Large Vision-Language Models (VLMs), such as GPT-4, have achieved remarkable success across various fields. However, there are few studies on 3D indoor scene generation with VLMs. This paper considers this task as a planning problem subject to spatial and layout common sense constraints. To solve the problem with a VLM, we propose a new global-local tree search algorithm. Globally, the method places each object sequentially and explores multiple placements during each placement process, where the problem space is represented as a tree. To reduce the depth of the tree, we decompose the scene structure hierarchically, i.e. room level, region level, floor object level, and supported object level. The algorithm independently generates the floor objects in different regions and supported objects placed on different floor objects. Locally, we also decompose the sub-task, the placement of each object, into multiple steps. The algorithm searches the tree of problem space. To leverage the VLM model to produce positions of objects, we discretize the top-down view space as a dense grid and fill each cell with diverse emojis to make to cells distinct. We prompt the VLM with the emoji grid and the VLM produces a reasonable location for the object by describing the position with the name of emojis. The quantitative and qualitative experimental results illustrate our approach generates more plausible 3D scenes than state-of-the-art approaches. Our source code is available at https://github.com/dw-dengwei/TreeSearchGen .

  • 3 authors
·
Mar 24, 2025 2

UFO: A Unified Approach to Fine-grained Visual Perception via Open-ended Language Interface

Generalist models have achieved remarkable success in both language and vision-language tasks, showcasing the potential of unified modeling. However, effectively integrating fine-grained perception tasks like detection and segmentation into these models remains a significant challenge. This is primarily because these tasks often rely heavily on task-specific designs and architectures that can complicate the modeling process. To address this challenge, we present \ours, a framework that Unifies Fine-grained visual perception tasks through an Open-ended language interface. By transforming all perception targets into the language space, \ours unifies object-level detection, pixel-level segmentation, and image-level vision-language tasks into a single model. Additionally, we introduce a novel embedding retrieval approach that relies solely on the language interface to support segmentation tasks. Our framework bridges the gap between fine-grained perception and vision-language tasks, significantly simplifying architectural design and training strategies while achieving comparable or superior performance to methods with intricate task-specific designs. After multi-task training on five standard visual perception datasets, \ours outperforms the previous state-of-the-art generalist models by 12.3 mAP on COCO instance segmentation and 3.3 mIoU on ADE20K semantic segmentation. Furthermore, our method seamlessly integrates with existing MLLMs, effectively combining fine-grained perception capabilities with their advanced language abilities, thereby enabling more challenging tasks such as reasoning segmentation. Code and models will be publicly available.

  • 8 authors
·
Mar 3, 2025 2

LLplace: The 3D Indoor Scene Layout Generation and Editing via Large Language Model

Designing 3D indoor layouts is a crucial task with significant applications in virtual reality, interior design, and automated space planning. Existing methods for 3D layout design either rely on diffusion models, which utilize spatial relationship priors, or heavily leverage the inferential capabilities of proprietary Large Language Models (LLMs), which require extensive prompt engineering and in-context exemplars via black-box trials. These methods often face limitations in generalization and dynamic scene editing. In this paper, we introduce LLplace, a novel 3D indoor scene layout designer based on lightweight fine-tuned open-source LLM Llama3. LLplace circumvents the need for spatial relationship priors and in-context exemplars, enabling efficient and credible room layout generation based solely on user inputs specifying the room type and desired objects. We curated a new dialogue dataset based on the 3D-Front dataset, expanding the original data volume and incorporating dialogue data for adding and removing objects. This dataset can enhance the LLM's spatial understanding. Furthermore, through dialogue, LLplace activates the LLM's capability to understand 3D layouts and perform dynamic scene editing, enabling the addition and removal of objects. Our approach demonstrates that LLplace can effectively generate and edit 3D indoor layouts interactively and outperform existing methods in delivering high-quality 3D design solutions. Code and dataset will be released.

