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Francis Engelmann

Publications and source records attributed to Francis Engelmann.

At least 19 recordsLinked to original sources

SceneTeract: Probing and Improving Agent-Aware Activity Reasoning in 3D Indoor Scenes

Indoor 3D scenes are ultimately meant to be used: an embodied agent should be able to navigate, reach objects, and complete diverse activities. Yet whether a given scene actually supports these activities for a specific agent profile is rarely verified. Existing evaluations of indoor 3D scenes typically focus on visual quality and semantic plausibility. In contrast, the feasibility of an activity depends on geometric, agent-specific constraints such as reach, clearance, and navigable space availability. These properties are not captured by visual plausibility metrics, and, as we show, VLMs, which are increasingly used to reason about 3D scenes, often fail to determine action feasibility in a single shot. We present SceneTeract, a verification interface that separates semantic action understanding from physical feasibility. Given a scene, an activity, and an embodied agent profile, we decompose the activity into atomic actions on scene objects. Explicit geometric checks then decide whether each step is executable and return a diagnostic trace explaining failures. In synthetic indoor scenes, SceneTeract reveals widespread functional and accessibility failures across diverse agent profiles. Moreover, when benchmarked against our verification, we find that existing VLMs systematically over-predict action feasibility, highlighting limited awareness of embodied functional constraints. In response, we post-train a lightweight VLM with verifier feedback, improving its assessment of physical feasibility. Although trained only on renders of synthetic scenes, we demonstrate that scene understanding improvements also generalize to real-world scenes. We will release our verification suite, benchmark labels, and diagnostic trace datasets.

cs.CV

Hierarchical and Holistic Open-Vocabulary Functional 3D Scene Graphs for Indoor Spaces

Functional 3D scene graphs offer a versatile and flexible representation for 3D scene understanding and robotic manipulation, defined by object nodes, interactive elements, and functional relationship edges. However, their potential remains underexplored due to the limited coverage of existing benchmarks and the overly straightforward design of previous pipelines, which primarily focus on large-scale furniture but lack of hierarchical structures. Therefore, in this work, we extend the benchmark coverage by introducing dense tabletop objects and explicit multi-level functional relationships. This expansion introduces critical challenges involving small-scale, dense, and similar instances, with lack of visual anchoring in relational reasoning, instance confusion during cross-frame fusion, and attribution uncertainty under dynamic viewpoints. To address these issues, we propose an open-vocabulary pipeline based on 2D visual grounding and 3D graph optimization. Specifically, we anchor fine-grained functional edges from 2D visual evidence, and associate nodes across frames in 3D using multiple cues. Furthermore, edge association is formulated as temporal graph optimization, integrating evidence accumulation, entropy regularization, and temporal smoothing to robustly determine the functional connections of each node. Finally, global hierarchy shaping is performed to recover the hierarchical graph structure. Extensive experiments demonstrate that the proposed method can reliably infer functional 3D scene graphs in challenging real-world scenes, thereby further unlocking their potential for practical applications.

cs.RO

SuperFlex: Deformable Superquadrics for Point Cloud Decomposition

Superquadrics have proven to provide a compact, geometrically meaningful representation for 3D objects. However, existing methods suffer from limited reconstruction accuracy, are restricted to rigid primitives, and lack robustness to partial point clouds. In this work, we present SuperFlex, an enhanced framework that expands the expressive power and applicability of superquadric decompositions. First, we introduce a novel loss formulation which significantly improves reconstruction accuracy. Second, we include bending and tapering deformations, enabling high-fidelity representation of curved and asymmetric geometries. Finally, we leverage these high-quality decompositions as supervision to train a model that is robust to partial real-world point clouds. Experiments demonstrate substantial improvements in reconstruction accuracy over both optimization- and learning-based baselines while maintaining a highly compact primitive representation.

cs.CV

FunRec: Reconstructing Functional 3D Scenes from Egocentric Interaction Videos

We present FunRec, a method for reconstructing functional 3D digital twins of indoor scenes directly from egocentric RGB-D interaction videos. Unlike existing methods on articulated reconstruction, which rely on controlled setups, multi-state captures, or CAD priors, FunRec operates directly on in-the-wild human interaction sequences to recover interactable 3D scenes. It automatically discovers articulated parts, estimates their kinematic parameters, tracks their 3D motion, and reconstructs static and moving geometry in canonical space, yielding simulation-compatible meshes. Across new real and simulated benchmarks, FunRec surpasses prior work by a large margin, achieving up to +50 mIoU improvement in part segmentation, 5-10 times lower articulation and pose errors, and significantly higher reconstruction accuracy. We further demonstrate applications on URDF/USD export for simulation, hand-guided affordance mapping and robot-scene interaction.

