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SceneGraphNet: Neural Message Passing for 3D Indoor Scene Augmentation

Yang Zhou, Zachary While, Evangelos Kalogerakis

arXiv:1907.11308v1cs.CVcs.GR

TL;DR

Predicting which object fits a location in an indoor scene requires using its surrounding context. SceneGraphNet passes learned, attention-weighted messages through a dense graph of scene objects to estimate object-type probabilities. In SUNCG-based experiments, it improved missing-object prediction over the previous best method by 16% (51% →67%).

  • Problem

    The paper addresses how to predict plausible object types for query locations that match the surrounding context of an input 3D scene.

    Source: §1 · p. 1
  • Method

    SceneGraphNet predicts object-type probabilities at query locations by passing attention-weighted messages through a dense graph of scene objects and their relationships.

    Source: §1 · p. 1, §3 · p. 3
  • Results

    16% (51% →67%) improvement over the previous best method for predicting missing object types in SUNCG-based experiments.

    Source: §1 · p. 2
  • Takeaways & Limitations

    The predicted distributions can support scene augmentation, context-based object recognition, and interactive object-type recommendations.

    Source: §1 · pp. 1–2

    The method currently predicts object categories at given locations and uses the coarse-grained labels provided in SUNCG.

    Source: §5 · p. 8

Abstract

from arXiv · show

In this paper we propose a neural message passing approach to augment an input 3D indoor scene with new objects matching their surroundings. Given an input, potentially incomplete, 3D scene and a query location, our method predicts a probability distribution over object types that fit well in that location. Our distribution is predicted though passing learned messages in a dense graph whose nodes represent objects in the input scene and edges represent spatial and structural relationships. By weighting messages through an attention mechanism, our method learns to focus on the most relevant surrounding scene context to predict new scene objects. We found that our method significantly outperforms state-of-the-art approaches in terms of correctly predicting objects missing in a scene based on our experiments in the SUNCG dataset. We also demonstrate other applications of our method, including context-based 3D object recognition and iterative scene generation.

1. Introduction

SceneGraphNet addresses the challenge of predicting object types that fit a query location in a 3D scene. It uses graph-based message passing to model scene context, and the paper reports improved prediction of missing objects alongside applications in recognition and scene synthesis.

1. Introduction

  • The motivating query is to predict plausible object types that match the surrounding context of an input 3D scene.For example, a speaker is more likely than a plant near a TV stand and room corner.Source: §1 · p. 1
  • SceneGraphNet predicts a probability distribution over object types at query locations by passing messages through a dense graph of scene objects and their relationships.The graph captures spatial and structural relationships, and the method uses attention to weight messages.Source: §1 · p. 1, Figure 1 · p. 1
  • SceneGraphNet predictions can be fused with multi-view CNN predictions to improve context-based object recognition.The paper also presents progressive scene population using objects placed at their most likely predicted locations.Source: §1 · p. 1, Figure 2 · p. 2, Figure 3 · p. 2
  • 16% (51% →67%) improvement over the previous best method for predicting missing object types in SUNCG-based experiments.The evaluation intentionally left object types out of scenes.Source: §1 · p. 2
  • The architecture models both short- and long-range object relationships, with attention-weighted iterative message passing for object-related prediction tasks.The listed tasks include spatial query answering, context-based recognition, and iterative scene synthesis.Source: §1 · pp. 1–2

2. Related Work

Earlier indoor scene synthesis methods used hand-engineered or probabilistic models, while larger datasets enabled learning-based approaches. SceneGraphNet is positioned among graph methods, using dense object relationships and learned attention rather than heuristic edge pruning or hand-engineered grouping.

2. Related Work

  • Earlier indoor scene synthesis methods used hand-engineered kernels and graph walks or probabilistic models of object co-occurrence, placement, and compatibility.These approaches included synthesis from sketches and RGBD input.Source: §2 · p. 2
  • Earlier methods were mostly limited to small scenes, with generalization constrained by coarse relationships, shape representations, and shallow or hand-engineered statistics.Larger scene datasets such as SUNCG enabled more sophisticated learning approaches.Source: §2 · p. 2
  • Learning-based scene synthesis included image-based CNNs, a VAE–GAN, and GRAINS, which generates tree-structured scenes but directly encodes only local dependencies within groups.GRAINS also constructs its scene tree using hand-engineered heuristic grouping operations.Source: §2 · p. 2
  • A concurrent graph method prunes spatial and semantic edges heuristically, whereas SceneGraphNet models dense graphs with short- and long-range dependencies and learns which relationships to attend to.SceneGraphNet also adapts message passing and aggregation to 3D indoor scene modeling.Source: §2 · p. 2

3. Method

SceneGraphNet models scene objects and their relationships as a graph, passes learned context messages, and predicts a probability distribution over object types at a query location.

