Reconstruction of Part-level Interactive Scenes using Primitive Shapes
Part-level Scene Reconstruction Affords Robot Interaction
Abstract
Existing methods for reconstructing interactive scenes primarily focus on replacing reconstructed objects with CAD models retrieved from a limited database, resulting in significant discrepancies between the reconstructed and observed scenes. To address this issue, our work introduces a part-level reconstruction approach that reassembles objects using primitive shapes. This enables us to precisely replicate the observed physical scenes and simulate robot interactions with both rigid and articulated objects. By segmenting reconstructed objects into semantic parts and aligning primitive shapes to these parts, we assemble them as CAD models while estimating kinematic relations, including parent-child contact relations, joint types, and parameters. Specifically, we derive the optimal primitive alignment by solving a series of optimization problems, and estimate kinematic relations based on part semantics and geometry. Our experiments demonstrate that part-level scene reconstruction outperforms object-level reconstruction by accurately capturing finer details and improving precision. These reconstructed part-level interactive scenes provide valuable kinematic information for various robotic applications; we showcase the feasibility of certifying mobile manipulation planning in these interactive scenes before executing tasks in the physical world.
I Introduction
Reconstructing surroundings is critical for robots, enabling them to understand and interact with their environments. However, traditional scene reconstruction methods primarily focus on generating static scenes, represented by sparse landmarks [1, 2], occupancy grids [3], surfels [4, 5], volumetric voxels [6, 7], or semantic objects [2]. These representations lack the ability to capture the dynamic nature of robot operations and limit the complexity of tasks that can be performed, such as interactions with objects beyond pick-and-place. This limitation calls for a new approach that places interactions at the core of scene reconstruction.
By enriching the reconstructed scenes with interactions that allow robots to anticipate action effects and verify their plans without executing them in the physical world, Han et al. proposed a novel task of reconstructing interactive scenes that can be imported into ROS-based simulators [8, 9], which is crucial for long-horizon task and motion planning (TAMP) [10, 11, 12]. This approach involves using a 3D panoptic mapping method to reconstruct scenes from RGB-D data, segmenting objects, and representing them as 3D meshes (Fig. 1(a)). The segmented object meshes are then replaced with CAD models from a database, which provide actionable information about how robots can interact with them. This approach facilitates the emulation of complex interactions in simulated environments. Fig. 1(b) shows a reconstructed interactive scene with objects replaced by CAD models.
Despite the successful attempt to reconstruct interactive scenes, there are challenges in reproducing the observed scenes with adequate fidelity. As shown in Figs. 1(a) and 1(b), noisy perception and severe occlusions in the scans often result in unsatisfactory CAD replacements. The database’s limited number of CAD models further compounds this issue, as they cannot account for the wide variety of objects robots may encounter. As a result, the reconstructed interactive scenes may lack realism and fail to represent the physical scenes accurately.
In this work, we aim to improve the fidelity of reconstructed interactive scenes by extending the approach of Han et al. [8, 9]. We propose a part-level reconstruction strategy that focuses on reconstructing scenes by replacing object CAD models at the part level instead of the object level. We employ a semantic point cloud completion network to decompose and complete each noisily segmented object into parts. Next, we perform part-level CAD replacement, including aligning primitive shapes to individual parts and estimating their kinematic relations. This pipeline (see Fig. 2) enables the creation of a kinematics-based scene graph that captures the geometry, semantics, and kinematic constraints of the environment, facilitating more realistic robot interactions. Our part-level reconstructed interactive scenes (see Fig. 1(c)) closely align with the physical scenes, providing the fidelity that can enable more accurate simulations of robot interactions.

I-A Related work
Constructing an effective scene representation that facilitates robot mobile manipulation planning is an open problem. Traditional semantic mapping and simultaneous localization and mapping (SLAM) methods produce flat representations primarily suited for navigational tasks [13]. In contrast, graph-based representations such as scene grammar [14, 15, 16] and 3D scene graphs [17, 18, 19, 8] offer more structural and contextual information, enabling more versatile robot planning capabilities. In particular, Han et al. [8, 9] introduced a contact graph that can be automatically converted into a unified robot description format (URDF), providing robots with interpretable kinematic relations [20, 21, 11, 12]. Building upon this work, our approach extends the field by introducing a part-level CAD replacement algorithm for reconstructing interactive scenes.