  • 7 authors
·
Jun 6, 2024

RoomTex: Texturing Compositional Indoor Scenes via Iterative Inpainting

The advancement of diffusion models has pushed the boundary of text-to-3D object generation. While it is straightforward to composite objects into a scene with reasonable geometry, it is nontrivial to texture such a scene perfectly due to style inconsistency and occlusions between objects. To tackle these problems, we propose a coarse-to-fine 3D scene texturing framework, referred to as RoomTex, to generate high-fidelity and style-consistent textures for untextured compositional scene meshes. In the coarse stage, RoomTex first unwraps the scene mesh to a panoramic depth map and leverages ControlNet to generate a room panorama, which is regarded as the coarse reference to ensure the global texture consistency. In the fine stage, based on the panoramic image and perspective depth maps, RoomTex will refine and texture every single object in the room iteratively along a series of selected camera views, until this object is completely painted. Moreover, we propose to maintain superior alignment between RGB and depth spaces via subtle edge detection methods. Extensive experiments show our method is capable of generating high-quality and diverse room textures, and more importantly, supporting interactive fine-grained texture control and flexible scene editing thanks to our inpainting-based framework and compositional mesh input. Our project page is available at https://qwang666.github.io/RoomTex/.

  • 8 authors
·
Jun 4, 2024

Unposed Sparse Views Room Layout Reconstruction in the Age of Pretrain Model

Room layout estimation from multiple-perspective images is poorly investigated due to the complexities that emerge from multi-view geometry, which requires muti-step solutions such as camera intrinsic and extrinsic estimation, image matching, and triangulation. However, in 3D reconstruction, the advancement of recent 3D foundation models such as DUSt3R has shifted the paradigm from the traditional multi-step structure-from-motion process to an end-to-end single-step approach. To this end, we introduce Plane-DUSt3R, a novel method for multi-view room layout estimation leveraging the 3D foundation model DUSt3R. Plane-DUSt3R incorporates the DUSt3R framework and fine-tunes on a room layout dataset (Structure3D) with a modified objective to estimate structural planes. By generating uniform and parsimonious results, Plane-DUSt3R enables room layout estimation with only a single post-processing step and 2D detection results. Unlike previous methods that rely on single-perspective or panorama image, Plane-DUSt3R extends the setting to handle multiple-perspective images. Moreover, it offers a streamlined, end-to-end solution that simplifies the process and reduces error accumulation. Experimental results demonstrate that Plane-DUSt3R not only outperforms state-of-the-art methods on the synthetic dataset but also proves robust and effective on in the wild data with different image styles such as cartoon.Our code is available at: https://github.com/justacar/Plane-DUSt3R

  • 6 authors
·
Feb 23, 2025 3

OSS-Net: Memory Efficient High Resolution Semantic Segmentation of 3D Medical Data

Convolutional neural networks (CNNs) are the current state-of-the-art meta-algorithm for volumetric segmentation of medical data, for example, to localize COVID-19 infected tissue on computer tomography scans or the detection of tumour volumes in magnetic resonance imaging. A key limitation of 3D CNNs on voxelised data is that the memory consumption grows cubically with the training data resolution. Occupancy networks (O-Nets) are an alternative for which the data is represented continuously in a function space and 3D shapes are learned as a continuous decision boundary. While O-Nets are significantly more memory efficient than 3D CNNs, they are limited to simple shapes, are relatively slow at inference, and have not yet been adapted for 3D semantic segmentation of medical data. Here, we propose Occupancy Networks for Semantic Segmentation (OSS-Nets) to accurately and memory-efficiently segment 3D medical data. We build upon the original O-Net with modifications for increased expressiveness leading to improved segmentation performance comparable to 3D CNNs, as well as modifications for faster inference. We leverage local observations to represent complex shapes and prior encoder predictions to expedite inference. We showcase OSS-Net's performance on 3D brain tumour and liver segmentation against a function space baseline (O-Net), a performance baseline (3D residual U-Net), and an efficiency baseline (2D residual U-Net). OSS-Net yields segmentation results similar to the performance baseline and superior to the function space and efficiency baselines. In terms of memory efficiency, OSS-Net consumes comparable amounts of memory as the function space baseline, somewhat more memory than the efficiency baseline and significantly less than the performance baseline. As such, OSS-Net enables memory-efficient and accurate 3D semantic segmentation that can scale to high resolutions.

