CommonScenes: Generating Commonsense 3D Indoor Scenes with Scene Graph Diffusion

Controllable scene synthesis aims to create interactive environments for various industrial use cases. Scene graphs provide a highly suitable interface to facilitate these applications by abstracting the scene context in a compact manner. Existing methods, reliant on retrieval from extensive databases or pre-trained shape embeddings, often overlook scene-object and object-object relationships, leading to inconsistent results due to their limited generation capacity. To address this issue, we present CommonScenes, a fully generative model that converts scene graphs into corresponding controllable 3D scenes, which are semantically realistic and conform to commonsense. Our pipeline consists of two branches, one predicting the overall scene layout via a variational auto-encoder and the other generating compatible shapes via latent diffusion, capturing global scene-object and local inter-object relationships in the scene graph while preserving shape diversity. The generated scenes can be manipulated by editing the input scene graph and sampling the noise in the diffusion model. Due to lacking a scene graph dataset offering high-quality object-level meshes with relations, we also construct SG-FRONT, enriching the off-the-shelf indoor dataset 3D-FRONT with additional scene graph labels. Extensive experiments are conducted on SG-FRONT where CommonScenes shows clear advantages over other methods regarding generation consistency, quality, and diversity. Codes and the dataset will be released upon acceptance.

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Peer review

Reviewer zttF7/10 · confidence 3/52023-06-25

Summary

The paper looks at the problem of learning a generative model for sampling 3D environments from a description based on a graph and natural language. The graph does correspond to objects that participate in the scene, and textual descriptions attached to nodes and edges further specify the scene. Textual descriptions are encoded using CLIP. A variational auto encoder conditioned on these inputs is trained to generate the bounding boxes of the 3D objects. A latent diffusion model is trained in parallel to generate the 3D shape of the object in each bounding box. The existing FRONT-3D dataset is augmented with textual descriptions for training this model. Experiments show the advantages and limitations compared to ablations and prior works.

Strengths

* Scene generation is an important problem and this paper addresses it with a responsible model using modern components in a competent manner. * The paper contributes a large amount of additional labels for 3D-FRONT.

Weaknesses

* The presentation, especially of the technical parts, can be improved. It was difficult to understand how the layout auto-encoder is setup. It would be useful to give a high-level overview first of where the method is trying to achieve (e.g., encoder Z = E(P, O, B), decoder \hat B = E(P, O, Z), Z Gaussian). Section 4.1 presents only half of the story, and we need to get to section 4.2 before the auto-encoder materialises. Line 143 literally states the the encoder is trained by minimising Eq. (4), which is clearly not enough -- Eq. (5) is also needed. * You man need to revisit the formalism at Ines 90 to 99. $c_i^{node}$ and the same terms for the edges are very poorly defined. Furthermore, it also seems that you can attach more than one such attributes to each node or edge. The formalism does not allow for that. * Some aspects of the model are unclear. See questions below.

Questions

* Please clarify how the vectors o in Figure 2 and line 99 are obtained. The paper only states that they are "learnable". * The two shape and layout branches are said to be trained jointly (Section 4.4). However, the learning dynamics of auto encoder and diffusion processes (one per object) seem to me to be very different. Is it really that trivial to mix them? * Line 172: the shape diffusion model connects to the *entire* graph, and so to all objects, via cross-attention. How does each instantiation of the diffusion process know *which* of the several objects it is meant to generate? * Line 214: I don't know what it means to share the same CAD model source. Nor I do understand why it is is sensible to compare a generated sample to a specific CAD instance -- I would not expect the two to match.

Rating

7: Accept: Technically solid paper, with high impact on at least one sub-area, or moderate-to-high impact on more than one areas, with good-to-excellent evaluation, resources, reproducibility, and no unaddressed ethical considerations.

Confidence

3: You are fairly confident in your assessment. It is possible that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work. Math/other details were not carefully checked.

Soundness

3 good

Presentation

2 fair

Contribution

3 good

Limitations

There is sufficient discussion of limitations, but no discussion of ethics. The latter, however, is not particularly relevant for this paper. It may be worth at least discussing the licensing of 3D-FRONT.

