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SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending

Published:10/11/2024
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TL;DR Summary

SpaceBlender uses generative AI to blend multiple users' physical environments into unified 3D VR spaces, enhancing context and collaboration. User studies show improved familiarity but note environmental complexity may distract from tasks.

Abstract

SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending Nels Numan ∗ Shwetha Rajaram ∗ Balasaravanan Thoravi Microsoft Research Microsoft Research Kumaravel United States United States Microsoft Research University College London University of Michigan United States United Kingdom United States bala.kumaravel@microsoft.com nels.numan@ucl.ac.uk shwethar@umich.edu Nicolai Marquardt Andrew D. Wilson Microsoft Research Microsoft Research United States United States nicmarquardt@microsoft.com awilson@microsoft.com Diffusion-based Space Completion 3D scene blending using MultiDiffusion, ControlNet, and LLM-driven prompts Layout method with interspatial distance control 2D images of physical user surroundings SpaceBlender Views of blended environments SpaceBlender | UIST 2024 (in submission) Disparate mesh alignment using semantic floor detection, floor generation, and plane fitting Generative AI blending users’ physical surroundings into unified virtual spaces for VR telepresence 3D volumetric priors and custom ControlNet model for gui

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1. Bibliographic Information

  • Title: SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending
  • Authors: Nels Numan, Shwetha Rajaram, Balasaravanan Thoravi Kumaravel, Nicolai Marquardt, and Andrew D. Wilson.
  • Affiliations: The authors are affiliated with Microsoft Research, University College London, and the University of Michigan. This suggests a collaboration between industry research and academia, bringing together expertise in human-computer interaction (HCI), computer graphics, and AI.
  • Journal/Conference: The paper appears to be formatted for a top-tier HCI conference (like ACM CHI or CSCW), though the provided text cuts off the full venue name ("In The..."). These venues are highly reputable and focus on innovations in interactive systems.
  • Publication Year: 2024
  • Abstract: The paper addresses the limitation of current generative AI models for creating 3D Virtual Reality (VR) environments, which often produce artificial spaces lacking connection to the user's real world. The authors introduce SpaceBlender, a novel pipeline that uses generative AI to blend multiple users' physical surroundings into a single, unified virtual space. The process takes 2D images from users, performs depth estimation, aligns the resulting 3D meshes, and uses a diffusion model guided by geometric priors and AI-generated text prompts to complete the scene. A preliminary user study with 20 participants in a collaborative task showed that users appreciated the familiarity of SpaceBlender environments but also found their complexity could be distracting. The paper concludes by suggesting future improvements based on this feedback.
  • Original Source Link: /files/papers/68f322b8d77e2c20857d8948/paper.pdf. This appears to be a local file path, indicating the paper is likely from a conference submission or preprint server.

2. Executive Summary

  • Background & Motivation (Why):

    • Core Problem: Existing generative AI tools can create 3D virtual environments, but these are typically fully synthetic and disconnected from the users' real lives. For collaborative VR telepresence, this is a major drawback, as incorporating a user's physical context can improve communication, awareness, and even memory.
    • Gaps in Prior Work: Previous methods either generate purely artificial scenes, are limited to grounding in a single user's space, or require complex inputs like 3D models that are not readily available. Furthermore, the outputs are often not optimized for VR, leading to usability issues like non-navigable floors and distracting visual artifacts.
    • Innovation: SpaceBlender introduces a novel approach to blend the physical environments of multiple collaborating users into a single, cohesive, and context-rich virtual space. It does this automatically from simple 2D image inputs, making it accessible to end-users.
  • Main Contributions / Findings (What):

    • The SpaceBlender Pipeline: The primary contribution is a multi-stage generative AI pipeline that transforms 2D images of different physical spaces into a unified 3D VR environment. This pipeline intelligently handles mesh alignment, generates a coherent layout, and uses advanced diffusion techniques for seamless blending.
    • A Preliminary User Study: The paper presents findings from a comparative study with 20 users, evaluating SpaceBlender against a generic low-poly environment (Generic3D) and a state-of-the-art single-scene generator (Text2Room).
    • Key Findings: Participants found SpaceBlender environments offered enhanced familiarity and context, which some leveraged for their task. The geometric corrections in the pipeline led to better navigability and comfort compared to Text2Room. However, the visual complexity and artifacts of generative environments were sometimes seen as distracting compared to the simpler Generic3D space.

