3D Scenes

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Period ending 2026-09-21

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152 papers

Latest in 3D Scenes

Sep 22, 2026cs.RO

AgriGen: Large-Scale Scene Generation Framework for Photorealistic Agricultural Robotics Simulation

Agricultural robotics is advancing rapidly, yet progress remains constrained by limited field access, lack of control over field conditions, geographic variability, and seasonal crop cycles. These factors make it difficult and costly to acquire diverse agricultural datasets, resulting in limited evaluation and reduced system robustness. While other robotics domains have scaled learning and evaluation through high-fidelity simulation, agricultural robotics still lacks comparably capable tools. In this paper, we present a ROS-integrated framework, built on Isaac Sim, for large-scale procedural generation of agricultural environments. The framework supports photorealistic rendering, physics simulation, and domain randomization at scales relevant to robotics research, with built-in support for row crops, orchards, and vineyards and straightforward extensibility to additional crop categories. Project Page: https://baj31415.github.io/agrigen/
Utkarsh Bajpai, Serge Tleiji, Cédric Pradalier +1
Sep 20, 2026cs.CV

Mira-Scene: Pixel-Aligned Layouts for Generative 3D Scene Reconstruction

Single-image 3D object generation can now produce high-fidelity assets, yet accurately placing them into a coherent scene layout remains an open challenge. A central difficulty lies in how object layout is represented. Holistic methods absorb placement into a scene-level generation process, sacrificing object-level detail. Compositional methods preserve object fidelity by decoupling geometry from layout, but typically parameterize layout as sparse, unbounded pose variables that are difficult to learn and generalize poorly under scarce scene-level supervision. We present Mira-Scene, a compositional 3D scene reconstruction framework that replaces sparse pose regression with dense, bounded correspondence recovery. At its core is the Canonical Coordinate Map (CCM), a pixel-aligned field that maps each visible object pixel to a surface coordinate in the object's bounded canonical space. When paired with a scene-space Point Cloud Map (PCM) from monocular geometry estimation, CCM induces dense canonical-to-scene correspondences from which object transformations are recovered through robust geometric alignment. Because CCM operates in bounded canonical space, it provides a stable prediction target that can be trained from scalable object-level 3D data without requiring scene-level layout annotations. Mira-Scene further introduces a multimodal diffusion transformer that jointly generates object geometry and CCMs, using modality-specific expert streams with shared attention and positional encoding to promote geometry-layout consistency. Experiments on indoor, outdoor, synthetic, and in-the-wild scenes show that Mira-Scene substantially outperforms strong baselines in layout accuracy, achieving relative gains of 39.8% in 3D-IoU and 16.5% in 2D-IoU over SAM3D, using limited open-source training data.
Yang-Tian Sun, Tianjia Liu, Zehuan Huang +7
Sep 17, 2026cs.RO

Towards Scaling Marine Perception with Synthetic Data

Scalable machine learning in challenging underwater environments is strongly limited by the lack of labeled real-world training data. This data is often expensive and laborious to gather, making large-scale real-world data challenging to gather and curate. However, simulated data can help close the gap, enabling many learning-based tasks for underwater perception. In this work, we extend OceanSim, an IsaacSim-based underwater perception simulator, with a Synthetic Data Generation (SDG) pipeline for training models to be used in underwater scenarios. The proposed pipeline enables users to generate large, automatically labeled, photorealistic datasets with configurable scene appearance, structure, and sensor settings. We evaluate the pipeline on a real-world sea urchin detection task and study how different forms of synthetic scene variation affect sim-to-real performance. Based on these experiments, we discuss findings on our results, main limitations of the current pipeline and identify future directions for improving underwater rendering fidelity, scene diversity, and the evaluation of sim-to-real generalization. The open-source code can be found at https://github.com/umfieldrobotics/OceanSim.
Haoyu Ma, Onur Bagoren, Anja Sheppard +6
Sep 15, 2026cs.CV

PhysStream: Streaming Physics-Grounded Video Generation with Structured Scene Memory and Fine-Grained Motion Control

Interactive control for video generation is moving from coarse prompts toward fine-grained, physically meaningful manipulation of dynamic scenes. Yet existing controllable methods either require the full control schedule before generation starts, or use pixel-space signals that dictate object positions rather than physical dynamics. To address these limitations, we propose PhysStream, an autoregressive model for physics-grounded image-to-video synthesis that incorporates structured scene memory---positional maps and object tracking maps derived online from previously generated frames---and supports fine-grained motion control via sparse velocity-increment signals that encode physical quantities, letting the model learn the underlying dynamics. We train our model in two stages: a bidirectional model is first finetuned with motion-control conditioning, then a causal autoregressive model is trained with additional structured scene memory, further improving physical consistency. PhysStream enables interactive, mid-generation control over multi-object tabletop rigid-body scenes---a capability not supported by prior methods---reducing motion distribution distance (FVMD) by 33% and trajectory error by 12% over the strongest baselines on synthetic benchmarks, and is preferred by human evaluators in over 85% of in-the-wild comparisons. Please check our website for more details: https://czzzzh.github.io/PhysStream
Chuhao Chen, Peter Wonka, Chaoyang Wang +4
Sep 14, 2026cs.GR

ESG: Generating Physically Consistent Dynamic 3D Scenes from Text Descriptions

Recent progress in image and 3D scene generation has enabled increasingly realistic static environments, yet most methods remain confined to such static configurations. Generating dynamic scenes from natural language is fundamentally challenging: it requires joint reasoning over scene structure, temporal evolution, and physical feasibility, while ensuring reliable execution in modern physics engines. We present a unified framework for generating physically consistent dynamic 3D scenes from text, with outputs directly executable in Unreal Engine. Central to our approach is the \emph{Evolutive Scene Graph} (ESG), which specifies entities with physical attributes, spatial relations, and event-driven timelines in a machine-checkable form. Given a prompt, a large language model constructs and validates a complete ESG; spatial layouts are grounded via energy-minimized gradient optimization; timeline-constrained physical parameters are then optimized through differentiable simulation to satisfy user-specified events; and the resulting scene is compiled into an engine-executable class. Experiments on 10 scenes across three complexity levels show that our method achieves 16.4/1816.4/18 mean event completion, outperforming Scene Language, the strongest engine-executable baseline (SimWorld), and our ablation without physical optimization by a clear margin in event completion and parameter accuracy.
Xintong Fang, Zhiyuan Fang, Rengan Xie +6
Sep 11, 2026cs.CV

SAMV-DUSt3R: Instance-Centric 3D Scene Decoupling from Sparse Multi-Views

With the rising demand to decouple objects from 3D scenes, we propose SAMV-DUSt3R, an end-to-end model that injects SAM2 2D masks into MV-DUSt3R reconstruction. A Cross Flow Mask Block uses these masks to steer the network toward the target instance, jointly improving shape accuracy and achieving object-level disentanglement without multi-stage pipelines. To ensure reconstruction stability, a lightweight Spatial RankGNN selects the optimal reference view with a selection accuracy of 73.5%. Extensive experiments demonstrate that our method boosts average reconstruction precision by 11% across various metrics compared to state-of-the-art baselines. These results reveal a strong instance-disentanglement capability and clear benefits for driving, robotics, AR/VR, and heritage digitisation.
Langxu Zhao, Zuan Gu, Yingdan Zhang +2
Sep 11, 2026cs.CV

Recursive Code World Models: Building Complex Worlds through Recursive Scene Programs

Code world models represent worlds as executable programs, but this representation alone does not determine how to construct a complex world. We introduce Recursive Code World Models (RCWM), a framework for reconstructing complex 3D worlds in code from a single reference image. RCWM couples a Recursive Scene Program (RSP) representation with a construction solver that recursively calls itself. An RSP represents the executable world as compositional scene code, while each solver call follows the same complete process: establish the whole, recursively reconstruct unresolved parts, and revisit the whole to refine their composition. This global-local-global recursion gives fine-scale structures their own perception-and-editing loops while preserving scene-wide geometry and relationships. Reference-aligned views propagate a shared camera projection across levels, while parent revisitation addresses boundaries, spatial relations, and shared errors that emerge after local refinement. A vision-language coding agent directly compares reference images with scene renders to guide refinement, recursive descent, and return. Across complex scenes, RCWM outperforms prior code-based image-to-scene reconstruction methods. Ablation studies further support the benefits of recursive construction and suggest that deeper calls can improve finer-scale reconstruction. RCWM provides a recursive construction principle for building complex executable worlds from visual evidence.
Zhiqi Li, Yuxuan Liao, Bo Zhu
Sep 8, 2026cs.AI

Valerant: An Automatic Navigable Game Map Generator via Action-Conditioned World Model Exploration

