Abstract:This paper proposes a novel graph-constrained generative adversarial network, whose generator and discriminator are built upon relational architecture. The main idea is to encode the constraint into the graph structure of its relational networks. We have demonstrated the proposed architecture for a new house layout generation problem, whose task is to take an architectural constraint as a graph (i.e., the number and types of rooms with their spatial adjacency) and produce a set of axis-aligned bounding boxes o… Show more
“…We experiment with House-GAN dataset [18] that consists of 143,184 floor plans extracted in vector format from real floor plan images in Lifull Home's dataset [19]. There are 8 categories of rooms 1 .…”
We present our approach to improve room classification task on floor plan maps of buildings by representing floor plans as undirected graphs and leveraging graph neural networks to predict the room categories. Rooms in the floor plans are represented as nodes in the graph with edges representing their adjacency in the map. We experiment with House-GAN dataset that consists of floor plan maps in vector format and train multilayer perceptron and graph neural networks. Our results show that graph neural networks, specifically GraphSAGE and Topology Adaptive GCN were able to achieve accuracy of 80% and 81% respectively outperforming baseline multilayer perceptron by more than 15% margin.
“…We experiment with House-GAN dataset [18] that consists of 143,184 floor plans extracted in vector format from real floor plan images in Lifull Home's dataset [19]. There are 8 categories of rooms 1 .…”
We present our approach to improve room classification task on floor plan maps of buildings by representing floor plans as undirected graphs and leveraging graph neural networks to predict the room categories. Rooms in the floor plans are represented as nodes in the graph with edges representing their adjacency in the map. We experiment with House-GAN dataset that consists of floor plan maps in vector format and train multilayer perceptron and graph neural networks. Our results show that graph neural networks, specifically GraphSAGE and Topology Adaptive GCN were able to achieve accuracy of 80% and 81% respectively outperforming baseline multilayer perceptron by more than 15% margin.
“…For example, (Wu et al 2019) proposes a two-stage method to iteratively locate rooms and walls given an input boundary while (Hu et al 2020) introduces an interactive solution in which users can specify some constraints during planning. In (Nauata et al 2020), they propose a convolutional message passing network named House-GAN that takes as input a bubble diagram and outputs the house layout with axisaligned bounding boxes. Unlike these tasks of indoor layout and floor plan design, our work focuses on outdoor home planning, and specifically, we aim to suggest locations for the new buildings.…”
Section: Related Workmentioning
confidence: 99%
“…Finally, our system outputs a location prediction indicates the "suitableness" for the next building unit. placement of a new component in an indoor scene automatically (Wang et al 2018Nauata et al 2020;Wu et al 2019). They use deep learning techniques e.g., the FiLM net (Perez et al 2018), to predict a component location as an attribute of the new node.…”
In this paper, we propose an effective global relation learning algorithm to recommend an appropriate location of a building unit for in-game customization of residential home complex. Given a construction layout, we propose a visual contextaware graph generation network that learns the implicit global relations among the scene components and infers the location of a new building unit. The proposed network takes as input the scene graph and the corresponding top-view depth image. It provides the location recommendations for a newlyadded building units by learning an auto-regressive edge distribution conditioned on existing scenes. We also introduce a global graph-image matching loss to enhance the awareness of essential geometry semantics of the site. Qualitative and quantitative experiments demonstrate that the recommended location well reflects the implicit spatial rules of components in the residential estates, and it is instructive and practical to locate the building units in the 3D scene of the complex construction.
“…This representation r i encodes the number of walls, doors, windows, and the distance among them in an adjacency matrix. This is similar to the representation used in HouseGAN [12]. The discriminator part d 1 determines whether the generated box of the floor-plan is real as illustrated in Figure 5.…”
“…In the conditional graphical generative module [12], the generation part g 2 takes a random vector z i and the representation r i of the ground truth floor-plan of the room as inputs. This representation r i encodes the number of walls, doors, windows, and the distance among them in an adjacency matrix.…”
In this paper, we propose an end-to-end model for producing furniture layout for interior scene synthesis from a random vector. This proposed model is aimed to support professional interior designers to produce interior decoration solutions more quickly. The proposed model combines a conditional floor-plan module of the room, a conditional graphical floor-plan module of the room, and a conditional layout module. Compared with the prior work on scene synthesis, our proposed three modules enhance the ability of auto-layout generation given the dimensional category of the room. We conduct our experiments on a proposed real-world interior layout dataset that contains 191, 208 designs from the professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts in comparison with the state-of-art model. The dataset and codes are available at https: //github.com/CODE-SUBMIT/dataset3.
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