Overview

3D scene generation studies how to turn prompts and visual observations into environments with coherent layouts, geometry, appearance, and sometimes motion or interaction. Methods range from procedural rules and language-model agents to diffusion, flow-matching, and autoregressive models that generate meshes, Gaussian splats, voxels, or occupancy representations. Work targets indoor design, large-scale worlds, driving scenes, and simulation for robotics, using constraints, rendering feedback, and physics checks to improve control and usability. A central challenge is balancing visual realism and scalable generation with consistent geometry, physical plausibility, editability, and reliable evaluation.

Latest papers

191 papers25 papers in the last four weeks, up 39% on the four weeks before. 0.1% of all new papers.

May 1, 2026

Pose-Aware Diffusion for 3D Generation

Generating pose-aligned 3D objects is challenging due to the spatial mismatches and transformation ambiguities inherent in decoupled canonical-then-rotate paradigms. To this end, we introduce Pose-Aware Diffusion (PAD), a novel end-to-end diffusion framework that synthesizes 3D geometry directly within the observation space. By unprojecting monocular depth into a partial point cloud and explicitly injecting it as a 3D geometric anchor, PAD abandons canonical assumptions to enforce rigorous spatial supervision. This native generation intrinsically resolves pose ambiguity, producing high-fidelity pose-aligned assets. Extensive experiments demonstrate that PAD achieves superior geometric alignment and image-to-3D correspondence compared to state-of-the-art methods. Additionally, PAD naturally extends to compositional 3D scene reconstruction via a simple union of independently generated objects, highlighting its robust ability to preserve precise spatial layouts.
Apr 30, 2026

HERMES++: Toward a Unified Driving World Model for 3D Scene Understanding and Generation

Driving world models serve as a pivotal technology for autonomous driving by simulating environmental dynamics. However, existing approaches predominantly focus on future scene generation, often overlooking comprehensive 3D scene understanding. Conversely, while Large Language Models (LLMs) demonstrate impressive reasoning capabilities, they lack the capacity to predict future geometric evolution, creating a significant disparity between semantic interpretation and physical simulation. To bridge this gap, we propose HERMES++, a unified driving world model that integrates 3D scene understanding and future geometry prediction within a single framework. Our approach addresses the distinct requirements of these tasks through synergistic designs. First, a BEV representation consolidates multi-view spatial information into a structure compatible with LLMs. Second, we introduce LLM-enhanced world queries to facilitate knowledge transfer from the understanding branch. Third, a Current-to-Future Link is designed to bridge the temporal gap, conditioning geometric evolution on semantic context. Finally, to enforce structural integrity, we employ a Joint Geometric Optimization strategy that integrates explicit geometric constraints with implicit latent regularization to align internal representations with geometry-aware priors. Extensive evaluations on multiple benchmarks validate the effectiveness of our method. HERMES++ achieves strong performance, outperforming specialist approaches in both future point cloud prediction and 3D scene understanding tasks. The model and code will be publicly released at https://github.com/H-EmbodVis/HERMESV2.
Apr 30, 2026

SpatialGrammar: A Domain-Specific Language for LLM-Based 3D Indoor Scene Generation

Automatically generating interactive 3D indoor scenes from natural language is crucial for virtual reality, gaming, and embodied AI. However, existing LLM-based approaches often suffer from spatial errors and collisions, in part because common scene representations-raw coordinates or verbose code-are difficult for models to reason about 3D spatial relationships and physical constraints. We propose SpatialGrammar, a domain-specific language that represents gravity-aligned indoor layouts as BEV grid placements with deterministic compilation to valid 3D geometry, enabling verifiable constraint checking. Building on this representation, we develop (1) SG-Agent, a closed-loop system that uses compiler feedback to iteratively refine scenes and enforce collision constraints, and (2) SG-Mini, a 104M-parameter model trained entirely on compiler-validated synthetic data. Across 159 test scenes spanning five scenarios of different complexity, SG-Agent improves spatial fidelity and physical plausibility over prior methods, while SG-Mini performs competitively against larger LLM-based baselines on single-shot generation scenarios.
Apr 30, 2026

CasLayout: Cascaded 3D Layout Diffusion for Indoor Scene Synthesis with Implicit Relation Modeling