Reviewer NT6V6/10 · confidence 3/52023-07-06

Summary

Summary: This paper presents a generative model to generate 3D scenes from scene graphs. Their model is fully generative without the need of any shape database or embeddings. The 3D scenes generation model is pipelined into finding the scene layout and the construction the shapes of the nodes using a diffusion model. The authors constructed a scene graph dataset SG-FRONT from 3D-FRONT dataset and trained end to end to generate 3D scenes from the scene graph input. The paper reported qualitative, quantitative results with comparison to other sota models on the SG-FRONT dataset.

Strengths

1. the paper claims to have curated a dataset(enriching an existing dataset with scene graph annotations) for 3D scenes construction from scene graphs. 2. Codes and dataset will be publicly available 3. The generated 3D scenes and the quantitative numbers show potential of the scene graph based approach for 3D scenes reconstruction using a diffusion model

Weaknesses

1. In section 6, Compared Baselines, 'a fully generative method a text-to-shape generation model that follows a layout generation' does not have citations. Is it something the authors modeled for experimentation? 2. In Table 1, need to specify which of the methods use fully generative approach with text only. Also, calrifying in the caption of table 1 on how you segmented table 1 into two main rows and what is 'Ours 'w/o SB'' 3. Sharing more details on how the authors curated the dataset from 3D-FRONT in the main paper might be helpful for the readers 4. Some possible typos: line 47 : 'cues and fine local inter-object relationships.' Line 65 and 66: Incomplete lines : 'Quickly after this progress, the 3D [53, 1, 58, 26], dynamic [44], robotic 66 grounding [19, 45], spatio-temporal 4D [66], and controllable scene synthesis [29, 65, 54, 36, 13].'

Questions

1. In section 6, Compared Baselines, 'a fully generative method a text-to-shape generation model that follows a layout generation' does not have citations. Is it something the authors modeled for experimentation?

Rating

6: Weak Accept: Technically solid, moderate-to-high impact paper, with no major concerns with respect to evaluation, resources, reproducibility, ethical considerations.

Confidence

3: You are fairly confident in your assessment. It is possible that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work. Math/other details were not carefully checked.

Soundness

3 good

Presentation

3 good

Contribution

3 good

Limitations

no negative societal impact. No limitation addressed. All the 3D scene generation is done on synthetic dataset. How would the whole model perform on the real scene?

Reviewer ANPx6/10 · confidence 5/52023-07-09

Summary

This paper addresses the task of controllable scene synthesis of indoor rooms, conditioned on a semantic scene graph that captures spatial, style and support relationships between objects in a scene. In particular, they introduce CommonScenes, a generative model capable of converting scene graphs into 3D scenes using diffusion models. Given a scene graph of the scene to be generated, they first enhance it using CLIP features computed on the inter-object relationships, as well as using the ground-truth bounding box annotations. Next, they leverage a triplet-GCN based relation network to propagate information among the objects in the scene and produce the Box-enhanced Contextual Graph (BCG). Given a BCG, they then utilize a dual-branch network that generates the final scene. The first branch (layout branch) is another triplet-GCN that generates 3D layout predictions and the second branch (shape branch) generates shapes for each node represented as SDF. The shape branch is simply a latent diffusion model. During training, CommonScenes considers supervision in the form of per-object bounding-box annotations (size, location, rotation), as well as per-object 3D meshes in the form of SDFs. To evaluate their model, the authors enrich the 3D-FRONT dataset with scene graph labels, by annotating per-object spatial, style and support relationships. The authors compare their model to several baselines and show that their approach yields more realistic scenes in terms of FID and KID scores. Overall, I think this is a nice work that alleviates the need for relying on a library of assets to replace the generated bounding boxes with 3D objects. The proposed architecture is novel and seems to be able to consistently produce plausible scenes. That being said I think that the proposed pipeline is quite complex, as it consists of multiple submodules, and it requires conditioning in the form of semantic graphs that are relatively hard to acquire, hence the authors had to enrich 3D-FRONT. However, since the authors show that their model outperforms prior research I am in favor of accepting this paper.

