52 Int'l Conf. Artificial Intelligence | ICAI'16 | Towards an Automated Home Interior Designer System Aakanksha Bapna1 and G. Srinivasaraghavan2 1,2 Department of Computer Science, IIIT Bangalore, Karnataka, India Abstract— We present an almost completely automated intelligent system that produces realistic and aesthetically appealing interior designs for homes. We present the results from our current implementation that generates interior designs for rectangular living rooms. The particularly striking feature of our system is that it generates multiple plausible options for an empty room. The relationships between different elements of a room and items placed in the room are represented as Bayesian networks. The causal relationships defining the network structure are derived from standard thumbrules of interior designing. The parameters for every node in the network are learnt from information extracted semi-automatically from the top view images of furnished living rooms and conversation areas. New layouts based on user inputs are generated upon inferencing from this learnt network. We have successfully dealt with living rooms having (i) dimensions varying from 9 to 25 ft, (ii) 1-3 doors, (iii) 2 windows, (iv) TV or/and fireplace as focal points, (v) dining area, (vi) second conversation area. Keywords: Interior designing, Intelligent system, Bayesian networks 1. Introduction Interior designing is a curious mix of established thumbrules and creativity to shape the experience of the space inside a home, office or even a single room. It requires making the space functional, clutter-free, aesthetically pleasing and comfortable by a combination of creative spatial alignment and cosmetic touches through texture, lighting and colors. All of these are indeed subjective and personal tastes and preferences of the occupants do play a significant role in interior designing. It is therefore essential in interior designing for the designer/architect to work closely with the client and arrive at a design that meets the client (occupant’s) needs best. The typical process followed in interior designing is: (i) the user gives loose, high level preferences and requirements, (ii) the architect generates multiple plausible designs that more-or-less meet the stated requirements, while clarifying why some of the preferences if any as stated by the client are inappropriate for various reasons (high cost, violating established best practices, feasibility, etc.), (iii) client makes choices on his/her preferred options, (iv) the architect iterates on the designs by using the client responses and choices as fresh inputs, (v) the final design is arrived at iteratively through a series of interactions between the client and the architect. Much of the discussion in the process described above is visual in nature, involving pictures, drawings and graphical illustrations. We propose a system that is intended to work a lot like what has been described above and effectively play the role of an interior designer/architect. The system takes basic information such as dimensions and shape (including location of doors, windows, staircase etc.) of the space for which the user wants the interiors designed. It then takes structured input from the user on preferences and constraints (may be an old antique furniture that needs to be accommodated, TV and/or fireplace as focal point for the room, dining area, second conversation area, etc.). The designer’s ‘knowledge base’ is encoded as a Bayesian network learnt from several layouts that have been generated by human designers. The iterative process described above seems to lend itself naturally to a ‘Bayesian’ interpretation. The user inputs form the evidence for driving nodes of the network with which the system infers the distributions of the locations and attributes of the other nodes in network. Multiple options are generated by sampling from these distributions, with some minimum probability threshold for feasibility. This process can be iterated till the user is happy with a design of his/her choice. We have currently implemented such a system to generate the interiors for a single room (the living room). Our algorithm however can be extended to more complex layouts and multiple spaces naturally. The main contributions of our work are 1) object extraction along with their positions and orientations semi-automatically (supported by little manual annotation) from 2d-layout diagrams. 2) a modeling framework entirely in terms of Bayesian networks that creates interior designs only from user requirements. 3) parameter learning in a hybrid Bayesian network with both continuous and discrete nodes. 