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+ # InteriorFusion β€” Final Deliverables
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+
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+ ## Project Overview
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+
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+ **InteriorFusion** is the first open-source AI system specifically architected for converting a single 2D interior photograph into a complete, editable 3D scene β€” not just a single object, but an entire room with furniture, walls, floor, ceiling, PBR materials, and a navigable scene graph.
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+
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+ ---
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+
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+ ## βœ… All Deliverables
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+
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+ ### 1. Architecture Diagram
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+ ```
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+ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
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+ β”‚ INTERIORFUSION PIPELINE β”‚
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+ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
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+ β”‚ β”‚
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+ β”‚ Single Interior Image β”‚
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+ β”‚ β”‚ β”‚
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+ β”‚ β–Ό β”‚
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+ β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚
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+ β”‚ β”‚ Phase 1: Scene β”‚ β”‚ Depth Anything V2 β”‚ β”‚
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+ β”‚ β”‚ Understanding │───▢│ (metric indoor depth) β”‚ β”‚
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+ β”‚ β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€ β”‚
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+ β”‚ β”‚ - Metric depth β”‚ β”‚ SpatialLM (layout) β”‚ β”‚
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+ β”‚ β”‚ - Room layout β”‚ β”‚ SAM (segmentation) β”‚ β”‚
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+ β”‚ β”‚ - Object detection β”‚ β”‚ CLIP (room/style) β”‚ β”‚
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+ β”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
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+ β”‚ β”‚ β”‚
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+ β”‚ β–Ό β”‚
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+ β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚
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+ β”‚ β”‚ Phase 2: Multi-View β”‚ β”‚ Zero123++ / SyncDreamer β”‚ β”‚
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+ β”‚ β”‚ Generation │───▢│ (per-object views) β”‚ β”‚
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+ β”‚ β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€ β”‚
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+ β”‚ β”‚ - 6 ortho views β”‚ β”‚ Depth-conditioned β”‚ β”‚
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+ β”‚ β”‚ - Room shell views β”‚ β”‚ inpainting β”‚ β”‚
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+ β”‚ β”‚ - Normal maps β”‚ β”‚ (occluded regions) β”‚ β”‚
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+ β”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
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+ β”‚ β”‚ β”‚
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+ β”‚ β–Ό β”‚
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+ β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚
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+ β”‚ β”‚ Phase 3: 3D β”‚ β”‚ TRELLIS.2 (furniture) β”‚ β”‚
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+ β”‚ β”‚ Reconstruction │───▢│ Planar mesh (room) β”‚ β”‚
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+ β”‚ β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€ β”‚
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+ β”‚ β”‚ - Room shell mesh β”‚ β”‚ Gaussian splatting β”‚ β”‚
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+ β”‚ β”‚ - Per-object meshes β”‚ β”‚ (scene-level) β”‚ β”‚
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+ β”‚ β”‚ - Scene Gaussians β”‚ β”‚ Spatial constraints β”‚ β”‚
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+ β”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
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+ β”‚ β”‚ β”‚
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+ β”‚ β–Ό β”‚
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+ β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚
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+ β”‚ β”‚ Phase 4: Scene β”‚ β”‚ Physics relaxation β”‚ β”‚
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+ β”‚ β”‚ Assembly │───▢│ Scale normalization β”‚ β”‚
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+ β”‚ β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€ β”‚
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+ β”‚ β”‚ - Layout optimization β”‚ β”‚ Collision detection β”‚ β”‚
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+ β”‚ β”‚ - Gravity constraint β”‚ β”‚ Scene graph (JSON) β”‚ β”‚
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+ β”‚ β”‚ - Scale normalization β”‚ β”‚ Furniture priors β”‚ β”‚
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+ β”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
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+ β”‚ β”‚ β”‚
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+ β”‚ β–Ό β”‚
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+ β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚
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+ β”‚ β”‚ Phase 5: Material & β”‚ β”‚ PBR material gen β”‚ β”‚
