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Maxim Gumin

Publications and source records attributed to Maxim Gumin.

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Procedural Scene Programs for Open-Universe Scene Generation: LLM-Free Error Correction via Program Search

Synthesizing 3D scenes from open-vocabulary text descriptions is a challenging, important, and recently-popular application. One of its critical subproblems is layout generation: given a set of objects, lay them out to produce a scene matching the input description. Nearly all recent work adopts a declarative paradigm for this problem: using an LLM to generate a specification of constraints between objects, then solving those constraints to produce the final layout. In contrast, we explore an alternative imperative paradigm, in which an LLM iteratively places objects, with each object's position and orientation computed as a function of previously-placed objects. The imperative approach allows for a simpler scene specification language while also handling a wider variety and larger complexity of scenes. We further improve the robustness of our imperative scheme by developing an error correction mechanism that iteratively improves the scene's validity while staying as close as possible to the original layout generated by the LLM. In forced-choice perceptual studies, participants preferred layouts generated by our imperative approach 82% and 94% of the time when compared against two declarative layout generation methods. We also present a simple, automated evaluation metric for 3D scene layout generation that aligns well with human preferences.

cs.GR

Imperative vs. Declarative Programming Paradigms for Open-Universe Scene Generation

Current methods for generating 3D scene layouts from text predominantly follow a declarative paradigm, where a Large Language Model (LLM) specifies high-level constraints that are then resolved by a separate solver. This paper challenges that consensus by introducing a more direct, imperative approach. We task an LLM with generating a step-by-step program that iteratively places each object relative to those already in the scene. This paradigm simplifies the underlying scene specification language, enabling the creation of more complex, varied, and highly structured layouts that are difficult to express declaratively. To improve the robustness, we complement our method with a novel, LLM-free error correction mechanism that operates directly on the generated code, iteratively adjusting parameters within the program to resolve collisions and other inconsistencies. In forced-choice perceptual studies, human participants overwhelmingly preferred our imperative layouts, choosing them over those from two state-of-the-art declarative systems 82% and 94% of the time, demonstrating the significant potential of this alternative paradigm. Finally, we present a simple automated evaluation metric for 3D scene layout generation that correlates strongly with human judgment.

cs.GR

Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases

We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.

cs.CV