Synthesizing realistic 3D indoor scenes remains challenging due to data scarcity and the difficulty of simultaneously enforcing global architectural constraints and local semantic consistency. Existing approaches often overlook structural boundaries or rely on fully connected relation graphs that introduce redundant generation errors. Inspired by human design cognition, we present CasLayout, a cascaded diffusion framework that decomposes the joint scene generation task into four conditional sub-stages with explicit physical and semantic roles: (1) predicting furniture quantity and categories, (2) refining object sizes and feature embeddings, (3) modeling spatial relationships in a latent space, and (4) generating Oriented Bounding Boxes (OBBs). This decoupled architecture reduces data requirements and enables flexible integration of Large Language Models (LLMs) and Vision Language Models (VLMs) for zero-shot tasks such as image-to-scene generation. To maintain physical validity within complex floor plans, we explicitly model building elements (e.g., walls, doors, and windows) as conditional constraints. Furthermore, to address the high entropy of dense relation graphs, we introduce a sparse relation graph formulation aligned with human spatial descriptions. By encoding these sparse graphs into a compact latent space using a bidirectional Variational Autoencoder (VAE), the proposed framework provides enhanced relational controllability, allowing generated layouts to better respect functional organization. Experiments demonstrate that CasLayout achieves state-of-the-art performance in fidelity and diversity while enabling improved controllability in practical applications.
Apr 29, 2026

3D Generation for Embodied AI and Robotic Simulation: A Survey

Embodied AI and robotic systems increasingly depend on scalable, diverse, and physically grounded 3D content for simulation-based training and real-world deployment. While 3D generative modeling has advanced rapidly, embodied applications impose requirements far beyond visual realism: generated objects must carry kinematic structure and material properties, scenes must support interaction and task execution, and the resulting content must bridge the gap between simulation and reality. This survey reviews 3D generation for embodied AI and organizes the literature around three roles that 3D generation plays in embodied systems. In Data Generator, 3D generation produces simulation-ready objects and assets, including articulated, physically grounded, and deformable content for downstream interaction; in Simulation Environments, it constructs interactive and task-oriented worlds, spanning structure-aware, controllable, and agentic scene generation; and in Sim2Real Bridge, it supports digital twin reconstruction, data augmentation, and synthetic demonstrations for downstream robot learning and real-world transfer. We also show that the field is shifting from visual realism toward interaction readiness, and we identify the main bottlenecks, including limited physical annotations, the gap between geometric quality and physical validity, fragmented evaluation, and the persistent sim-to-real divide, that must be addressed for 3D generation to become a dependable foundation for embodied intelligence. Our project page is at https://3dgen4robot.github.io.
Apr 28, 2026

Cutscene Agent: An LLM Agent Framework for Automated 3D Cutscene Generation

Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes bidirectional integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.
Apr 22, 2026

Seed3D 2.0: Advancing High-Fidelity Simulation-Ready 3D Content Generation

We present Seed3D 2.0, an advanced 3D content generation system built on Seed3D 1.0, with substantial improvements across generation fidelity, simulation-ready capabilities, and application coverage. For geometry, a coarse-to-fine two-stage pipeline decouples global structure learning from high-frequency detail recovery, while a locality-aware VAE achieves higher spatial compression and more efficient decoding. For texture and material generation, we replace the cascaded pipeline of Seed3D 1.0 with a unified PBR model that directly generates multi-view albedo and metallic-roughness maps, enhanced by Mixture-of-Experts scaling and VLM-based semantic conditioning for improved material precision and visual fidelity. Beyond single-object generation, Seed3D 2.0 introduces a simulation-ready model suite comprising scene layout planning, part-aware decomposition, and training-free articulation generation, enabling coherent scene construction and part-level physical interaction across physics and graphics engines. A large-scale human preference study against five recent commercial models shows that Seed3D 2.0 achieves consistent win rates of 69.0% to 89.9% in textured 3D asset generation. Seed3D 2.0 is available on https://exp.volcengine.com/ark/vision?_vtm_=0.0.c70961.d701978.0&mode=vision&modelId=doubao-seed3d-2-0-260328&tab=Gen3D
Apr 22, 2026

Dream-Cubed: Controllable Generative Modeling in Minecraft by Training on Billions of Cubes