Strengths

1. To the best of my knowledge, the proposed model is novel and the authors clearly demonstrate that their model consistently produces plausible scenes. I think that this work is an important step towards alleviating the need for large libraries of assets when generating a novel scenes. Relying on such libraries naturally restricts the diversity of the generated scenes to the diversity of the objects in the library. Although, the proposed model is a relatively complex, I believe it is a valuable work that could potential inspire other works in this direction. 2. I think that the development of the SG-FRONT dataset, that extends 3D-FRONT with scene graph labels is an important contribution of this work that can potentially facilitate other research projects, therefore I strongly encourage the authors to make this dataset variant available upon the paper's acceptance. 3. I really appreciated the supplementary video that the authors provided. I particularly liked the intuitive explanation of the proposed method as well as the additional results. In the future, I hope that more authors will provide such high quality supplementary videos alongside with the paper submission. 4. Although the proposed model is quite complex, I think the paper is nicely written and easy to follow. I really liked the provided figures that provide a more high-level pictorial overview of the various components of the proposed pipeline.

Weaknesses

1. The main weakness of this work is that it is relatively complex, as it consists of multiple sub-modules. One thing that was not 100% clear from the text was whether they perform a two-stage training, namely first produce the BCG, as discussed in Sec 4.1 and then jointly train the shape and layout branch of CommonScenes, as discussed in Sec 4.2. It might be good to clarify this for the final version of the paper. In addition, for the Shape Decoding module (L164-179), I am not 100% sure whether the authors use some sort of class conditioning to train one LDM for all object types or they use separately trained LDMs per-object class. This might be good to clarify. 2. Although, the paper focuses on scene synthesis, I think that an important evaluation that is missing is measuring the quality of the generated shapes. In particular, the authors could generate a couple of rooms and then take the beds, chairs, nightstands etc. and compute the COV and MMD of the generated objects w.r.t the ground-truth objects. Although, object generation is not the main focus of this work, I think this analysis would be valuable, since this is an integral component of the proposed model. I noticed that the authors tried to do this type of analysis in Sec. 1.1 in their supplementary, but I found it a bit weird that they report Chamfer Distance, instead of MMD/COV. Is there any reason for this?

Questions

1. For the Ablations in Sec 6.3, for the model variant that is trained without context, do the authors omit both the CLIP features, as well as the bound-box features or only the former. I think that they should be ablated separately. Personally, I am not 100% convinced about the significance of the CLIP features. Can the authors please clarify? 2. I am wondering whether the authors tried to condition their scene generation also on the floor plan together with the semantic scene graph? Unless I am missing out something, this can be easily done e.g. by extracting features from the floor plan and concatenating with the per-object features while created the BCG? Do the authors think that something as simple as that would work? 3. One thing is that a bit unclear to me is whether the first component of the pipeline that generates the BCG using the triplet-GCN is really necessary. Have the authors tried to directly use the scene graph enhanced with the CLIP features and the bounding box features? This might be an interesting ablation to provide for the final version of the paper. 4. One concurrent work that I think the authors should add in their reference list is the Learning 3D Scene Priors with 2D Supervision, CVPR 2023. I think this work could also be an interesting baseline as they can generate both the scene layout as well as the 3D shapes 5. A minor comment/suggestion: In the caption of Figure 1 in the supplementary material the authors state "shows a huge diversity". I think huge might be slightly overclaiming. It might be better to tone it down a bit.

Rating

6: Weak Accept: Technically solid, moderate-to-high impact paper, with no major concerns with respect to evaluation, resources, reproducibility, ethical considerations.

Confidence

5: You are absolutely certain about your assessment. You are very familiar with the related work and checked the math/other details carefully.

Soundness

3 good

Presentation

3 good

Contribution

3 good

Limitations

The authors discuss the limitations of their work and the potential negative impacts in the society in their supplementary material. I think they could have also provided some qualitative examples of the failure case of their model to help the reader better understand the limits of this work.

