配置と可動性を超えて:身体化インタラクションのための使用駆動型コードシーン
Beyond Placement and Articulation: Usage-Driven Code Scenes for Embodied Interaction
室内シーン生成において、物体の配置や可動性だけでなく、機能的な使用法をモデル化するフレームワークRoomWrightを提案。各アンカーをタスク中心とし、必要な物体とそのアフォーダンスを推論し、コードエージェントがインタラクションをトリガー・条件・効果のルールにコンパイルして因果関係を更新する。
詳しい要約
1. どんなもの?
2. 先行研究と比べてどこがすごい?
3. 技術・手法の肝は?
4. どうやって有効だと検証した?
5. 議論はある?
6. 次に読むべき論文は?
※ AIが要旨から生成した要約です。正確性は原文をご確認ください。
著者: Zijian Xiao, Zipeng Ye, Jinkun Hao, Xiong Yang, Yuchen Xie, Ran Yi
分類: cs.RO, cs.CV
原文アブストラクト
Indoor scene synthesis provides essential environments for embodied AI, robotic manipulation, and simulation-based policy learning. Recent code-based scene generation methods produce editable and extensible environments, yet they remain focused on visual construction and object-level articulation, leaving the functional usage of scenes largely unmodeled. To address this problem, we present RoomWright, an agentic usage-driven framework for generating 3D scenes represented entirely as code for embodied interaction. RoomWright performs usage-driven object reasoning, which treats each anchor as a task centre and admits task-required objects and their affordances. A code agent further enables multi-part interaction by compiling each interaction into a trigger, condition, effect rule that updates structured object states, capturing causal dependencies across objects. Moreover, since manipuland orientation is ambiguous and hard to recover from pixels, RoomWright alleviates this via annotation-informed usage-guided orientation. Extensive experiments demonstrate the effectiveness of our method. The resulting scenes are executable, editable, and simulation-ready, providing interactive environments for embodied AI and policy learning.