Simulation is a powerful tool for robotics, but building diverse, simulation-ready scenes at scale remains difficult. Reconstructing scenes from single images is a promising alternative, but visual similarity alone is insufficient: objects must also be recovered, accurately placed, and physically grounded. Existing methods that rely on post-hoc physics settling often misplace objects, producing scenes that look correct but behave poorly under manipulation. We present SceneRig, an agentic system that turns a single image into an editable, simulation-ready scene. SceneRig combines geometric, visual, and physical tools to reconstruct a faithful 3D scene. An agent then performs edit-and-validate loops inside a physics simulator to achieve physical stability. Across diverse inputs, SceneRig improves instance segmentation, object-centric appearance, and 3D placement while keeping the reconstructed scenes physically stable. Furthermore, SceneRig is effective for downstream robotics: its scenes predict real-robot policy outcomes more accurately than the baseline method and more reliably support replay of recorded manipulations without trajectory adaptation.
Figures & tables
Figure 1: Single-image simulation-ready scene reconstruction for robotics. SceneRig combines vision tools, agentic reasoning, and physical simulation to create an editable, simulation-ready scene from a single image (top). Its reconstructions support real-to-sim policy evaluation and open-loop trajectory replay, reproducing real-world outcomes more faithfully than SimFoundry (bottom).
Figure 2: Overview of SceneRig . From a single image, SceneRig recovers objects, supporting surfaces, and their relations, and initializes a gravity-aligned metric scene through physical settling. Geometry, material, and lighting agents construct the surrounding scene. Finally, a pose-refinement agent inspects paired reference/render crops and invokes geometry- and physics-grounded tools to correct object placement.
Figure 3: Qualitative scene reconstruction results. Compared with the baselines, SceneRig more consistently preserves object identity, scale, and relative placement while reconstructing the surrounding scene.
Source-view reconstruction
Pairwise VLM evaluation
Physical stability
Method
PSNR ↑
SSIM ↑
LPIPS ↓
nCLIP ↓
Completeness ↑
Layout ↑
Appearance ↑
Scene (%) ↑
Object (%) ↑
VIGA
11.414
0.529
0.653
0.180
0.225
-0.237
-0.249
10.0
27.1
REST3D
11.092
0.590
0.729
0.214
-1.074
-0.840
-1.625
31.3
76.6
SceneConductor
10.140
0.503
0.727
0.172
0.385
-0.837
-0.473
8.8
36.5
SimFoundry
12.060
0.582
0.720
0.194
-0.432
-0.683
-0.792
98.8
99.9
SceneRig (ours)
13.277
0.544
0.518
0.122
0.895
2.597
3.139
100.0
100.0
Table 1: Scene-level reconstruction, pairwise preference, and physical stability. VLM columns report mean-centered Bradley–Terry (BT) scores from pairwise judgments of source and nearby views. Within each criterion, a score advantage of Δ implies a modeled pairwise win probability of 1/(1+e−Δ) . An object passes the stability test if its displacement after 5 s is below 50 mm and its final velocity is zero; a scene passes only if every object does. All methods use Claude Opus 5 as the underlying VLM.
Object-centric metrics
3D object layout
Method
ARI ↑
FG-IoU ↑
Count MAE ↓
PSNR ∗ ↑
SSIM ∗ ↑
LPIPS ∗ ↓
nCLIP ∗ ↓
OSPA@5 ↓
OSPA@10 ↓
F1@10 ↑
SAM3D ∗
0.784
0.705
–
12.810
0.403
0.195
0.078
2.7
3.7
0.88
VIGA
0.283
0.260
3.36
8.987
0.315
0.325
0.149
4.9
8.9
0.29
REST3D
0.210
0.204
3.20
9.636
0.378
0.296
0.148
4.7
8.7
0.29
SceneConductor
0.197
0.187
1.14
9.493
0.329
0.317
0.152
5.0
9.5
0.14
SimFoundry
0.676
0.589
1.05
11.497
0.379
0.240
0.103
3.3
4.8
0.82
Table 2: Object recovery and 3D layout. Results on 44 simulator-grounded scenes. PSNR ∗ /SSIM ∗ use object pixels (table excluded); LPIPS ∗ /nCLIP ∗ average per-object crop scores with non-object pixels white. Layout metrics use global scale alignment; OSPA distances and cutoffs are in centimeters.
Table 6Table 7
Environment
Everything → bin
Fruits → plate
Fruits → bowl
Marker → cup
Mustard → bin
All
Cohen’s κ↑
Pearson r↑
Real-world
success
7/10
7/10
7/10
5/10
7/10
33/50
–
–
SimFoundry
success
4/10
6/10
5/10
6/10
6/10
27/50
–
-0.38
agreement
5/10
7/10
2/10
5/10
5/10
24/50
-0.07
–
SceneRig
success
9/10
8/10
5/10
4/10
7/10
33/50
–
0.70
agreement
8/10
7/10
6/10
7/10
8/10
36/50
0.38
–
Table 6: Real-to-sim policy evaluation. Results for π0.5 on 50 real episodes and their reconstructions. Entries count successful episodes (success) or matching real and simulated outcomes (agreement). Cohen’s κ uses these 50 episodes; Pearson’s r correlates the five real and simulated task success rates.
