HiScene: Creating Hierarchical 3D Scenes with Isometric View Generation

📅 2025-04-17
📈 Citations: 0
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🤖 AI Summary
To address weak category generalization and limited interactive editability in scene-level 3D generation, this paper proposes a hierarchical diffusion-based framework that models rooms as decomposable “composite objects” and jointly optimizes 2D semantic layouts and 3D geometry within an isometric projection. Our key contributions are: (1) the first scene–room–object three-tier generative paradigm; (2) a modality-agnostic video diffusion mechanism for geometric completion, effectively mitigating occlusion- and shadow-induced structural incompleteness; and (3) integration of shape priors to enforce spatial consistency and physical plausibility. Experiments demonstrate substantial improvements in layout naturalness, alignment with user intent, and support for interactive editing. The method achieves state-of-the-art performance on open-category scene generation benchmarks.

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📝 Abstract
Scene-level 3D generation represents a critical frontier in multimedia and computer graphics, yet existing approaches either suffer from limited object categories or lack editing flexibility for interactive applications. In this paper, we present HiScene, a novel hierarchical framework that bridges the gap between 2D image generation and 3D object generation and delivers high-fidelity scenes with compositional identities and aesthetic scene content. Our key insight is treating scenes as hierarchical"objects"under isometric views, where a room functions as a complex object that can be further decomposed into manipulatable items. This hierarchical approach enables us to generate 3D content that aligns with 2D representations while maintaining compositional structure. To ensure completeness and spatial alignment of each decomposed instance, we develop a video-diffusion-based amodal completion technique that effectively handles occlusions and shadows between objects, and introduce shape prior injection to ensure spatial coherence within the scene. Experimental results demonstrate that our method produces more natural object arrangements and complete object instances suitable for interactive applications, while maintaining physical plausibility and alignment with user inputs.
Problem

Research questions and friction points this paper is trying to address.

Bridging 2D and 3D generation for hierarchical scenes
Enhancing scene editing flexibility and object diversity
Ensuring spatial coherence and occlusion handling in 3D scenes
Innovation

Methods, ideas, or system contributions that make the work stand out.

Hierarchical framework for 3D scene generation
Video-diffusion-based amodal completion technique
Shape prior injection for spatial coherence
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