4) a generic algorithm that can be easily extended to find shape, size, color, texture etc. of the objects and also to generate designs for other rooms. The third one is, we believe, of independent interest. Hence we focus on the modeling and learning part of the problem which is of primary relevance in the current context. The rest of the paper is organized as follows. Section 2 is a brief survey of similar attempts at building automated interior designer systems, in the past. Section 3 gives an overview of our system. Sections 4 through 7 describe each of the key conceptual modules in our scheme, an overview of each of which along with a bird’s-eye-view of the entire ISBN: 1-60132-438-3, CSREA Press © Int'l Conf. Artificial Intelligence | ICAI'16 | 53 system is explained in Section 3. Our results are summarized in Section 8. We conclude with some extensions and scope for future work that we foresee in Section 9 followed by a list of references. 2. Previous Works In the graphics domain, researchers have applied optimization algorithms to the problem of constrained layout synthesis. For example, a parallel tempered MetropolisHastings algorithm has been used to synthesize furniture layout [1]. A similar layout problem has been solved using simulated annealing [2]. In these two systems, the designers need to specify the number and types of objects in advance. Another major drawback we see of these systems is that it can handle only spatial arrangement of pieces of furniture selected by the user. In contrast our system generates multiple suggestions for the user even in the choice of furniture, other than the ones that the user wants to preserve. Our system is lot more flexible and can include other features of interior designing such as colors, texture etc. Moreover the rule extraction process is largely manual and is essentially hard-coded into the system. We have implemented a rule extraction algorithm from designs created by human designers and architects, instead. In [2], distance and orientation of every object w.r.t. wall seems to be fixed and specified prior, but that may not always be the case (shown in Figure 1) In [3] Merrell and others also proposed a method to generate residential building layouts. We also employed Bayesian networks for modeling relationships between different rooms but we derive its structure from standard thumbrules of interior designing (details can be found in section 4). and learn the parameters of the network. [4] developed a tool called FurnIt that automatically places furniture into the given floor plan using some predefined hierarchical templates which have certain functionality. This system also has the limitation that it cannot by design handle anything other than spatial arrangements of objects. Also the templates are manually created and constrains the user to a small set of choices implied by the templates. Apart from the optimization field, many works have been done in the object synthesis domain to render functional designs for indoor scenes. Example-based [5] and activitycentric [6] scene synthesis have been described by Fisher et. al. in recent years. In example based scene synthesis, their algorithm consisted of occurrence model (Bayesian Networks), arrangement model (Mixtures of Gaussians) and contextual categories (clusters). In our system the Hierarchical Bayesian networks handle everything from occurrence, arrangement and interchanging of objects. Also when location and orientation of few objects govern the presence, location , orientation of other objects the results are better. In activity-centric scene synthesis, when modeling a scene, they first identify the activities supported by a scanned Fig. 1: Few training images depicting that the distance and orientation of sofas w.r.t. wall and w.r.t. each other is not always same. It is largely dictated by room size and location of doors. environment and then determine semantically-plausible arrangements of virtual objects. In these two works Bayesian networks were just used to create occurrence models. That implies they have just utilized Bayesian networks to model relationships between discrete variables. Whereas, we used Bayesian networks to model relationships between both discrete and continuous variables. Learning such networks from data is in itself a significant contribution of our work. Also using their algorithm for arranging furniture within a room may lead to only subtle changes in the interior designs. Our work actually creates many functional scenes for empty spaces. After extending our work from 2-d to 3-d layouts, their method can be used to create stylistically different scenes by scanning the different furniture arrangements suggested by our system. An algorithm to model the structural relationships between objects using graph kernels was given in [7]. Objects or group of objects form the nodes and relationships between them such as enclosure, horizontal, vertical or oblique support form the edges. It is