  • 4 authors
·
Oct 20, 2021

ReCo: Retrieve and Co-segment for Zero-shot Transfer

Semantic segmentation has a broad range of applications, but its real-world impact has been significantly limited by the prohibitive annotation costs necessary to enable deployment. Segmentation methods that forgo supervision can side-step these costs, but exhibit the inconvenient requirement to provide labelled examples from the target distribution to assign concept names to predictions. An alternative line of work in language-image pre-training has recently demonstrated the potential to produce models that can both assign names across large vocabularies of concepts and enable zero-shot transfer for classification, but do not demonstrate commensurate segmentation abilities. In this work, we strive to achieve a synthesis of these two approaches that combines their strengths. We leverage the retrieval abilities of one such language-image pre-trained model, CLIP, to dynamically curate training sets from unlabelled images for arbitrary collections of concept names, and leverage the robust correspondences offered by modern image representations to co-segment entities among the resulting collections. The synthetic segment collections are then employed to construct a segmentation model (without requiring pixel labels) whose knowledge of concepts is inherited from the scalable pre-training process of CLIP. We demonstrate that our approach, termed Retrieve and Co-segment (ReCo) performs favourably to unsupervised segmentation approaches while inheriting the convenience of nameable predictions and zero-shot transfer. We also demonstrate ReCo's ability to generate specialist segmenters for extremely rare objects.

  • 3 authors
·
Jun 14, 2022

SceneWeaver: All-in-One 3D Scene Synthesis with an Extensible and Self-Reflective Agent

Indoor scene synthesis has become increasingly important with the rise of Embodied AI, which requires 3D environments that are not only visually realistic but also physically plausible and functionally diverse. While recent approaches have advanced visual fidelity, they often remain constrained to fixed scene categories, lack sufficient object-level detail and physical consistency, and struggle to align with complex user instructions. In this work, we present SceneWeaver, a reflective agentic framework that unifies diverse scene synthesis paradigms through tool-based iterative refinement. At its core, SceneWeaver employs a language model-based planner to select from a suite of extensible scene generation tools, ranging from data-driven generative models to visual- and LLM-based methods, guided by self-evaluation of physical plausibility, visual realism, and semantic alignment with user input. This closed-loop reason-act-reflect design enables the agent to identify semantic inconsistencies, invoke targeted tools, and update the environment over successive iterations. Extensive experiments on both common and open-vocabulary room types demonstrate that SceneWeaver not only outperforms prior methods on physical, visual, and semantic metrics, but also generalizes effectively to complex scenes with diverse instructions, marking a step toward general-purpose 3D environment generation. Project website: https://scene-weaver.github.io/.

  • 4 authors
·
Sep 24, 2025 2

M3DLayout: A Multi-Source Dataset of 3D Indoor Layouts and Structured Descriptions for 3D Generation

In text-driven 3D scene generation, object layout serves as a crucial intermediate representation that bridges high-level language instructions with detailed geometric output. It not only provides a structural blueprint for ensuring physical plausibility but also supports semantic controllability and interactive editing. However, the learning capabilities of current 3D indoor layout generation models are constrained by the limited scale, diversity, and annotation quality of existing datasets. To address this, we introduce M3DLayout, a large-scale, multi-source dataset for 3D indoor layout generation. M3DLayout comprises 15,080 layouts and over 258k object instances, integrating three distinct sources: real-world scans, professional CAD designs, and procedurally generated scenes. Each layout is paired with detailed structured text describing global scene summaries, relational placements of large furniture, and fine-grained arrangements of smaller items. This diverse and richly annotated resource enables models to learn complex spatial and semantic patterns across a wide variety of indoor environments. To assess the potential of M3DLayout, we establish a benchmark using a text-conditioned diffusion model. Experimental results demonstrate that our dataset provides a solid foundation for training layout generation models. Its multi-source composition enhances diversity, notably through the Inf3DLayout subset which provides rich small-object information, enabling the generation of more complex and detailed scenes. We hope that M3DLayout can serve as a valuable resource for advancing research in text-driven 3D scene synthesis.