Reviewer Wi3K4/10 · confidence 4/52023-07-15

Summary

Gist: The paper presents a framework, called CommonScenes, for generating 3D indoor scenes given scene graphs as inputs. CommonScenes is a dual-branch framework where one branch generates the scene layout using a VAE and the second one generates what the authors call "compatible" 3D shapes using latent diffusion. The claim is that having this second branch (where compatible 3D shapes are generated for populating the generated layout from the first branch) allows capturing global scene-object and local inter-object relationships, something that prior works cannot capture (I am not convinced about this, but more on this later). The generated scenes can be manipulated by editing the input scene graph, as well as sampling noise in the diffusion process. The paper also constructs a scene graph dataset using an off-the-shelf 3D scene dataset. Dataset Used: 3D-FRONT is the base dataset used, which is augmented with scene graph labels and this augmented dataset is termed in the paper as "SG-FRONT" dataset. Training Mechanism: Supervised in the form of triplet network setting and latent diffusion models Evaluation Metrics: To measure the fidelity and diversity of generated scenes, FID, KID scores at 256x256 pixel resolution between the top-down rendering of the generated and real scenes is used. To measure shape diversity, each scene is generated 10 times, and the changes in shapes is evaluated using CD. Baselines and Comparisons: Three kinds of baselines are compared against: 1) First, a retireval-based method, namely, 3D-SLN from CVPR 2020 2) Second, a semi-generative SOTA method, Graph-to-3D from ICCV 2021, and 3) Third, a text-to-shape generation methods that follows layout generation (this is not cited, so I am not informed by the paper if this was implemented by the authors on their own or if any specific algorithm was re-implemented)

Strengths

+ Conceptualizing layout generation using graphs is a nice concept, although this is not the first time it has been addressed. A structured input modality gives rise to many applications, such as scene editing and modification, as demonstrated in the paper. + As seen from Figure 4, the proposed method seems to produce plausible outputs given a scene graph as input. This is also validated quantitatively, although I would only consider Table 1 to be more representative of such quantification than other tables.

Weaknesses

- Not really a concern but this is something that people will find about this paper: the paper is trying to do too many things at once. While this may also be a positive aspect in the era of today's models, a reader cannot clearly discern what design aspect leads to layout improvement and what leads to shape improvements. One may even argue: why not use the shape generation scheme employed as an independent approach and submit a paper if enough novelty exists? You get my point. - L96-97: How are the edge predicates (like spatial relations "left/right", "closeby" etc.) obtained? Is the dataset manually annotated with semantic scene graph information? If that is the case, then, the problem formulation is weak. What would have been interesting is to automatically extract meaningful semantic scene graphs (especially that ground spatial relations to a reasonable extent) and then use these graphs to generate a 3D scene. - L3-6: I do not understand the message in these lines. Do you mean to say that existing methods use retrieval-based mechanisms to populate the generated layout, because of which scene-object and object-object relationships are inconsistent? It is not true. So, first, I think it is important to rephrase this sentence. It is conveying an altogether different meaning. - There is mention of a triplet graph network, triplet-GCN in L46, 129, 148, 159. However, there is not much detail about how the positive and negative examples to train this triplet network are obtained. This is quite important since the training data plays a key role in obtaining meaningful and discriminative embedding spaces in the context of contrastive learning setups. - I fail to understand why the initial node embeddings, c_i^{node}, which are obtained from one-hot semantic encodings (as per info in L93), should be passed through a pre-trained and frozen CLIP text encoder. It makes sense to pass the initial __edge__ embeddings through it as spatial information needs to be captured and the CLIP text encoder does a good job of mapping the initial English text to a meaningful embedding space. But I cannot understand why the node embeddings c_i^{node} need to be passed through the text encoder from CLIP. - L37: It is not trivial to obtain text information from input scene graphs. This alternative solution is not so straightforward, unlike what is mentioned in this line. - L65-66, the sentence is incomplete - L87-88: LEGO-Net from CVPR 2023 is the first work to leverage diffusion models for scene generation. Even though LEGO-Net is designed for scene rearrangement, I would still place it in the generative model category since it is inherently doing denoising to provide a plausible output. So, these two lines are not correct. - Figure 4: Again, my question is how are the input scene graphs obtained? I am interested in knowing how the spatial relations on the graph edges are obtained. If this is done in a heuristic manner, it is prone to errors, and I do not think this is trivial to obtain in the presence of multiple objects. Obtaining such spatial relations is a challenge, as widely acknowledged in the community (see pre-LLM works on 3D indoor scene generation using language/text input, such as from Chang 2014, 2015, Ma 2018). - There are quite a few typos and punctuation errors in the paper (one such example is pointed out below). Need to be corrected. One Missing period/full-stop symbol in line 24.

Questions

Please see the Weaknesses section above

Rating

4: Borderline reject: Technically solid paper where reasons to reject, e.g., limited evaluation, outweigh reasons to accept, e.g., good evaluation. Please use sparingly.