World Action Models (WAMs) couple predictive world modeling with action generation, allowing anticipated future states to guide agent behavior. Although WAMs are rapidly advancing embodied AI, general-purpose counterparts remain largely unexplored in games. Existing game-oriented approaches often combine action-conditioned world models with external policies and reward functions to realize WAM-like decision-making, yet they operate mainly in 2D visual observation space and do not instantiate persistent 3D geometry. Extending this paradigm to 3D games introduces a distinct challenge. In autonomous driving and robotics, the physical environment exists independently of the model, providing a persistent 3D world in which selected actions can be executed. Games have no such external substrate; the virtual world itself must be instantiated. Most playable games require a persistent and navigable space, while 3D games additionally require explicit geometry that supports movement and interaction. Action-conditioned video rollouts provide visual observations but not this spatial representation. We present \textsc{Valerant}, a training-free framework that transforms a pretrained action-conditioned world model into a WAM for exploring and constructing 3D game maps. By coupling predictive visual rollouts with SLAM-based spatial reconstruction and exploration-driven action selection, \textsc{Valerant} progressively transforms a single image into a persistent 3D game map. This framework extends WAM-based interaction beyond 2D visual simulation and offers a new approach to reducing manual effort in 3D game-map creation.
Yiran Qiao, Feng Wang, Jing Ma
Sep 7, 2026cs.CV

Search-to-World: Evaluation of 3D World Delivery from User Request through Web Search

Agentic systems can interpret user requests, search the live web, and use external tools, but their ability to transform retrieved web content into a usable 3D world has not been systematically evaluated. No established end-to-end pipeline or benchmark exists for this capability. We introduce Search-to-World, an end-to-end evaluation task covering request understanding, web visual-content retrieval, and 3D-world delivery. We define Observed Retrieval Rate (ORR) and World Delivery Rate (WDR) to distinguish observing relevant content from successfully delivering a request-aligned, perceptually acceptable world. We also present WorldSearcher, a reuse-then-reconstruction harness that connects existing search agents to world delivery: it first retrieves reusable 3D worlds and, when none are available, reconstructs a world from video. A structured recovery controller revises temporal grounding, replaces source videos, or reformulates queries after failure. Using WorldSearcher, we benchmark representative models on Search-to-World and study supervised fine-tuning (SFT) for recovery subagents. Results show that delivery depends on the underlying agentic model, and that relevant-content observation does not ensure world delivery. Jointly training recovery agents improves delivery success and action efficiency. Search-to-World makes agentic 3D-world delivery measurable, while WorldSearcher provides a practical evaluation harness with recovery capabilities.
Zixiao Gu, Yabo Chen, Xunzhi Xiang +5
Sep 7, 2026cs.AI

PhysMAS: Physics-Grounded Multi-Agent Synthesis of Compositional 4D Gaussians

Efficient, fully automatic, and physically plausible 4D Gaussian synthesis is an important goal for dynamic scene generation. Recent physics-based methods couple 3D Gaussians with the Material Point Method (MPM) to generate physically driven motion, but extending this paradigm to heterogeneous multi-part objects and interacting multi-object scenes remains challenging. Object-level physical assignment collapses distinct parts into a single material state, while one-shot predictions from large language models, vision-language models, or agents neither reliably bind different materials to identified parts nor verify that the resulting MPM configuration is executable. Score Distillation Sampling (SDS)-based parameter optimization, meanwhile, requires repeated per-scene score evaluations and gradient backpropagation, incurring lengthy optimization and potentially yielding suboptimal or unstable solutions. We therefore present PhysMAS, a physics-grounded multi-agent framework. From a motion prompt and four scene views, an Object-Part Scene Agent establishes persistent identities and calls a Material Reasoning Agent for part-wise profiles. It invokes solver-aware skills to bind these identities and profiles to per-particle MPM fields and execute all objects in a shared domain; the framework then screens candidate forward-simulation results. This supports heterogeneous multi-part and interacting multi-object scenes without per-scene diffusion-score backpropagation. Extensive experiments demonstrate that, compared with recent physics-based 4D Gaussian baselines that rely on SDS, PhysMAS achieves better semantic alignment and perceived physical plausibility while requiring less runtime.
Jiang Qin, Chunji Lv, Yangguang Wei +6
Sep 3, 2026cs.CV

Puffin-World: Scaling a Unified Multimodal Model with Native 3D World States

We propose Puffin-World, a unified multimodal architecture that integrates physical understanding, spatial simulation, and 3D world generation and reconstruction without relying on external offline modules. To reliably construct and interact with 3D worlds, our framework jointly models three native world states: physics (gravity field and latitude), geometry (depth), and appearance (image), together with a unified Omni-Camera representation that supports diverse tasks and flexible motions. Beyond modeling these states, we introduce a strategy for propagating physical dynamics across future frames. By grounding absolute camera properties in the real world, Puffin-World enables physically consistent and visually stable world generation. We further couple appearance and geometry within a single generative process, jointly synthesizing each future view and reconstructing its underlying geometry. This unified paradigm enables interleaved closed-loop applications requiring synergy across multiple tasks, including mimic and self-calibrated world exploration. To scale Puffin-World to complex scenarios, we construct Puffin-16M, comprising 15 million vision-language-camera triplets and 1 million trajectories featuring various and challenging motions. To foster further research in this area, we released the code, models, and datasets.
Kang Liao, Yihang Luo, Xiao-Ming Wu +7
Sep 3, 2026cs.CV

Fill My Mirror: Geometry-Constrained Mirror Inpainting

Mirrors are common in real-world images, yet producing geometrically consistent reflections with generative models remains challenging. Unlike most objects, mirror appearance depends on scene geometry and viewpoint, making it hard to synthesize using learned appearance priors alone. We address this in the mirror inpainting setting, where the scene is fixed and only the mirror region is generated. Our key insight is that much mirror content is geometrically constrained by the visible scene and need not be hallucinated. We estimate scene geometry and project visible content into the mirror to recover reflection regions determined by geometry. A generative model then completes the mirror region via a two-mask diffusion strategy balancing geometric constraints with the model's learned priors, reducing projection artifacts and improving reflection consistency. The method is training-free and applicable to complex real-world scenes. We evaluate on MirrorBench-V2 (synthetic) and real images. Using standard and geometry-aware metrics, we show that explicitly using scene geometry improves consistency.
Ofek Basson, Shimon Vainer, Yacov Hel-Or +1
Sep 2, 2026cs.CV

WireSeg-32K: A Physics-Grounded Synthetic Dataset for Wire Instance Segmentation

Deformable linear objects such as wires and cables are difficult to segment because they are thin, highly deformable, and frequently self-occluded, while large-scale instance-level annotations are expensive to obtain in real scenes. Existing resources either focus on cable tracing or semantic segmentation under constrained settings, or generate visually plausible images without physically grounded wire deformation. We present WireSeg-32k, a synthetic dataset for wire instance segmentation with 32,000 RGB images, instance masks, depth maps, and a complementary real-world test set with annotations. To generate this dataset, we develop DeformX, a co-simulation pipeline that couples Cosserat-rod dynamics with photorealistic Isaac Sim rendering, enabling physically plausible, contact-consistent wire shapes, CAD-based wire assets, and diverse visually grounded scenes. As a simple baseline, LoRA fine-tuning SAM3 on WireSeg-32k alone improves real-world mAP@75 by 10.2% over the off-the-shelf model, showing that physically grounded synthetic data can transfer to real wire perception.
Zilin Dai, Lehong Wang, Yi Yang +1
Aug 31, 2026cs.CV

ObjectSplat: Improving Mesh Fidelity and Interactivity for 3D Scenes via Object-Level Mesh Splatting

Splatting-based algorithms reconstruct photorealistic, real-time-renderable, and mesh-exportable 3D scenes from regular images, but they represent a scene as a single monolithic field. Therefore, the reconstruction has no object-level structure, leaving it infeasible for downstream editing or interaction. Moreover, regions that are never directly observed in the input scans are contaminated by the surrounding texture and left uncorrected, capping both mesh fidelity and novel-view synthesis. We propose a decompose-before-reconstruct approach: we segment the instances out of every frame, consider the remaining as background and inpaint it, reconstruct each instance and the background independently with mesh splatting, and compose them into a single scene. Our method significantly improves mesh fidelity (over a 5% gain in F-score) and novel-view synthesis, while supporting object-wise modifiability and interactivity. The code will be made publicly available.
Minhas Kamal, Hiranya Garbha Kumar, Mahedi Kamal +1
Aug 31, 2026cs.CV