mainly used for scene matching and search purposes. Our system aims to exactly mimic the interior designing process. Their approach of forming a network to represent relationships is good for arranging tables etc. but in case of living rooms when all furniture items are kept on floor,which implies no surface contact and no enclosure of furniture objects, the edges in the graph would be very few. Hence matching could be difficult. Also, we don’t just model dependencies between objects, in our case properties of room govern properties of subspaces and then properties of subspaces govern properties of objects. We derive the design in hierarchical manner, hence they are less brittle. A new algorithm called locally annealed reversible jump MCMC (Markov-chain Monte Carlo) that generates samples from transdimensional distributions encoding complex constraints is described in [8]. This however is fit for ISBN: 1-60132-438-3, CSREA Press © 54 Int'l Conf. Artificial Intelligence | ICAI'16 | open worlds only where good layouts not only satisfy the constraints of physical plausibility and functionality, but also crowded-ness and appropriateness of the furniture. In open world layouts where the number of objects are not fixed and optimal configurations for different numbers of objects may be drastically different. Also, sampling can make the system very slow as mentioned in [6]. Our proposed system is clearly lot more flexible and generic in its ability to generate a number of ‘creative’ suggestions for the user. 3. Overview Figure 2 give a bird’s-eye-view of our system. The rectangular boxes represent the major conceptual modules comprising our system and arrows represent dependencies between these modules in the overall workflow. The blue line separates the parts of the system that work offline (one time). The portion below the blue line represents recurring use which essentially involves inferencing from the Bayesian networks with evidence from the user and other constraints to generate design options. The red arrow indicates possible iterations between the inference engine and the user. Object Detection Hierarchical BBN Offline Learn the BBN Bayesian Inference User Inputs Design Options Fig. 2: System Overview We now describe each of the components shown in the above figure. The system consists of a set of hierarchically defined set of Bayesian Belief Networks (BBN). The structure of these networks is fixed and is derived from assumed causal relationships between the different elements in a living space. The structure and the hierarchy of these BBNs are derived from accepted thumb rules of interior design and interviews with professional interior designers. However the structure of these BBNs encodes only the basic causal relationships between the different elements occupying the space. The causal arrow between a node A and a node B only says that A will have a direct influence on B. The exact nature of this influence is learnt from layouts designed by human architects. The assumption about causal relationships, which is the only set of hard-coded assumptions in the system, we believe are in some sense essential and in any case are much milder than those in the ones the earlier systems we have surveyed. The object detection module facilitates automatic parameter learning for the BBNs. It detects different object types from standard interior layouts and annotates them with attributes of the objects such as locations and orientations. The Learning module carries out parameter learning for the BBNs. This required a rather non-trivial extension of existing parameter learning algorithms for Hybird BBNs. The BBNs in our context are hybrid in the sense that some nodes have continuous values (location, orientation) and others take discrete values (yes/no, colors from a set of choices, etc.). At the end of the learning phase, we have a large hierarchically arranged BBN whose parameters (conditional probability densities) have been learnt. The Inference engine uses the user constraints and preferences as evidence on the network and carries out an inference propagating the evidence through the network to arrive at the target distributions for each node. We describe each of these in detail in the sections that follow. Note: In all the layout diagrams, the arrows represent doors and the direction of the arrow tells whether it is an ’entrydoor’ or ’exit-door’. L,T,O,w,l stand for location, type, orientation, width and length of an object respectively. 