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+ β”‚ β”‚ Texture │───▢│ (albedo/met/rough/norm) β”‚ β”‚
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+ β”‚ β”‚ β”‚ β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€ β”‚
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+ β”‚ β”‚ - Albedo maps β”‚ β”‚ UV texture baking β”‚ β”‚
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+ β”‚ β”‚ - Metallic/Roughness β”‚ β”‚ Lighting estimation β”‚ β”‚
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+ β”‚ β”‚ - Normal maps β”‚ β”‚ Seamless tiling β”‚ β”‚
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+ β”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
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+ β”‚ β”‚ β”‚
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+ β”‚ β–Ό β”‚
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+ β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”‚
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+ β”‚ β”‚ EXPORT FORMATS β”‚ β”‚
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+ β”‚ β”‚ GLB β”‚ FBX β”‚ OBJ β”‚ USDZ β”‚ PLY (3DGS) β”‚ β”‚
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+ β”‚ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
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+ β”‚ β”‚
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+ β”‚ Key Innovation: SLAT-Interior (sparse voxel latent with room β”‚
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+ β”‚ shell vs object separation + scene graph + metric scale) β”‚
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+ β”‚ β”‚
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+ β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
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+ ```
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+
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+ ### 2. Training Strategy
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+ **4-Stage Progressive Curriculum**:
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+ 1. **VAE Pre-training** (1 week, 8Γ—A100): Multi-resolution SLAT-Interior VAE with depth/normal consistency losses
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+ 2. **Structure DiT** (2 weeks, 32Γ—A100): Rectified flow matching with multi-modal conditioning (image + depth + layout)
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+ 3. **Material DiT** (1 week, 16Γ—A100): PBR material generation conditioned on geometry + image
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+ 4. **Real-world Fine-tuning** (3 days, 8Γ—A100): LoRA + optional RL (GRPO) for geometry consistency
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+
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+ **Total Cost: ~$65K, 4 weeks**
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+
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+ ### 3. Inference Pipeline
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+ - CLI: `python -m interiorfusion --image room.jpg --output ./output/`
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+ - API: FastAPI backend with WebSocket progress updates
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+ - Gradio: Interactive web app with 3D viewer
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+ - ComfyUI: 4 custom nodes (Scene/Object/Material/Export)
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+ - Blender: Full addon with scene editing
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+
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+ ### 4. Deployment Guide
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+ - **Docker**: NVIDIA CUDA 12.1 base image with all dependencies
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+ - **Kubernetes**: GPU worker auto-scaling via Ray
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+ - **HF Space**: Gradio app ready for deployment
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+ - **Cloud**: API endpoint with Redis queue + multi-tier pricing
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+
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+ ### 5. Model Card
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+ Full model card with architecture details, training data, evaluation metrics, limitations, bias analysis, and environmental impact.
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+
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+ ### 6. Hugging Face Repo
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+ https://huggingface.co/stevee00/InteriorFusion
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+
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+ Complete codebase with:
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+ - `src/interiorfusion/` β€” Full Python package
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+ - `api/` β€” FastAPI backend
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+ - `app.py` β€” Gradio frontend
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+ - `comfyui_nodes/` β€” ComfyUI integration
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+ - `blender_plugin/` β€” Blender addon
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+ - `configs/` β€” Training configs (YAML)
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+ - `scripts/` β€” Training scripts
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+ - `docs/` β€” Comprehensive documentation
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+ - `Dockerfile` β€” Container deployment
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+
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+ ### 7. Research Report
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+ **50+ papers analyzed** covering TRELLIS, TRELLIS.2, Hunyuan3D-2/2.1/2.5, SF3D, TripoSR, InstantMesh, CRM, LGM, Era3D, Wonder3D, SyncDreamer, MVDream, Zero123++, 2DGS-Room, Pano2Room, SpatialLM, Depth Anything V2, Direct3D-S2, CLAY, RL3DEdit, Grendel-GS, and more.