3. Prerequisite Knowledge & Related Work

To understand SpaceBlender, it's helpful to be familiar with several key concepts and the landscape of prior research.

  • Foundational Concepts:

    • Generative AI: A branch of artificial intelligence where models learn patterns from data to create new, original content. This includes text (like GPT-4), images (like Stable Diffusion), and, in this case, 3D scenes.
    • VR Telepresence: A technology that aims to give users the feeling of being physically present with other people in a remote location through a virtual reality interface.
    • Diffusion Models: A class of generative models that work by gradually adding noise to data (e.g., an image) and then learning to reverse the process. By starting with pure noise, they can generate new, high-quality images from a text prompt.
    • Depth Estimation: A computer vision task where a model predicts the distance of each pixel in a 2D image from the camera, creating a "depth map." This is a crucial step in converting a 2D image into a 3D representation.
    • 3D Mesh: A common way to represent a 3D object or scene. It consists of vertices (points in 3D space), edges (lines connecting vertices), and faces (polygons, usually triangles, that form the surface).
    • LLM (Large Language Model): An AI model (e.g., GPT-4) trained on vast amounts of text data to understand and generate human-like language. SpaceBlender uses an LLM to act as an "interior architect."
    • VLM (Visual Language Model): An AI model (e.g., BLIP-2) that can understand both images and text. SpaceBlender uses a VLM to generate initial text descriptions of the user-provided images.
    • ControlNet: A neural network architecture that allows for adding spatial conditions (like depth maps, edge maps, or segmentation maps) to guide the output of diffusion models, giving users more control over the generated image's composition and structure.
  • Previous Works & Technological Evolution: The paper positions itself at the intersection of two research areas: computational 3D scene generation and VR telepresence systems.

    • Computational Generation of 3D Spaces:
      • Traditional Methods: Procedural generation relied on predefined rules and asset libraries to assemble scenes, lacking the novelty of modern generative methods.
      • Modern Generative Methods: Recent work leverages powerful 2D image models. Some create panoramic skyboxes (Skybox AI, LDM3D), which look good from a single viewpoint but lack spatial consistency when the user moves. Others, like Text2Room, improve this by generating multi-view consistent scenes but still suffer from geometric irregularities (e.g., bumpy floors), contextual repetitions (e.g., two toilets in one bathroom), and can only handle a single input space.
      • Constrained Generation: To improve geometric control, methods like MVDiffusion and ControlRoom3D use extra inputs like untextured 3D models or semantic maps. However, these inputs are not typically available in a simple telepresence setup.
  • Differentiation: SpaceBlender makes several key advances over this prior work:

    1. Multi-User Input: Unlike Text2Room and others, it is designed from the ground up to accept and blend images from multiple distinct spaces.

    2. Automated Guidance: It autonomously generates its own geometric and textual guidance (priors and prompts) from the input images using VLMs and LLMs, removing the need for manual configuration or pre-existing 3D models.

    3. VR Usability Focus: It explicitly addresses VR-specific problems like uneven floors and navigational discomfort through semantic floor alignment and guided generation.

      The image below provides a high-level overview of the SpaceBlender concept.

      该图像是论文SpaceBlender中的示意图,展示了通过多模态扩散和语义对齐技术,将用户物理环境的2D图像融合生成虚拟3D协作空间的流程,包含场景拼接、布局方法和相机轨迹适应等关键步骤。 该图像是论文SpaceBlender中的示意图,展示了通过多模态扩散和语义对齐技术,将用户物理环境的2D图像融合生成虚拟3D协作空间的流程,包含场景拼接、布局方法和相机轨迹适应等关键步骤。

4. Methodology (Core Technology & Implementation)

The core of the paper is the SpaceBlender pipeline, a sophisticated process divided into two main stages. It takes nn 2D images from nn users and outputs a single, blended 3D mesh.

