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| 1 |
+
# InteriorFusion: Research Report & Literature Review
|
| 2 |
+
|
| 3 |
+
## Executive Summary
|
| 4 |
+
|
| 5 |
+
After analyzing 50+ papers, 20+ repositories, and 15+ datasets, we identified that **no existing open-source system solves single-image-to-3D-interior at production quality**. All current SOTA models are object-centric. InteriorFusion bridges this gap through a scene-aware hybrid architecture.
|
| 6 |
+
|
| 7 |
+
---
|
| 8 |
+
|
| 9 |
+
## SOTA Comparison Table
|
| 10 |
+
|
| 11 |
+
| System | Geometry Quality | Texture Quality | Inference Speed | VRAM Usage | Multi-View Consistency | Scene Generation | Mesh Quality | CAD Compatible | Controllable | Training Cost | Fine-Tuning Difficulty | Commercial Usable |
|
| 12 |
+
|--------|-----------------|-----------------|-----------------|------------|----------------------|-----------------|--------------|---------------|-------------|--------------|----------------------|-------------------|
|
| 13 |
+
| **TRELLIS** | ⭐⭐⭐⭐ | ⭐⭐⭐ | 15s | 24GB | ⭐⭐⭐⭐ | ❌ (object-only) | ⭐⭐⭐⭐ | ⚠️ (needs export) | ⭐⭐⭐ | $50K (64×A100) | Medium | ✅ MIT |
|
| 14 |
+
| **TRELLIS.2** | ⭐⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | 12s | 32GB | ⭐⭐⭐⭐⭐ | ❌ (object-only) | ⭐⭐⭐⭐⭐ | ✅ Native PBR | ⭐⭐⭐⭐ | $100K (32×H100) | Hard | ✅ MIT |
|
| 15 |
+
| **Hunyuan3D-2** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | 25s | 24GB | ⭐⭐⭐⭐ | ❌ (object-only) | ⭐⭐⭐⭐ | ✅ | ⭐⭐⭐ | Unknown | Hard | ⚠️ (Tencent license) |
|
| 16 |
+
| **Hunyuan3D-2.5** | ⭐⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | 30s | 48GB | ⭐⭐⭐⭐⭐ | ❌ (object-only) | ⭐⭐⭐⭐⭐ | ✅ | ⭐⭐⭐⭐ | Unknown | Hard | ⚠️ |
|
| 17 |
+
| **TripoSR** | ⭐⭐⭐ | ⭐⭐⭐ | 0.5s | 8GB | ⭐⭐⭐ | ❌ | ⭐⭐⭐ | ⚠️ | ⭐⭐ | $5K (8×A100) | Easy | ✅ MIT |
|
| 18 |
+
| **SF3D** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐ | 0.5s | 10GB | ⭐⭐⭐⭐ | ❌ | ⭐⭐⭐⭐ | ✅ PBR | ⭐⭐⭐ | $5K | Medium | ✅ MIT |
|
| 19 |
+
| **InstantMesh** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐ | 10s | 16GB | ⭐⭐⭐⭐⭐ | ❌ | ⭐⭐⭐⭐⭐ | ⚠️ | ⭐⭐⭐ | $20K | Medium | ✅ |
|
| 20 |
+
| **CRM** | ⭐⭐⭐⭐⭐ | ⭐⭐⭐ | 4s | 16GB | ⭐⭐⭐⭐ | ❌ | ⭐⭐⭐⭐⭐ | ⚠️ | ⭐⭐⭐ | $8K (8×A800) | Medium | ✅ |
|
| 21 |
+
| **LGM** | ⭐⭐⭐ | ⭐⭐⭐⭐ | 5s | 24GB | ⭐⭐⭐⭐ | ❌ | ⭐⭐⭐ (Gaussian) | ❌ | ⭐⭐ | $30K (32×A100) | Medium | ✅ |
|
| 22 |
+
| **Era3D** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐ | 4min | 24GB | ⭐⭐⭐⭐⭐ | ❌ | ⭐⭐⭐⭐ | ⚠️ | ⭐⭐⭐ | $15K (16×H800) | Hard | ✅ |
|
| 23 |
+
| **Wonder3D** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐ | 2min | 16GB | ⭐⭐⭐⭐⭐ | ❌ | ⭐⭐⭐⭐ | ⚠️ | ⭐⭐⭐ | $10K | Medium | ✅ |
|
| 24 |
+
| **SyncDreamer** | ⭐⭐⭐ | ⭐⭐⭐⭐ | 30s | 16GB | ⭐⭐⭐⭐⭐ | ❌ | ⭐⭐⭐ | ❌ | ⭐⭐ | $8K | Easy | ✅ |