4. Hierarchically Organized Bayesian networks The BBN was organized as a hierarchical collection of smaller BBNs and were intended to capture a set of generally accepted causal relationships that mimic the process a typical designer/architect follows during interior design. Some patterns that we observed in the layouts that we studied in the process had a significant influence on the final structure of the network. Patterns observed in Conversation Area: We observed certain shapes of conversation areas repeating in the training images as shown in Figure 3. We considered 18 different possibilities for conversation area shapes. In all shapes the one edge represents the big sofa. Other edges may be formed by any of the 3-seater, 2-seater, 1-seater or a chair or a combination of any of these. Patterns observed in room: The images in the Figure 4. show some observations made about the location of doors affecting the conversation area shape in medium sized living rooms. The images in Figure 5 show some observations made in large living rooms which may contain dining area or second conversation areas. Their most occurring locations and sizes are drawn out in the figure. 4.1 BBN Construction The observations illustrated above played an important role in deciding the structure of Bayesian networks. It also helped in discarding few nodes. The idea is to categorize the living spaces into conversation area types. Each conversation area would then drive a different network. For each conversation area type we start with the largest objects (typical ISBN: 1-60132-438-3, CSREA Press © Int'l Conf. Artificial Intelligence | ICAI'16 | 55 Fig. 3: Some training images of conversation area. (Left to right) Smile shape, C shape, tilted-hut shape, big L shape. Fig. 4: Examples of different conversation area types based on location of doors observed in living room images. example would be big sofas). There would be different networks for cases where such large objects exist and those where such large objects do not exist. In case large objects exist, these would drive the placement of the other objects relative to them. Multiplicities are handled by duplicating the nodes appropriately. We walk through a detailed example of a BBN for a living room. We needed 2 different networks one for describing the relationships between main areas and objects in the room and another for describing the relationships between objects within the conversation area. The following steps are taken to construct the complete network- (i) We first form 2 template networks depicting dependencies between different objects of a room and conversation area based on domain knowledge gained from designers, different websites and observations made in the training set. (a network having nodes- room, conversation area, sofa, table etc.) (ii) Every node in these networks is split into multiple nodes each representing a property of that object (one node each for location, orientation, and size of the object). Therefore all the parents of an object will become the parents of every node representing a property of that node. (iii) It was checked if Fig. 6: A model Bayesian network for living room. (conv. means conversation. The squares within a node represent properties of an object. L,T,O,w,l stand for location, type, orientation, width and length of an object respectively. Properties modelled using discrete variables are shown in blue squares and those modelled by continuous variables are shown in yellow. ) some property of a node was independent of some parent (like orientation of sofa wont affect type of table). All properties for all parent and child pairs which intuitively seemed to be unrelated were checked and the corresponding edges were removed. (iv) If a property of an object affected some other properties of the same object then edges were added between them (e.g. orientation of sofa affects its location). (v) If any object in these networks can occur multiple times in a room then there should be multiple instances of it in the network. (like multiple 1-seater sofas). The connection to other nodes, the inter connections between the properties of a node are also copied for all instances. The variable big sofa type belongs to the conversation area but its value is determined by a few elements of the room. Therefore we created a different network for deciding the big sofa type. After all these steps we obtained 3 networks which are visited in hierarchical top down manner to arrive at the results. First one for capturing the relationships between properties of subspaces and objects of room, second for deciding the type of big sofa. And third for the objects within main conversation area. A condensed form of these 3 networks together is shown in Figure 6. 