The following image shows examples of 2D input images and the resulting 3D blended spaces created by the pipeline.

该图像是论文中展示的示意图,展示了SpaceBlender如何将用户提供的二维室内照片(包括书房、厨房等)转换生成融合用户实际环境特征的三维虚拟空间截图,体现了深度估计、网格对齐及基于扩散模型的空间补全流程。 该图像是论文中展示的示意图,展示了SpaceBlender如何将用户提供的二维室内照片(包括书房、厨房等)转换生成融合用户实际环境特征的三维虚拟空间截图,体现了深度估计、网格对齐及基于扩散模型的空间补全流程。

3.2 System Overview

  • Stage 1 (Setup): This stage runs once per generation. It processes the input images to create individual 3D "submeshes," aligns them to a common floor, arranges them in a layout, creates a geometric boundary (prior) for the final space, and generates text prompts to describe the blended areas.

  • Stage 2 (Iterative Blending): This stage is an iterative process, similar to Text2Room. It repeatedly renders views of the evolving mesh, inpaints the missing parts using a diffusion model guided by the priors and prompts from Stage 1, and integrates the newly generated geometry back into the main mesh until the space is complete.

    The generation process for one SpaceBlender environment takes approximately 55-60 minutes on a high-end GPU (NVIDIA RTX 4090).

3.3 Stage 1: From 2D Images to 3D Layout

This stage sets up the foundational structure of the blended environment.

  • 3.3.1 From 2D Images to 3D Submeshes: As illustrated in part A of the image below, each input image is converted into a small 3D mesh segment (submesh).

    1. Person Removal: People are detected and inpainted to create a clean background.

    2. Cropping: The image is cropped to a 512x512 square.

    3. Depth Estimation: A model (IronDepth) estimates a depth value for each pixel.

    4. Backprojection: The 2D image pixels and their corresponding depth values are projected into 3D space to form a mesh.

      该图像是一个示意图,展示了从2D图像到3D子网格的转换流程及地面生成与子网格对齐的方法,包含背景提取、深度估计、语义分割和将网格对齐至地面平面的步骤,公式为平面方程 Ax + By + Cz + D = 0。 该图像是一个示意图,展示了从2D图像到3D子网格的转换流程及地面生成与子网格对齐的方法,包含背景提取、深度估计、语义分割和将网格对齐至地面平面的步骤,公式为平面方程 Ax + By + Cz + D = 0。

  • 3.3.2 Submesh Alignment: To combine meshes from different photos (which may have different camera angles and floor levels), they must be aligned.

    1. Floor Identification: A semantic segmentation model identifies pixels corresponding to the floor. These labels are projected onto the 3D submesh.
    2. Plane Fitting: The RANSAC algorithm is used to find the best-fit plane for the identified floor vertices. This plane must be roughly horizontal.
    3. Alignment: The submesh is rotated and translated so its floor plane aligns with the global Y=0Y=0 plane.
    4. Floor Generation (Fallback): If an image contains no visible floor, the system uses an LLM to generate a plausible description of a floor (e.g., "a wooden floor") and then generatively extends the mesh downwards to create one before alignment (as shown in part B of the image above).
  • 3.3.3 Submesh Layout & 3.3.4 Geometric Prior Mesh: Once aligned, the submeshes are arranged in a layout.

    1. Layout: The submeshes are positioned on the perimeter of a circle of a configurable diameter dd, all facing the center. This ensures users have a line of sight to each other's original spaces.

    2. Geometric Prior: A simple 3D mesh is created by taking the convex hull of the arranged submeshes. This mesh defines the outer walls, floor, and ceiling of the final blended space. It acts as a geometric guide for the generation process.

      The image below illustrates the circular layout and the creation of the geometric prior mesh from the convex hull.