  • 7 authors
·
Sep 28, 2025

MUVOD: A Novel Multi-view Video Object Segmentation Dataset and A Benchmark for 3D Segmentation

The application of methods based on Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3D GS) have steadily gained popularity in the field of 3D object segmentation in static scenes. These approaches demonstrate efficacy in a range of 3D scene understanding and editing tasks. Nevertheless, the 4D object segmentation of dynamic scenes remains an underexplored field due to the absence of a sufficiently extensive and accurately labelled multi-view video dataset. In this paper, we present MUVOD, a new multi-view video dataset for training and evaluating object segmentation in reconstructed real-world scenarios. The 17 selected scenes, describing various indoor or outdoor activities, are collected from different sources of datasets originating from various types of camera rigs. Each scene contains a minimum of 9 views and a maximum of 46 views. We provide 7830 RGB images (30 frames per video) with their corresponding segmentation mask in 4D motion, meaning that any object of interest in the scene could be tracked across temporal frames of a given view or across different views belonging to the same camera rig. This dataset, which contains 459 instances of 73 categories, is intended as a basic benchmark for the evaluation of multi-view video segmentation methods. We also present an evaluation metric and a baseline segmentation approach to encourage and evaluate progress in this evolving field. Additionally, we propose a new benchmark for 3D object segmentation task with a subset of annotated multi-view images selected from our MUVOD dataset. This subset contains 50 objects of different conditions in different scenarios, providing a more comprehensive analysis of state-of-the-art 3D object segmentation methods. Our proposed MUVOD dataset is available at https://volumetric-repository.labs.b-com.com/#/muvod.

  • 6 authors
·
Jul 10, 2025

Leveraging Hallucinations to Reduce Manual Prompt Dependency in Promptable Segmentation

Promptable segmentation typically requires instance-specific manual prompts to guide the segmentation of each desired object. To minimize such a need, task-generic promptable segmentation has been introduced, which employs a single task-generic prompt to segment various images of different objects in the same task. Current methods use Multimodal Large Language Models (MLLMs) to reason detailed instance-specific prompts from a task-generic prompt for improving segmentation accuracy. The effectiveness of this segmentation heavily depends on the precision of these derived prompts. However, MLLMs often suffer hallucinations during reasoning, resulting in inaccurate prompting. While existing methods focus on eliminating hallucinations to improve a model, we argue that MLLM hallucinations can reveal valuable contextual insights when leveraged correctly, as they represent pre-trained large-scale knowledge beyond individual images. In this paper, we utilize hallucinations to mine task-related information from images and verify its accuracy for enhancing precision of the generated prompts. Specifically, we introduce an iterative Prompt-Mask Cycle generation framework (ProMaC) with a prompt generator and a mask generator.The prompt generator uses a multi-scale chain of thought prompting, initially exploring hallucinations for extracting extended contextual knowledge on a test image.These hallucinations are then reduced to formulate precise instance-specific prompts, directing the mask generator to produce masks that are consistent with task semantics by mask semantic alignment. The generated masks iteratively induce the prompt generator to focus more on task-relevant image areas and reduce irrelevant hallucinations, resulting jointly in better prompts and masks. Experiments on 5 benchmarks demonstrate the effectiveness of ProMaC. Code given in https://lwpyh.github.io/ProMaC/.