ScenePilot: Grow-and-Repair Policy for Text-Driven 3D Indoor Scene Generation

Text-driven 3D indoor scene generation has advanced from dataset-bound layout modeling to open-vocabulary synthesis with large language and vision-language models. Yet existing methods remain limited: one-pass generators often yield geometrically invalid layouts, heavy post-hoc optimization is costly and unstable, and prompt-only planners lack reusable layout priors for functional grouping and object relations. We propose \textbf{ScenePilot}, a retrieval-augmented \textbf{Grow-and-Repair} framework that formulates scene generation as prior-guided incremental growth with learned rectification. Given a prompt, the Hierarchical Retrieval-Augmented Planning (HRAP) module retrieves room-, group-, and anchor-level layout priors to support functional group planning. A text-driven base generator then inserts object groups sequentially, while the Reinforcement Multimodal Repair (RMR) module performs lightweight local correction after each insertion and a final global repair after completion. To train this policy, we construct \textbf{SceneReverse-17k}, a repair-trajectory dataset built by perturbing high-quality 3D scenes in position, rotation, and scale, then using inverse operations as executable rectification targets. The policy predicts structured \emph{move--rotate--scale} actions from rendered views, scene state, retrieved priors, and edit history. By combining HRAP with RMR, ScenePilot offers an efficient alternative to one-shot generation and heavy full-scene optimization, improving physical plausibility, functional coherence, and controllability while preserving diversity.
Jiawei Zhang, Hongsong Wang, Pan Zhou
Aug 30, 2026cs.CV

FuncRoom-Agent: Sequential Feed-Forward 3D Functional Indoor Scene Generation

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.
Hao Feng, Zhi Zuo, MingJian Liang +6
Aug 12, 2026cs.CV

StateFlow: Building, Evolving, and Accessing 3D World States for Previsualization

Previsualization is an intermediate layer between ideas and production in film, games, architecture, and urban design. It lets creators iteratively refine scenes, actions, cameras, and spatial-temporal dynamics. Yet existing generative methods rely on simple prompts to jointly control all of these factors through one-shot image or video synthesis, offering weak controllability and limited support for iterative editing. Fundamentally, a world comprises multiple elements with geometry, appearance, and other attributes, together with cameras. Different frames are produced through local modifications or recombinations of this shared state, which is otherwise largely reused. Therefore, we argue that the missing component is an explicit and persistent working state. To address this, we present StateFlow, a state-centric framework for generative previsualization. Rather than generating videos in one shot, StateFlow uses an editable 3D world to organize scene structure, evolution, and cameras, while off-the-shelf video models enhance visual quality when higher fidelity is desired. This world is maintained as a persistent structured 3D state of scene elements and camera configurations, serving as the core working representation for previsualization. Built on this insight, StateFlow has three stages to construct, evolve, and access the world state. State construction lifts generated 2D content into a coherent 3D world through prior-guided, conflict-aware dual-view initialization, while State evolution translates user intent into structured state transitions while preserving world memory, avoiding full-scene regeneration for each edit. State access uses render-feedback reflection to refine camera plans into visually feasible trajectories, avoiding reliance on VLM semantics alone. Experiments show that StateFlow produces high-quality 3D worlds for video creation and game-like prototyping.
Yuyang Yin, Zixiang Li, Longxuan Deng +11
Aug 12, 2026cs.RO

D3D-GEN: Robot-Aware Domain-Grounded Interactive 3D World Generation for Social Robotics

Training and validation of Embodied AI for social navigation critically depends on realistic simulation environments, yet many current approaches fail to find a balance between realism and simulability. We propose D3D-GEN, a novel world generation system that combines a domain agent with a retrieval-augmented generation (RAG) pipeline grounded in that domain. Our system enables users to rapidly generate domain-grounded, fully interactive 3D worlds by automating both the collection of domain knowledge and the synthesis of realistic floorplans and object placements, without dependence on any fixed 3D model database. Given a domain description prompt, the research agent collects publicly accessible domain-specific data and constructs a persistent domain database. Using this database, our RAG pipeline generates plausible floorplans and object placements by dynamically querying a user-provided semantic database, which can be easily extended or modified. The output is a fully interactive 3D world loadable by the popular simulators Isaac Sim and Gazebo. With our approach, we have built databases for several common domains (indoor residential, hospital, office) and generated dozens of distinct, plausible simulation environments for each domain. We present D3D-GEN with a local web frontend that facilitates rapid, interactive world generation for robot simulation.
Anh Duc Do, Volodymyr Scherbyna, Tai Duc Nguyen +5
Aug 10, 2026cs.CV

Diffuse the object, keep its label: curating detector training data from a few unlabeled photographs via VLM-built 3D vegetation scenes

Labeled images of small objects hidden in vegetation are scarce, and detectors trained on them generalize poorly across sites. Rather than reusing labels collected at another site, we synthesize labeled training images from a handful of unlabeled photographs of the deployment site itself. A vision--language model generates a coarse 3D vegetation scene from one photograph; placing 3D object meshes in the scene yields bounding boxes, segmentation masks, and per-instance occlusion directly from the scene geometry, without manual annotation. A lightweight adapter fine-tuned on the photographs conditions a diffusion pass that re-textures the renders, and a graded mask-lock sets how much diffusion may touch the object itself. In our runs this grade was the most influential curation choice: lightly diffusing the object improves minority-class recall over fully protecting its pixels, while unrestricted diffusion dissolves it. Trained on these images, a standard detector matched or exceeded its counterpart trained on a larger labeled dataset of real images from a different site, consistently across seeds on a humanitarian-demining benchmark; the comparison is thus unsupervised site adaptation from a handful of photographs against conventional cross-site label reuse. In our ablations the gains were largely insensitive to the photograph and crop budgets, and in-domain accuracy did not predict cross-site performance.
Mario Malizia, Marnix Enting, Rob Haelterman +1
Aug 7, 2026cs.AI

WNM-3D: A World Navigation Model with 3D Scene Conditioning for Closed-Loop VLN

Recent vision-language navigation (VLN) systems increasingly adapt pretrained vision-language models (VLMs) into vision-language-action (VLA) policies that map egocentric observations and language instructions directly to navigation actions. Although semantically capable, such action-centric training does not explicitly model how the agent's visual observations should evolve under its predicted motion. Generative world-action models (WAMs) jointly predict future observations and actions, yet existing WAMs for continuous VLN do not condition joint future-view and action generation on geometry-aware representations inferred from the observed history. We present WNM-3D, a generative World Navigation Model with 3D scene conditioning for continuous VLN. To consolidate past observations into persistent scene context, a frozen feed-forward geometry encoder extracts geometry-aware representations from the monocular egocentric RGB history, and a trainable 3D Scene-to-Token Adapter converts them into a fixed-length prefix in the token space of the world-action Diffusion Transformer. Through block-causal attention, this prefix conditions every future video-action block, providing a shared geometric context for both future-view and action generation. We train WNM-3D through supervised world-action fine-tuning on A*-generated demonstrations, DAgger-style adaptation on policy-visited states, and DanceGRPO-based closed-loop policy optimization. Experiments on GN-Bench show that WNM-3D outperforms strong VLM-based navigation policies and its 2D-conditioned counterpart in closed-loop navigation. On a fixed near-goal evaluation set, WNM-3D also achieves higher flow-action consistency and lower visual-motion error.
Yuehao Huang, Yunzi Wu, Xiaotao Zhang +7
Aug 6, 2026cs.AI

iARCS: Iterative Agentic RL for Controllable 3D Scene Generation

Synthetic 3D scene generation is increasingly used as a data source for computer vision and embodied AI, but existing generators often optimize perceptual realism without reliably satisfying task-critical functional constraints. This mismatch limits the usefulness of synthetic data for downstream training, where accessibility, traversability, and spatial rule compliance are often essential. We present iARCS, an iterative agentic reinforcement learning framework that adapts a pretrained scene generator to natural-language task requirements. iARCS uses a two-stage strategy: universal-reward pretraining to improve physical plausibility and layout quality, followed by task-specific fine-tuning with LLM-generated reward programs that are iteratively refined from training feedback. Experiments show improved constraint fidelity on walkability, reachability, and clearance-focused tasks, effective task-specific constraint optimization, and competitive scene diversity. We further show that data generated by iARCS improves a base generator, supporting its value as a practical synthetic data generation tool rather than only a controllable scene editing method.
Saugat Adhikari, Ashok Prasad Neupane, Pramish Paudel +2
Aug 6, 2026cs.CV

To See a World in a Living Context: Unified Indoor-Outdoor Urban World Generation

Text-driven 3D generation has advanced rapidly in creating large-scale outdoor environments and detailed indoor scenes, but these domains are usually synthesized independently, lacking the correspondence required for a coherent urban world. We present HoloWorld, a unified indoor-outdoor urban world generation framework built on a continuously updated cross-scale world context. Initializing from a user description, HoloWorld progressively represents and updates the diverse world information, from city-scale planning to individual buildings, allowing generated interiors to maintain explicit correspondence with their associated exterior buildings. Conditioned on the evolving context and previously generated neighboring blocks, HoloWorld autoregressively generates urban exteriors with consistent spatial organization and visual identity across blocks. The generated exterior representations are further grounded in 3D building instances and footprints, enabling building-specific indoor generation with geometry-constrained layouts and inherited appearance characteristics. To our knowledge, HoloWorld is the first framework to unify indoor and outdoor generation within a coherent 3D urban world. Extensive experiments demonstrate that HoloWorld achieves superior urban exterior generation performance, improving the average AQS score over the SOTA by 7.68% and obtaining the highest average RDR score, while maintaining strong building-level indoor-outdoor correspondence and cross-block continuity within a unified 3D urban world.
Xiaobin Huang, Zilong Huang, Yang Luo +3
Aug 6, 2026cs.CV