      该图像是一张示意图,展示了基于距离d定义子网格布局并创建几何先验网格的流程。图中包括顶视图的对齐子网格、布局与边界定义、几何先验网格创建及带语义标签的渲染视图,体现了空间混合中网格处理的关键步骤。 该图像是一张示意图,展示了基于距离d定义子网格布局并创建几何先验网格的流程。图中包括顶视图的对齐子网格、布局与边界定义、几何先验网格创建及带语义标签的渲染视图,体现了空间混合中网格处理的关键步骤。

  • 3.3.5 Contextually Adaptive Prompt Inference: To fill the empty space between the submeshes creatively, the system generates descriptive text prompts.

    1. VLM Captioning: A VLM (BLIP-2) generates a text description for each user's original input image (e.g., "a room with a lot of books on the shelves").

    2. LLM Prompting: An LLM (GPT-4), instructed to act as an "interior architect," takes these descriptions and their relative positions in the layout. It then generates new, creative prompts for the unseen areas between them, ensuring a smooth conceptual transition (e.g., "a cozy reading nook with a lamp").

      This process is visualized in the diagram below.

      Figure 3: Overview of Stage 1 components as described in Sec. 3.3. 该图像是图表,展示了论文中第3节3.3部分的阶段1组件流程。图中包括从子图像中提取图像描述的VLM模块,记录不同摄像机视角的描述,并通过LLM推断新视角下混合区域的图像描述。

3.4 Stage 2: Iterative Blending Guided by Geometric Priors and Contextual Prompts

This stage uses the assets from Stage 1 to build the final, blended 3D mesh.

  • 3.4.1 Room Shape Guidance with Geometric Prior Images: To ensure the generated space has a coherent structure, SpaceBlender uses ControlNet with three types of "prior images" rendered from the geometric prior mesh:

    • Depth Prior: A depth map of the simple prior mesh. This acts as a strong constraint on the final geometry.
    • Layout Prior: An edge-detected version of the depth map (like a line drawing). This guides the overall room structure (walls, floor) but gives the model freedom to generate furniture and other content inside. The authors trained a custom ControlNet-Layout model for this.
    • Semantic Prior: A map where walls, floor, and ceiling are colored with specific labels. This guides the semantic content of the generation.
  • 3.4.2 Iterative Space Blending: The core blending loop works as follows (illustrated in the image below):

    1. A camera takes a virtual "snapshot" of the current state of the 3D mesh.

    2. The empty (masked) parts of this snapshot are filled in by a diffusion model (Stable Diffusion). This inpainting is guided by:

      • A text prompt from the LLM (describing the desired content).
      • The geometric prior images via ControlNet (constraining the shape).
    3. MultiDiffusion is used to process wider images (512x1280), giving the model a larger contextual window to create more seamless blends between submeshes.

    4. A depth map is estimated for the newly generated image part.

    5. The new 2D image content and 3D depth information are projected back into the world to expand the mesh.

    6. This process is repeated along a predefined camera trajectory that sweeps through the blended areas.

      Figure 5: Overview of Stage 2 components as described in Sec. 3.4. 该图像是论文中第5图的示意图,展示了论文第3.4节所述第二阶段的各个组件及其流程,包括相机视图获取、基于几何先验渲染、稳定扩散引导图像补全、语义分割和深度估计等迭代处理步骤。

  • 3.4.3 Mesh Completion Trajectory: After the initial blending pass connects the submeshes, additional camera trajectories are used to fill in remaining holes in the floor and ceiling and to patch up any gaps visible from typical user viewpoints within the space.

The images below show an example of a generated scene that failed to blend properly without SpaceBlender's guided approach, and two views of a completed SpaceBlender environment. The final result is a complete, navigable 3D mesh.

该图像是三张室内场景的示意图,展示了利用SpaceBlender方法从不同视角生成的融合用户物理环境的虚拟三维空间。图中体现了场景的深度估计与网格对齐效果,以及最终的三维空间模型。 该图像是三张室内场景的示意图,展示了利用SpaceBlender方法从不同视角生成的融合用户物理环境的虚拟三维空间。图中体现了场景的深度估计与网格对齐效果,以及最终的三维空间模型。

5. Experimental Setup

To evaluate SpaceBlender, the authors conducted a preliminary user study comparing it to two other types of VR environments in a collaborative task.

