| # ๐ Floor Plan Parser + 3D Reconstruction |
|
|
| Parse floor plan images into structured data โ walls with thickness, doors, windows, and automatically detected rooms. Then generate interactive 3D models. |
|
|
| **๐ฎ Try it live:** [rikhoffbauer2/floorplan-3d](https://huggingface.co/spaces/rikhoffbauer2/floorplan-3d) |
|
|
| ## Architecture |
|
|
| ``` |
| Floor Plan Image (raster or vector) |
| โ |
| โผ |
| โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ |
| โ 1. INITIAL PARSE โ VLM extracts walls/doors/windows |
| โ (VLM or vector parser) โ into structured JSON schema |
| โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ |
| โ |
| โผ |
| โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ |
| โ 2. COMPUTE TOPOLOGY โ Derive rooms from wall faces |
| โ (computational geometry) โ via planar subdivision (Shapely) |
| โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ |
| โ |
| โผ |
| โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ |
| โ 3. RENDER OVERLAY โ Schema โ SVG/PNG โ alpha-composite |
| โ (PIL / SVG) โ on original image for verification |
| โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ |
| โ |
| โผ |
| โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ |
| โ 4. VERIFY & CORRECT โ VLM sees overlay vs original, |
| โ (VLM or human) โ outputs field-level corrections |
| โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ |
| โ |
| โผ converged? โโnoโโโ back to step 2 |
| yes |
| โผ |
| โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ |
| โ 5. 3D RECONSTRUCTION โ Extrude walls, cut openings, |
| โ (trimesh + manifold3d) โ add floors/ceilings โ GLB |
| โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ |
| โผ |
| Interactive 3D model (GLB/glTF) |
| ``` |
|
|
| ## Modules |
|
|
| | File | Purpose | |
| |------|---------| |
| | `floorplan/schema.py` | Pydantic data models โ `Wall`, `Opening`, `Room`, `FloorPlan`, `Correction` | |
| | `floorplan/geometry.py` | Computational geometry โ wall polygons, room detection, centerline ops | |
| | `floorplan/renderer.py` | SVG + PIL rendering for visual verification and overlay | |
| | `floorplan/parser.py` | VLM-based parsing with iterative correction loop | |
| | `floorplan/reconstruction.py` | **NEW** โ 3D mesh generation, boolean ops, GLB/OBJ export | |
|
|
| ## The Schema |
|
|
| ```json |
| { |
| "walls": [ |
| { |
| "id": "w1", |
| "centerline": [{"x": 0, "y": 0}, {"x": 6, "y": 0}], |
| "thickness": 0.24, |
| "openings": [ |
| {"id": "win1", "type": "window", "start": 1.5, "length": 1.5} |
| ] |
| } |
| ], |
| "rooms": [ |
| { |
| "id": "r1", "label": "bedroom", |
| "boundary": [{"wall_id": "w1", "side": "right"}, {"wall_id": "w2", "side": "left"}], |
| "area": 16.0 |
| } |
| ] |
| } |
| ``` |
|
|
| ## Quick Start |
|
|
| ### Demo (no API key needed) |
|
|
| ```python |
| from floorplan import * |
| |
| # Build a floor plan |
| walls = [ |
| Wall(id="w1", centerline=[Point2D(x=0, y=0), Point2D(x=5, y=0)], thickness=0.24, |
| openings=[Opening(id="d1", type=OpeningType.DOOR, start=1.0, length=0.9)]), |
| Wall(id="w2", centerline=[Point2D(x=5, y=0), Point2D(x=5, y=4)], thickness=0.24), |
| Wall(id="w3", centerline=[Point2D(x=5, y=4), Point2D(x=0, y=4)], thickness=0.24), |
| Wall(id="w4", centerline=[Point2D(x=0, y=4), Point2D(x=0, y=0)], thickness=0.24), |
| ] |
| |
| rooms, room_polygons = build_rooms(walls) |
| fp = FloorPlan(walls=walls, rooms=rooms) |
| |
| # 2D render |
| img = render_to_image(fp, room_polygons=room_polygons) |
| img.save("output.png") |
| |
| # 3D model |
| scene = generate_3d_model(fp, room_polygons=room_polygons) |
| export_glb(scene, "model.glb") # Open in any 3D viewer or Three.js |
| ``` |
|
|
| ### Parse a real floor plan with VLM |
|
|
| ```python |
| from floorplan import parse_floorplan, generate_3d_model, export_glb |
| |
| # Parse image โ structured data (uses HF Inference API) |
| fp, room_polygons, overlays = parse_floorplan( |
| image="floorplan.png", |
| api_key="hf_...", |
| base_url="https://router.huggingface.co/v1", |
| model="Qwen/Qwen2.5-VL-72B-Instruct", |
| max_iterations=3, |
| ) |
| |
| # Generate 3D |
| scene = generate_3d_model(fp, room_polygons=room_polygons, pixels_per_meter=100) |
| export_glb(scene, "model.glb") |
| ``` |
|
|
| ## 3D Output |
|
|
| The 3D reconstruction generates: |
| - **Walls** โ extruded from 2D polygons, all walls boolean-unioned into a single watertight mesh |
| - **Door openings** โ cut through walls via boolean subtraction + door frame meshes |
| - **Window openings** โ cut at sill/head height + glass pane meshes |
| - **Floor slabs** โ per room, with wood material |
| - **Ceilings** โ per room, with white material |
| - **PBR materials** โ walls (warm white), floors (light wood), ceilings (white), glass (translucent blue) |
|
|
| Export formats: **GLB** (web/Three.js), **glTF**, **OBJ** |
|
|
| ## Dependencies |
|
|
| **Core:** |
| - `pydantic` โ schema validation |
| - `shapely` โ computational geometry |
| - `numpy` โ array ops |
| - `pillow` โ image rendering |
|
|
| **3D reconstruction:** |
| - `trimesh[easy]` โ mesh generation, boolean ops, GLB export (includes manifold3d) |
|
|
| **VLM parsing (optional):** |
| - `openai` โ for VLM API calls |
|
|
| ## License |
|
|
| MIT |
|
|