We introduce Dream-Cubed, a large-scale dataset of Minecraft worlds at voxel resolution, and a family of models using cubes as powerful compositional units for efficient generation of interactive 3D environments. Dream-Cubed comprises tens of billions of tokens from a carefully curated mixture of procedural biome terrain and high-quality human-authored maps. We use this dataset to conduct the first large-scale study of 3D diffusion models for voxel generation, analyzing discrete and continuous diffusion formulations, data compositions, and architectural design choices. Our models operate directly in the space of blocks, enabling efficient and semantically grounded generation while supporting interactive user workflows such as inpainting and outpainting from user-authored blocks. To quantitatively evaluate our models, we adapt the FID metric to assess semantic differences between real and generated world renderings, and validate generation quality through a human preference study. We release the full dataset, code, and all our pretrained models, which we hope will provide a foundation for future research in efficient generative modeling for structured, interactive 3D environments.
Apr 21, 2026

SceneOrchestra: Efficient Agentic 3D Scene Synthesis via Full Tool-Call Trajectory Generation

Recent agentic frameworks for 3D scene synthesis have advanced realism and diversity by integrating heterogeneous generation and editing tools. These tools are organized into workflows orchestrated by an off-the-shelf LLM. Current approaches typically adopt an execute-review-reflect loop: at each step, the orchestrator executes a tool, renders intermediate results for review, and then decides on the tool and its parameters for the next step. However, this design has two key limitations. First, next-step tool selection and parameter configuration are driven by heuristic rules, which can lead to suboptimal execution flows, unnecessary tool invocations, degraded output quality, and increased runtime. Second, rendering and reviewing intermediate results after each step introduces additional latency. To address these issues, we propose SceneOrchestra, a trainable orchestration framework that optimizes the tool-call execution flow and eliminates the step-by-step review loop, improving both efficiency and output quality. SceneOrchestra consists of an orchestrator and a discriminator, which we fine-tune with a two-phase training strategy. In the first phase, the orchestrator learns context-aware tool selection and complete tool-call trajectory generation, while the discriminator is trained to assess the quality of full trajectories, enabling it to select the best trajectory from multiple candidates. In the second phase, we perform interleaved training, where the discriminator adapts to the orchestrator's evolving trajectory distribution and distills its discriminative capability back into the orchestrator. At inference, we only use the orchestrator to generate and execute full tool-call trajectories from instructions, without requiring the discriminator. Extensive experiments show that our method achieves state-of-the-art scene quality while reducing runtime compared to previous work.
Apr 19, 2026

MetaEarth3D: Unlocking World-scale 3D Generation with Spatially Scalable Generative Modeling

Recent generative AI models have achieved remarkable breakthroughs in language and visual understanding. However, although these models can generate realistic visual content, their spatial scale remains confined to bounded environments, preventing them from capturing how geographic environments evolve across thousands of kilometers or from modeling the spatial structure of the large-scale physical world. This limitation poses a critical challenge for ultra-wide-area spatial intelligence in Earth observation and simulation, revealing a deeper gap in generative AI: progress has relied primarily on scaling model parameters and training data, while overlooking spatial scale as a core dimension of intelligence. Here, motivated by this missing dimension, we investigate spatial scale as a new scaling axis in foundation models and present MetaEarth3D, the first generative foundation model capable of spatially consistent generation at the planetary scale. Taking optical Earth observation simulation as a testbed, MetaEarth3D enables the generation of multi-level, unbounded, and diverse 3D scenes spanning large-scale terrains, medium-scale cities, and fine-grained street blocks. Built upon 10 million globally distributed real-world training images, MetaEarth3D demonstrates both strong visual realism and geospatial statistical realism. Beyond generation, MetaEarth3D serves as a generative data engine for diverse virtual environments in ultra-wide spatial intelligence. We argue that this study may help empower next-generation spatial intelligence for Earth observation.
Apr 18, 2026

ScenarioControl: Vision-Language Controllable Vectorized Latent Scenario Generation

We introduce ScenarioControl, the first vision-language control mechanism for learned driving scenario generation. Given a text prompt or an input image, Scenario-Control synthesizes diverse, realistic 3D scenario rollouts - including map, 3D boxes of reactive actors over time, pedestrians, driving infrastructure, and ego camera observations. The method generates scenes in a vectorized latent space that represents road structure and dynamic agents jointly. To connect multimodal control with sparse vectorized scene elements, we propose a cross-global control mechanism that integrates crossattention with a lightweight global-context branch, enabling fine-grained control over road layout and traffic conditions while preserving realism. The method produces temporally consistent scenario rollouts from the perspectives different actors in the scene, supporting long-horizon continuation of driving scenarios. To facilitate training and evaluation, we release a dataset with text annotations aligned to vectorized map structures. Extensive experiments validate that the control adherence and fidelity of ScenarioControl compare favorable to all tested methods across all experiments. Project webpage: https://light.princeton.edu/ScenarioControl
Apr 17, 2026