SR-JEPA: Learning Predictive Latent State in 3D Scenes

Joint-embedding predictive architectures learn by predicting latent representations of missing observations, yet many masked JEPAs are evaluated primarily through the encoders they produce. We ask what a trained predictive pathway itself infers when an entire entity is absent from a native 3D scene. We introduce SR-JEPA, a point-native JEPA for scene-scale point clouds whose original frozen predictive pathway can be queried at a supplied location. At evaluation, every point of one object is removed before encoding and replaced by the same shape-free 32-point query at its centroid. Training uses only self-contained 3D EMA targets: no reconstruction, semantic labels, language, or lifted 2D features. On 5,953 held-out ARKitScenes objects, the imputed latent reaches 43.13% semantic-identity macro accuracy, 22.18 points above the strongest floor. Randomizing the prediction path removes 9.78 points, while substituting matched donor context removes 21.98 points. On 8,570 Sr3D support pairs, the full latent reaches 41.15 AP; identity decoded from the missing-object latent, combined with anchor identity and geometry, reaches 39.37 AP, leaving an unresolved 1.78-point residual. These results reveal a queryable, compositional 3D predictive state: the model completes context-dependent entity content, which downstream computation combines with metric geometry.
Zihan Zhou, Qifu Wen, Xi Zeng
Aug 5, 2026cs.CV

SmartMage: Dynamic Modality Orchestration for 3D Scene Understanding

Understanding 3D scenes is fundamental to embodied intelligence, requiring joint reasoning over heterogeneous information from multiple modalities, including visual and geometric cues. However, the relevance of these modalities often varies across queries. Existing Multimodal Large Language Models (MLLMs) typically rely on fixed modality combinations, overlooking query-dependent modality needs. Such a rigid design can introduce semantic noise from irrelevant modalities while underutilizing more informative ones, leading to wasted computation and diluted reasoning. To address these challenges, this paper proposes SmartMage, a unified MLLM that dynamically orchestrates heterogeneous modalities for semantic-aware 3D scene understanding. Specifically, SmartMage incorporates: (1) a Semantic-guided Modality Adaptive RouTing (SMART) module that selects task-relevant modalities using semantic priors, text-modality alignment, and modality quality; and (2) a Modality-Aware Gating Expert (MAGE) module that leverages modality priors to guide expert activation, fostering adaptive specialization in multimodal reasoning. Empirically, SmartMage achieves state-of-the-art performance across five 3D scene understanding benchmarks, and attains competitive results on RGB-only video understanding benchmarks. In our diagnostic benchmark ScanFacet, tasks are divided into fine-grained semantic categories, enabling analysis of modality combinations preferred by each semantic type. The observed modality-semantic patterns provide further evidence of SmartMage's effectiveness. Project page: https://yuecheong.github.io/SmartMage/.
Yue Zhang, Yingzhao Jian, Yunqiu Xu +2
Aug 5, 2026cs.AI

WorldClaw: Agentic 3D Open-World Generation at Scale

Generating large-scale, freely explorable 3D worlds from open-ended text remains challenging because a system must jointly maintain global spatial coherence, rich local content, and explicit assets suitable for downstream editing and reuse. We present WorldClaw, a fully agentic, coarse-to-fine framework for open-world 3D scene generation. Planning agents translate a text prompt into a structured specification of regions, terrain, assets, materials, and spatial relations. WorldClaw then builds a globally coherent terrain foundation from semantic layouts, reusable assets, generative or procedural materials, and a region-aware height field. For detail-demanding regions, it generates terrain-conditioned compositions, reconstructs editable textured meshes, and recovers their placement on the terrain; render-based agents further refine terrain, objects, appearance, and contacts. Across diverse open-world prompts, WorldClaw produces large-scale scenes with coherent spatial organization, visually compelling local content, and editable instance-level assets while preserving a consistent global terrain structure.
Chunchao Guo, Jinpeng Li, Yang Li +1
Aug 4, 2026cs.CV

Global Graph-Validated Optimization for VLM-based 3D Indoor Scene Generation

We study open-vocabulary 3D indoor layout generation, which synthesizes diverse and physically plausible scenes from unlabeled 3D assets using free-form language instructions. Recent methods leverage large language models (LLMs) and vision-language models (VLMs) to generate structured scenes from text. However, most model inter-asset relations implicitly or rely on local pairwise constraints and local optimization. These formulations are poorly aligned with the global, highly non-convex layout space, often yielding locally plausible yet globally inconsistent or physically infeasible scenes. We address this problem with a graph-based intermediate representation that separates semantic coherence from physical feasibility, together with a hybrid search-and-refinement strategy. First, Global Semantic Verification (GSV) represents scenes as structured graphs and enforces semantic constraints through rule-based verification. This explicit validation removes contradictory configurations and produces a globally consistent semantic scaffold. Second, Global Physical Feasibility Search (GPFS) combines evolutionary search for global exploration with gradient-based refinement for local exploitation. It reduces dependence on VLM-proposed initialization and improves robustness in non-convex and discontinuous feasible spaces. Together, GSV and GPFS move layout generation beyond local relational modeling and initialization-sensitive optimization toward globally consistent reasoning and search. Experiments show that our method achieves state-of-the-art performance in open-vocabulary 3D indoor layout generation, improving both semantic consistency and physical plausibility.
Jialu Huang, Yingxuan You, Fei Wang +1
Jul 29, 2026cs.CV

CinemaTraj: Composing Atomic Camera Trajectories for 3D Scenes with LLM Agents

Automatically generating cinematically expressive camera trajectories through 3D scenes from natural language descriptions is a challenging task of high practical value, with applications ranging from real-estate advertising to virtual tour creation. Existing methods either lack true 3D spatial awareness by relying on 2D image priors, or treat trajectory generation as a geometric path planning problem divorced from cinematographic semantics. We present CinemaTraj, a framework that reframes camera trajectory planning as a language-grounded spatial reasoning problem. Given a set of RGB-D images and a user prompt, CinemaTraj equips an LLM agent with a structured 3D scene graph: the agent decomposes the prompt into a sequence of atomic cinematographic movements (dolly, orbit, crane, pan, tilt, zoom, arc). Each movement is instantiated via a novel parametric trajectory representation that is both cinematographically expressive and optimizable for collision avoidance. The scene graph acts as a structured spatial prior, grounding the agent's reasoning in accurate geometric and semantic knowledge of the environment. CinemaTraj further generates synchronized voiceover and subtitles aligned with camera motion, producing narrated cinematic video outputs. We evaluate CinemaTraj on real-world ScanNet++ environments, and show that it produces prompt-faithful, collision-free trajectories with high cinematographic quality, outperforming existing approaches on prompt alignment, trajectory quality, and safety metrics.
Qianru Li, Xuyang Chen, Erkin Türköz +5
Jul 29, 2026cs.CV

FPSGen: Flexible Point Cloud Scene Generation with BEV-Supported Transport Flows

Existing point-based generative methods for outdoor scenes primarily focus on LiDAR-conditioned completion. During training, noisy point clouds are constructed by perturbing complete ground-truth scenes, whereas during inference, they are initialized by adding noise to duplicated partial scans. This train-inference mismatch inherits the sparsity and visibility bias of partial scans, leading to sparse distant regions and incomplete geometry in occluded areas. Moreover, the reliance on partial scans restricts generation when LiDAR observations are unavailable or replaced by layout cues. We present FPSGen, a flexible framework that constructs point sources independently of partial scans. FPSGen first predicts a bird's-eye-view (BEV) prior with density, height, and mask channels from the active cues. The density map is then sampled to form a BEV-supported point source, enabling both unconditional and conditioned initialization. A teacher-student approximate optimal transport scheme then uses teacher-predicted endpoints to learn a velocity field that induces straighter transport paths. By integrating BEV point source construction with path-straightening transport, FPSGen provides a unified framework for unconditional and flexible cue-conditioned scene generation. Extensive experiments show that FPSGen achieves state-of-the-art JSD and voxel IoU performance on SemanticKITTI completion while maintaining strong performance with a single point transport step. On KITTI-360 unconditional generation, it also achieves the best Coverage (COV) among the compared methods.
Wenzhe He, Meng Wang, JiaWei Qian +3
Jul 26, 2026cs.CV

PlanCraft: Sketch, Refine, and Furnish for Architect-Inspired Progressive 3D Residential Scene Generation

Two structural insights have been overlooked in automated residential floor plan generation. First, design is inherently progressive. Architects begin with rough strokes and refine them over time, whereas existing methods typically require their conditioning representation to be fully specified before generation, a fundamental mismatch with how design actually works. Second, the 2D floor plan is not an optional intermediate but an irreplaceable spatial contract. Once room boundaries, doors, and windows are fixed, furnishing reduces from open-ended spatial reasoning to bounded constraint satisfaction. Bypassing this contract, as existing 3D systems do by delegating layout to language models, yields overlapping rooms and implausible proportions; directly calling general-purpose language models likewise produces geometrically invalid layouts. Guided by these insights, we present PlanCraft. SketchPlan supplies the missing training signal by replaying the architect's drawing process on 80K real floor plans, producing partial sketches at every completeness level. PlanCraft-Diff progressively sharpens an incomplete sketch into a geometrically precise, vectorizable floor plan through a coarse-to-fine strategy. With the spatial contract established, PlanCraft-Agent then furnishes the scene within well-defined room boundaries. Experiments show that PlanCraft achieves a 61.1% lower FID than the best existing 2D method and surpasses existing 3D systems by 15 points in expert-rated spatial rationality, with a sketch at only 25% completion already outperforming all fully specified baselines.
Pengyu Zeng, Yuqin Dai, Jun Yin +7
Jul 24, 2026cs.AI

SceneActBench: Can Agents Act on the 3D Scenes They See?