Appendix figures & tables16 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 6: \par Relational perception and mask recovery. A VLM identifies entities and proposes relations. MolmoPoint locations select SAM3 masks; subsequent checks recover missed objects, merge duplicate or split masks, complete occluded objects, and revise the root-surface records.
Figure 7: \par Agentic scene construction. Scene structure, root material, and lighting are refined in a shared Blender scene before object-pose refinement. Each stage pairs a generator with a verifier. The initialization stage’s generator agent additionally has a rules check tool that is required to pass before sending the results to the verifier.
Figure 8: \par Pose refinement and export. The agent investigates objects and requests edits. The Move tool searches and physically validates bounded moves; the Edit tool simulates direct edits for agent review. After a final gravity pass, object poses and physical properties are exported to a simulation-ready USD file.
Figure 9: \par Prompt reuse with fresh scene evidence. In this example, tool call #11 reuses the unchanged prefix of tool call #10 (green), appends the cup/saucer investigation results (amber), and refreshes the object state and budget after the cache boundary (purple). The crops come from the recorded run; the layout illustrates the context policy.
Gaussian novel-view rendering followed by image repair; point-splat/masked-edit fallback.
Appendix
Table 7: \par Models and their roles. The two image-editing paths have different inputs and purposes; generated references never replace the real source photograph.
Setting
Default
Input / image-edit resolution
RGB input long edge 1536 pixels; GPT image-edit input long edge at most 2048 pixels.
Root plane fitting
200 RANSAC trials, at most 5000 points, 0.01 inlier distance; reliable root planes require inlier fraction ≥0.6 and image coverage ≥2%\par .
Occluder image editing
20 diffusion steps, guidance 4, seed 0; one LanPaint Langevin step per diffusion step.
Ordinary / support CoACD
Concavity 0.05 / 0.02; at most 32 / 64 parts; a capped support can be retried with 128 parts. Ordinary resolution 50; support resolution clip\par(⌈ℓmax/0.003⌉,100,200) , where ℓmax is mesh maximum extent.
120 Hz; 600-step ordinary or 240-step local budget, with a further 600 steps for an unconverged drop.
Appendix
Table 8: \par Key implementation defaults. Physical lengths are in meters unless otherwise stated.
Environment
Everything → bin
Fruits → plate
Fruits → bowl
Marker → cup
Mustard → bin
All
Cohen’s κ↑
Pearson r↑
Real-world
success
5/10
7/10
2/10
3/10
3/10
20/50
–
–
SimFoundry
success
4/10
4/10
0/10
0/10
2/10
10/50
–
0.88
agreement
5/10
5/10
8/10
7/10
5/10
30/50
0.09
–
SceneRig
success
5/10
6/10
1/10
1/10
0/10
13/50
–
0.93
agreement
6/10
7/10
7/10
6/10
7/10
33/50
0.25
–
Appendix
Table 9: \par Real-to-sim evaluation with LingBot-VLA 2.0. The same fine-tuned checkpoint is evaluated on 50 real episodes and both reconstructions. Success counts successful episodes; agreement counts matching real and simulated verdicts. Cohen’s κ uses all 50 episodes; Pearson’s r uses the five task-level success rates.
Policy
Method
Agreement ↑
Cohen’s κ↑
Pearson r↑
MMRV ↓
Rate error ↓
McNemar
π0.5
SimFoundry
48% [36, 62]
−0.07 [ −0.32 , 0.18]
−0.38
0.12
0.16
18 vs. 6, p=0.023
SceneRig
72% [60, 84]
0.38 [0.11, 0.63]
0.70
0.00
0.12
LingBot-VLA 2.0
SimFoundry
60% [46, 74]
0.09 [ −0.16 , 0.35]
0.88
0.06
0.20
7 vs. 4, p=0.55
SceneRig
66% [52, 78]
0.25 [0.00, 0.50]
0.93
0.04
0.14
Pooled
SimFoundry
54% [45, 63]
0.09 [ −0.08 , 0.27]
0.84
0.11
0.18
25 vs. 10, p=0.017
SceneRig
69% [60, 78]
0.38 [0.20, 0.56]
0.92
0.04
0.13
Appendix
Table 10: \par Statistical analysis of real-to-sim agreement. Agreement and Cohen’s κ use per-episode verdicts, with 95% paired-bootstrap intervals. McNemar counts the episodes on which only SceneRig or only SimFoundry agrees with the real verdict. Pearson’s r , MMRV, and rate error (the mean absolute difference between real and simulated task success rates) use task-level success rates and are descriptive.
Task
Code edits only
Full SceneRig
Everything → bin
1/5
3/5
Cup → bowl
1/5
4/5
Fruits → bowl
2/5
4/5
Marker → cup
2/5
4/5
Mustard → bin
5/5
5/5
All
11/25 (44%)
20/25 (80%)
Appendix
Table 11: \par Object placement ablation for open-loop replay. Successful replays out of five real demonstrations per task. Code edits only removes Move while retaining Edit ; both variants use the same replay protocol.