Repurposing 3D Generative Model for Autoregressive Layout Generation

We introduce LaviGen, a framework that repurposes 3D generative models for 3D layout generation. Unlike previous methods that infer object layouts from textual descriptions, LaviGen operates directly in the native 3D space, formulating layout generation as an autoregressive process that explicitly models geometric relations and physical constraints among objects, producing coherent and physically plausible 3D scenes. To further enhance this process, we propose an adapted 3D diffusion model that integrates scene, object, and instruction information and employs a dual-guidance self-rollout distillation mechanism to improve efficiency and spatial accuracy. Extensive experiments on the LayoutVLM benchmark show LaviGen achieves superior 3D layout generation performance, with 19% higher physical plausibility than the state of the art and 65% faster computation. Our code is publicly available at https://github.com/fenghora/LaviGen.
Apr 17, 2026

From Seeing to Simulating: Generative High-Fidelity Simulation with Digital Cousins for Generalizable Robot Learning and Evaluation

Learning robust robot policies in real-world environments requires diverse data augmentation, yet scaling real-world data collection is costly due to the need for acquiring physical assets and reconfiguring environments. Therefore, augmenting real-world scenes into simulation has become a practical augmentation for efficient learning and evaluation. We present a generative framework that establishes a generative real-to-sim mapping from real-world panoramas to high-fidelity simulation scenes, and further synthesize diverse cousin scenes via semantic and geometric editing. Combined with high-quality physics engines and realistic assets, the generated scenes support interactive manipulation tasks. Additionally, we incorporate multi-room stitching to construct consistent large-scale environments for long-horizon navigation across complex layouts. Experiments demonstrate a strong sim-to-real correlation validating our platform's fidelity, and show that extensively scaling up data generation leads to significantly better generalization to unseen scene and object variations, demonstrating the effectiveness of Digital Cousins for generalizable robot learning and evaluation.
Apr 17, 2026

Co-generation of Layout and Shape from Text via Autoregressive 3D Diffusion

Recent text-to-scene generation approaches largely reduced the manual efforts required to create 3D scenes. However, their focus is either to generate a scene layout or to generate objects, and few generate both. The generated scene layout is often simple even with LLM's help. Moreover, the generated scene is often inconsistent with the text input that contains non-trivial descriptions of the shape, appearance, and spatial arrangement of the objects. We present a new paradigm of sequential text-to-scene generation and propose a novel generative model for interactive scene creation. At the core is a 3D Autoregressive Diffusion model 3D-ARD+, which unifies the autoregressive generation over a multimodal token sequence and diffusion generation of next-object 3D latents. To generate the next object, the model uses one autoregressive step to generate the coarse-grained 3D latents in the scene space, conditioned on both the current seen text instructions and already synthesized 3D scene. It then uses a second step to generate the 3D latents in the smaller object space, which can be decoded into fine-grained object geometry and appearance. We curate a large dataset of 230K indoor scenes with paired text instructions for training. We evaluate 7B 3D-ARD+, on challenging scenes, and showcase the model can generate and place objects following non-trivial spatial layout and semantics prescribed by the text instructions.
Apr 15, 2026

Geometrically Consistent Multi-View Scene Generation from Freehand Sketches

We tackle a new problem: generating geometrically consistent multi-view scenes from a single freehand sketch. Freehand sketches are the most geometrically impoverished input one could offer a multi-view generator. They convey scene intent through abstract strokes while introducing spatial distortions that actively conflict with any consistent 3D interpretation. No prior method attempts this; existing multi-view approaches require photographs or text, while sketch-to-3D methods need multiple views or costly per-scene optimisation. We address three compounding challenges; absent training data, the need for geometric reasoning from distorted 2D input, and cross-view consistency, through three mutually reinforcing contributions: (i) a curated dataset of ∼\sim9k sketch-to-multiview samples, constructed via an automated generation and filtering pipeline; (ii) Parallel Camera-Aware Attention Adapters (CA3) that inject geometric inductive biases into the video transformer; and (iii) a Sparse Correspondence Supervision Loss (CSL) derived from Structure-from-Motion reconstructions. Our framework synthesizes all views in a single denoising process without requiring reference images, iterative refinement, or per-scene optimization. Our approach significantly outperforms state-of-the-art two-stage baselines, improving realism (FID) by over 60% and geometric consistency (Corr-Acc) by 23%, while providing up to a 3.7×\times inference speedup.
Apr 15, 2026

HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds

We introduce HY-World 2.0, a multi-modal world model framework that advances our prior project HY-World 1.0. HY-World 2.0 accommodates diverse input modalities, including text prompts, single-view images, multi-view images, and videos, and produces 3D world representations. With text or single-view image inputs, the model performs world generation, synthesizing high-fidelity, navigable 3D Gaussian Splatting (3DGS) scenes. This is achieved through a four-stage method: a) Panorama Generation with HY-Pano 2.0, b) Trajectory Planning with WorldNav, c) World Expansion with WorldStereo 2.0, and d) World Composition with WorldMirror 2.0. Specifically, we introduce key innovations to enhance panorama fidelity, enable 3D scene understanding and planning, and upgrade WorldStereo, our keyframe-based view generation model with consistent memory. We also upgrade WorldMirror, a feed-forward model for universal 3D prediction, by refining model architecture and learning strategy, enabling world reconstruction from multi-view images or videos. Also, we introduce WorldLens, a high-performance 3DGS rendering platform featuring a flexible engine-agnostic architecture, automatic IBL lighting, efficient collision detection, and training-rendering co-design, enabling interactive exploration of 3D worlds with character support. Extensive experiments demonstrate that HY-World 2.0 achieves state-of-the-art performance on several benchmarks among open-source approaches, delivering results comparable to the closed-source model Marble. We release all model weights, code, and technical details to facilitate reproducibility and support further research on 3D world models.
Apr 15, 2026

Rethinking Image-to-3D Generation with Sparse Queries: Efficiency, Capacity, and Input-View Bias

We present SparseGen, a novel framework for efficient image-to-3D generation, which exhibits low input-view bias while being significantly faster. Unlike traditional approaches that rely on dense volumetric grids, triplanes, or pixel-aligned primitives, we model scenes with a compact sparse set of learned 3D anchor queries and a learned expansion operator that decodes each transformed query into a small local set of 3D Gaussian primitives. Trained under a rectified-flow reconstruction objective without 3D supervision, our model learns to allocate representation capacity where geometry and appearance matter, achieving significant reductions in memory and inference time while preserving multi-view fidelity. We introduce quantitative measures of input-view bias and utilization to show that sparse queries reduce overfitting to conditioning views while being representationally efficient. Our results argue that sparse set-latent expansion is a principled, practical alternative for efficient 3D generative modeling.
Apr 14, 2026

Lyra 2.0: Explorable Generative 3D Worlds

Recent advances in video generation enable a new paradigm for 3D scene creation: generating camera-controlled videos that simulate scene walkthroughs, then lifting them to 3D via feed-forward reconstruction techniques. This generative reconstruction approach combines the visual fidelity and creative capacity of video models with 3D outputs ready for real-time rendering and simulation. Scaling to large, complex environments requires 3D-consistent video generation over long camera trajectories with large viewpoint changes and location revisits, a setting where current video models degrade quickly. Existing methods for long-horizon generation are fundamentally limited by two forms of degradation: spatial forgetting and temporal drifting. As exploration proceeds, previously observed regions fall outside the model's temporal context, forcing the model to hallucinate structures when revisited. Meanwhile, autoregressive generation accumulates small synthesis errors over time, gradually distorting scene appearance and geometry. We present Lyra 2.0, a framework for generating persistent, explorable 3D worlds at scale. To address spatial forgetting, we maintain per-frame 3D geometry and use it solely for information routing -- retrieving relevant past frames and establishing dense correspondences with the target viewpoints -- while relying on the generative prior for appearance synthesis. To address temporal drifting, we train with self-augmented histories that expose the model to its own degraded outputs, teaching it to correct drift rather than propagate it. Together, these enable substantially longer and 3D-consistent video trajectories, which we leverage to fine-tune feed-forward reconstruction models that reliably recover high-quality 3D scenes.
Apr 14, 2026