3.1. Message passing

  • Each node starts from category, centroid, and scale features; relationship-specific messages are attention-weighted and aggregated with GRUs to update context-aware node representations.Attention weights are computed from raw shape representations; the updated node representations carry context into subsequent message-passing iterations.Source: §3.1 · pp. 3–4

3.2. Graph structure and Object Relationships

  • Fine-grained structural relationships outperform coarse proximity links, while dense long-range co-occurrence interactions improve predictions despite added computation.Low-attention edges can be discarded at test time to accelerate message passing.Source: §3.2 · pp. 4–5
  • The graph encodes directional support and supported-by edges, symmetry-based surrounding relations, and symmetric next-to relations between adjacent objects on the same supporting surface.Using separate message weights for the two support directions improved performance over symmetric messages; using only supporting edges performed worse.Source: §3.2 · p. 5

3.3. Prediction

  • For a query, the method adds an empty node at that location, connects it by scene relationships, and decodes its representation after message passing into object-category probabilities.The implementation uses three message-passing iterations; training removes a random object other than a wall or floor and predicts its category.Source: §3.3 · pp. 5–6

3.4. Applications

  • For scene recognition, multiplying and renormalizing the contextual distribution with a shape-based posterior improved predictions over multi-view object predictions alone.For incremental synthesis, the method evaluates category probabilities over candidate locations, selects the highest-probability category and location, and retrieves a model matching the predicted size; user supervision is eventually needed for placement, orientation, and stopping.Source: §3.4 · p. 6

4. Results and Evaluation

On SUNCG, SceneGraphNet outperformed competing methods on missing-object category prediction and improved object-size prediction and context-based recognition. Its performance also improved with additional message-passing iterations and exceeded degraded model variants.

Evaluation

  • Evaluation used SUNCG bedrooms, living rooms, bathrooms, and offices, with one non-wall object removed and its centroid used as the query location.Rooms with layouts other than four-wall rectangles were excluded for fair comparisons; all methods used the same train, validation, and test split.Source: §4 · pp. 6–7

Results

  • 10.2% (top-5) to 16.4% (top-1): SceneGraphNet outperformed competing methods in top-K accuracy averaged across room types.The reported margins are 10.2% for top-5 accuracy and 16.4% for top-1 accuracy.Source: Table 1 · p. 7, §4 · p. 7
  • 26cm average size-prediction error for SceneGraphNet, compared with 38cm for GRAINS.Source: §4 · p. 7

Ablation Study

  • SceneGraphNet outperformed degraded variants that changed graph structure, message aggregation, or message weighting.The tested variants included tree and sparse graphs, alternative aggregation schemes, and alternatives to learned attention weighting.Source: §4 · p. 7

Performance wrt iteration number

  • Top-5 accuracy rose from 72.7% after the first message-passing iteration to 88.2% after the second and 89.5% after the third, then oscillated around 89%.Source: §4 · p. 7

Object recognition in 3D scenes

  • 13%: combining SceneGraphNet’s context-aware posterior with MVCNN predictions improved object-recognition accuracy.Table 2 compares MVCNN alone with MVCNN combined with the contextual posterior.Source: Table 2 · p. 8, §4 · p. 8

5. Discussion

The discussion presents SceneGraphNet as a method for scene augmentation and context-based object recognition, while noting limits in its prediction scope and update stability.

  • SceneGraphNet operates on a dense scene graph to support scene augmentation and context-based object recognition.Source: §5 · p. 8
  • Figure 8 reports average top-3 classification accuracy for rooms binned by their number of objects.Source: Figure 8 · p. 8
  • Predictions are limited to object categories at a given location; generating objects or whole scenes from scratch remains a possible extension.Source: §5 · p. 8
  • Message updates are not guaranteed to converge and can oscillate, while matching training and testing iteration counts helps prevent instability.Source: §5 · p. 8

Supplementary Materials

The supplementary material details the network modules, relationship extraction, SUNCG evaluation, and additional category-prediction results.

  • Initialization, message, attention, aggregation, update, and prediction modules encode objects, weight pairwise messages, aggregate six relation channels, and output category probabilities or sizes.The initialization, message, aggregation, update, and prediction representations are 100-dimensional; attention outputs a scalar weight between 0 and 1.Source: Supplementary Materials · p. 10
  • Supporting relations use a 0.05-meter height-distance threshold, while surrounding relations require symmetry within 0.2 meters and bounding-box sizes within a factor of 1.2.Source: Supplementary Materials · p. 10
  • Figure 10 compares competing methods' top-K object-category accuracy for K values from 1 to 10.Source: Figure 10 · p. 10, Supplementary Materials · p. 11
  • Experiments use SUNCG bedrooms, living rooms, bathrooms, and offices, with 51, 51, 31, and 42 categories respectively; Figure 9 summarizes room object counts.Source: Supplementary Materials · p. 10, Figure 9 · p. 10
  • Living-room top-1 accuracy exceeds Wang et al. [20] by 21.0%, while bathroom top-1 accuracy is 8.4% higher.Table 3 reports top-K category-prediction accuracy by room type.Source: Supplementary Materials · p. 10, Table 3 · p. 11
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