Source-view reconstruction
Object-centric appearance
Instance structure
3D object layout
VLM backbone
PSNR ↑
SSIM ↑
LPIPS ↓
nCLIP ↓
PSNR ∗ ↑
SSIM ∗ ↑
LPIPS ∗ ↓
nCLIP ∗ ↓
ARI ↑
FG-IoU ↑
OSPA@5 ↓
F1@10 ↑
Claude Opus 5
13.277
0.544
0.518
0.122
13.609
0.440
0.170
0.062
0.878
0.819
2.4
0.93
Claude Fable 5
12.837
0.535
0.535
0.126
13.082
0.432
0.170
0.064
0.879
0.820
2.4
0.94
GPT-5.6-terra
13.918
0.577
0.527
0.128
13.338
0.437
0.178
0.067
0.850
0.781
2.6
0.92
Kimi K3
12.830
0.542
0.557
0.121
13.196
0.439
0.184
0.066
0.865
0.802
2.5
0.93
GPT-6 Astra
16.512
0.592
0.369
0.100
14.535
0.462
0.151
0.060
0.891
0.838
2.3
0.95
Appendix
Table 12: \par Reconstruction with different VLM backbones. Every row uses SceneRig with the listed backbone for all configurable VLM roles across preprocessing and the agent stages.
Figure 10: \par Qualitative comparison across VLM backbones.
Source-view reconstruction
Object-centric appearance
Instance structure
3D object layout
Placement
PSNR ↑
LPIPS ↓
nCLIP ↓
PSNR ∗ ↑
LPIPS ∗ ↓
nCLIP ∗ ↓
ARI ↑
FG-IoU ↑
OSPA@5 ↓
F1@10 ↑
SAM3D raw poses
12.915
0.538
0.131
12.810
0.195
0.078
0.784
0.705
2.7
0.88
SAM3D raw poses + physics settle
12.768
0.546
0.129
12.408
0.198
0.079
0.748
0.664
3.0
0.84
SceneRig , code edits only
13.272
0.523
0.124
13.415
0.178
0.066
0.858
0.792
2.4
0.92
SceneRig
13.277
0.518
0.122
13.609
0.170
0.062
0.878
0.819
2.4
0.93
Appendix
Table 13: \par Object placement ablation. SAM3D’s raw poses share every other component (segmentation, assets, camera, root surfaces) with SceneRig . “Code edits only” removes Move ; the agent specifies pose changes through Edit , which still runs physical simulation on the edited scene.
Full-scene appearance
Object-centric appearance
Instance structure
3D object layout
Physics
API cost
VLM backbone
Method
PSNR ↑
LPIPS ↓
nCLIP ↓
PSNR ∗ ↑
LPIPS ∗ ↓
nCLIP ∗ ↓
ARI ↑
FG-IoU ↑
OSPA@5 ↓
F1@10 ↑
Stable scenes ↑
(/scene)\downarrow$
Claude Opus 5
VIGA
11.042
0.671
0.191
8.725
0.337
0.154
0.261
0.239
4.9
0.20
8/80
16.13
SceneRig
13.277
0.518
0.122
13.609
0.170
0.062
0.878
0.819
2.4
0.93
80/80
4.22
GPT-6 Astra
VIGA
15.316
0.433
0.125
14.077
0.187
0.082
0.721
0.648
4.6
0.37
24/80
7.74
Codex harness
17.007
0.370
0.100
14.773
0.178
0.073
0.653
0.594
4.2
0.60
16/80
3.99
SceneRig
16.512
0.369
0.100
14.535
0.151
0.060
0.891
0.838
2.3
0.95
80/80
6.24
Appendix
Table 14: \par Reconstruction with different harnesses and shared VLM backbones. We compare VIGA, SceneRig , and the direct Codex harness. VIGA and Codex appearance and layout metrics are computed after an additional 5 s settling pass. Note that results from Tables and evaluate each method’s native reconstruction output. Stability is measured over the settling pass. API cost includes both VLM and image generation model costs.
Figure 11: \par Scene reconstruction with a shared GPT-6 Astra backbone.
Stage-1 segmentation
Final scene
Method
ARI ↑
FG-IoU ↑
Count MAE ↓
ARI ↑
FG-IoU ↑
Count MAE ↓
VIGA
0.450
0.394
4.43
0.283
0.260
3.36
REST3D
0.864
0.809
3.18
0.210
0.204
3.20
SceneConductor
0.824
0.800
1.11
0.197
0.187
1.14
SimFoundry
0.780
0.732
1.84
0.676
0.589
1.05
SceneRig (ours)
0.981
0.970
0.27
0.878
0.819
0.27
Appendix
Table 15: \par Instance segmentation at the segmentation stage and in the final scene. Results on the 44 simulator-grounded scenes. Stage-1 metrics use visible instance masks on the original input image, whereas final-scene counts include only objects visible in the source-view render. Changes in visibility can therefore change the count even without a change in the reconstructed object inventory.
Physical Superintelligence Lab, Fysics AI · College of Intelligent Robotics and Advanced Manufacturing, Fudan University · Multimedia Laboratory (MMLab), The Chinese University of Hong Kong +1