SceneCritic: A Symbolic Evaluator for 3D Indoor Scene Synthesis

Large Language Models (LLMs) and Vision-Language Models (VLMs) increasingly generate indoor scenes through intermediate structures such as layouts and scene graphs, yet evaluation still relies on LLM or VLM judges that score rendered views, making judgments sensitive to viewpoint, prompt phrasing, and hallucination. When the evaluator is unstable, it becomes difficult to determine whether a model has produced a spatially plausible scene or whether the output score reflects the choice of viewpoint, rendering, or prompt. We introduce SceneCritic, a symbolic evaluator for floor-plan-level layouts. SceneCritic's constraints are grounded in SceneOnto, a structured spatial ontology we construct by aggregating indoor scene priors from 3D-FRONT, ScanNet, and Visual Genome. SceneOnto traverses this ontology to jointly verify semantic, orientation, and geometric coherence across object relationships, providing object-level and relationship-level assessments that identify specific violations and successful placements. Furthermore, we pair SceneCritic with an iterative refinement test bed that probes how models build and revise spatial structure under different critic modalities: a rule-based critic using collision constraints as feedback, an LLM critic operating on the layout as text, and a VLM critic operating on rendered observations. Through extensive experiments, we show that (a) SceneCritic aligns substantially better with human judgments than VLM-based evaluators, (b) text-only LLMs can outperform VLMs on semantic layout quality, and (c) image-based VLM refinement is the most effective critic modality for semantic and orientation correction.
Apr 13, 2026

Pair2Scene: Learning Local Object Relations for Procedural Scene Generation

Generating high-fidelity 3D indoor scenes remains a significant challenge due to data scarcity and the complexity of modeling intricate spatial relations. Current methods often struggle to scale beyond training distribution to dense scenes or rely on LLMs/VLMs that lack the ability for precise spatial reasoning. Building on top of the observation that object placement relies mainly on local dependencies instead of information-redundant global distributions, in this paper, we propose Pair2Scene, a novel procedural generation framework that integrates learned local rules with scene hierarchies and physics-based algorithms. These rules mainly capture two types of inter-object relations, namely support relations that follow physical hierarchies, and functional relations that reflect semantic links. We model these rules through a network, which estimates spatial position distributions of dependent objects conditioned on position and geometry of the anchor ones. Accordingly, we curate a dataset 3D-Pairs from existing scene data to train the model. During inference, our framework can generate scenes by recursively applying our model within a hierarchical structure, leveraging collision-aware rejection sampling to align local rules into coherent global layouts. Extensive experiments demonstrate that our framework outperforms existing methods in generating complex environments that go beyond training data while maintaining physical and semantic plausibility.
Apr 13, 2026

Any 3D Scene is Worth 1K Tokens: 3D-Grounded Representation for Scene Generation at Scale

Scene-level 3D generation has long been dominated by 2D multi-view or video diffusion models. Typically, these 2D-based approaches perform scene generation in a 2D latent space, which introduces two fundamental issues: (i) representing 3D scenes via 2D views leads to significant representation redundancy, and (ii) latent space rooted in 2D inherently limits the spatial consistency of the generated scenes. In this paper, we propose to perform 3D scene generation directly within a high-dimensional implicit 3D latent space derived from powerful 2D foundation models (e.g., DINOv2, SigLIP2, DA3). Then we tame diffusion transformers to perform diffusion modeling directly in the 3D latent space, enabling 3D-grounded scene generation. In our experiments, we not only demonstrate the advantages of our method over 2D-based approaches in terms of efficiency and spatial consistency, but also comprehensively analyze the impact of 3D latent representation on 3D scene generation performance. Furthermore, we validate the favorable scalability of our method with respect to representation and model capacity.
Apr 12, 2026

ReplicateAnyScene: Zero-Shot Video-to-3D Composition via Textual-Visual-Spatial Alignment

Humans exhibit an innate capacity to rapidly perceive and segment objects from video observations, and even mentally assemble them into structured 3D scenes. Replicating such capability, termed compositional 3D reconstruction, is pivotal for the advancement of Spatial Intelligence and Embodied AI. However, existing methods struggle to achieve practical deployment due to the insufficient integration of cross-modal information, leaving them dependent on manual object prompting, reliant on auxiliary visual inputs, and restricted to overly simplistic scenes by training biases. To address these limitations, we propose ReplicateAnyScene, a framework capable of fully automated and zero-shot transformation of casually captured videos into compositional 3D scenes. Specifically, our pipeline incorporates a five-stage cascade to extract and structurally align generic priors from vision foundation models across textual, visual, and spatial dimensions, grounding them into structured 3D representations and ensuring semantic coherence and physical plausibility of the constructed scenes. To facilitate a more comprehensive evaluation of this task, we further introduce the C3DR benchmark to assess reconstruction quality from diverse aspects. Extensive experiments demonstrate the superiority of our method over existing baselines in generating high-quality compositional 3D scenes.
Apr 12, 2026

