GeoSceneGraph: Geometric Scene Graph Diffusion Model for Text-guided 3D Indoor Scene Synthesis
Antonio Ruiz, Tao Wu, Andrew Melnik, Qing Cheng, Xuqin Wang, Lu Liu, Yongliang Wang, Yanfeng Zhang, Helge Ritter
TL;DR
GeoSceneGraph addresses the challenge of text-driven 3D indoor scene synthesis by leveraging the inherent graph structure and geometric symmetries of scenes without relying on predefined relationship vocabularies. It introduces a diffusion model built on $SE(3)$-equivariant graph neural networks (EGNNs), with a novel text-conditioning approach that fuses text and time-step information via a ResNet and Transformer before integrating it into the EGNN's message passing. The method uses a text-aligned shape autoencoder based on OpenCLIP embeddings reduced through a VAE to generate continuous, text-consistent shape codes, enabling flexible open-vocabulary control. Experimental results on 3D-FRONT-based datasets show competitive generation quality and controllability against strong baselines, with ablations confirming that time-conditioned, per-step text integration into EGNNs yields superior performance and robust zero-shot capabilities. This work advances efficient, graph-aware 3D scene synthesis suitable for resource-constrained deployment and embodied AI applications.
Abstract
Methods that synthesize indoor 3D scenes from text prompts have wide-ranging applications in film production, interior design, video games, virtual reality, and synthetic data generation for training embodied agents. Existing approaches typically either train generative models from scratch or leverage vision-language models (VLMs). While VLMs achieve strong performance, particularly for complex or open-ended prompts, smaller task-specific models remain necessary for deployment on resource-constrained devices such as extended reality (XR) glasses or mobile phones. However, many generative approaches that train from scratch overlook the inherent graph structure of indoor scenes, which can limit scene coherence and realism. Conversely, methods that incorporate scene graphs either demand a user-provided semantic graph, which is generally inconvenient and restrictive, or rely on ground-truth relationship annotations, limiting their capacity to capture more varied object interactions. To address these challenges, we introduce GeoSceneGraph, a method that synthesizes 3D scenes from text prompts by leveraging the graph structure and geometric symmetries of 3D scenes, without relying on predefined relationship classes. Despite not using ground-truth relationships, GeoSceneGraph achieves performance comparable to methods that do. Our model is built on equivariant graph neural networks (EGNNs), but existing EGNN approaches are typically limited to low-dimensional conditioning and are not designed to handle complex modalities such as text. We propose a simple and effective strategy for conditioning EGNNs on text features, and we validate our design through ablation studies.