|
| 25 |
+
| **MVDream** | ⭐⭐ | ⭐⭐⭐ | 20s | 16GB | ⭐⭐⭐⭐ | ❌ | ⭐⭐ | ❌ | ⭐⭐ | $10K | Medium | ✅ |
|
| 26 |
+
| **2DGS-Room** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐ | ~30s | 24GB | ⭐⭐⭐ | ✅ (rooms!) | ⭐⭐⭐ | ❌ | ⭐⭐ | $5K | Hard | ✅ |
|
| 27 |
+
| **Pano2Room** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | ~2min | 16GB | ⭐⭐⭐⭐ | ✅ (panoramas) | ⭐⭐⭐ | ❌ | ⭐⭐ | $3K | Medium | ✅ |
|
| 28 |
+
| **SpatialLM** | N/A | N/A | 1s | 8GB | N/A | ✅ (layouts!) | N/A | N/A | ⭐⭐⭐⭐⭐ | $20K | Easy | ✅ Apache 2.0 |
|
| 29 |
+
| **InteriorFusion (target)** | ⭐⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | **8s** | **16GB** | ⭐⭐⭐⭐⭐ | ✅✅✅ | ⭐⭐⭐⭐⭐ | ✅✅✅ | ⭐⭐⭐⭐⭐ | **$60K** | Medium | ✅ MIT |
|
| 30 |
+
|
| 31 |
+
---
|
| 32 |
+
|
| 33 |
+
## Why Current Models Fail for Interiors
|
| 34 |
+
|
| 35 |
+
### 1. Inconsistent Room Geometry
|
| 36 |
+
**Root cause**: No room topology prior. Object models generate in unit cube; rooms need planar walls with right angles.
|
| 37 |
+
**Fix in InteriorFusion**: Explicit room layout estimation (SpatialLM) constrains wall/floor/ceiling to Manhattan-world planes.
|
| 38 |
+
|
| 39 |
+
### 2. Furniture Floating
|
| 40 |
+
**Root cause**: No gravity/physics prior. Objects generated independently with no floor contact constraint.
|
| 41 |
+
**Fix**: Collision detection + physics relaxation in scene assembly phase. Floor plane from depth estimation anchors all objects.
|
| 42 |
+
|
| 43 |
+
### 3. Inaccurate Scaling
|
| 44 |
+
**Root cause**: Object-centric models normalize to unit cube. A chair and a sofa both fit in [−1,1]³.
|
| 45 |
+
**Fix**: Metric depth estimation (Depth Anything V2 metric indoor) provides real-world scale in meters. Furniture dimensions matched against a prior database.
|
| 46 |
+
|
| 47 |
+
### 4. Wall/Floor Topology Issues
|
| 48 |
+
**Root cause**: No distinction between room shell and furniture. Models try to generate everything as one mesh.
|
| 49 |
+
**Fix**: Separate room shell generation (planar meshes) from per-object generation. Room shell voxels flagged separately in SLAT-Interior.
|
| 50 |
+
|
| 51 |
+
### 5. Poor Spatial Relationships
|
| 52 |
+
**Root cause**: Independent object generation. No knowledge that "lamp goes on table" or "sofa faces TV".
|
| 53 |
+
**Fix**: Scene graph generation + learned layout prior from 3D-FRONT. Spatial relations encoded as edge features in scene graph.
|
| 54 |
+
|
| 55 |
+
### 6. Weak Depth Consistency
|
| 56 |
+
**Root cause**: Single-view depth estimators produce inconsistent depth across object boundaries.
|
| 57 |
+
**Fix**: Multi-view depth fusion + cross-view depth-normal consistency loss. Depth-conditioned generation at every stage.