HOG-Layout: Hierarchical 3D Scene Generation, Optimization and Editing via Vision-Language Models

3D layout generation and editing play a crucial role in Embodied AI and immersive VR interaction. However, manual creation requires tedious labor, while data-driven generation often lacks diversity. The emergence of large models introduces new possibilities for 3D scene synthesis. We present HOG-Layout that enables text-driven hierarchical scene generation, optimization and real-time scene editing with large language models (LLMs) and vision-language models (VLMs). HOG-Layout improves scene semantic consistency and plausibility through retrieval-augmented generation (RAG) technology, incorporates an optimization module to enhance physical consistency, and adopts a hierarchical representation to enhance inference and optimization, achieving real-time editing. Experimental results demonstrate that HOG-Layout produces more reasonable environments compared with existing baselines, while supporting fast and intuitive scene editing.
Apr 11, 2026

PhyMix: Towards Physically Consistent Single-Image 3D Indoor Scene Generation with Implicit--Explicit Optimization

Existing methods for single-image 3D indoor scene generation often produce visually plausible results that violate real-world physical constraints, limiting their reliability in robotics, embodied AI, and virtual environment design. To bridge this gap, we introduce a Physics Evaluator that assesses four aspects (geometric priors, contact, stability, and deployability) through nine sub-constraints, establishing a benchmark for evaluating physical consistency. Our analysis reveals that even state-of-the-art methods produce scenes with substantial physical inconsistencies despite their visual plausibility. To address these limitations, we propose a framework that incorporates feedback from the Physics Evaluator into both training and inference to improve the physical plausibility of generated scenes. Specifically, PhyMix comprises two components: (i) implicit alignment via Scene-GRPO, a critic-free group-relative preference optimization strategy that uses physical evaluations to guide the generator toward physically plausible layouts, and (ii) explicit refinement via verifier-guided agentic repair, which translates evaluator diagnostics into executable scene-editing skills to correct residual violations at inference time. PhyMix unifies physical evaluation, preference-based alignment, and agentic inference-time correction to improve physical plausibility while retaining the observed scene content. Experiments show improvements in reconstruction quality and physical plausibility, while qualitative examples on stylized and real-world images illustrate the applicability of the framework beyond synthetic inputs.
Apr 8, 2026

Genie Sim PanoRecon: Fast Immersive Scene Generation from Single-View Panorama

We present Genie Sim PanoRecon, a feed-forward Gaussian-splatting pipeline that delivers high-fidelity, low-cost 3D scenes for robotic manipulation simulation. The panorama input is decomposed into six non-overlapping cube-map faces, processed in parallel, and seamlessly reassembled. To guarantee geometric consistency across views, we devise a depth-aware fusion strategy coupled with a training-free depth-injection module that steers the monocular feed-forward network to generate coherent 3D Gaussians. The whole system reconstructs photo-realistic scenes in seconds and has been integrated into Genie Sim - a LLM-driven simulation platform for embodied synthetic data generation and evaluation - to provide scalable backgrounds for manipulation tasks. For code details, please refer to: https://github.com/AgibotTech/genie_sim/tree/main/source/geniesim_world.
Apr 7, 2026

SEM-ROVER: Semantic Voxel-Guided Diffusion for Large-Scale Driving Scene Generation

Scalable generation of outdoor driving scenes requires 3D representations that remain consistent across multiple viewpoints and scale to large areas. Existing solutions either rely on image or video generative models distilled to 3D space, harming the geometric coherence and restricting the rendering to training views, or are limited to small-scale 3D scene or object-centric generation. In this work, we propose a 3D generative framework based on ΣΣ-Voxfield grid, a discrete representation where each occupied voxel stores a fixed number of colorized surface samples. To generate this representation, we train a semantic-conditioned diffusion model that operates on local voxel neighborhoods and uses 3D positional encodings to capture spatial structure. We scale to large scenes via progressive spatial outpainting over overlapping regions. Finally, we render the generated ΣΣ-Voxfield grid with a deferred rendering module to obtain photorealistic images, enabling large-scale multiview-consistent 3D scene generation without per-scene optimization. Extensive experiments show that our approach can generate diverse large-scale urban outdoor scenes, renderable into photorealistic images with various sensor configurations and camera trajectories while maintaining moderate computation cost compared to existing approaches.
Apr 2, 2026

