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Shougao Zhang

Publications and source records attributed to Shougao Zhang.

4 recordsLinked to original sources

Geospatial-Prior Guidance for 3D Semantic Scene Completion

Inferring complete 3D geometry and semantics from onboard images remains challenging because occlusions and restricted fields of view leave large scene regions underconstrained. Although satellite imagery provides wide-area context, appearance cues alone offer limited structural guidance and may be unreliable because of spatial or temporal discrepancies. We present GeoScene, a geospatially guided framework that jointly uses satellite imagery and structured OpenStreetMap cues as soft priors for 3D semantic scene completion. GeoScene learns complementary voxel-wise reliability weights for onboard observations and geospatial guidance, and uses them to control feature refinement in observed and unobserved regions. This design preserves local visual evidence while exploiting large-scale road and building structure beyond onboard visibility. Experiments on SemanticKITTI and SSCBench-KITTI-360 demonstrate that GeoScene consistently improves both geometric and semantic completion under the geospatial-prior-assisted setting, with the most pronounced benefits for large-scale static and geospatially structured classes.

cs.CV

RoomPilot: Controllable Indoor Scene Synthesis via Multimodal Semantic Parsing

Generating controllable indoor scenes is fundamental to applications in game development, architectural visualization, and embodied AI. However, existing approaches either support a limited input modalities or rely on implicit generation processes that hinder precise control over scene structure and semantics. To address these limitations, we introduce RoomPilot, a unified framework for controllable indoor scene synthesis from multi-modal inputs, including textual descriptions and CAD floor plans. RoomPilot maps heterogeneous inputs into an Indoor Domain-Specific Language (IDSL), which serves as a structured and interpretable semantic representation for describing indoor scenes. Built upon IDSL, RoomPilot presents a hierarchical synthesis pipeline that progressively organizes scenes at the building, room, and object levels, promoting structural coherence and functional consistency across multi-room layouts. Moreover, RoomPilot constructs a curated asset dataset with rich semantic annotations to support high-quality scene synthesis, improving visual realism and appearance consistency. Extensive experiments demonstrate effective multi-modal understanding, fine-grained controllability in scene generation, and improved physical consistency and visual fidelity, marking a significant step toward controllable 3D indoor scene synthesis. Code and model will be available.

cs.CV

SceneX: Procedural Controllable Large-scale Scene Generation

Developing comprehensive explicit world models is crucial for understanding and simulating real-world scenarios. Recently, Procedural Controllable Generation (PCG) has gained significant attention in large-scale scene generation by enabling the creation of scalable, high-quality assets. However, PCG faces challenges such as limited modular diversity, high expertise requirements, and challenges in managing the diverse elements and structures in complex scenes. In this paper, we introduce a large-scale scene generation framework, SceneX, which can automatically produce high-quality procedural models according to designers' textual descriptions. Specifically, the proposed method comprises two components, PCGHub and PCGPlanner. The former encompasses an extensive collection of accessible procedural assets and thousands of hand-craft API documents to perform as a standard protocol for PCG controller. The latter aims to generate executable actions for Blender to produce controllable and precise 3D assets guided by the user's instructions. Extensive experiments demonstrated the capability of our method in controllable large-scale scene generation, including nature scenes and unbounded cities, as well as scene editing such as asset placement and season translation.

cs.CV

CityX: Controllable Procedural Content Generation for Unbounded 3D Cities

Urban areas, as the primary human habitat in modern civilization, accommodate a broad spectrum of social activities. With the surge of embodied intelligence, recent years have witnessed an increasing presence of physical agents in urban areas, such as autonomous vehicles and delivery robots. As a result, practitioners significantly value crafting authentic, simulation-ready 3D cities to facilitate the training and verification of such agents. However, this task is quite challenging. Current generative methods fall short in either diversity, controllability, or fidelity. In this work, we resort to the procedural content generation (PCG) technique for high-fidelity generation. It assembles superior assets according to empirical rules, ultimately leading to industrial-grade outcomes. To ensure diverse and self contained creation, we design a management protocol to accommodate extensive PCG plugins with distinct functions and interfaces. Based on this unified PCG library, we develop a multi-agent framework to transform multi-modal instructions, including OSM, semantic maps, and satellite images, into executable programs. The programs coordinate relevant plugins to construct the 3D city consistent with the control condition. A visual feedback scheme is introduced to further refine the initial outcomes. Our method, named CityX, demonstrates its superiority in creating diverse, controllable, and realistic 3D urban scenes. The synthetic scenes can be seamlessly deployed as a real-time simulator and an infinite data generator for embodied intelligence research. Our project page: https://cityx-lab.github.io.

cs.CV