4.2 Object Nodes and their Properties Fig. 5: Examples of different sizes and locations of main conversation area (CA1), dining area (DA) and second conversation area (CA2) observed in living room images. Column 1 of Table 1 gives the list of all the objects used to furnish the living room in our system, maximum number of instances of each object which were encountered in the training images is shown in column 2 and the distinct types of each object considered (based on its size or shape) is ISBN: 1-60132-438-3, CSREA Press © 56 Int'l Conf. Artificial Intelligence | ICAI'16 | Table 1: List of objects used to furnish the living room. Object Door Window Fireplace TV L-shape sofa 3-seater sofa 2-seater sofa 1-seater sofa Chair Coffee table Corner table Dining unit Number of instances 4 1 1 1 1 2 2 4 2 1 4 1 Types (based on shape/size) 2 1 1 1 6 2 2 2 1 3 1 2 Fig. 7: Small, square and long L-shape sofas used in our system. shown in column 3. The types of each object class could be based on their shape: • • • coffee table — square, rectangular or round L-shape sofa — small, square or long (Figure 7) dinning table — square or rectangular or on their size as is the case for doors and sofas. The size of the door matters, because if there’s a big door on a small wall hardly anything else can be accommodated, or if the big door is on a larger wall the size of the conversation area decreases. For all objects except doors and fireplace location is stored using a continuous variable (x,y) and orientation is stored using a discrete variable. We checked the range (out of 8 ranges from 0◦ to 180◦ ) to which actual orientation belonged to find its discrete orientation. For objects which may or may not appear in the room and that is decided by the userthe property called Y/N is also stored. For other objects it is combined with the discrete variable for orientation, i.e. the last value of orientation representing object is not present. Doors, windows and fireplace are present on the wall therefore their orientation can be determined from their Fig. 8: Discrete locations for doors and fireplace on the wall. Fig. 9: (a) SURF features detected in a living room image. (b) Conversation area, dinning area, TV matched from templates. position on the wall and for storing their location just one discrete variable was used. As shown in Figure 8 we divided the wall into 12 sections: one at left, right and centre of every wall. The doors can lie at any location on the wall, but to store its discrete location, it is determined into which of these 12 sections that location falls. The number of the sections was independent of room size. The discrete location was given by one of these 12 numbers. The sizes of room and conversation areas were also discretized. Note: In our entire procedure the sofas and tables belong to conversation area. The remaining objects and conversation area belong to the room. Big sofa can be any of the 6 Lshape sofas or a 3 or 4-seater sofa. 5. Object Detection and Property extraction from Manual Designs Figure 1. shows some sample top view images of the living room used for training the Bayesian network. We used top view images of living room as these best exhibit the location and orientation of objects with respect to each other. In 3-d images automatic detection of various kinds of objects was difficult, even if we annotate the objects and bounding boxes manually, automatic extraction of exact relationships between objects was not possible. Nearly 65 living room top view images were gathered from various websites from web. Also, few living room layouts were found in the book ‘Time-saver standards for interior designing’ [9]. 5.1 Extraction within Room From every living room image main conversation areas, TV and second conversation area, dining area (if present) were cropped and saved separately. Matching these templates (rotated object images) to living room images using SURF (Speeded-Up Robust Features)[10] gives an affine transformation matrix, which can be used to find the orientation (rotation angle −π to −π) and location (transformed centroid(x,y)) of these objects in the living room. Figure 9 (a) shows the SURF features computed for a living room image, Figure 9 (b) shows the bounding boxes for conversation area, dining area and TV drawn after matching these with the templates. For rest of the objects- doors, windows and fireplace, their discrete location was set manually for training images. ISBN: 1-60132-438-3, CSREA Press © Int'l Conf. Artificial Intelligence | ICAI'16 | Fig. 10: Outputs after performing different steps of image segmentation on conversation area image. 