In the domain of object modeling, part-based approaches leverage computer vision techniques to track movements among object parts [22, 23], exploit contextual relations from large datasets [24, 25, 26] or develop data-efficient learning methods [27, 28]. These approaches aim to recognize and segment object parts, enhancing the understanding of complex object structures, but they do not yield a holistic representation of a scene that encompasses multiple objects.
Part-level primitive shapes, such as spheres, cylinders, and cuboids, have been utilized to simplify the modeling of complex objects in images [29, 30] and scenes [31, 32]. However, these part-level representations typically focus on the static aspect of the perceived environment, lacking the essential kinematic information required for robots to actively interact with their surroundings. This absence of kinematic information is a common limitation in the robotics community. To bridge this crucial information gap, we propose a novel part-level framework that leverages primitive shapes and estimates their kinematic relations.
I-B Overview
II Kinematics-based Scene Representation
We extend the contact graph () introduced by Han et al. [8] to represent 3D indoor scenes by incorporating scene entity parts and their kinematic information. The consists of a parse tree () and a set of proximal relations (). The parse tree organizes scene entity nodes () hierarchically based on supporting relations (), while the proximal relations capture the relationships between objects. Each object node in includes attributes describing its semantics and geometry while supporting and proximal relations impose constraints to ensure physically plausible object placements.
To enhance the , we introduce an additional attribute, denoted as , to each object node . This attribute represents a per-object part-level parse tree (), which organizes part entities () along with their kinematic relations (). The part entities and kinematic relations are defined as follows.
The set of part entity nodes, denoted as , represents all part entities within an object. Each part entity, , encodes a unique part instance label (), a part semantic label () such as “table leg,” a geometry model () in the form of a triangular mesh or point cloud, and a set of surface planes (). The surface planes are represented as , where is a list of 3D vertices defining a polygon that outlines the plane . The plane is represented by a homogeneous vector in projective space. The unit plane normal vector is denoted as , and the equation describes the constraint satisfied by any point on the plane.
The set of kinematic relations, , represents the parametric joints between part entities within an object. A joint, , exists between a parent part () and a child part (). The joint encodes the joint type (), the parent-to-child transformation (), and the joint axis ().
In this paper, we consider three types of joints:
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fixed joint: Represents a rigid connection between two parts, such as a table top and a table leg.
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prismatic joint: Indicates that one part can slide along a single axis with respect to the other, as seen in an openable drawer and a cabinet base.
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revolute joint: Represents a joint where one part can rotate around a single axis in relation to another part, like the door and base of a microwave.
Establishing a kinematic relation between two parts and requires them to be in contact with each other by satisfying the following constraints:
(1) | ||||
where:
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defines the alignment between two surface planes, computes the absolute value, and is the threshold to determine a good alignment ( = 1 for a perfect alignment where two planes are parallel);
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defines the distance between the surface planes by averaging the distances from vertices of polygon (that outlines the surface plane ) to plane , is the number of vertices, and is the maximum distance allowed;
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defines the contact ratio, computes the area of a polygon, is the minimum sufficient contact ratio, computes the intersection between two polygons, and projects polygon onto the plane by projecting each vertex in onto :
(2) |
where is the projected point of on the plane , and is an arbitrary point on .
By definition, a augmented with object parts and kinematics sufficiently defines objects’ semantics, geometry, and articulations in a scene. Crucially, such a representation is also naturally compatible with the kinematic tree and could be seamlessly converted to a URDF for various downstream applications. Leveraging , a robot can reason about the action outcomes when it interacts with (articulated) objects.
III Part-level CAD Replacement
We aim to replace the segmented and completed part entities (as shown in Fig. 2b) with best-aligned primitive shapes while estimating their kinematic relations, and construct a part-level contact graph as defined in Sec. II.
III-A Individual part alignment
For each individual part, we select a primitive shape with a sufficient level of similarity and calculate a 6D transformation to align the shape to the part. Given a part entity with a point cloud segment , we find an optimal primitive shape from a finite set of primitive candidates and an optimal 6D transformation that aligns with . We obtain based on pre-defined primitive shape templates and a 3D scaling vector estimated from the minimum-volume oriented 3D bounding box of [33]. The optimization problem can be formulated as follows:
(3) |
where is a set of evenly sampled points on the surface of the CAD model , is the distance from a sampled point to the closest point in , and is the position of point after applying transformation .
