arXiv:2506.07091cs.CV2025-06被引 2

用大模型生成房间布局,再用一致性模型优化场景,实现可交互的高质量室内设计。

SceneLCM: End-to-End Layout-Guided Interactive Indoor Scene Generation with Latent Consistency Model

  • 结合大语言模型与潜在一致性模型,分四步生成可编辑的3D室内场景。
  • 通过一致性采样损失提升家具与纹理质量,支持快速生成高保真内容。
  • 支持物理仿真编辑,适合游戏、家装等需要真实感的交互应用。

自动化生成符合用户需求的复杂可交互室内场景仍是重大挑战。现有方法普遍存在编辑约束僵化、物理不合理、人工成本高、仅限单间及材质质量差等问题。为此,我们提出SceneLCM,一种端到端框架,融合大语言模型(LLM)进行布局设计与潜在一致性模型(LCM)进行场景优化。该方法分为四个模块:(1) 布局生成:利用LLM引导的3D空间推理将文本描述转为参数化蓝图,并通过程序化验证循环迭代优化;(2) 家具生成:采用一致性轨迹采样(CTS),基于LCM的保持性蒸馏采样损失,生成语义丰富且高质量的家具表示;理论上证明了其等价于一致性损失,且蒸馏误差受欧拉求解器截断误差限制;(3) 环境优化:使用多分辨率纹理场编码场景外观,通过CTS损失优化;引入法向感知交叉注意力解码器,跨几何异构实例保持纹理一致性;(4) 物理编辑:集成物理模拟,实现持久的物理真实性。大量实验验证了SceneLCM优于当前最优方法,展现出广泛的应用潜力。

原文摘要 · Abstract (English)

Our project page: https://scutyklin.github.io/SceneLCM/. Automated generation of complex, interactive indoor scenes tailored to user prompt remains a formidable challenge. While existing methods achieve indoor scene synthesis, they struggle with rigid editing constraints, physical incoherence, excessive human effort, single-room limitations, and suboptimal material quality. To address these limitations, we propose SceneLCM, an end-to-end framework that synergizes Large Language Model (LLM) for layout design with Latent Consistency Model(LCM) for scene optimization. Our approach decomposes scene generation into four modular pipelines: (1) Layout Generation. We employ LLM-guided 3D spatial reasoning to convert textual descriptions into parametric blueprints(3D layout). And an iterative programmatic validation mechanism iteratively refines layout parameters through LLM-mediated dialogue loops; (2) Furniture Generation. SceneLCM employs Consistency Trajectory Sampling(CTS), a consistency distillation sampling loss guided by LCM, to form fast, semantically rich, and high-quality representations. We also offer two theoretical justification to demonstrate that our CTS loss is equivalent to consistency loss and its distillation error is bounded by the truncation error of the Euler solver; (3) Environment Optimization. We use a multiresolution texture field to encode the appearance of the scene, and optimize via CTS loss. To maintain cross-geometric texture coherence, we introduce a normal-aware cross-attention decoder to predict RGB by cross-attending to the anchors locations in geometrically heterogeneous instance. (4)Physically Editing. SceneLCM supports physically editing by integrating physical simulation, achieved persistent physical realism. Extensive experiments validate SceneLCM's superiority over state-of-the-art techniques, showing its wide-ranging potential for diverse applications.

场景生成一致性模型交互设计大模型

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