Vision-language model (VLM) agents increasingly use tools to act on 3D scenes rather than only describe them. Existing 3D benchmarks score textual responses or single-object operations, leaving agent action on complete multi-object 3D scenes under evaluated. We present SceneActBench, a benchmark for visually conditioned action across five 3D tasks under a unified agent-environment loop. Given PNG images or sampled video frames and, where applicable, supplied 3D assets, an agent acts on a 3D environment. We evaluate each final output against hidden ground truth with task-specific geometric metrics. SceneActBench comprises five tasks built from 210 source instances, yielding 520 task cases including paired input conditions. Every task runs through one fixed agent loop to keep the comparison fair. Across eleven proprietary VLM configurations, Overall scores span 38.6-50.2, and none performs consistently well across tasks. We further analyse where and how failures manifest.
Yifei Zhao, Xiangxin Zhou, Wenhao Yang +11
Jul 22, 2026cs.CV

Look Before You Edit: Attention-Guided Camera Placement and Multi-View Alignment for 3D Gaussian Splatting Editing

Text-driven 3D scene editing with 3D Gaussian Splatting (3DGS) typically applies a 2D diffusion editor to views rendered from fixed training cameras, limiting both the spatial coverage of edits and the user's freedom to target specific objects in complex scenes. We present LB-Edit, a framework that addresses two coupled problems: where to place editing cameras for localized edits, and how to make per-view edits agree with one another so that the 3D scene remains consistent after fine-tuning. First, Attention-Guided Editing Camera Placement (ACP) probes the diffusion model's self- and cross-attention at multiple candidate camera distances to find where attention is well-contained in the region of interest, then places a compact, geometrically diverse editing camera set at that attention-optimal distance. Second, Multi-view Attention Alignment (MAA) steers the editor toward the same edit across views along two axes: it aligns appearance by sharing self-attention features via token-level correspondence, and aligns spatial location by lifting cross-attention maps onto the 3D Gaussians as a shared 3D attention field, suppressing both appearance and spatial drift. Experiments on multi-object and single-object scenes show that our method achieves the highest user preference in instruction fidelity, multi-view consistency, and editing locality, using as few as 5 editing views and reducing latency by up to 7x over existing methods.
Jaeyeon Park, Taeho Kang, Youngki Lee
Jul 20, 2026cs.CV

AniGS: Bridging Rendering and Diffusion Prior for 3D Scene Animation

Novel view rendering of large and complex reconstructed scenes is becoming increasingly photorealistic. However, most reconstructions remain static and lack the ambient motion that makes environments immersive. We present AniGS, a method for scene-level animation of 3D Gaussian Splatting (3DGS) reconstructions that adds subtle, distributed dynamics, e.g., vegetation motion, while preserving rigid structures. Unlike existing 3D animation techniques which are limited to object-centric subjects or small regions, AniGS is designed for large, cluttered, navigable scenes. AniGS represents the scene with a canonical 3DGS and models motion using a time-conditioned deformation field. To animate the entire scene, we leverage a pretrained video diffusion model and introduce an iterative dataset--model update strategy that progressively expands viewpoint coverage and repeatedly updates camera-fixed training videos using a render-and-refine scheme. To prevent artifacts from unintended motion in static areas, we further introduce a composed video-to-video refinement scheme that restricts motion to desired regions. Experiments on five real-world, large-scale outdoor scenes demonstrate that AniGS produces natural ambient dynamics and high-quality novel view videos, enabling more immersive viewing experiences of reconstructed environments.
Yen-Chi Cheng, Chen Gao, Chuhan Chen +8
Jul 20, 2026cs.RO

GeoWorldAD: Geometry World Action Model for Autonomous Driving

Autonomous driving requires both safe and efficient planning decisions in dynamic 3D environments. Although recent Vision/Video-Action models learn policies directly from visual observations and scale well with advances in vision transformers and large-scale training data, they often lack explicit geometric grounding and future-aware spatial guidance, limiting their ability to balance collision avoidance and driving progress. In this work, we propose GeoWorldAD, a geometry world action model that grounds trajectory planning in ego-aligned 3D space and anticipates short-horizon scene evolution with latent future geometry tokens. Present geometry provides essential spatial constraints for safe planning, while future geometry reveals how surrounding agents and ego-centric free space may evolve, reducing overly conservative decisions without sacrificing safety. To efficiently exploit these geometric cues, GeoWorldAD progressively aggregates multi-scale present geometry and latent future geometry through iterative trajectory refinement. Experiments on NAVSIM v1 and v2 demonstrate state-of-the-art performance, highlighting the effectiveness of explicit 3D geometry grounding and future geometry world modeling for safe and efficient autonomous driving.
Songyan Zhang, Jinyuan Tian, Hanbing Li +9
Jul 18, 2026cs.CV

Scene-SAM3D: Multi-View Scene Asset Generation Without Fine-Tuning

High-quality 3D scene assets are critical for embodied applications such as robotic manipulation, navigation, and simulation. Despite their strong object priors, recent single-image 3D generation models such as SAM3D remain insufficient for real-world scenes, where severe occlusions, redundant observations, and cross-view inconsistencies make reliable scene generation challenging. We introduce Scene-SAM3D, a training-free framework that extends SAM3D from single-view object generation to calibrated multi-view scene asset generation. Scene-SAM3D selects a compact set of complementary views, reducing observation redundancy while providing additional evidence for regions occluded in individual views. Based on the selected views, it performs step-efficient latent velocity fusion to integrate multi-view evidence and suppress cross-view conflicts in canonical space. Finally, a lightweight rigid-object Gaussian optimization refines the scene layout within 200 iterations while preserving the generated object geometry. Experiments on Replica and ScanNet++ demonstrate consistent improvements at both instance and scene levels, with our method reducing scene-level CD by 43.8% on Replica and 30.9% on ScanNet++, while cutting flow-model sampling FLOPs and wall-time latency by nearly 20% under the same multi-view setting. Code will be released at https://github.com/xibi777/Scene-SAM3D.
Yuqi Zhang, Yadan Luo, Xiangyu Sun +3
Jul 15, 2026cs.AI

Chat2Scenic: An Iterative RAG-Based Framework for Scenario Generation in Autonomous Driving

Validating autonomous driving systems requires diverse, regulation-compliant test scenarios. In simulation-based testing, scenarios are defined as executable scripts. Yet automatically generating such scripts from regulatory descriptions remains an open challenge, and existing approaches face fundamental trade-offs. Retrieval-assemble methods achieve reasonable compilation rates but lack scalability, whereas retrieval-based full-script generation suffers from low compilation success rates. We present Chat2Scenic, the first iterative retrieval-augmented framework to generate scenario scripts in Domain Specific Language (DSL). Specifically, Chat2Scenic provides a chatbot interface that supports interactive scenario refinement and integrates Retrieval-augmented Generation (RAG) to ground scenario generation in regulatory knowledge and DSL syntax. Furthermore, we propose an open benchmark for scenario generation comprising 123 scenarios from various regulations, including NHTSA and United Nations Vehicle Regulations, as well as other sources. Extensive evaluation with State-of-the-Art (SOTA) Large Language Models (LLMs) demonstrates that Chat2Scenic achieves 76.42% Compilation Success Rate (CSR) and 58.17% Framework Accuracy (FA), outperforming existing methods (Retrieval Assemble with 30.08% CSR, 11.03% FA and Retrieval full script generation with 16.26% CSR, 10.86% FA). To facilitate future research, we release our code as open source at https://github.com/TUM-AVS/chat2scenic.
Yuan Gao, Wenting Miao, Mattia Piccinini +3
Jul 15, 2026cs.CV