5.2 Extraction within Conversation Area The data for conversation areas consisted of images of these cropped from the living room images as mentioned above. We also collected many more images of conversation areas from different sources. The book titled ‘Design Rules: The Insider’s Guide to Becoming Your Own Decorator’ by Elaine Griffin [11] contained many common conversation areas. SURF could not be used here because the objects like sofa and table in the line drawings lack the minimum number of features required for matching. Therefore we performed image segmentation on these images to get the individual objects within a conversation area. Figure 10, (a) shows the actual image of a conversation area from Griffin’s book, (b) shows the enhanced image after thresholding and dilation, (c) shows the output image after performing hole-filling, erosion and connected component labelling (every connected component represents an object in the conversation area). The properties such as centroid, minimum bounding box, length, width, area, aspect ratio, minor and major axis length, perimeter and solidity were extracted for every object. With these region properties as features we used logistic regression to classify the objects into different classes such as 3-seater sofa, 2-seater sofa, 1-seater sofa, square table, rectangular table, round table, tiny table, triangular L-shape sofa, square L-shape sofa etc. We achieved an accuracy of nearly 97% for classifying objects within conversation area when we had only 20 images (training+testing) and 10 object classes. However it dropped to 80% when a total of 108 images were used for training and testing and 17 object classes were considered. It happened mainly because the shapes of same object varied a lot in the bigger data set. The last image in Figure 10. shows the bounding boxes for every object with every edge colored differently. For sofas and chairs, for annotating their front edge, we specified which colored edge is their front edge. Then the angle front edge makes with the positive x-axis was calculated and discretised. To the Bayesian network, centroid and angle are given for training. 6. Learning the Bayesian Networks All networks elicited in the last section were implemented in Matlab using the Bayes Net Toolbox (BNT) by Kevin Murphy [12]. BNT was used as it allows multivariate Gaussian (continuous) nodes and mixed (discrete+continuous) 57 networks. It also supports inferencing using junction tree inference engine. But Bayesian parameter learning was available only for pure discrete network. Hence we extended BNT to include generic Bayesian parameter learning for mixed networks. As per the details about the properties of objects mentioned in the section 4.2 the corresponding nodes were initialised as discrete or continuous. Every continuous node storing the location property was assumed to have a multivariate Gaussian distribution in order to store (x, y) together at a node. The initial means and weights were set to zeros and covariance was set to identity matrix. All other discrete nodes were assumed to have a Dirichlet distribution initialised with random counts. For learning parameters the input data were the values of the properties of every node extracted from the images as explained in section 5. For objects having just one instance in the network the data was given directly, but for objects having multiple instances some criteria were adopted to decide that the data for an object should go to which instance of that object in the network. Some of them are as follows - if 2 instances of 3-seater sofa are present in a room, the first one is always the one forming the top edge in conversation area another one is assigned to second instance in the network. Corner tables for big sofa were checked whether they appeared on the right side or the left side of it and then assigned to respective nodes. For 2 instances of 1 or 2-seater sofas if they have the same xcoordinate then the first one from left is given to first instance of that sofa and the other one to second. And if they have the same y-coordinate then the first one from top is given to first instance of that sofa and the other one to second. 7. Inferring Realistic Designs Having learnt the networks, the task of filling an empty room is accomplished by performing inference on these networks in a hierarchically top-down manner. The user inputs the dimensions of a room, location of doors and windows in it and a few more requirements. The properties of the objects/subspaces in the room such as TV, dinning area, conversation areas are inferred as distributions conditional on the user choices and the actual placement of the objects (and potentially other stylistic attributes) are decided by sampling from these distributions, with a threshold minimum probability. The inferred properties of main conversation area are passed on to the sub-network. The sub-network predicts type of big sofa which will be most suitable for the given area. Big sofa type is passed on to the next network for conversation area. And the properties (location, orientation and type) of other sofas and tables that form the conversation area are inferred. If the inference results in none of the big sofas to be present then we use the different version of the third network where the 2-seater (or a similar smaller object) is the main sofa to infer the properties of other ISBN: 1-60132-438-3, CSREA Press © 58 Int'l Conf. Artificial Intelligence | ICAI'16 | Fig. 11: User inputs: room size -16.7 ft x 24.6 ft, doors at location shown in first image, fire place as focal point, wants to have dining or second conversation area in extra space. 