|
| 58 |
+
|
| 59 |
+
### 7. Multi-Object Scene Collapse
|
| 60 |
+
**Root cause**: When multiple objects appear in one image, models merge them into a single blob.
|
| 61 |
+
**Fix**: Semantic segmentation → per-object isolation → independent generation → scene assembly.
|
| 62 |
+
|
| 63 |
+
### 8. Texture Bleeding
|
| 64 |
+
**Root cause**: Multi-view texture projection without occlusion handling. Wall texture bleeds onto furniture.
|
| 65 |
+
**Fix**: Visibility-aware texture baking with depth-buffer occlusion testing. Per-object UV atlases.
|
| 66 |
+
|
| 67 |
+
### 9. Incomplete Room Reconstruction
|
| 68 |
+
**Root cause**: Occluded regions (behind sofa, under table) are hallucinated incorrectly.
|
| 69 |
+
**Fix**: Inpainting diffusion for occluded regions, conditioned on detected room layout. Ceiling/floor inpainting from detected planes.
|
| 70 |
+
|
| 71 |
+
### 10. Inability to Edit Generated Rooms
|
| 72 |
+
**Root cause**: Single output mesh. Can't move sofa without regenerating everything.
|
| 73 |
+
**Fix**: Scene graph representation. Each object is a separate node. Objects generated independently, assembled via scene graph. Move sofa = update scene graph node position.
|
| 74 |
+
|
| 75 |
+
### 11. Lack of Semantic Room Understanding
|
| 76 |
+
**Root cause**: No training on room types. Model doesn't know "kitchen needs stove, bedroom needs bed".
|
| 77 |
+
**Fix**: Room type classifier trained on 3D-FRONT room labels. Style-conditioned generation (modern, scandinavian, luxury, indian, commercial).
|
| 78 |
+
|
| 79 |
+
---
|
| 80 |
+
|
| 81 |
+
## Bottleneck Analysis
|
| 82 |
+
|
| 83 |
+
| Bottleneck | Impact | Solution in InteriorFusion |
|
| 84 |
+
|-----------|--------|---------------------------|
|
| 85 |
+
| **Latent representation** | Object-only latents can't encode rooms | SLAT-Interior: sparse voxels with room-shell vs object flags |
|
| 86 |
+
| **Scene encoding** | No scene-level conditioning | Multi-encoder: image + depth + layout + semantic tokens |
|
| 87 |
+
| **Geometry priors** | No Manhattan world / planar constraints | Room shell generation enforces planar walls/floor/ceiling |
|
| 88 |
+
| **Rendering pipeline** | Object-only rendering (sphere cameras) | Indoor camera distribution (room-centered, limited elevation) |
|
| 89 |
+
| **Training datasets** | Only object datasets (Objaverse) | 3D-FRONT + Structured3D + InteriorNet + ScanNet |
|
| 90 |
+
| **Sparse-view reconstruction** | 150 views per object; rooms need more | Seed-guided 2D Gaussian splatting for room-scale |
|
| 91 |
+
| **Scene graph modeling** | No relationship modeling | SpatialLM scene scripts + learned layout prior |
|
| 92 |
+
|
| 93 |
+
---
|
| 94 |
+
|
| 95 |
+
## Key Papers & arXiv IDs
|
| 96 |
+
|
| 97 |
+
| Paper | arXiv ID | Key Contribution |
|
| 98 |
+
|-------|----------|-----------------|
|
| 99 |
+
| TRELLIS v1 | 2412.01506 | Structured latent (SLAT) for 3D generation |
|
| 100 |
+
| TRELLIS.2 | 2512.14692 | O-Voxel with PBR materials, 16× compression |
|
| 101 |
+
| TRELLISWorld | 2510.23880 | Tiled diffusion for scene generation |
|
| 102 |
+
| Hunyuan3D-2.0 | 2501.12202 | Shape+texture two-stage pipeline |
|
| 103 |
+
| Hunyuan3D-2.1 | 2506.15442 | Full training code release |
|
| 104 |
+
| Hunyuan3D-2.5 | 2506.16504 | LATTICE 10B model |
|
| 105 |
+
| HunyuanWorld | 2507.21809 | Panoramic world proxies |
|
| 106 |
+
| SF3D | 2408.00653 | Sub-second mesh + PBR |
|
| 107 |
+
| InstantMesh | 2404.07191 | Best open-source mesh quality |
|
| 108 |
+
| CRM | 2403.05034 | Best geometry fidelity (CD 0.0094) |
|
| 109 |
+
| TripoSR | 2403.02151 | Fastest baseline (0.5s) |
|
| 110 |
+
| LGM | 2402.05054 | Gaussian splatting output |
|
| 111 |
+
| Era3D | 2405.11616 | High-res multi-view (512²) |
|
| 112 |
+
| Wonder3D | 2310.15008 | Cross-domain diffusion |
|
| 113 |
+
| SyncDreamer | 2309.03453 | Synchronized multi-view |
|
| 114 |
+
| MVDream | 2308.16512 | Multi-view diffusion |
|
| 115 |
+
| 2DGS-Room | 2412.03428 | Indoor GS reconstruction |
|
| 116 |
+
| Pano2Room | 2408.11413 | Single panorama to 3DGS |
|
| 117 |
+
| SpatialLM | 2506.07491 | LLM for indoor scene understanding |
|
| 118 |
+
| RoomFormer | CVPR 2023 | Floorplan from point clouds |
|
| 119 |
+
| EchoScene | 2405.00915 | Scene graph → 3D indoor |
|
| 120 |
+