To solve this optimization problem, we compute the optimal transformation for each primitive candidate using the iterative closest point method [34]. Then is the primitive candidate with the smallest minimum total distance among all candidates , and is the corresponding optimal transformation in .
III-B Kinematic relation estimation
After replacing part entities with primitive shapes based on individual shape alignment results, we estimate the parent-child contact relations and kinematics (i.e., parametric joints) between parts to obtain a per-object part-level parse tree . To initialize a part node :
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We acquire its part-level semantic label , instance label , and point cloud .
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We replace its point cloud with a primitive shape , as described in Sec. III-A.
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We extract surface planes from by iteratively applying RANSAC [35].
For a set of part entity nodes corresponding to an object, we estimate the structure of , i.e., the optimal parent-child contact relations among the parts of an object in terms of Eq. 1. We formulate an optimization problem to maximize the overall contact scores while satisfying the constraints in Eq. 1:
(4) | ||||
s.t. | ||||
We solve this optimization problem in two steps:
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We construct a directed graph with nodes in . By traversing all pairs of nodes, our algorithm adds an edge from node to node to the graph if they satisfy the constraints in Eq. 4, with the edge’s weight set to .
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We find the optimal parent-child relations . Although the constructed graph entails all possible contact relations among entities, it may not be in the form of a parse tree since the indegree of a node could be greater than 1 (i.e., a node has multiple parents), violating the definition of a rooted tree. Finding the optimal parent-child relations is equivalent to finding a directed spanning tree of maximum weight in the constructed graph, known as an arborescence problem. We adopt Edmonds’ algorithm [36] to solve this problem.
Next, we estimate parameterized joints for all parent-child relations in by matching the primitive parts to a library of articulated templates. This involves determining the joint types, joint axes, and joint poses based on their semantic labels, parent-child relations, and geometries. For example, a microwave door should be connected to its base with a revolute joint, which is usually located at the rim of its base. Fig. 3 presents a complete example of estimating the kinematic relations among table parts.

III-C Spatial refinement among parts
We can further perform a refinement process to adjust transformations in so that parts forming parent-child pairs are better aligned. This step reduces penetration between parts.
The spatial refinement algorithm, detailed in Alg. 1, performs refinements between parts in a top-down manner, given the input parse tree of an object, to avoid conflicts. The function getEdgeTransform retrieves the relative transformation from the parse tree. Then, getAlignedPlanes pairwise compares surface planes in and , and selects roughly-aligned normal vectors of planes for downstream transformation refinement. Next, the function refineTF refines the rotation of by computing a translation-free refinement transformation that aligns a set of normal vectors to another set . Finally, updateEdgeTransform makes necessary updates to elements in (i.e., in ) using the refined transformation.
The optimization problem in refineTF is formulated as:
(5) | ||||
s.t. |
where is a rotation matrix, and are a correspondent pair of normal vectors close to each other in direction. This optimization problem is equivalent to a point set registration problem, for which we find the optimal solution using the Kabsch algorithm [37].
Finally, we combine the part-based representation for all objects into a single contact graph of the scene. Following Han et al. [8, 9], we build object entity nodes and estimate the inter-object supporting and proximal relations. Then, we refine the pose of each whole object based on the supporting relations. The resulting effectively organizes parts of all objects in the scene with kinematic information and can be converted into a kinematic tree in URDF format to directly support robot interactions.
CAD | input | SceneNN seq. ID | ScanNet seq. ID | ||||||||||||||
replacement | format | 011 | 030 | 061 | 078 | 086 | 096 | 223 | 0002 | 0003 | 0092 | 0157 | 0215 | 0335 | 0560 | 0640 | |
Cdist. | original | 0.189 | |||||||||||||||
object-level | completed | ||||||||||||||||
annotation | - | - | - | - | - | - | - | ||||||||||
part-level | completed | 0.207 | 0.310 | 0.187 | 0.210 | 0.177 | 0.169 | 0.202 | 0.163 | 0.216 | 0.239 | 0.192 | 0.174 | 0.190 | 0.183 | ||
annotation | - | - | - | - | - | - | - | ||||||||||
IoU | original | ||||||||||||||||
object-level | completed | ||||||||||||||||
annotation | - | - | - | - | - | - | - | ||||||||||
part-level | completed | 0.125 | 0.118 | 0.215 | 0.157 | 0.156 | 0.134 | 0.113 | 0.191 | 0.224 | 0.131 | 0.089 | 0.192 | 0.179 | 0.159 | 0.190 | |
annotation | - | - | - | - | - | - | - |
IV Experiments
Experiments demonstrate that our system successfully reconstructs part-level fine-grained interactive scenes from partial scans, yielding more details of the observed scenes compared with the baseline [9] that reconstructs scenes with object-level CAD replacement.