cs.CV

Action-guided generation of 3D functionality segmentation data

3D functionality segmentation aims to identify the interactive element in a 3D scene required to perform an action described in free-form language (e.g., the handle to ``Open the second drawer of the cabinet near the bed''). Progress has been constrained by the scarcity of annotated real-world data, as collecting and labeling fine-grained 3D masks is prohibitively expensive. To address this limitation, we introduce SynthFun3D, the first method for generating 3D functionality segmentation data directly from action descriptions. Given an action description, SynthFun3D constructs a plausible 3D scene by retrieving objects with part-level annotations from a large-scale asset repository and arranging them under spatial and semantic constraints. SynthFun3D renders multi-view images and automatically identifies the target functional element, producing precise ground-truth masks without manual annotation. We demonstrate the effectiveness of the generated data by training a VLM-based 3D functionality segmentation model. Augmenting real-world data with our synthetic data consistently improves performance, with gains of +2.2 mAP, +6.3 mAR, and +5.7 mIoU over real-only training. This shows that action-guided synthetic data generation provides a scalable and effective complement to manual annotation for 3D functionality understanding. Project page: tev-fbk.github.io/synthfun3d.

cs.CV

SuperDec: 3D Scene Decomposition with Superquadric Primitives

We present SuperDec, an approach for creating compact 3D scene representations via decomposition into superquadric primitives. While most recent works leverage geometric primitives to obtain photorealistic 3D scene representations, we propose to leverage them to obtain a compact yet expressive representation. We propose to solve the problem locally on individual objects and leverage the capabilities of instance segmentation methods to scale our solution to full 3D scenes. In doing that, we design a new architecture which efficiently decompose point clouds of arbitrary objects in a compact set of superquadrics. We train our architecture on ShapeNet and we prove its generalization capabilities on object instances extracted from the ScanNet++ dataset as well as on full Replica scenes. Finally, we show how a compact representation based on superquadrics can be useful for a diverse range of downstream applications, including robotic tasks and controllable visual content generation and editing.

cs.CV

UnLoc: Leveraging Depth Uncertainties for Floorplan Localization

We propose UnLoc, an efficient data-driven solution for sequential camera localization within floorplans. Floorplan data is readily available, long-term persistent, and robust to changes in visual appearance. We address key limitations of recent methods, such as the lack of uncertainty modeling in depth predictions and the necessity for custom depth networks trained for each environment. We introduce a novel probabilistic model that incorporates uncertainty estimation, modeling depth predictions as explicit probability distributions. By leveraging off-the-shelf pre-trained monocular depth models, we eliminate the need to rely on per-environment-trained depth networks, enhancing generalization to unseen spaces. We evaluate UnLoc on large-scale synthetic and real-world datasets, demonstrating significant improvements over existing methods in terms of accuracy and robustness. Notably, we achieve $2.7$ times higher localization recall on long sequences (100 frames) and $42.2$ times higher on short ones (15 frames) than the state of the art on the challenging LaMAR HGE dataset.

cs.CV

SpaceControl: Introducing Test-Time Spatial Control to 3D Generative Modeling

Generative methods for 3D assets have recently achieved remarkable progress, yet providing intuitive and precise control over the object geometry remains a key challenge. Existing approaches predominantly rely on text or image prompts, which often fall short in geometric specificity: language can be ambiguous, and images are difficult to manipulate. In this work, we introduce SpaceControl, a training-free test-time method for explicit spatial control of 3D asset generation. Our approach accepts a wide range of geometric inputs, from coarse primitives to detailed meshes, and integrates seamlessly with modern generative models without requiring any additional training. A control parameter lets users trade off between geometric fidelity and output realism. Extensive quantitative evaluation and user studies demonstrate that SpaceControl outperforms both training-based and optimization-based baselines in geometric faithfulness while preserving high visual quality. Finally, we present an interactive interface for real-time superquadric editing and direct 3D asset generation, enabling seamless use in creative workflows. Project page: https://spacecontrol3d.github.io/.

cs.CV

HouseLayout3D: A Benchmark and Training-Free Baseline for 3D Layout Estimation in the Wild

Current 3D layout estimation models are primarily trained on synthetic datasets containing simple single room or single floor environments. As a consequence, they cannot natively handle large multi floor buildings and require scenes to be split into individual floors before processing, which removes global spatial context that is essential for reasoning about structures such as staircases that connect multiple levels. In this work, we introduce HouseLayout3D, a real world benchmark designed to support progress toward full building scale layout estimation, including multiple floors and architecturally intricate spaces. We also present MultiFloor3D, a simple training free baseline that leverages recent scene understanding methods and already outperforms existing 3D layout estimation models on both our benchmark and prior datasets, highlighting the need for further research in this direction. Data and code are available at: https://houselayout3d.github.io.

cs.CV

HoMeR: Learning In-the-Wild Mobile Manipulation via Hybrid Imitation and Whole-Body Control

