🤖 AI Summary
This work addresses the challenge that existing audio generation methods, relying on a single viewpoint, struggle to maintain spatial consistency of sound in 3D scenes as the user moves. To overcome this limitation, the authors propose Scene2Sound, a training-free framework that achieves viewpoint-invariant spatially consistent soundscapes by identifying sound-emitting objects through auditory anchoring and binding them to persistent 3D locations. The approach integrates vision-language models, 3D Gaussian Splatting rendering, and multi-view geometric matching, introducing Gaussian set matching for coherent multi-view sound source fusion. Two novel metrics are designed to evaluate spatial consistency. Experiments demonstrate that Scene2Sound significantly outperforms single-view baselines in both synthetic and real-world 360° reconstructed 3DGS scenes while preserving high audio quality, with user studies confirming its perceptual advantages.
📝 Abstract
3D Gaussian Splatting (3DGS) turns captured or generated imagery into photorealistic 3D world simulations that users can freely explore, yet these worlds remain silent. Because existing audio generation methods condition on a single image or viewpoint, their sound is tied to that observation and cannot stay consistent while a listener moves. We introduce the task of generating a spatially consistent soundscape for a given 3DGS world through auditory grounding, identifying which objects in the world should emit sound and anchoring each to a persistent 3D position, and present Scene2Sound, a training-free framework built on this grounding. From the input world alone, our pipeline selects viewpoints that jointly cover the scene, identifies sound-emitting objects with a vision-language model, and associates the multi-view detections into 3D instances through Gaussian set matching, which measures the overlap between the Gaussian sets that render each detection. Each source then receives generated audio that a standard object-based audio engine spatializes in real time at arbitrary listener poses. We further propose two spatial-consistency metrics, one testing whether rendered audio responds consistently to listener motion and one testing whether the claimed sources are supported by views held out from their placement. On a curated set of generated 3DGS worlds and on 3DGS scenes generated from real-world 360-degree captures, Scene2Sound preserves the audio quality of strong per-viewpoint baselines while remaining spatially consistent where per-viewpoint and single-panorama pipelines do not, and a user study confirms the perceptual benefit. Project page: https://masaki-lmd.github.io/scene2sound/.