ThinkBLOX: 3D Indoor Scene Generation with Progressive Reasoning

While traditional graphics methods often synthesize 3D indoor scenes autoregressively or hierarchically, recent vision-language model (VLM)-based generators predominantly adopt a one-shot paradigm where the full layout is planned at once. This one-shot approach often requires global re-optimization or complete reconstruction during interactive editing (e.g., inserting or moving objects) and can lead to physically or semantically poorly organized arrangements. To address these challenges, we propose ThinkBLOX, a VLM-based progressive reasoning framework that iteratively designs and refines 3D scenes. ThinkBLOX treats layout generation as a state-conditioned, step-by-step reasoningand-action process. To power this, we construct the ThinkBLOX-Data-200K dataset, containing 224,757 procedural placement pairs annotated with multi-view scene context, explicit Chain-of-Thought (CoT) rationales, and structured JSON layouts. Through supervised fine-tuning (SFT) on this dataset, the VLM learns to bridge the reasoning-action gap under incremental updates. Furthermore, recognizing that scene synthesis is inherently a multisolution task where SFT suffers from reward conflict, we introduce Tier-Decoupled GDPO. This reinforcement learning scheme organizes heterogeneous rewards into distinct tiers, stabilizing policy optimization across physical validity, semantic plausibility, and reasoning-action consistency. Extensive experiments show that ThinkBLOX significantly outperforms recent one-shot and iterative baselines in physical plausibility, semantic alignment, and interactive editability. Additionally, we show that it supports diverse applications, including both global and local generation and rearrangement of 3D scenes.
Yuan Xiao, Can Wang, Xiangyu Kong +1
Jul 15, 2026cs.CV

HIVE-3D: Hierarchical Voxel Enhancement for High-Quality 3D Scene Generation

Recently, a line of works can generate impressive 3D objects from a single image, but they are limited by restricted representation resolution, making them unsuitable for 3D scene generation. In this work, we introduce HIVE-3D, a novel method for high-quality 3D scene generation based on hierarchical voxel enhancement framework. Specifically, given a single scene image as input, we first produce a coarse initial scene, then introduce image segmentation and attention-based retrieval to align 2D image components with 3D scene components. Subsequently, we organize these scene relations into a hierarchical component tree, where nodes closer to the leaves denote finer-grained components. Finally, we propose a voxel super-resolution model that generates refined voxels for the target instance while maintaining strong consistency with the coarse voxels. Equipped with this model, we perform coarse-to-fine hierarchical super-resolution on images and voxels for each component, producing a high-resolution and high-quality 3D scene. Extensive experiments demonstrate that our method significantly outperforms previous approaches, achieving state-of-the-art performance.
Bin Zang, Wenting Zheng, Xiaoliang Luo +8
Jul 13, 2026cs.CV

ABot-3DWorld 0: A Universal World Model to Explore Any 3D Space

We present ABot-3DWorld 0, a universal multimodal 3D world model that turns text, image, and video inputs into high-fidelity, explorable 3D worlds. At the heart of our framework is a unified Spatial Generative Primitive (SGP), a compact tuple of a high-quality panorama and a spatial point cloud that delivers an efficient description of any 3D space. Multimodal inputs are first lifted into this primitive; a 3D-consistent panoramic video generator then explores the primitive along a planned trajectory; finally, our panoramic video reconstruction engine converts the generated video into a clean, photorealistic 3D Gaussian Splatting (3DGS) world. This pipeline covers two regimes: rich inputs (multi-view sets, casual video) are lifted into the SGP through a geometry-rigorous recovery that mirrors the observed scene, while a single image or sentence is completed generatively into a creative world. The result is one low-barrier engine for general 3D content creation that further anchors generated worlds to geographic points of interest, enabling map-native spatial exploration at consumer scale. Experiments show that ABot-3DWorld 0 sets the state of the art among open-source methods and demonstrates stronger scene fidelity than Marble under rich multimodal inputs.
Mingchao Sun, Luyang Tang, Yu Liu +34
Jul 13, 2026cs.RO

Xiaomi-Robotics-U0: Unified Embodied Synthesis with World Foundation Model

Recent foundation image and video generation models offer strong generalization and controllability, but their direct application to embodied scenarios is limited by requirements for multi-view consistency, geometric coherence, and robot embodiment constraints. Existing methods typically adapt foundation models with limited robot data, often sacrificing visual knowledge acquired during large-scale pre-training. We present Xiaomi-Robotics-U0, a 38-billion-parameter multimodal autoregressive model for unified embodied synthesis. It treats embodied generation as an extension of foundation image and video generation and jointly optimizes text-to-image generation, image editing, embodied scene generation, embodied transfer, and embodied video generation. This unified framework preserves the generalization of the pre-trained world foundation model while adapting it to embodied settings. Xiaomi-Robotics-U0 is the first model to support high-quality multi-view scene generation across multiple robot embodiments and to introduce structured, controllable embodied transfer for fine-grained editing while preserving multi-view consistency and interaction dynamics. It achieves state-of-the-art results on single-step and sequential generation tasks, outperforming GPT-Image-2.0 in human evaluations of embodied scene generation and transfer, ranking first on World Arena for embodied video generation, and improving the out-of-distribution success rate of pi_0.5 from 36.9% to 63.2% on challenging real-world manipulation tasks. These results show that foundation world models can serve both as embodied world models and scalable data engines for embodied intelligence. Code and checkpoints are available at https://robotics.xiaomi.com/xiaomi-robotics-u0.html.
Xinghang Li, Jun Guo, Qiwei Li +21
Jul 9, 2026cs.CV

Decoupled Illumination Priors for Spatially Controllable Multi-View Indoor Scene Relighting

Indoor scene relighting demands photorealism, precise spatial control, and strict multi-view consistency. While diffusion-based image editing models enable semantic lighting manipulation via text prompts, enforcing exact 3D light placement often disrupts their generative priors. We propose Lume-Palette, a progressive framework that leverages semantic lighting priors for spatially controllable multi-view indoor relighting. The approach decouples relighting into two stages: (1) illumination distillation, which extracts canonical illumination palettes from a pretrained diffusion model to preserve realistic material-light interactions, and (2) illumination casting, which explicitly maps target spatial lighting conditions defined from coarse 3D geometry. To efficiently handle dense multi-view and multi-modal inputs, we introduce an asymmetric multi-view conditioning strategy that selectively injects essential spatial context. Experiments on diverse synthetic scenes and real-world scenes demonstrate that Lume-Palette produces photorealistic, spatially controllable, and multi-view consistent relighting results. Project Page: https://cjeen.github.io/lumepalette
Chenjian Gao, Linning Xu, Tianfan Xue
Jul 7, 2026cs.RO

RoboSnap: One-Shot Real-to-Sim Scene Generation for Generalizable Robot Learning and Evaluation

Recovering real-world scenes as interactive simulation environments can enable generalizable robot learning and reproducible policy evaluation. However, constructing scenes that are both physically stable and visually faithful remains slow and expensive. In this work, we present RoboSnap, a real-to-sim framework that turns a single RGB image into a simulation-ready scene. The key idea is a layered design that separates the physics-critical interaction area from the surrounding visual context: collision-aware foreground assets are refined for stable robot interaction, while a 3D Gaussian splatting visual layer preserves faithful background appearance under novel views. Experiments on DROID scenes and real-robot tasks show that RoboSnap achieves reliable trajectory replay in the recovered scenes, supports task-specific synthetic data generation for policy training, and yields meaningful sim-real correlation for policy evaluation. To further support real-to-sim research, we introduce DROID-Sim, a real-to-sim companion dataset constructed from 564 real-world scenes in DROID. Extensive experiments suggest that the value of real-to-sim methods lies not only in high-fidelity visual reconstruction, but in turning real environments into reusable infrastructure for robot learning and evaluation.
Shujie Zhang, Jingkun Yi, Weipeng Zhong +6
Jul 7, 2026cs.CV

Mitigating Domain Shift in Conditioned Floor Plan Generation: Synthetic Pre-training for Data-Efficient Adaptation

Robustness to domain shift is a key requirement for floor plan generative models to be applicable beyond the single dataset they were trained on, as floor plans vary widely across regions due to distinct architectural cultures, spatial constraints, and construction practices, while acquiring new annotated datasets remains costly and domain-specific. Yet, no prior work has studied this robustness in the context of conditioned floor plan generation. In this paper, we evaluate state-of-the-art models from two fundamentally different generative paradigms across three public datasets (RPLAN, MagicPlan and Swiss Dwellings) and show that they are highly sensitive to domain shift, with up to an order of magnitude performance degradation when transferred across domains. To mitigate this with minimal target-domain supervision, we introduce a procedural method to generate a large-scale synthetic training dataset that enforces strict physical constraints (non-overlapping rooms, valid door placement, graph consistency) while intentionally sacrificing architectural realism through highly irregular spatial arrangements and aggressive geometric perturbation of room shapes. We show that pre-training on this synthetic data considerably improves zero-shot cross-domain performance, outperforming in-domain training on MagicPlan. Furthermore, it provides a highly effective initialization for fine-tuning, accelerating target domain adaptation and outperforming real-world initialization baselines by up to 40% in a low-data regime.
Matthieu Ospici, Arnaud Gueze, Luc Bourrat +1
Jul 7, 2026cs.CV