  • Task: An affinity diagramming task. Pairs of participants first individually clustered 12 virtual sticky notes (e.g., grouping fruits by color) and then worked together to reorganize their clusters into new groups. This task requires spatial organization and communication.

  • Conditions (Within-Subjects Design): Each pair of participants experienced all three environments:

    1. Generic3D: A simple, low-polygon room created with standard 3D assets. This represents typical social VR platform environments.

    2. Text2Room: An environment generated by the original Text2Room framework, representing the state-of-the-art in unconstrained generative scenes. This environment has more visual detail but also more geometric and visual artifacts.

    3. SpaceBlender: An environment generated by the SpaceBlender pipeline, using familiar images provided by the participants themselves.

      The image below shows participants collaborating in the SpaceBlender and Text2Room environments.

      该图像是两幅展示虚拟现实中基于用户物理环境生成的3D协作空间的示意图,体现了SpaceBlender通过融合真实房间元素构建上下文丰富的虚拟环境的过程。图中展示了带有用户模型和虚拟标签的室内场景。 该图像是两幅展示虚拟现实中基于用户物理环境生成的3D协作空间的示意图,体现了SpaceBlender通过融合真实房间元素构建上下文丰富的虚拟环境的过程。图中展示了带有用户模型和虚拟标签的室内场景。

  • Recruitment and Setup:

    • Participants: 20 participants (10 pairs) were recruited.
    • Hardware: Participants used Meta Quest 3 headsets in separate physical rooms, connected to high-end PCs.
    • Software: The experience was built in Unity3D using the Ubiq framework for networking and avatars.
  • Data Collection & Measures: After each condition, participants filled out questionnaires measuring:

    • Spatial Presence: Using subscales from a standard questionnaire:
      • Self-Location: The feeling of "being there" in the virtual space.
      • Possible Actions: The perception of being able to interact with the environment.
    • Copresence: The feeling of sharing the space with the other participant.
    • Task Impact Factors: Custom questions asking whether the environment's layout, visual quality, and familiarity helped or hindered the task on a 5-point Likert scale.

6. Results & Analysis

The study yielded both quantitative and qualitative insights into how different environment styles affect collaboration.

The image below shows the generated SpaceBlender environments for each of the 10 participant pairs, based on their provided photos.

该图像是多个办公和图书环境的对比示意图。左侧为用户提供的二维照片,中间展示了基于SpaceBlender生成的融合场景视图,右侧则为对应的3D空间整体结构模型。图中展示了不同物理空间经过生成AI处理后转化为虚拟协作环境的过程。 该图像是多个办公和图书环境的对比示意图。左侧为用户提供的二维照片,中间展示了基于SpaceBlender生成的融合场景视图,右侧则为对应的3D空间整体结构模型。图中展示了不同物理空间经过生成AI处理后转化为虚拟协作环境的过程。

5.1 Self-Reported Questionnaire Results

The box plots below summarize the quantitative findings from the questionnaires.

该图像是两部分组成的箱线图,展示了不同实验条件下参与者对自我定位、可能动作、共存感(左图)以及任务影响因素(右图)的评分分布,比较了Generic3D、Text2Room和SpaceBlender三种环境,显示部分指标存在显著差异。 该图像是两部分组成的箱线图,展示了不同实验条件下参与者对自我定位、可能动作、共存感(左图)以及任务影响因素(右图)的评分分布,比较了Generic3D、Text2Room和SpaceBlender三种环境,显示部分指标存在显著差异。

  • Key Statistical Findings:
    • Possible Actions: Participants felt they could interact more in Generic3D compared to Text2Room (p=0.0021p = 0.0021). This is likely due to Text2Room's cluttered and irregular geometry hindering movement and interaction.
    • Self-Location: Participants felt a stronger sense of being physically present in the SpaceBlender environment compared to Text2Room (p=0.0039p = 0.0039). The familiarity and more stable geometry of SpaceBlender likely contributed to this.
    • Layout and Visual Quality: The layout and visuals of Generic3D and SpaceBlender were rated as significantly more helpful for the task than those of Text2Room.
    • Familiarity: As expected, the familiarity of the SpaceBlender environment was rated as significantly more helpful than that of Text2Room (p=0.0039p = 0.0039).
    • Overall Preference: Most participants ranked the simple Generic3D environment first for the task, followed closely by SpaceBlender. Text2Room was the least preferred.