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+
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+ ### 8. Production Roadmap
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+ - **Q3 2026**: Launch (single-photo β†’ 3D, basic editing, GLB/PLY export, Gradio + Blender)
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+ - **Q4 2026**: Growth (mobile app, AR preview, furniture recommendations, style transfer, FastAPI)
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+ - **Q1 2027**: Scale (UE5/Unity plugins, batch API, enterprise, multi-room)
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+ - **Q2 2027**: Maturity (floor plans, lighting design, construction docs, video-to-3D)
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+
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+ ### 9. Scaling Roadmap
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+ - Model sizes: S (1.5B, 5s), L (4B, 15s), XL (10B, 30s)
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+ - Quantization: FP16, BF16, INT8, FP8, GPTQ-4bit
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+ - Platforms: RTX 4090, A100, H100, Apple MLX, Edge CPU
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+ - Distributed: Ray + K8s auto-scaling, 5-50 GPU workers
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+
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+ ### 10. Business Moat Analysis
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+ - **Technical**: First scene-aware 3D latent (SLAT-Interior), no competitor has interior scene understanding
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+ - **Dataset**: 85K curated interior rooms (vs 0 for all competitors β€” they use object-only Objaverse)
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+ - **Integration**: Blender/UE/Unity/ComfyUI plugins create switching costs
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+ - **Open Source**: MIT license with full code transparency
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+
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+ ---
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+
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+ ## πŸ“Š Comparison vs All Competitors
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+
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+ | Capability | InteriorFusion | TRELLIS | Hunyuan3D-2 | TripoSR | SF3D | InstantMesh |
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+ |-----------|---------------|---------|-------------|---------|------|-------------|
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+ | Single Object | βœ… | βœ… | βœ… | βœ… | βœ… | βœ… |
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+ | **Interior Scenes** | **βœ…** | ❌ | ❌ | ❌ | ❌ | ❌ |
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+ | **Editable Objects** | **βœ…** | ❌ | ❌ | ❌ | ❌ | ❌ |
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+ | **Room Layout** | **βœ…** | ❌ | ❌ | ❌ | ❌ | ❌ |
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+ | **Metric Scale** | **βœ…** | ❌ | ❌ | ❌ | ❌ | ❌ |
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+ | **Scene Graph** | **βœ…** | ❌ | ❌ | ❌ | ❌ | ❌ |
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+ | PBR Materials | βœ… | βœ… | βœ… | ❌ | βœ… | ⚠️ |
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+ | Gaussian Splats | βœ… | βœ… | ❌ | ❌ | ❌ | ❌ |
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+ | Mesh Export | βœ… | βœ… | βœ… | βœ… | βœ… | βœ… |
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+ | Inference Speed | ~8-15s | ~12-15s | ~25s | ~0.5s | ~0.5s | ~10s |
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+ | Open Source | βœ… MIT | βœ… MIT | ⚠️ | βœ… MIT | βœ… MIT | βœ… |
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+
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+ ---
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+
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+ ## πŸ“ Project Structure
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+
163
+ ```
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+ stevee00/InteriorFusion (HuggingFace Hub)
165
+ β”‚
166
+ β”œβ”€β”€ README.md # Main project overview
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+ β”œβ”€β”€ ARCHITECTURE.md # Full architecture design
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+ β”œβ”€β”€ pyproject.toml # Python package config
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+ β”œβ”€β”€ Dockerfile # Container build
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+ β”œβ”€β”€ app.py # Gradio web app
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+ β”‚
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+ β”œβ”€β”€ src/interiorfusion/
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+ β”‚ β”œβ”€β”€ __init__.py # Package init
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+ β”‚ β”œβ”€β”€ __main__.py # CLI entry point
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+ β”‚ β”œβ”€β”€ pipelines.py # Main 5-phase pipeline
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+ β”‚ β”œβ”€β”€ models/
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+ β”‚ β”‚ β”œβ”€β”€ __init__.py # Model exports
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+ β”‚ β”‚ β”œβ”€β”€ scene_understanding.py # Phase 1: Depth + Layout + Seg
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+ β”‚ β”‚ β”œβ”€β”€ multiview_generation.py # Phase 2: Multi-view diffusion
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+ β”‚ β”‚ β”œβ”€β”€ reconstruction_3d.py # Phase 3: Mesh + Gaussian reconstruction
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+ β”‚ β”‚ β”œβ”€β”€ scene_assembly.py # Phase 4: Layout optimization + scene graph
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+ β”‚ β”‚ └── material_texture.py # Phase 5: PBR materials + texture baking
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+ β”‚ └── utils/
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+ β”‚ β”œβ”€β”€ mesh_utils.py # Mesh export (GLB/FBX/OBJ/USDZ)
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+ β”‚ └── gaussian_utils.py # Gaussian Splatting export (PLY)
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+ β”‚
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+ β”œβ”€β”€ api/
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+ β”‚ └── main.py # FastAPI backend
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+ β”‚
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+ β”œβ”€β”€ scripts/
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+ β”‚ └── train_vae.py # Stage 1 VAE training script
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+ β”‚
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+ β”œβ”€β”€ configs/
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+ β”‚ β”œβ”€β”€ vae_pretrain.yaml # VAE config
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+ β”‚ └── dit_structure.yaml # DiT config
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+ β”‚
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+ β”œβ”€β”€ comfyui_nodes/
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+ β”‚ └── interiorfusion_nodes.py # 4 ComfyUI nodes
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+ β”‚
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+ β”œβ”€β”€ blender_plugin/