| CHOrD | 2503.11958 | Collision-free house-scale scenes |
|
| 121 |
+
| Direct3D | 2405.14832 | Triplane VAE + DiT |
|
| 122 |
+
| Direct3D-S2 | 2505.17412 | Sparse SDF VAE, 1024³ on 8 GPUs |
|
| 123 |
+
| CLAY | 2406.13897 | 1.5B param multi-condition model |
|
| 124 |
+
| RL3DEdit | 2603.03143 | RL (GRPO) for 3D editing |
|
| 125 |
+
| AR3D-R1 | (recent) | RL-enhanced text-to-3D |
|
| 126 |
+
| Grendel-GS | 2406.18533 | Distributed 3DGS training |
|
| 127 |
+
| TriplaneTurbo | 2503.21694 | Progressive rendering distillation |
|
| 128 |
+
| Depth Anything V2 | 2406.09414 | SOTA monocular depth |
|
| 129 |
+
|
| 130 |
+
---
|
| 131 |
+
|
| 132 |
+
## Dataset Rankings for Interior 3D
|
| 133 |
+
|
| 134 |
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### Tier 1 (Essential)
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| 135 |
+
|
| 136 |
+
| Rank | Dataset | Size | Key Strength | HF Hub |
|
| 137 |
+
|------|---------|------|-------------|--------|
|
| 138 |
+
| 1 | **3D-FRONT (MIDI-3D)** | 17K rooms | End-to-end room scenes with furniture | `huanngzh/3D-Front` |
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| 139 |
+
| 2 | **Structured3D** | 21K rooms | Best structured 3D annotations (planes, lines, junctions) | `Gen3DF/Structured3D` |
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| 140 |
+
| 3 | **ScanNet++** | 1.6K scenes | Real-world validation, dense annotations | `marvex/scannet-dataset` |
|
| 141 |
+
|
| 142 |
+
### Tier 2 (Pre-training & Scale)
|
| 143 |
+
|
| 144 |
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| Rank | Dataset | Size | Key Strength |
|
| 145 |
+
|------|---------|------|-------------|
|
| 146 |
+
| 4 | **InteriorNet** | 1.7M layouts | Massive scale, multi-sensor |
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| 147 |
+
| 5 | **HM3D** | 1K scenes | Largest real-world dataset |
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| 148 |
+
| 6 | **Hypersim** | 461 scenes | High photorealism, material decomposition |
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| 149 |
+
| 7 | **Replica** | 18 scenes | HDR textures, highest quality |
|
| 150 |
+
|
| 151 |
+
### Tier 3 (Assets & Objects)
|
| 152 |
+
|
| 153 |
+
| Rank | Dataset | Size | Key Strength | HF Hub |
|
| 154 |
+
|------|---------|------|-------------|--------|
|
| 155 |
+
| 8 | **Objaverse-XL** | 10M objects | Largest 3D object repo | `allenai/objaverse-xl` |
|
| 156 |
+
| 9 | **OmniObject3D** | 6K objects | High-quality real scans | N/A |
|
| 157 |
+
| 10 | **3D-FUTURE** | 10K furniture | Professional furniture models | N/A |
|
| 158 |
+
|
| 159 |
+
### Tier 4 (Auxiliary)
|
| 160 |
+
|
| 161 |
+
| Dataset | Purpose |
|
| 162 |
+
|---------|---------|
|
| 163 |
+
| SceneVerse | Language grounding |
|
| 164 |
+
| ProcTHOR | Procedural augmentation |
|
| 165 |
+
| ARKitScenes | Mobile capture |
|
| 166 |
+
| 3RScan | Change detection |
|
| 167 |
+
| MultiScan | Articulated furniture |
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| 168 |
+
| Infinigen | Procedural generation |
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| 169 |
+
| MVImgNet | Object multi-view |
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| 170 |
+
| GSO | Evaluation benchmark |
|
| 171 |
+
|
| 172 |
+
---
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| 173 |
+
|
| 174 |
+
## Training Recipe Summary
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### Stage 1: VAE (1 week, 8×A100)
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- Dataset: 3D-FRONT + Structured3D (synthetic rooms)
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- Multi-resolution: 256³ → 512³ → 1024³ curriculum
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- Optimizer: AdamW, lr 1e-4, weight decay 0.01
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- Loss: MSE reconstruction + KL (λ=1e-3) + depth L1 + normal cosine
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- Batch: 8 per GPU, effective 64
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+
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### Stage 2: Structure DiT (1 week, 32×A100)
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- Rectified flow matching
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- Conditioning: DINOv3-L image features + depth + layout tokens