  • 4 authors
·
Aug 27, 2024

ResPlan: A Large-Scale Vector-Graph Dataset of 17,000 Residential Floor Plans

We introduce ResPlan, a large-scale dataset of 17,000 detailed, structurally rich, and realistic residential floor plans, created to advance spatial AI research. Each plan includes precise annotations of architectural elements (walls, doors, windows, balconies) and functional spaces (such as kitchens, bedrooms, and bathrooms). ResPlan addresses key limitations of existing datasets such as RPLAN (Wu et al., 2019) and MSD (van Engelenburg et al., 2024) by offering enhanced visual fidelity and greater structural diversity, reflecting realistic and non-idealized residential layouts. Designed as a versatile, general-purpose resource, ResPlan supports a wide range of applications including robotics, reinforcement learning, generative AI, virtual and augmented reality, simulations, and game development. Plans are provided in both geometric and graph-based formats, enabling direct integration into simulation engines and fast 3D conversion. A key contribution is an open-source pipeline for geometry cleaning, alignment, and annotation refinement. Additionally, ResPlan includes structured representations of room connectivity, supporting graph-based spatial reasoning tasks. Finally, we present comparative analyses with existing benchmarks and outline several open benchmark tasks enabled by ResPlan. Ultimately, ResPlan offers a significant advance in scale, realism, and usability, providing a robust foundation for developing and benchmarking next-generation spatial intelligence systems.

  • 2 authors
·
Aug 19, 2025

Revisit Anything: Visual Place Recognition via Image Segment Retrieval

Accurately recognizing a revisited place is crucial for embodied agents to localize and navigate. This requires visual representations to be distinct, despite strong variations in camera viewpoint and scene appearance. Existing visual place recognition pipelines encode the "whole" image and search for matches. This poses a fundamental challenge in matching two images of the same place captured from different camera viewpoints: "the similarity of what overlaps can be dominated by the dissimilarity of what does not overlap". We address this by encoding and searching for "image segments" instead of the whole images. We propose to use open-set image segmentation to decompose an image into `meaningful' entities (i.e., things and stuff). This enables us to create a novel image representation as a collection of multiple overlapping subgraphs connecting a segment with its neighboring segments, dubbed SuperSegment. Furthermore, to efficiently encode these SuperSegments into compact vector representations, we propose a novel factorized representation of feature aggregation. We show that retrieving these partial representations leads to significantly higher recognition recall than the typical whole image based retrieval. Our segments-based approach, dubbed SegVLAD, sets a new state-of-the-art in place recognition on a diverse selection of benchmark datasets, while being applicable to both generic and task-specialized image encoders. Finally, we demonstrate the potential of our method to ``revisit anything'' by evaluating our method on an object instance retrieval task, which bridges the two disparate areas of research: visual place recognition and object-goal navigation, through their common aim of recognizing goal objects specific to a place. Source code: https://github.com/AnyLoc/Revisit-Anything.

  • 5 authors
·
Sep 26, 2024

LD-ZNet: A Latent Diffusion Approach for Text-Based Image Segmentation

Large-scale pre-training tasks like image classification, captioning, or self-supervised techniques do not incentivize learning the semantic boundaries of objects. However, recent generative foundation models built using text-based latent diffusion techniques may learn semantic boundaries. This is because they have to synthesize intricate details about all objects in an image based on a text description. Therefore, we present a technique for segmenting real and AI-generated images using latent diffusion models (LDMs) trained on internet-scale datasets. First, we show that the latent space of LDMs (z-space) is a better input representation compared to other feature representations like RGB images or CLIP encodings for text-based image segmentation. By training the segmentation models on the latent z-space, which creates a compressed representation across several domains like different forms of art, cartoons, illustrations, and photographs, we are also able to bridge the domain gap between real and AI-generated images. We show that the internal features of LDMs contain rich semantic information and present a technique in the form of LD-ZNet to further boost the performance of text-based segmentation. Overall, we show up to 6% improvement over standard baselines for text-to-image segmentation on natural images. For AI-generated imagery, we show close to 20% improvement compared to state-of-the-art techniques. The project is available at https://koutilya-pnvr.github.io/LD-ZNet/.