4 different suggestion generated by our system. Fig. 12: User inputs: for the room shown in first row: room size-19.4 ft x 13.2 ft and for the one in second row: room size17.7 ft x 11 ft, doors at location shown in first image, TV as focal point, 2 different suggestion generated by our system for both. objects. If the inference results in multiple big sofas to be equally possible then different properties of other objects are inferred for every big sofa type to generate multiple designs. Similarly, if different kinds of conversation ares are inferred to be equally probable then different designs are generated upon inferencing from remaining networks with different properties of conversation area as input. If the room is large and the user wants a dining area or second conversation area, it is checked whether that will fit into the room and then its location and orientation are found. 8. Results and Conclusion Our automated interior designing system successfully carries out the tasks of furniture selection and its positioning at the best possible location and orientation. It was carefully done so as to maintain a balance in the room and leave sufficient space for pathways and circulation within in the room. Our outputs reflect the robustness of our system as it creates aesthetically sound interiors for living rooms having (i) dimensions varying from 9 to 24 ft, (ii) 1-3 doors, (iii) 1-2 windows, (iv) TV or/and fireplace as focal points, (v) dining area, (vi) second conversation area. Figure 11 exhibits multiple interior designs for a big room generated by our system, having different type and orientation of conversation area. Figure 12 exhibits different designs for an average size room having different types of big sofa. All of this is done automatically by our system (as explained in section 7). These designs generated were completely realistic. The user can readily use our outputs to buy the furniture of appropriate sizes and furnish their living room themselves. Comments by Interior Designer Navni after looking at outputs produced by our system“An intelligent system is introduced which is time saving, easy to operate, requires no user intervention or knowledge of interior designing principles, and outputs are multiple. User can discuss with his family various options in just one click. As an Interior Designer, while discussing with the client, the tool is helpful as the layouts generated can be understood well by the client. I really liked the outputs where the same conversation area type is being realized in different rooms by selecting different objects or changing the distance and angle between the objects slightly. Another good point is that the user also comes to know about the seating capacity as he inputs the size of the living room. Problem -The sofas should be at a less distance from the walls so as to get maximum space for movement and circulation in centre. ” ISBN: 1-60132-438-3, CSREA Press © Int'l Conf. Artificial Intelligence | ICAI'16 | We also plan to undertake a more extensive and systematic user study to validate the designs generated by our system and to improve on it. 9. Extensions and Future work Our current implementation (i) works only for rectangular living rooms, (ii) did not consider all possible objects in a living room. Objects such as showcase, armoire, flower vase, bookcase etc. occur often in living room but were not used in our system since these were not essential elements. Their instances in the training set were scarce, (iii) Number of persons living in that house was not taken into account to calculate the number of seats as no data for that was available, (iv) Sizes were considered only for sofas (only 2 sizes) and shapes for tables only, (v) Color and texture were not considered at all, (vi) no room other than living was considered. (vii) ours is currently a 2-d system that works on floor plans. Most of these can however be handled with our framework described in this paper. A node to store room shape can be added to deal with non-rectangular rooms. New nodes can be added to store new furniture objects, capacity of the room in terms of the number of persons that can comfortably be accommodated in the room, stylistic choices such as genre of furniture, colors, texture etc., can be considered by adding more properties to the nodes in the network. We believe creating interior designs for multiple rooms would also be a simple extension largely because many of the attributes of the items across different rooms would be almost completely decoupled. Hence conditioned on a common