Dataset augmentation
Due to the lack of ground-truth object geometries and part segmentation in ScanNet, we augment the dataset with the information of the CAD models in PartNet [24] based on the annotations in Scan2CAD [38]. The kinematic joints of articulated objects are further acquired from PartNet-Mobility [39]. Fig. 4a shows some examples of augmented object models in ScanNet.
Implementation details
To detect the 3D objects from the point cloud of a scanned scene, we adopt the MLCVNet [40] as the front end of our system, which outputs a 3D bounding box for each detected object. This model was pre-trained on the ScanNet dataset following the same train/test split described in Xie et al. [40]. After retrieving the object point cloud inside the bounding box, we used StructureNet [41] to decompose the object into parts, which incorporated point cloud completion and outlier removal during the decomposition process. Of note, our system is modularized for future integration of more powerful 3D detection/completion models.
IV-A Part-level CAD replacement from partial 3D scan
Protocols
We evaluate our part-level CAD replacement against a baseline that replaces interactive CADs at the object level [9] based on two criteria, geometric similarity and plausibility of kinematic estimation. The evaluations were conducted using the synthetic scans from SceneNN [42] and real-world scans from ScanNet [43]. Specifically, we picked 7 scenes in SceneNN that were used in the baseline [9] and 8 scenes from ScanNet for the evaluations.
Geometric similarity
We use Chamfer distance and intersection over union (IoU) metrics to quantitatively evaluate the reconstruction results. Chamfer distance measures the point-wise distance between the surface structures of the reconstructed objects and the ground-truth scans, indicating their overall geometric similarity. IoU reflects how well the reconstructed objects align with the ground-truth objects in terms of poses and sizes. Objects are normalized to a unit box for Chamfer distance computation, and replaced objects are voxelized into a grid for comparison with the ground-truth voxel grid for IoU.
There were three types of input scans studied in evaluations: original RGB-D scans (original), scans with point cloud completion and part decomposition (completed), and annotated scans in the augmented dataset that serve as the ground-truth (annotation). Our method was not evaluated on the original scans as they lack part-level information. Also, sequences in the SceneNN dataset cannot be augmented as annotation scans; thus, they are not evaluated in the corresponding setup either.
The results are summarized in Tab. I. Looking at the original and completed groups, our part-based method outperforms the baseline with lower Chamfer distance and higher IoU for most sequences. This indicates the effectiveness of part-level CAD replacement for reconstructing interactive scenes and the importance of unitizing a point cloud completion model to handle noisy and incomplete scans. On the other hand, reconstructions from augmented scans with object part segmentation (see Fig. 4b for some examples) are significantly improved (completed vs. annotation groups), suggesting that perception noise remains a primary challenge.

Kinematic structure of object parts
Evaluating the plausibility of the estimated kinematic structure of object parts is challenging due to its ambiguity. The same object can be represented by different kinematic structures (see Fig. 5a). To address this, we manually annotate the kinematic structures of different objects. For each pair of parts in an object, we connect them with an undirected edge if we believe there is a contact relation between them. We use the mean average precision (mAP) metric to measure the alignment between the human-annotated kinematic structure and the estimated structure based on the undirected contact relations between parts (see Fig. 3b). The mAP metric summarizes how accurately the relations between parts (edges) are predicted.
Tab. II summarizes the results. Our method successfully estimates the kinematic structures of 5 object categories with high articulation, achieving mAP values close to 1.0, indicating a nearly perfect match.
Category | Chair | Table | Microwave | Cabinet | Bed |
mAP | 0.9247 | 0.8292 | 0.9741 | 0.9592 | 0.9785 |
Discussions
The results in Tab. I provide an indirect assessment of the kinematic transformation among parts, while Tab. II verifies the accuracy of estimating their parent-child relations. Although the results appear promising individually, the complex nature of kinematic relations means that even a small error can lead to significant issues. Fig. 5 showcases some typical cases, highlighting the ongoing challenge of estimating kinematic relations.