Confidence

4: You are confident in your assessment, but not absolutely certain. It is unlikely, but not impossible, that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work.

Soundness

2 fair

Presentation

2 fair

Contribution

2 fair

Limitations

The paper does not discuss the limitations of the proposed approach. There exist many questions (please see the Weaknesses section above) that can critically limit the application of the proposed approach, starting from the way the input scene graphs are obtained. At the least, a discussion on how this work can address or alleviate such challenges using additional processing should have been discussed.

Reviewer zttF2023-08-11

I thank the authors for their response and encourage them to incorporate these clarifications in the final version of the paper.

Reviewer Wi3K2023-08-16

Rebuttal Acknowledgement

Thanks for the responses to my questions. I have a few questions still. 1) Complexity and Motivation -- First, a prior work from CVPR 2020 (called Total3D) and a follow-up work from ICCV 2021 (called Implicit3DUnderstanding), both perform scene reconstruction. Both of them target the Layout-to-Scene problem while also generating the constituent shapes. The latter, however, uses a graph representation for the scene. I would consider this work to be similar to the latter, but now in the generation paradigm. So, this is not the first work to generate shapes as a part of the layout generation/recon goal. Second, let me assume that incorporating contextual inter-object relations with the layout information helps generate better 3D shapes. This is a really interesting claim that needs a lot of investigation. The questions I would ask are: How can I be sure that this is due to contextual relations rather than the knowledge base of the pre-trained latent diffusion model employed? Under what scenarios of the proposed framework will the generated shapes look incompatible? I do not see an effort in educating the readers about these questions or an effort in investigating these really interesting questions. Answering these questions would make the paper more informative. Again, I am not convinced as to why combine Layout and Shape generation in one work if enough novelty exists in the Text-to-Shape part of the work. There is enough interest in the community to see frameworks that do a good job of shape generation from text inputs, and solving this sub-problem effectively should be a novel project on its own. If the idea is to make a generative framework, I argue that the paper's contribution is mixing up many ideas into one single paper, with no real *takeaway* message. I currently see the paper as presenting a complex approach to solving the problem of 3D scene generation from scene graphs. Talking about the input (scene graphs), I will move on to my next point, Dataset Annotation. 2) Dataset Annotation: Getting textual annotations on scene graphs is a laborious and expensive process. While I understand that this is necessary for training neural networks in general, I don't see this paradigm of using annotated scene graphs for learning a generative model of 3D scenes to be useful/practical compared to a paradigm where the generation process is conditioned on a collection of reconstructed scenes from scene images, which are abundantly available and require no annotations. In my opinion, this is a limitation of this work, one that relies on textually annotated scene graphs. 3) Limitations: Right, one should always discuss the limitations of the work in the main paper rather than the Supplementary. Now, I went through the limitations sections (Section 6) in the supplementary material. This section lacks a serious discussion of the proposed approach's limitations. What it currently describes is the fallacies of the dataset and the information about object attributes (textures) that were not included as a part of object encoding. This is highly superficial, to say the least. It will be valuable to the readers if the paper discusses aspects of the proposed approach that make narrowed assumptions, if any, about the weaknesses of the technique, and aspects of *technical* details that could be improved. Then, there should be some high-level thoughts on how these technical weaknesses could be addressed. While I am writing this, I cannot help but think of the motivation of the work, as well as the dataset constraints needed to get this done. With all the above, I am not persuaded to change my opinion of the paper.