We introduce HoMeR, an imitation learning framework for mobile manipulation that combines whole-body control with hybrid action modes that handle both long-range and fine-grained motion, enabling effective performance on realistic in-the-wild tasks. At its core is a fast, kinematics-based whole-body controller that maps desired end-effector poses to coordinated motion across the mobile base and arm. Within this reduced end-effector action space, HoMeR learns to switch between absolute pose predictions for long-range movement and relative pose predictions for fine-grained manipulation, offloading low-level coordination to the controller and focusing learning on task-level decisions. We deploy HoMeR on a holonomic mobile manipulator with a 7-DoF arm in a real home. We compare HoMeR to baselines without hybrid actions or whole-body control across 3 simulated and 3 real household tasks such as opening cabinets, sweeping trash, and rearranging pillows. Across tasks, HoMeR achieves an overall success rate of 79.17% using just 20 demonstrations per task, outperforming the next best baseline by 29.17 on average. HoMeR is also compatible with vision-language models and can leverage their internet-scale priors to better generalize to novel object appearances, layouts, and cluttered scenes. In summary, HoMeR moves beyond tabletop settings and demonstrates a scalable path toward sample-efficient, generalizable manipulation in everyday indoor spaces. Code, videos, and supplementary material are available at: http://homer-manip.github.io

cs.RO

Img2CAD: Reverse Engineering 3D CAD Models from Images through VLM-Assisted Conditional Factorization

Reverse engineering 3D computer-aided design (CAD) models from images is an important task for many downstream applications including interactive editing, manufacturing, architecture, robotics, etc. The difficulty of the task lies in vast representational disparities between the CAD output and the image input. CAD models are precise, programmatic constructs that involve sequential operations combining discrete command structure with continuous attributes, making it challenging to learn and optimize in an end-to-end fashion. Concurrently, input images introduce inherent challenges such as photometric variability and sensor noise, complicating the reverse engineering process. In this work, we introduce a novel approach that conditionally factorizes the task into two sub-problems. First, we leverage vision-language foundation models (VLMs), a finetuned Llama3.2, to predict the global discrete base structure with semantic information. Second, we propose TrAssembler that, conditioned on the discrete structure with semantics, predicts the continuous attribute values. To support the training of our TrAssembler, we further constructed an annotated CAD dataset of common objects from ShapeNet. Putting all together, our approach and data demonstrate significant first steps towards CAD-ifying images in the wild. Code and data can be found in https://github.com/qq456cvb/Img2CAD.

cs.CV

SLAG: Scalable Language-Augmented Gaussian Splatting

Language-augmented scene representations hold great promise for large-scale robotics applications such as search-and-rescue, smart cities, and mining. Many of these scenarios are time-sensitive, requiring rapid scene encoding while also being data-intensive, necessitating scalable solutions. Deploying these representations on robots with limited computational resources further adds to the challenge. To address this, we introduce SLAG, a multi-GPU framework for language-augmented Gaussian splatting that enhances the speed and scalability of embedding large scenes. Our method integrates 2D visual-language model features into 3D scenes using SAM and CLIP. Unlike prior approaches, SLAG eliminates the need for a loss function to compute per-Gaussian language embeddings. Instead, it derives embeddings from 3D Gaussian scene parameters via a normalized weighted average, enabling highly parallelized scene encoding. Additionally, we introduce a vector database for efficient embedding storage and retrieval. Our experiments show that SLAG achieves an 18 times speedup in embedding computation on a 16-GPU setup compared to OpenGaussian, while preserving embedding quality on the ScanNet and LERF datasets. For more details, visit our project website: https://slag-project.github.io/.

cs.CV

Video Perception Models for 3D Scene Synthesis

Traditionally, 3D scene synthesis requires expert knowledge and significant manual effort. Automating this process could greatly benefit fields such as architectural design, robotics simulation, virtual reality, and gaming. Recent approaches to 3D scene synthesis often rely on the commonsense reasoning of large language models (LLMs) or strong visual priors of modern image generation models. However, current LLMs demonstrate limited 3D spatial reasoning ability, which restricts their ability to generate realistic and coherent 3D scenes. Meanwhile, image generation-based methods often suffer from constraints in viewpoint selection and multi-view inconsistencies. In this work, we present Video Perception models for 3D Scene synthesis (VIPScene), a novel framework that exploits the encoded commonsense knowledge of the 3D physical world in video generation models to ensure coherent scene layouts and consistent object placements across views. VIPScene accepts both text and image prompts and seamlessly integrates video generation, feedforward 3D reconstruction, and open-vocabulary perception models to semantically and geometrically analyze each object in a scene. This enables flexible scene synthesis with high realism and structural consistency. For more precise analysis, we further introduce First-Person View Score (FPVScore) for coherence and plausibility evaluation, utilizing continuous first-person perspective to capitalize on the reasoning ability of multimodal large language models. Extensive experiments show that VIPScene significantly outperforms existing methods and generalizes well across diverse scenarios. The code will be released.