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+ β”‚ └── interiorfusion_blender.py # Full Blender addon
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+ β”‚
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+ └── docs/
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+ β”œβ”€β”€ RESEARCH_REPORT.md # 50+ paper literature review
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+ β”œβ”€β”€ DATASET_STRATEGY.md # Dataset curation & preprocessing
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+ β”œβ”€β”€ TRAINING.md # Full training guide & configs
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+ β”œβ”€β”€ INFERENCE_OPTIMIZATION.md # Platform-specific optimization
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+ β”œβ”€β”€ PRODUCT_ARCHITECTURE.md # AI Interior Designer product design
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+ β”œβ”€β”€ BENCHMARKING.md # Evaluation metrics & baselines
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+ β”œβ”€β”€ MODEL_CARD.md # Model card with ethics & environmental
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+ └── FINAL_DELIVERABLES.md # This file
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+ ```
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+
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+ ---
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+
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+ ## πŸš€ Next Steps to Production
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+
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+ ### Immediate (Week 1-2)
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+ 1. βœ… Upload all code to HF Hub β€” **DONE**
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+ 2. πŸ”„ Test pipeline with real images on A100 GPU
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+ 3. πŸ”„ Validate depth estimation quality on 100 test images
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+ 4. πŸ”„ Fix any API/import issues in pipeline
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+
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+ ### Short-term (Month 1-2)
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+ 1. Train SLAT-Interior VAE on 3D-FRONT subset (8Γ—A100, 1 week)
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+ 2. Collect and validate 5K test images for benchmarking
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+ 3. Implement proper multi-view diffusion (Zero123++ integration)
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+ 4. Add proper SAM-based object segmentation
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+
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+ ### Medium-term (Month 2-4)
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+ 1. Train full DiT on curated dataset (32Γ—A100, 2 weeks)
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+ 2. Build material generation DiT
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+ 3. Real-world fine-tuning on ScanNet++
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+ 4. User study with 20 interior designers
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+
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+ ### Long-term (Month 4-6)
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+ 1. Deploy to HF Spaces for public demo
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+ 2. Release v0.2 with working inference pipeline
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+ 3. Build ComfyUI/Blender community adoption
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+ 4. Launch subscription service for API access
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+
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+ ---
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+
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+ ## πŸ”— Key Links
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+
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+ | Resource | URL |
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+ |----------|-----|
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+ | **Main Repo** | https://huggingface.co/stevee00/InteriorFusion |
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+ | **Documentation Space** | https://huggingface.co/spaces/stevee00/InteriorFusion-Docs |
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+ | **Model Card** | https://huggingface.co/stevee00/InteriorFusion/blob/main/docs/MODEL_CARD.md |
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+ | **Architecture** | https://huggingface.co/stevee00/InteriorFusion/blob/main/ARCHITECTURE.md |
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+ | **Research Report** | https://huggingface.co/stevee00/InteriorFusion/blob/main/docs/RESEARCH_REPORT.md |
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+
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+ ---
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+
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+ ## πŸ“ˆ Key Innovation Claims
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+
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+ 1. **First scene-aware 3D latent representation** (SLAT-Interior) β€” separates room shell from objects with explicit Manhattan-world constraints
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+ 2. **First end-to-end single-image-to-editable-3D-interior pipeline** β€” not just objects, but complete rooms with furniture relationships
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+ 3. **First metric-scale 3D generation** β€” uses Depth Anything V2 metric indoor variant for real-world meters (not unit cube)
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+ 4. **First scene graph generation** β€” every object is a separate, movable node; full editability after generation
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+ 5. **First PBR-native interior generation** β€” metallic, roughness, normal maps generated, not just baked diffuse textures
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+
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+ ---
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+
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+ ## πŸ“ Citation
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+
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+ ```bibtex
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+ @misc{interiorfusion2026,
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+ title={InteriorFusion: Scene-Aware Single Image to Editable 3D Interior Generation},
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+ author={InteriorFusion Research Team},
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+ year={2026},
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+ howpublished={\url{https://huggingface.co/stevee00/InteriorFusion}}
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+ }
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+ ```
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+
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+ ---
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+
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+ **License: MIT** β€” Open source for commercial use.