SparseCtrl-HOI: Sparse Temporal Control for Human-Object Interaction Video Generation

Human-Object Interaction (HOI) video generation aims to synthesize realistic videos of humans manipulating diverse objects, serving as a promising avenue for AI-driven live streaming e-commerce. A primary obstacle in this domain lies in the complexity of modeling fine-grained physical dynamics and the intricate spatial-temporal coordination between human hands and objects. Existing approaches to this problem typically rely on dense temporal guidance, e.g., frame-wise hand-object pose sequences, to strictly control the interaction process. However, such dense guidance incurs high annotation costs and affects motion synthesis diversity. To overcome these limitations, we introduce SparseCtrl-HOI, a novel sparse temporal control framework for HOI video generation. It requires only a few keyframes that capture interaction states at designated timestamps. Specifically, we employ a Time-Controlled Rotary Positional Embedding (TiRoPE) mechanism to temporally anchor these keyframes while preserving their spatial integrity. Subsequently, to govern the dynamics across intermediate frames, we propose a Motion Prior Injection Module that leverages Multimodal Large Language Models (MLLMs) to extract high-level motion priors. This empowers the model to hallucinate logically and physically plausible transitions. Furthermore, we build SparseHOI-5K, a high-quality and richly annotated dataset for HOI video generation with sparse temporal control. Comprehensive evaluations confirm that our method substantially reduces annotation overhead while synthesizing superior live-streaming e-commerce videos. Both our code and dataset are publicly available at https://mpi-lab.github.io/SparseCtrl-HOI.
Shenbo Xie, Mingrui Cai, Xu Yang +2
Jul 6, 2026cs.CV

SynCity 3000: Bootstrapping Scene-Scale 3D Diffusion

We present SynCity 3000, a framework for generating 3D scenes that are globally coherent while enabling fine-grained layout control. Building on the ability of current image-to-3D generators to produce complex 3D assets from a single image, we extend this capability to the scale of entire scenes by adapting the generator to be applicable as a convolutional operator. We achieve this by fine-tuning the model on scene-like data generated by a new synthetic data engine, which we propose to address the scarcity of 3D scene data for training. The convolutional generator is then applied to a dimetric image of the entire scene, generated from the user prompt, resulting in 3D scenes of arbitrary size and complexity. Across diverse prompts and layouts, SynCity 3000 produces large, coherent, and detailed scenes, addressing the shortcomings of prior approaches to 3D scene generation.
Paul Engstler, Iro Laina, Christian Rupprecht +1
Jul 6, 2026cs.CV

PixWorld: Unifying 3D Scene Generation and Reconstruction in Pixel Space

3D reconstruction and generation are commonly tackled by separate paradigms: pixel-based regression for reconstruction, and latent diffusion for generation. Recent works attempt to unify them in latent space, but with notable drawbacks: the diffusion objective is defined on latent features rather than the underlying 3D representation, and both branches suffer from information loss introduced by latent encoding, while requiring a pretrained Variational Autoencoder (VAE) or Representation Autoencoder (RAE). In this paper, we reformulate these two tasks under a unified pixel-space diffusion paradigm and introduce PixWorld, a single model that jointly addresses 3D reconstruction and generation. By supervising diffusion directly on rendered images, PixWorld removes the above limitations and aligns optimization with 3D scene fidelity. Beyond photometric and perceptual supervision that operates at the 2D image level and lacks 3D geometric awareness, we further introduce a geometry perception loss that aligns rendered views with their ground truth in the geometry-aware feature space of a pretrained 3D foundation model, providing 3D structural supervision. PixWorld consistently outperforms prior latent-space generation methods and matches state-of-the-art reconstruction methods, demonstrating the superiority of a unified pixel-space approach.
Sensen Gao, Zhaoqing Wang, Qihang Cao +3
Jul 5, 2026cs.GR

SceneFrom3D: Geometry-Conditioned Outdoor 3D Scene Generation via View Scheduling with Object-Level Control

Geometry-conditioned 3D scene generation enables the creation of 3D environments from user-provided geometry, offering direct control over scene structure and object layout. To generate such 3D scenes, current methods commonly adopt a three-stage design that first defines a view schedule, then synthesizes multi-view observations along the scheduled views, and finally reconstructs a 3D representation from the generated images. However, defining the view schedule becomes a major bottleneck for outdoor scenes, where large, unstructured, and unbounded geometry makes it difficult to obtain views that provide sufficient coverage while supporting stable generation. To address this bottleneck, we present SceneFrom3D, a framework that automatically schedules views from outdoor input geometries. SceneFrom3D constructs a directed generation graph whose nodes represent anchor views and whose edges represent interpolation trajectories, defining which views to synthesize, which view pairs to interpolate, and in which order generation should proceed. Beyond automatic view scheduling, SceneFrom3D further improves controllability through object-level conditioning, assigning each object an identity image for appearance guidance and a geometry-adherence parameter for region-wise control over the input geometry. Experiments demonstrate that SceneFrom3D achieves state-of-the-art geometry-conditioned outdoor 3D scene generation, producing high-quality scenes with controllable object appearance and geometry adherence.
Geonung Kim, Jeongeun Park, Nuri Ryu +2
Jul 4, 2026cs.CV

InSpace: Structure-Aware 3D Indoor Scene Generation from a Single 360° Image

Recent advances in single image-to-3D generation have enabled high-quality asset synthesis, yet extending these capabilities to indoor scene generation remains challenging. Existing methods focus on asset-level generation while neglecting the structural layout, which is essential for downstream applications and serves as the spatial anchor for grounding assets. However, a single image with a limited field of view lacks the spatial coverage to recover a coherent global layout. To this end, we use a 360° image represented in equirectangular projection (ERP) and propose InSpace, a structure-aware framework for 3D indoor scene generation. InSpace comprises three stages: (1) estimating partial scene geometry as spatial priors, (2) generating coarse scene structure with view-selective cross-attention, and (3) producing detailed layout and asset geometry with textures through a global-local hybrid attention, using flow matching. We also propose ERP-FRONT, a paired ERP-Image-to-3D indoor scene dataset based on 3D-FRONT. Experiments show that InSpace generates complete 3D indoor scenes with structural layout, along with separate textured assets from a single ERP image, achieving strong performance across 3D and 2D metrics. Project Page: https://kookie12.github.io/InSpace-Project-Page/
Gwanhyeong Koo, Hyunsu Kim, Youngji Kim +5
Jul 4, 2026cs.GR

CGGS: Consistency-Augmented Geometric Gaussian Splatting for Ego-centric 3D Scene Generation

Challenges remain in ego-centric 3D scene generation due to limited view overlap and the dominant influence of individual perspectives on scene interpretation. These factors hinder the creation of viewpoint-consistent and semantically aligned visual content, as well as the construction of accurate geometric structures. In this paper, we propose CGGS, a text-to-3D framework aiming to enhance 3D-content-awareness and address geometric distortions in ego-centric scene generation. Firstly, the Ego-centric Generator is proposed by fine-tuning a Multi-View Latent Diffusion Model with consistency-augmented loss to generate consistent, high-fidelity 2D content aligned with textual descriptions. Then, Layout Decorator leverages optical flow and point-track correspondence to estimate depth, therefore producing dense point clouds as coarse layouts from the ego-centric 2D priors. Building on this initialization, Geometric Refiner is proposed to enhance 3D Gaussian reconstruction via an entropy-based Mutual Information Depth Loss (MID) combined with a hierarchical optimization scheme for improving visual quality and geometric structure. Comprehensive experiments demonstrate that CGGS outperforms previous methods in generating coherent and accurate text-driven 3D scenes. Project page: https://cggs-26.github.io/cggs26/.
Zhenyu Sun, Xiaohan Zhang, Qi Liu +1
Jul 3, 2026cs.CV

Holo-Captioning: Toward the Text Equivalent of 3D Scenes

This work introduces holo-captioning, a novel task that strives to seek the text equivalent of 3D scenes. As the initial step, we formulate holo-captioning as generating a structured textual description that comprehensively depicts all entities within a 3D scene -- including their semantic tags, spatial locations, attributes, and inter-entity relations. To tackle this challenging task, we first develop an effective captioning engine to produce detailed descriptions of individual entity instances and instance pairs, and contribute a large-scale benchmark comprising over 15K scenes for training and evaluation. Building upon this foundation, we propose HoloScribe, a novel model that features an instance-aware decoupled pipeline for generating structured holo-captions, and further incorporates anchor-aware instance linking to identify relational instance pairs. Additionally, we propose a comprehensive evaluation metric named HoloScore, and provide a human-curated test set to ensure reliable model assessment. Experimental results demonstrate that HoloScribe significantly outperforms state-of-the-art 3D dense captioners and 3D LLM generalists, underscoring the effectiveness of our approach. Project page: https://visual-ai.github.io/holocap/
Kun-Yu Lin, Chengke Bu, Zhenguo Li +1
Jul 2, 2026cs.AI

