# Decorum: A Language-Based Approach For Style-Conditioned Synthesis of Indoor 3D Scenes

arXiv: https://arxiv.org/abs/2503.18155 · HTML: https://mlsanity.com/paper/2503.18155/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 24 of its 31 references that are in the map.
- First posted on arXiv 23 Mar 2025.

## Builds on (most cited first, 24 of 24)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [LoRA: Low-Rank Adaptation of Large Language Models](https://mlsanity.com/paper/2106.09685/) (2021)
- [BLIP-2: Bootstrapping Language-Image Pre-training with Frozen Image Encoders and Large Language Models](https://mlsanity.com/paper/2301.12597/) (2023)
- [AI2-THOR: An Interactive 3D Environment for Visual AI](https://mlsanity.com/paper/1712.05474/) (2017)
- [3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics](https://mlsanity.com/paper/2011.09127/) (2020)
- [ProcTHOR: Large-Scale Embodied AI Using Procedural Generation](https://mlsanity.com/paper/2206.06994/) (2022)
- [LayoutGPT: Compositional Visual Planning and Generation with Large Language Models](https://mlsanity.com/paper/2305.15393/) (2023)
- [3D-FUTURE: 3D Furniture shape with TextURE](https://mlsanity.com/paper/2009.09633/) (2020)
- [Text2Room: Extracting Textured 3D Meshes from 2D Text-to-Image Models](https://mlsanity.com/paper/2303.11989/) (2023)
- [ATISS: Autoregressive Transformers for Indoor Scene Synthesis](https://mlsanity.com/paper/2110.03675/) (2021)
- [DiffuScene: Denoising Diffusion Models for Generative Indoor Scene Synthesis](https://mlsanity.com/paper/2303.14207/) (2023)
- [Moral Stories: Situated Reasoning about Norms, Intents, Actions, and their Consequences](https://mlsanity.com/paper/2012.15738/) (2020)
- [InstructScene: Instruction-Driven 3D Indoor Scene Synthesis with Semantic Graph Prior](https://mlsanity.com/paper/2402.04717/) (2024)
- [Fast and Flexible Indoor Scene Synthesis via Deep Convolutional Generative Models](https://mlsanity.com/paper/1811.12463/) (2018)
- [Set-the-Scene: Global-Local Training for Generating Controllable NeRF Scenes](https://mlsanity.com/paper/2303.13450/) (2023)
- [Human-centric Indoor Scene Synthesis Using Stochastic Grammar](https://mlsanity.com/paper/1808.08473/) (2018)
- [Deep Generative Modeling for Scene Synthesis via Hybrid Representations](https://mlsanity.com/paper/1808.02084/) (2018)
- [CompoNeRF: Text-guided Multi-object Compositional NeRF with Editable 3D Scene Layout](https://mlsanity.com/paper/2303.13843/) (2023)
- [RoomDreamer: Text-Driven 3D Indoor Scene Synthesis with Coherent Geometry and Texture](https://mlsanity.com/paper/2305.11337/) (2023)
- [3D-GRAND: A Million-Scale Dataset for 3D-LLMs with Better Grounding and Less Hallucination](https://mlsanity.com/paper/2406.05132/) (2024)
- [Scene Synthesis via Uncertainty-Driven Attribute Synchronization](https://mlsanity.com/paper/2108.13499/) (2021)
- [Indoor Scene Generation from a Collection of Semantic-Segmented Depth Images](https://mlsanity.com/paper/2108.09022/) (2021)
- [Advances in Data-Driven Analysis and Synthesis of 3D Indoor Scenes](https://mlsanity.com/paper/2304.03188/) (2023)
- [CLIP-Layout: Style-Consistent Indoor Scene Synthesis with Semantic Furniture Embedding](https://mlsanity.com/paper/2303.03565/) (2023)

## Built on by (most cited first, 1 of 1)

- [StyleForge: Indoor Furniture Styling by Counterfactual Reasoning in a Hypergraph Field](https://mlsanity.com/paper/2608.01954/) (2026)

## Abstract (arXiv)

3D indoor scene generation is an important problem for the design of digital and real-world environments. To automate this process, a scene generation model should be able to not only generate plausible scene layouts, but also take into consideration visual features and style preferences. Existing methods for this task exhibit very limited control over these attributes, only allowing text inputs in the form of simple object-level descriptions or pairwise spatial relationships. Our proposed method Decorum enables users to control the scene generation process with natural language by adopting language-based representations at each stage. This enables us to harness recent advancements in Large Language Models (LLMs) to model language-to-language mappings. In addition, we show that using a text-based representation allows us to select furniture for our scenes using a novel object retrieval method based on multimodal LLMs. Evaluations on the benchmark 3D-FRONT dataset show that our methods achieve improvements over existing work in text-conditioned scene synthesis and object retrieval.