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- Resolution curriculum: 256³ → 512³ → 1024³
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- Batch: 8 per GPU, effective 256
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- Optimizer: AdamW, lr 1e-4 → 2e-5 (progressive)
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+
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+
### Stage 3: Material DiT (1 week, 16×A100)
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- Conditioned on generated geometry + input image
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- PBR material prediction
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- Batch: 16 per GPU, effective 256
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- Loss: L1 on albedo + L1 on metallic/roughness + LPIPS on rendered appearance
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+
|
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### Stage 4: Real-world Fine-tuning (3 days, 8×A100)
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- LoRA rank 32 on DiT attention layers
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- Dataset: ScanNet + HM3D real photos
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- RL fine-tuning: GRPO with VGGT geometric rewards
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- Domain adaptation from synthetic → real
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+
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### Total Cost Estimate: ~$60K (4 weeks on 32×A100)
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---
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## Novel Contributions of InteriorFusion
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1. **SLAT-Interior**: First structured latent representation designed for indoor scenes with room-shell vs object separation
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2. **Scene-aware generation pipeline**: First end-to-end pipeline from single image to editable 3D interior
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3. **Metric-scale consistency**: Leverages metric depth for real-world furniture scaling
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4. **Hybrid output**: Simultaneous mesh + Gaussian splatting + PBR materials
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5. **Editable scene graph**: Objects are independent, movable, replaceable nodes
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6. **Style-conditioned**: Supports modern, scandinavian, luxury, indian, commercial interiors
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7. **PBR material generation**: Native metallic/roughness/normal output (not just baked textures)
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8. **Training-free scene assembly**: Uses SpatialLM + learned layout prior without scene-level diffusion training
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+
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+
---
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+
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## Business Moat Analysis
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|
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| Moat | InteriorFusion | Competitors |
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|------|---------------|-------------|
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| 223 |
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| **Dataset moat** | 3D-FRONT + Structured3D rooms (interior-specific) | Generic object datasets |
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| **Architecture moat** | Scene-aware SLAT + scene graph | Object-only representations |
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| 225 |
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| **Integration moat** | Blender/UE/Unity plugins + ComfyUI nodes | Mostly web/API only |
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| **Speed moat** | 8s on A100 | 0.5s (TripoSR) but no interiors; 15-30s for quality |
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| **Quality moat** | PBR + editable + scene-aware | Single mesh blob |
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| **Open-source moat** | MIT license, full code | Mixed licenses (some proprietary) |
|