IV-B Interactive scene reconstruction
Fig. 6 provides a qualitative comparison of interactive scene reconstructions from ScanNet using object-level [9] and part-level (ours) approaches. The reconstructed scenes enable robot TAMP by leveraging the encoded kinematic relations. Our method achieves a more precise reconstruction (Fig. 6c) compared to the baseline [9] (Fig. 6b), as indicated by the ground-truth segmentation of the 3D scans (Fig. 6a).
We highlight successful and failed samples in Fig. 6d to better understand our method’s performance. Failures often occur due to outliers in the part decomposition module, leading to incorrect part replacement and alignment, or when the completion module struggles with overly incomplete input point clouds (e.g., a single surface of a fridge) due to the limited information available. Many of these failure cases stem from perceptual limitations when dealing with unobserved or partially observed environments [44].
Furthermore, we demonstrate that the reconstructed interactive scenes can be converted to URDF and imported into ROS for robot-scene interactions (Fig. 6e). The resulting contact graph containing object part geometry and kinematic relations acts as a bridge between the robot’s scene perception, understanding, and TAMP [21, 11].
V Conclusion and Discussion
In this work, we developed a system for reconstructing interactive scenes by replacing object point clouds with CAD models that enable robot interactions. In contrast to previous approaches focused on object-level CAD replacement [8, 9], our system takes a part-level approach by decomposing objects and aligning primitive shapes to them. We achieved a more detailed and precise representation of the scene by estimating the kinematic relations between adjacent parts, including joint types (fixed, prismatic, or revolute) and parameters.
To handle noisy and partial real scans, our system incorporates a point cloud completion module to recover observed object parts before performing CAD replacement. The estimated kinematics of objects and the scene are aggregated and composed into a graph-based representation, which can be converted to a URDF. This representation allows for reconstructing interactive scenes that closely match the actual scenes, providing a “mental space” [44, 45] for robots to engage in TAMP and anticipate action effects before execution. This capability is crucial for the success of robots in long-horizon sequential tasks.
Moreover, our system has potential applications beyond interactive scene reconstruction. It can be utilized to digitize real environments for virtual reality, creating in-situ simulations for robot planning and training [46, 47], and facilitate the understanding of human-object interactions [48, 49, 50], among other downstream applications.
In conclusion, our part-level CAD replacement system significantly enhances the reconstruction of interactive scenes by capturing finer details and improving precision. The resulting scenes serve as a foundation for robot cognition and planning, enabling robots to navigate complex tasks successfully. Additionally, the versatility of our system opens up possibilities for various applications in virtual reality, robot planning, training, and human-object interaction studies.
Limitations and future work
Reconstructing interactive scenes, particularly at the part level, poses significant challenges that require substantial research efforts. We acknowledge the following limitations and identify potential avenues for future work.
First, real-world indoor scenes are inherently complex and are often subject to clustering, occlusions, and sensor noise. Even with scan completion methods, 2.5D RGB-D scans may still be noisy or incomplete, hindering a comprehensive understanding of the scene. Addressing this limitation requires further advancements in scan completion techniques to improve the quality of the input data.
Second, estimating an object’s kinematics solely from static observations during the reconstruction process is inherently ambiguous. Existing approaches often rely on object motion cues to disambiguate kinematic relationships. However, these methods may struggle to scale effectively in larger-scale real scenes. Future research should explore novel strategies for resolving kinematic ambiguity, potentially by leveraging both static and dynamic cues or exploiting tactile information [51] to enhance the overall accuracy.
Third, our current system treats the interior structure of contained spaces (e.g., the space inside a cabinet) as a solid due to its unobservable nature. Human cognition excels at filling in perceptual gaps, but our system lacks this capability. Building upon our presented system, future work could integrate advanced perception and reasoning models to endow robots with similar cognitive abilities, enabling them to operate better within complex environments. Additionally, it would be valuable to develop methods that allow robots to actively probe the environment and refine reconstructed scenes, leading to more robust and detailed representations.
Acknowledgement: This work is supported in part by the National Key R&D Program of China (2021ZD0150200) and the Beijing Nova Program.
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