GIF: Agentic Generation of Interactive and Functional Object Compositions for Robot Learning
Authors: Long Xu, Zhiqi Zhang, Mi Yan, Shengliang Deng, Chong Xia, Mingyu Dong, Jiayi Chen, Jiangran Lyu, +3 more
Abstract
Robot manipulation foundation models require scalable evaluation and data generation across diverse scenarios, with simulation providing an environment for both. Automated scene generation offers a promising path, yet prior work has largely emphasized coarse-grained scene layouts rather than fine-grained functional object compositions. Motivated by this gap, we present GIF, an agentic Generation framework for Interactive and Functional object compositions. In this framework, we recast this problem as disentangled reconstruction followed by relative pose recovery. CoGen produces instance-disentangled meshes with coarse initial poses leveraging complementary strengths of 2D and 3D generative models. GPRM refines the relative pose under joint geometric and physical guidance, and a VLM verifier selects the candidate that best matches the structured specification. We further construct a benchmark spanning eight representative contact-geometry classes and compare with state-of-the-art generators; GIF improves both asset quality and relation matching, while reducing collision rate to below 1%. Finally, we synthesize data for policy learning, revealing diversity scaling in both simulation and real-world deployment.
Simulation provides a low-cost, scalable pathway to large-scale robotic manipulation data collection. However, existing 3D scene generation methods can rarely be applied directly to manipulation data synthesis, as their generated scenes often lack instance-level interactivity and physical plausibility. Focusing on tabletop manipulation, we propose TabletopGen, a training-free and automated tabletop scene generation and interactive simulation engine. Starting from text or a single image, we first obtain independent 3D object models via generative instance extraction. Second, we introduce a novel pose and scale alignment approach that recovers a collision-free scene layout using a Differentiable Rotation Optimizer and a Top-View Spatial Alignment mechanism. Finally, we assemble the generated scene in a physics simulator with collision geometry, yielding a stable, interactable environment for synthesizing multimodal manipulation data. Extensive experiments and user studies demonstrate that TabletopGen achieves state-of-the-art performance in visual fidelity, layout accuracy, and physical plausibility. Furthermore, we validate the executability of the collected trajectories on a real robotic arm via zero-shot real-to-sim-to-real policy transfer, indicating that TabletopGen can serve as a reliable data engine for robotic manipulation data synthesis.
Compositionality, by organizing complex behavior as combinations of simpler elements, enables robot learning that is scalable and data efficient. Leveraging this principle, we propose a generative learning-from-demonstration framework that enables compositional modeling of robotic behavior by connecting perception and motion through shared object-level representations. We render scenes from object-centric neural representations that integrate canonical neural fields with latent-conditioned deformations, capturing positional and geometric variations in a smooth, consistent, and interpretable way. For motion generation, a temporal mixture-of-experts (MoE) employs a gating mechanism to combine object-conditioned movement primitives over time, producing complete trajectories. This spatial-temporal compositionality maintains the data efficiency of movement primitives while grounding motion in visual structure, enabling systematic generalization across diverse scene configurations. In simulation, long-horizon manipulation tasks are successfully completed using the proposed model, which requires significantly less training data than other image-based baselines. Real-world experiments further demonstrate the method's robustness to noise, its ability to generalize at the category level through language-based segmentation models, and its capacity to operate directly on 3D scene representations.
We introduce Function-Room Generation, a new indoor 3D scene generation setting that creates rooms supporting explicit functional goals rather than merely visually plausible layouts. Existing agentic and executable methods improve controllability, but often depend on costly test-time generate--evaluate--revise loops, making functional room generation slow and computationally expensive. We address this challenge with three technical contributions. First, we design a recursive domain-specific language to effectively organize the hierarchical object compositions required by functional rooms, from room structure and major furniture to dense support-surface and nested small objects. It represents rooms as staged executable programs with explicit geometric and functional relations. Second, we propose a sequential feed-forward scene construction framework that distills recursive construction traces into a scene construction expert. At inference time, the expert writes executable DSL code stage by stage, and a deterministic executor directly instantiates each stage without teacher agents, online critics, or iterative repair. Third, we introduce ScenePRM, an execution-grounded process reward framework that improves the expert through reinforcement learning with functional, geometric, relational, and future-constructability feedback. We further establish a function-oriented benchmark and show state-of-the-art performance on both general indoor scene generation and function-room generation, achieving stronger functional completeness, relation correctness, geometric executability, and generation efficiency.