  • 5 authors
·
Mar 22, 2023

REGNav: Room Expert Guided Image-Goal Navigation

Image-goal navigation aims to steer an agent towards the goal location specified by an image. Most prior methods tackle this task by learning a navigation policy, which extracts visual features of goal and observation images, compares their similarity and predicts actions. However, if the agent is in a different room from the goal image, it's extremely challenging to identify their similarity and infer the likely goal location, which may result in the agent wandering around. Intuitively, when humans carry out this task, they may roughly compare the current observation with the goal image, having an approximate concept of whether they are in the same room before executing the actions. Inspired by this intuition, we try to imitate human behaviour and propose a Room Expert Guided Image-Goal Navigation model (REGNav) to equip the agent with the ability to analyze whether goal and observation images are taken in the same room. Specifically, we first pre-train a room expert with an unsupervised learning technique on the self-collected unlabelled room images. The expert can extract the hidden room style information of goal and observation images and predict their relationship about whether they belong to the same room. In addition, two different fusion approaches are explored to efficiently guide the agent navigation with the room relation knowledge. Extensive experiments show that our REGNav surpasses prior state-of-the-art works on three popular benchmarks.

  • 4 authors
·
Feb 15, 2025

Interactive segmentation of medical images through fully convolutional neural networks

Image segmentation plays an essential role in medicine for both diagnostic and interventional tasks. Segmentation approaches are either manual, semi-automated or fully-automated. Manual segmentation offers full control over the quality of the results, but is tedious, time consuming and prone to operator bias. Fully automated methods require no human effort, but often deliver sub-optimal results without providing users with the means to make corrections. Semi-automated approaches keep users in control of the results by providing means for interaction, but the main challenge is to offer a good trade-off between precision and required interaction. In this paper we present a deep learning (DL) based semi-automated segmentation approach that aims to be a "smart" interactive tool for region of interest delineation in medical images. We demonstrate its use for segmenting multiple organs on computed tomography (CT) of the abdomen. Our approach solves some of the most pressing clinical challenges: (i) it requires only one to a few user clicks to deliver excellent 2D segmentations in a fast and reliable fashion; (ii) it can generalize to previously unseen structures and "corner cases"; (iii) it delivers results that can be corrected quickly in a smart and intuitive way up to an arbitrary degree of precision chosen by the user and (iv) ensures high accuracy. We present our approach and compare it to other techniques and previous work to show the advantages brought by our method.

  • 10 authors
·
Mar 19, 2019

Segment Everything Everywhere All at Once

In this work, we present SEEM, a promptable and interactive model for segmenting everything everywhere all at once in an image, as shown in Fig.1. In SEEM, we propose a novel decoding mechanism that enables diverse prompting for all types of segmentation tasks, aiming at a universal segmentation interface that behaves like large language models (LLMs). More specifically, SEEM is designed with four desiderata: i) Versatility. We introduce a new visual prompt to unify different spatial queries including points, boxes, scribbles and masks, which can further generalize to a different referring image; ii) Compositionality. We learn a joint visual-semantic space between text and visual prompts, which facilitates the dynamic composition of two prompt types required for various segmentation tasks; iii) Interactivity. We further incorporate learnable memory prompts into the decoder to retain segmentation history through mask-guided cross-attention from decoder to image features; and iv) Semantic-awareness. We use a text encoder to encode text queries and mask labels into the same semantic space for open-vocabulary segmentation. We conduct a comprehensive empirical study to validate the effectiveness of SEEM across diverse segmentation tasks. Notably, our single SEEM model achieves competitive performance across interactive segmentation, generic segmentation, referring segmentation, and video object segmentation on 9 datasets with minimum 1/100 supervision. Furthermore, SEEM showcases a remarkable capacity for generalization to novel prompts or their combinations, rendering it a readily universal image segmentation interface.

  • 9 authors
·
Apr 13, 2023