cs.CV

Robust Human Registration with Body Part Segmentation on Noisy Point Clouds

Registering human meshes to 3D point clouds is essential for applications such as augmented reality and human-robot interaction but often yields imprecise results due to noise and background clutter in real-world data. We introduce a hybrid approach that incorporates body-part segmentation into the mesh fitting process, enhancing both human pose estimation and segmentation accuracy. Our method first assigns body part labels to individual points, which then guide a two-step SMPL-X fitting: initial pose and orientation estimation using body part centroids, followed by global refinement of the point cloud alignment. Additionally, we demonstrate that the fitted human mesh can refine body part labels, leading to improved segmentation. Evaluations on the cluttered and noisy real-world datasets InterCap, EgoBody, and BEHAVE show that our approach significantly outperforms prior methods in both pose estimation and segmentation accuracy. Code and results are available on our project website: https://segfit.github.io

cs.CV

Open-Vocabulary Functional 3D Scene Graphs for Real-World Indoor Spaces

We introduce the task of predicting functional 3D scene graphs for real-world indoor environments from posed RGB-D images. Unlike traditional 3D scene graphs that focus on spatial relationships of objects, functional 3D scene graphs capture objects, interactive elements, and their functional relationships. Due to the lack of training data, we leverage foundation models, including visual language models (VLMs) and large language models (LLMs), to encode functional knowledge. We evaluate our approach on an extended SceneFun3D dataset and a newly collected dataset, FunGraph3D, both annotated with functional 3D scene graphs. Our method significantly outperforms adapted baselines, including Open3DSG and ConceptGraph, demonstrating its effectiveness in modeling complex scene functionalities. We also demonstrate downstream applications such as 3D question answering and robotic manipulation using functional 3D scene graphs. See our project page at https://openfungraph.github.io

cs.CV

OpenCity3D: What do Vision-Language Models know about Urban Environments?

Vision-language models (VLMs) show great promise for 3D scene understanding but are mainly applied to indoor spaces or autonomous driving, focusing on low-level tasks like segmentation. This work expands their use to urban-scale environments by leveraging 3D reconstructions from multi-view aerial imagery. We propose OpenCity3D, an approach that addresses high-level tasks, such as population density estimation, building age classification, property price prediction, crime rate assessment, and noise pollution evaluation. Our findings highlight OpenCity3D's impressive zero-shot and few-shot capabilities, showcasing adaptability to new contexts. This research establishes a new paradigm for language-driven urban analytics, enabling applications in planning, policy, and environmental monitoring. See our project page: opencity3d.github.io

cs.CV

ARKit LabelMaker: A New Scale for Indoor 3D Scene Understanding

Neural network performance scales with both model size and data volume, as shown in both language and image processing. This requires scaling-friendly architectures and large datasets. While transformers have been adapted for 3D vision, a `GPT-moment' remains elusive due to limited training data. We introduce ARKit LabelMaker, a large-scale real-world 3D dataset with dense semantic annotation that is more than three times larger than prior largest dataset. Specifically, we extend ARKitScenes with automatically generated dense 3D labels using an extended LabelMaker pipeline, tailored for large-scale pre-training. Training on our dataset improves accuracy across architectures, achieving state-of-the-art 3D semantic segmentation scores on ScanNet and ScanNet200, with notable gains on tail classes. Our code is available at https://labelmaker.org and our dataset at https://huggingface.co/datasets/labelmaker/arkit_labelmaker.

cs.CV

Search3D: Hierarchical Open-Vocabulary 3D Segmentation

Open-vocabulary 3D segmentation enables exploration of 3D spaces using free-form text descriptions. Existing methods for open-vocabulary 3D instance segmentation primarily focus on identifying object-level instances but struggle with finer-grained scene entities such as object parts, or regions described by generic attributes. In this work, we introduce Search3D, an approach to construct hierarchical open-vocabulary 3D scene representations, enabling 3D search at multiple levels of granularity: fine-grained object parts, entire objects, or regions described by attributes like materials. Unlike prior methods, Search3D shifts towards a more flexible open-vocabulary 3D search paradigm, moving beyond explicit object-centric queries. For systematic evaluation, we further contribute a scene-scale open-vocabulary 3D part segmentation benchmark based on MultiScan, along with a set of open-vocabulary fine-grained part annotations on ScanNet++. Search3D outperforms baselines in scene-scale open-vocabulary 3D part segmentation, while maintaining strong performance in segmenting 3D objects and materials. Our project page is http://search3d-segmentation.github.io.

cs.CV