Recent advances in physical 3D generation have enabled visually faithful assets with simulatable mechanical behavior. However, existing methods provide limited control over material behavior beyond appearance-based inference and struggle to estimate physical properties from complex interactions between objects and semantic parts. Therefore, we present PhysForge, a Video Diffusion Model (VDM)-based framework for addressing these challenges, comprising two complementary modules for material-controllable physical fitting and componentlevel interaction modeling. The first, PhysFit, leverages material-conditioned VDM dynamics as references for physical-property fitting, introducing windowed fitting to focus on material-revealing interactions and Hallucinated Forcing to disentangle nonphysical motion hallucinated by the VDM from material responses. The second, PhysComp decomposes complex interactions into individual objects and semantic components, enabling their physical parameters to be optimized independently and flexibly composed for joint simulation. Experiments on PhysAssets and Google Scanned Objects demonstrate that, compared with existing methods, PhysForge provides stronger control over material-dependent physical responses while supporting component-level physical modeling for complex interactions. It achieves the best CLIP and physical controllability scores on both common and uncommon materials, with qualitative comparisons, component-level ablations, and a user study further supporting these improvements. Our project page is available at https://masterwanna.github.io/PhysForge.html .
Figures & tables
Figure 1: PhysForge achieves material controllability and separable components.
Figure 2: Overview of PhysForge . The framework comprises PhysFit and PhysComp . PhysFit receives a material-conditioned video generated by a VLM-supervised VDM. The generated video is analyzed to select windows for physical-property fitting. PhysComp constructs component-level 3DGS through semantic recognition, 3D reconstruction, component segmentation, and scene placement. Each component is associated with material properties and an initial state, and is then fitted within the windows selected by PhysFit .
Method
Common Materials
Uncommon Materials
CLIP ↑
Physical Controllability ↑
CLIP ↑
Physical Controllability ↑
DreamPhysics
0.250
3.2
0.248
2.6
PSIVG
0.233
2.0
0.241
1.8
PhysRVG
0.243
3.8
0.232
3.0
WMReward
0.246
4.4
0.244
2.6
DeforM
0.242
4.4
0.235
3.2
Table 1: Comparison between PhysForge and baseline methods.
Figure 3: Comparison between PhysForge and baseline methods on material conditions.
Figure 4: Comparison between PhysForge and baseline methods on component separation.
DreamPhysics
PSIVG
PhysRVG
WMReward
DeforM
PhysGM
PhysForge
Win Rate (%) ↑
5.56
0.56
8.33
12.22
2.78
10.00
60.56
Average Rank ↓
4.2778
6.2167
3.9500
3.5444
3.6833
4.4222
1.9056
Table 2: User-study rankings across PhysForge and baseline methods.
Significant advancements in 3D asset creation have enabled high-fidelity 3D generation from images. However, most existing representations remain inherently static, lacking the ability to model physically plausible behaviors under dynamic interactions. We present PhysCreator, a unified framework that directly generates simulation-ready 3D representations with spatially varying physical properties from images. Unlike prior approaches that treat physical attributes as simple post-hoc predictions or rely on expensive per-instance optimization, we reformulate physical property estimation within a unified 3D representation learning framework. We introduce a voxel-aligned latent space by lifting image observations into a spatially structured 3D representation, in which geometry, appearance, and physical properties are jointly modeled and inferred in a feed-forward manner. To enable scalable learning without densely annotated physical ground truth, we leverage vision-language distillation to transfer material-aware semantic priors from powerful vision-language models into spatially grounded voxel-level supervision. Experiments demonstrate that our method achieves superior visual quality, physical plausibility, and generalization compared to prior approaches.
Shiyan Zheng, Ming Li, Lei Han +1
Xi’an Jiaotong University · The Chinese University of Hong Kong, Shenzhen · Discover Robotics
Reconstructing simulation-ready deformable objects is important for vision, graphics, and robotics. Existing physics-driven methods can recover physical digital twins from videos, but they suffer from two fundamental limitations: they typically assume a homogeneous material across the whole object, and their scene-specific inverse optimization, combined with the inherent ambiguity of monocular observation, yields inconsistent parameters for the same material across different scenes or interactions. We propose MatPhys, a material-aware feed-forward framework that predicts spring-mass parameters from a single-view video, addressing these two issues with two coupled designs. To relax the homogeneous material assumption, we use DINO features to decompose the object into semantically meaningful parts and to query a part-level material prior, assigning each part its own physical behavior. To enforce cross-scene consistency, we introduce a learned material codebook of shared material embeddings as the bridge between appearance and physics, and further use the part-level prior as a reference distribution that constrains the decoder so that the same material yields consistent parameters across scenes and interactions. Together, these designs turn an under-constrained monocular problem into feed-forward inference grounded on shared, reusable material concepts. Experiments show that our method matches per-scene optimization baselines in reconstruction and future prediction, while achieving stronger generalization to unseen interactions and objects with more consistent physical parameters.
Yang Yang, Yiyan Wang, Zheming Liu +1
1The University of Osaka · 3Huawei Technologies Japan K.K. · 2The University of Tokyo
Synthesizing physics-grounded 3D assets is a critical bottleneck for interactive virtual worlds and embodied AI. Existing methods predominantly focus on static geometry, overlooking the functional properties essential for interaction. We propose that interactive asset generation must be rooted in functional logic and hierarchical physics. To bridge this gap, we introduce PhysForge, a decoupled two-stage framework supported by PhysDB, a large-scale dataset of 150,000 assets with four-tier physical annotations. First, a VLM acts as a "physical architect" to plan a "Hierarchical Physical Blueprint" defining material, functional, and kinematic constraints. Second, a physics-grounded diffusion model realizes this blueprint by synthesizing high-fidelity geometry alongside precise kinematic parameters via a novel KineVoxel Injection (KVI) mechanism. Experiments demonstrate that PhysForge produces functionally plausible, simulation-ready assets, providing a robust data engine for interactive 3D content and embodied agents.