VoxelCodeBench: Benchmarking 3D World Modeling Through Code Generation

Evaluating code generation models for 3D spatial reasoning requires executing generated code in realistic environments and assessing outputs beyond surface-level correctness. We introduce a platform VoxelCode, for analyzing code generation capabilities for 3D understanding and environment creation. Our platform integrates natural language task specification, API-driven code execution in Unreal Engine, and a unified evaluation pipeline supporting both automated metrics and human assessment. To demonstrate its utility, we construct VoxelCodeBench, a benchmark of voxel manipulation tasks spanning three reasoning dimensions: symbolic interpretation, geometric construction, and artistic composition. Evaluating leading code generation models, we find that producing executable code is far easier than producing spatially correct outputs, with geometric construction and multi-object composition proving particularly challenging. By open-sourcing our platform and benchmark, we provide the community with extensible infrastructure for developing new 3D code generation benchmarks and probing spatial reasoning in future models.
Apr 2, 2026

GardenDesigner: Encoding Aesthetic Principles into Jiangnan Garden Construction via a Chain of Agents

Jiangnan gardens, a prominent style of Chinese classical gardens, hold great potential as digital assets for film and game production and digital tourism. However, manual modeling of Jiangnan gardens heavily relies on expert experience for layout design and asset creation, making the process time-consuming. To address this gap, we propose GardenDesigner, a novel framework that encodes aesthetic principles for Jiangnan garden construction and integrates a chain of agents based on procedural modeling. The water-centric terrain and explorative pathway rules are applied by terrain distribution and road generation agents. Selection and spatial layout of garden assets follow the aesthetic and cultural constraints. Consequently, we propose asset selection and layout optimization agents to select and arrange objects for each area in the garden. Additionally, we introduce GardenVerse for Jiangnan garden construction, including expert-annotated garden knowledge to enhance the asset arrangement process. To enable interaction and editing, we develop an interactive interface and tools in Unity, in which non-expert users can construct Jiangnan gardens via text input within one minute. Experiments and human evaluations demonstrate that GardenDesigner can generate diverse and aesthetically pleasing Jiangnan gardens. Project page is available at https://monad-cube.github.io/GardenDesigner.
Apr 2, 2026

LivingWorld: Interactive 4D World Generation with Environmental Dynamics

We introduce LivingWorld, an interactive framework for generating 4D worlds with environmental dynamics from a single image. While recent advances in 3D scene generation enable large-scale environment creation, most approaches focus primarily on reconstructing static geometry, leaving scene-scale environmental dynamics such as clouds, water, or smoke largely unexplored. Modeling such dynamics is challenging because motion must remain coherent across an expanding scene while supporting low-latency user feedback. LivingWorld addresses this challenge by progressively constructing a globally coherent motion field as the scene expands. To maintain global consistency during expansion, we introduce a geometry-aware alignment module that resolves directional and scale ambiguities across views. We further represent motion using a compact hash-based motion field, enabling efficient querying and stable propagation of dynamics throughout the scene. This representation also supports bidirectional motion propagation during rendering, producing long and temporally coherent 4D sequences without relying on expensive video-based refinement. On a single RTX 5090 GPU, generating each new scene expansion step requires 9 seconds, followed by 3 seconds for motion alignment and motion field updates, enabling interactive 4D world generation with globally coherent environmental dynamics. Video demonstrations are available at paper.pnu-cvsp.com/LivingWorld.
Apr 1, 2026

RecGen3D: Reconstruction-Guided 3D Generation in a Shared Canonical Space

Sparse-view 3D modeling represents a fundamental tension between reconstruction fidelity and generative plausibility. While feed-forward reconstruction excels in efficiency and input alignment, it often lacks the global priors needed for structural completeness. Conversely, diffusion-based generation provides rich geometric details but struggles with multi-view consistency. We present RecGen3D, a framework that combines these two paradigms into a cooperative system. To overcome inherent conflicts in coordinate spaces, 3D representations, and training objectives, we align both models within a shared canonical space. We employ decoupled cooperative learning, which maintains stable training while enabling seamless collaboration during inference. Specifically, the reconstruction module is adapted to provide canonical geometric anchors, while the diffusion generator leverages latent-augmented conditioning to refine and complete the geometric structure. Experimental results demonstrate that RecGen3D achieves superior fidelity and robustness, outperforming existing methods in creating complete and consistent 3D models from sparse observations.