Authorsrebuttal2023-08-17

Thanks for letting us know your further concerns

We conclude and answer your concerns as follows: ## 1. About scene graphs >*The latter, however, uses a graph representation for the scene.* >*In my opinion, this is a limitation of this work, one that relies on textually annotated scene graphs.* The scene graphs in our paper are semantic scene graphs [1,2,3], which model the semantic relationships between objects as written in the Preliminary (p.3, Section 3). This differentiates our work from Implicit3DUnderstanding, which only models the relative geometry in their graphs. >*I don't see this paradigm of using annotated scene graphs [...], which are abundantly available and require no annotations.* There are more benefits of using a scene graph over sentences, as mentioned in the caption of Figure 1 in [2]. Our work provides an alternative to using such a compact, symbolic, yet structured input as a condition to generate 3D scenes. We have rebutted that one can easily and explicitly get such a scene graph from other modalities like images exactly as the reviewer mentioned or even use a GUI to have such information. Once the scene graph is extracted, our framework can generate plausible scenes. ## 2. The claim of our method >*[...] a follow-up work from ICCV 2021 (called Implicit3DUnderstanding) [...] this is not the first work to generate shapes as a part of the layout generation/recon goal* We want to point out that we did not claim that this is the first work that generates shapes together with layout generation. The focus of this work is modeling a continuous latent manifold which allows us to sample (potentially) multiple plausible scenes that are semantically and contextually coherent given scene graph conditions. This differentiates us from the Implicit3DUnderstanding, which aims for exact reconstruction matched to the shape information conveyed by RGB input. >*let me assume that incorporating contextual inter-object relations with the layout information helps generate better 3D shapes. [...] How can I be sure that this is due to contextual relations rather than the knowledge base of the pre-trained latent diffusion model employed?* We also did not claim that the consideration of relations brings "better 3D shapes". We explicitly rebutted that it is the diffusion process bringing better qualities compared to prior work Graph-to-3D: *"Besides, the optimization from the diffusion-based shape branch not only assists layout generation during training but also brings better shape generation quality than previous work."* We evaluated the scene-level appearance with FID/KID and provided detailed experiments (See p.8. Table 1). Compared with Graph-to-3D, our model shows better results benefiting from the diffusion process, which is now also supported by object-level MMD/COV/1-NNA. With the same reliance on the diffusion process as Layout+txt2shape, ours still yields more coherent results by considering the inter-object relations. ## 3. Clarification of our goal and contributions >*I argue that the paper's contribution is mixing up many ideas into one single paper [...]* >*Getting textual annotations on scene graphs is a laborious and expensive process.* **The task aspect:** Good shape-generation methods from text inputs are different from what we want to achieve. As stated in the paper and answered in our rebuttal, our goal is to achieve semantically and contextually coherent scene generation. **The method aspect:** To achieve the goal, we enrich the original scene graph with contextual information and leverage diffusion models conditioned on the inter-object relations to generate scenes by joint training and optimizing the layout and shape branches. As also mentioned by Reviewer zttF, the joint training of VAE and diffusion together is non-trivial. **The data aspect:** The annotation is not part of the application limitation. The laborious annotation is exactly one of our contributions to the community. ## 4. Limitations and potential improvement >*It will be valuable to the readers [...] about the weaknesses of the technique, and aspects of technical details that could be improved.* We discussed that the interpenetrating phenomena in 3D-FRONT prohibit our framework from achieving fully collision-free generation. We have also provided a PDF to show the qualitative examples. However, a possible thought is to introduce an additional IoU loss to alleviate such problems with the support of training on most clean scenes. Second, the texture renderer can be leveraged from the related part in CC3D [4]. We will move related words to the main paper in the final version. [1] Chang et al. "A comprehensive survey of scene graphs: Generation and application." T-PAMI 2021. [2] Johnson et al. "Image generation from scene graphs." CVPR 2018. [3] Wu et al. "Incremental 3D Semantic Scene Graph Prediction from RGB Sequences." CVPR 2023. [4] Bahmani et al. "Cc3d: Layout-conditioned generation of compositional 3d scenes." ICCV 2023.

Area Chair kNmt2023-08-20

Thanks for your response -- AC Comment

Thanks for providing your responses to the reviewers' comments. They are comprehensive and answer many of the concerns raised during the initial review phase. The discussion with other reviewers also provides additional context for the questions raised during the initial review. -- Your AC

Reviewer NT6V2023-08-20

I appreciate the response from the authors. All my concerns have been addressed. Also, thanks to the author for pointing out the limitation stated in the review, which I missed from the supplementary materials.

Reviewer ANPx2023-08-21

Rebuttal Acknowledgement

I would like to thank the authors for taking the time to address my questions and concerns. As I already mentioned in my review I think this is an interesting work that alleviates the need for having a library of 3D assets, moreover as the authors show that their approach outperforms prior approaches, I think that this paper should be accepted. That being said, I would like to urge the authors to incorporate the additional experiments provided in the rebuttal period in the final version of their paper.

Program Chairsdecision2023-09-21

Decision

Accept (poster)

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