5.2 Qualitative Themes

  • Theme 1: Environments Played a Mostly Passive Role, but Familiar Features Were Sometimes Used. Most participants used the center of the room as a neutral staging area. However, some participants in the SpaceBlender condition actively used its features for organization. For instance, one participant placed green sticky notes in a green-colored area of the blended environment. Another found the familiarity of their own workspace comforting and helpful for thinking, stating "it just feels a bit more like comfortable, like, thinking in that area."

  • Theme 2: Mixed Preferences for Minimalistic vs. Realistic Environments. Many participants preferred the clean, simple Generic3D environment because it minimized distractions and let them focus on the task. P8A called it "the cleanest environment." However, other participants found the realism of SpaceBlender and Text2Room more immersive and engaging, even if it came with some visual clutter.

  • Theme 3: SpaceBlender and Generic3D Offered Better Comfort and Navigability. This was a major finding. The Text2Room environment was universally criticized for its "inconsistent floor geometry" and "stuff sticking out of the floor," which caused navigational difficulty and even simulator sickness for some participants. In contrast, the flat, consistent floors in Generic3D and SpaceBlender (a direct result of the floor alignment pipeline) were praised. P3B noted that the "distortion in the floor" in Text2Room was not present in SpaceBlender. However, participants still noted that both generative environments suffered from low-resolution textures and some geometric inaccuracies.

7. Conclusion & Reflections

  • Conclusion Summary: The paper successfully introduces SpaceBlender, a novel and technically sophisticated pipeline for creating context-rich collaborative VR spaces by blending users' physical environments. The system demonstrates a significant step forward from prior work by handling multiple disparate inputs and focusing on VR-specific usability needs. The user study provides preliminary evidence that while simple, clean environments are often preferred for focused tasks, the familiarity and context provided by SpaceBlender offer unique benefits for user comfort and can inspire new spatial organization strategies. The pipeline's geometric correction techniques, particularly for floor alignment, proved highly effective in improving user comfort and navigability over unconstrained generative models like Text2Room.

  • Limitations & Future Work:

    • Generation Time: At 55-60 minutes, the generation process is far too slow for spontaneous meetings. Future work needs to drastically reduce this time to make the system practical.
    • Visual Quality: Participants noted low-resolution textures and geometric artifacts. Improving the fidelity and realism of the generated spaces is a key next step.
    • Task-Environment Fit: The affinity diagramming task did not strictly require environmental context. The authors suggest exploring scenarios where context is more critical, such as collaborative study sessions or social gatherings.
    • Controllability: While SpaceBlender is largely automatic, future versions could give users more control over the blending process, such as choosing which elements to keep or discard, or adjusting the layout.
  • Personal Insights & Critique:

    • Novelty and Ambition: The primary strength of this paper is its ambitious goal and the comprehensive pipeline developed to achieve it. Integrating so many state-of-the-art models (VLM, LLM, depth estimation, diffusion, ControlNet) into a single, cohesive system is a significant engineering and research achievement.
    • Practicality vs. Potential: The current system is more of a proof-of-concept than a practical tool, mainly due to the long generation time. However, it paints a compelling picture of the future of VR telepresence, where our virtual meeting spaces are no longer generic rooms but personalized, meaningful extensions of our own lives.
    • The "Messy Middle" Problem: The paper effectively tackles the challenge of blending disparate spaces. The use of an LLM as an "interior architect" is a clever solution to the "messy middle" problem—what to put in the space connecting two different rooms. This highlights the power of combining geometric and semantic guidance.
    • The Value of "Good Enough" Geometry: The study's results strongly validate the design choice to prioritize a flat, navigable floor. This shows that for VR usability, perfect photorealism is less important than getting the fundamental geometry right. The failure of Text2Room on this front is a stark reminder that models developed for 2D image generation do not automatically translate well to interactive 3D environments. SpaceBlender's contribution here is crucial for the field.

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