set of user defined stylistic and functional choices that are inherited for the entire design, each room can be more-or-less designed independently of the others. We plan to extend our work described in this paper to a complete working interior designer system. Though conceptually it seems straightforward, we do anticipate some challenging problems we might encounter in the process, such as: (i) automated detection of objects in a layout and extraction of relationships between these, from a much wider class of available interior layout diagrams, (ii) reducing the level of manual annotation in these diagrams before learning, (iii) handling the computational difficulty associated with much larger networks, particularly hybrid networks of the kind we require, (iv) simulating an iterative interaction between the designer (our system) and the user to arrive at the design most appealing to the user. (v) extending our algorithms to realistic interior designing in 3-d. 59 books on interior designing. People at livspace.com for some the living room layouts they provided us. References [1] P. Merrell, E. Schkufza, Z. Li, M. Agrawala, and V. Koltun, “Interactive furniture layout using interior design guidelines,” ACM Transactions on Graphics (TOG)-Proceedings of ACM SIGGRAPH 2011, vol. 30, no. 4, p. 87, 2011. [2] L.-F. Yu, S.-K. Yeung, C.-K. Tang, D. Terzopoulos, T. F. Chan, and S. J. Osher, “Make it home: automatic optimization of furniture arrangement,” ACM Transactions on Graphics (TOG)-Proceedings of ACM SIGGRAPH 2011, v. 30, no. 4, July 2011, article no. 86, 2011. [3] P. Merrell, E. Schkufza, and V. Koltun, “Computer-generated residential building layouts,” in ACM Transactions on Graphics (TOG), vol. 29, p. 181, ACM, 2010. [4] K. A. H. Kjølaas, Automatic furniture population of large architectural models. PhD thesis, Massachusetts Institute of Technology, 2000. [5] M. Fisher, D. Ritchie, M. Savva, T. Funkhouser, and P. Hanrahan, “Example-based synthesis of 3d object arrangements,” ACM Transactions on Graphics (TOG), vol. 31, no. 6, p. 135, 2012. [6] M. Fisher, M. Savva, Y. Li, P. Hanrahan, and M. Nießner, “Activitycentric scene synthesis for functional 3d scene modeling,” ACM Transactions on Graphics (TOG), vol. 34, no. 6, p. 179, 2015. [7] M. Fisher, M. Savva, and P. Hanrahan, “Characterizing structural relationships in scenes using graph kernels,” in ACM Transactions on Graphics (TOG), vol. 30, p. 34, ACM, 2011. [8] Y.-T. Yeh, L. Yang, M. Watson, N. D. Goodman, and P. Hanrahan, “Synthesizing open worlds with constraints using locally annealed reversible jump mcmc,” ACM Trans. Graph., vol. 31, pp. 56:1–56:11, July 2012. [9] J. De Chiara, J. Panero, and M. Zelnik, Time-saver standards for interior design and space planning. McGraw-Hill Companies, 1991. [10] H. Bay, T. Tuytelaars, and L. Van Gool, “Surf: Speeded up robust features,” in Computer vision–ECCV 2006, pp. 404–417, Springer, 2006. [11] E. Griffin, Design Rules: The Insider’s Guide to Becoming Your Own Decorator. Penguin Publishing Group, 2009. [12] K. P. Murphy, Bayes Net Toolbox for Matlab, 1997-2002. [13] K. P. Murphy, “Inference and learning in hybrid bayesian networks,” Tech. Rep. 990, University of California Berkeley, Dept. of Comp. Sci., 1998. [14] K. P. Murphy, “A variational approximation for bayesian networks with discrete and continuous latent variables,” in In UAI, pp. 457– 466, Morgan Kaufmann, 1999. [15] R. E. Neapolitan, Learning Bayesian Networks. Northeastern Illinois University Chicago, Illinois: Prentice Hall, 2004. [16] D. Geiger and D. Heckerman, “Learning gaussian networks,” in Proceedings of the Tenth International Conference on Uncertainty in Artificial Intelligence, UAI’94, (San Francisco, CA, USA), pp. 235– 243, Morgan Kaufmann Publishers Inc., 1994. [17] D. Heckerman, “A tutorial on learning with bayesian networks,” Tech. Rep. MSR-TR-95-06, Microsoft Research, March 1995. [18] R. Daly, Q. Shen, and S. Aitken, “Review: Learning bayesian networks: Approaches and issues,” Knowl. Eng. Rev., vol. 26, pp. 99–157, May 2011. [19] S. Bottcher, “Learning bayesian networks with mixed variables,” Proceedings of the Eighth International Workshop in Artificial Intelligence and Statistics, 2001. [20] R. G. Cowell, “Local propagation in conditional gaussian bayesian networks,” J. Mach. Learn. Res., vol. 6, pp. 1517–1550, Dec. 2005. [21] S. L. Lauritzen and F. Jensen, “Stable local computation with conditional gaussian distributions,” Statistics and Computing, vol. 11, no. 2, pp. 191–203, 2001. Acknowledgements We would like to thank Prof. Dinesh and Sowmya for their guidance in the field of object detection and recognition. Interior Designer Navni for enlightening us with various interior designing principles and making us aware of popular ISBN: 1-60132-438-3, CSREA Press ©
© Copyright 2025 Paperzz