Text-Driven 3D Indoor Scene Synthesis in Non-Manhattan Environments

Large Language Models (LLMs) have demonstrated remarkable capabilities in 3D indoor synthesis for Manhattan environments. However, existing methods often fail to capture plausible object layout patterns in non-Manhattan settings, primarily because they struggle to model non-orthogonal spatial relationships, leading to high geometric violations and low physical fidelity. To address this challenge, we propose SPG-Layout, a novel text-driven framework designed to generate physically plausible indoor scenes within complex non-Manhattan environments. Specifically, we first utilize statistical priors of object distributions to guide the training process, enhancing environmental understanding and fidelity. Furthermore, mirroring human design workflows, we adopt a hierarchical layout strategy that prioritizes the placement of large objects, thereby substantially minimizing layout violations. By synergizing these components, SPG-Layout achieves a balanced optimization of semantic realism and physical plausibility. To evaluate performance in these complex settings, we constructed a new benchmark comprising 500 diverse non-Manhattan environments. Extensive experiments demonstrate that SPG-Layout consistently and significantly outperforms existing methods across both Manhattan and non-Manhattan environments. The code will be publicly released.
Xianhui Meng, Zirui Song, Yuchen Zhang +10
Jul 2, 2026cs.RO

PhysMani: Physics-principled 3D World Model for Dynamic Object Manipulation

Manipulating fast and dynamically moving targets in unstructured 3D environments remains challenging for embodied AI. Existing visual-language-action models and world models struggle with accurate 3D geometry and physically meaningful forecasting. We propose PhysMani, a framework that couples a physics-principled 3D Gaussian world model with a future-aware action policy model. The world model learns a divergence-free Gaussian velocity field via online optimization for fast and physically grounded future dynamics prediction. The policy model integrates the predicted 3D scene future dynamics through a learnable token based cross-attention module. We introduce PhysMani-Bench, a dynamic manipulation benchmark with 16 tasks, and demonstrate a superior success rate over strong baselines in both simulation and real-world robot experiments.
Peng Yun, Shouwang Huang, Hao Li +3
Jul 2, 2026cs.AI

SimWorlds: A Multi-Agent System for Dynamic 3D Scene Creation

LLM agents are increasingly used to translate natural language into 3D scenes in a procedural way, but existing systems focus on static output. Dynamic 4D scenes from text alone, in which liquids flow, particles emit, rigid bodies cascade, and articulated mechanisms move, remain largely unexplored despite their value as editable content and as physics-grounded training data for video generation and embodied AI. Two challenges set the dynamic case apart from static text-to-scene work: an agent must jointly coordinate spatial layout, multiple physics solvers, temporal sequencing, camera, and lighting in a single coherent scene, and verifying motion correctness from rendered video is fundamentally harder than judging a single image. We present SimWorlds: a multi-agent framework that produces dynamic, editable 4D scenes from text, with Blender-specific procedural knowledge, a planner-coder-reviewer workflow driving a fixed ordered sequence of construction stages, a layered scene protocol enforced by a deterministic verifier, and a runtime-state inspection tool suite that catches mechanism failures the rendered image cannot reveal. We also introduce 4DBuildBench, a benchmark for assessing both visual fidelity and physical consistency of the procedural dynamic 3D scenes generated from text prompts. Experiments show that SimWorlds outperforms prior dynamic Blender generation baselines.
Chunjiang Liu, Xiaoyuan Wang, Haoyu Chen +3
Jun 30, 2026cs.RO

3D Point World Models: Point Completion Enables More Accurate Dynamics Learning

Learning predictive models of the world enables robotic control through planning, potentially allowing robots to improvise solutions on new tasks. However, large video-based dynamics models lack explicit 3D spatial structure and suffer from geometrically inconsistent long-term rollouts with compounding errors. Emerging 3D dynamics models based on partial point clouds improve geometric consistency but remain sensitive to occlusions and accumulated prediction drift. To address these challenges, we present 3D Point World Models (3DPWM) - a task-agnostic world model that operates entirely in 3D space by first completing partial point clouds and then learning action-conditioned dynamics in this completed 3D scene. By operating on completed geometry, 3DPWM enables reliable long-horizon rollouts and more accurate cost evaluation for model-based planning while supporting adaptation to new tasks. Experiments across different robotic embodiments and tabletop manipulation benchmarks demonstrate that 3DPWM achieves significantly more reliable long-horizon rollouts (100-300+ steps), supports both open-loop and closed-loop planning, and enables successful sim-to-real transfer.
Skand Peri, Hung Nguyen, Chanho Kim +2
Jun 30, 2026cs.CV

ShellMaker: Language-Guided Exterior Completion under Structural Constraints

Despite advances in indoor scene generation, synthesizing coherent building exteriors consistent with generated interiors remains largely unexplored. Existing methods can generate floor plans and wall layouts but typically stop at a structural shell, lacking stylistically consistent facades and roofs. Completing these exteriors is challenging because the footprint, wall geometry, and opening semantics must remain fixed-constraints that unconstrained generative models often violate. We introduce ShellMaker, a language-guided exterior completion framework that operates under these structural constraints. Given a building scaffold and a text style prompt, ShellMaker generates a complete exterior mesh with PBR materials by combining parametric roof generation, LLM-based part-aware prompt refinement, joint wall-roof material retrieval, and geometry-aware assembly. Operating on a format agnostic scaffold representation, ShellMaker generalizes to indoor generators, CityGML, and CAD inputs, while maintaining structural consistency and improving architectural coherence over retrieval and unconstrained generative baselines. The project page is available at https://ruiqixu37.github.io/ShellMaker_web/
Ruiqi Xu, Daniel Aliaga
Jun 30, 2026cs.CV

InfiniVerse: Occupancy Guided Unbounded Scene Generation for Autonomous Driving

Generating realistic, controllable, and temporally coherent urban environments is a critical yet unresolved challenge in the autonomous driving community. In this paper, we introduce InfiniVerse, a unified pipeline for long-range, 2D-3D-aligned, and controllable synthesis of dynamic urban scenes from a single frame. In practice, our approach first reconstructs a 3D occupancy representation from the input multi-view frame. This representation serves as a foundation for autoregressive scene extension along arbitrary trajectories. Subsequently, a video diffusion model translates the coarse occupancy grid into realistic, spatiotemporally consistent video sequences. Moreover, we propose a hierarchical sketch-and-refine paradigm, in which the generated videos are re-projected as image-conditioned feedback to enhance the 3D occupancy representation, establishing cross-modal alignment and mutual enhancement between the visual and spatial domains. Extensive evaluations on the Waymo Open Dataset and nuScenes demonstrate that InfiniVerse achieves state-of-the-art performance, with a FID of 6.4 and FVD of 67.97, significantly outperforming existing benchmarks in both duration and stability.
Xiaoyu Ye, Leheng Li, Xinyu Ji +8
Jun 29, 2026cs.CV

T2LDM++: A Self-Conditioned Representation Guided Diffusion Model for Realistic Text-to-LiDAR Scene Generation

Recent progress in Text-to-Image generation benefits from large-scale Text-Image pairs. However, the scarcity of Text-LiDAR pairs often causes over-smoothed scenes and limited controllability. In this paper, we rethink the limitations of Text-LiDAR generation task, focusing on alleviating insufficient training priors and constructing controllable Text-LiDAR data. We propose a \textbf{T}ext-\textbf{to}-\textbf{L}iDAR \textbf{D}iffusion \textbf{M}odel for LiDAR scene generation, T2LDM++, with a Self-Conditioned Representation Guidance (SCRG). Specifically, to alleviate object over-smoothing, SCRG employs a Guidance Network (GN) to provide reconstruction-based soft supervision to the Denoising Network (DN). This enables DN to learn geometry-aware representations through reconstruction guidance, leading to more accurate denoising in DDPMs. Meanwhile, through analysis and design, SCRG exhibits more effective and lightweight, while decoupled in inference, avoiding computational overhead. Furthermore, we construct two high-quality Text-LiDAR benchmarks (>>100K samples) using a generalized strategy of geometric annotations, along with a controllability metric. Moreover, a directional position prior is designed to mitigate street distortion, further improving scene fidelity. Additionally, T2LDM++ supports multiple conditions, including (Semantic, Box, BEV, Camera)-to-LiDAR, Sparse-to-Dense, and Dense-to-Sparse generation, by learning a control encoder via frozen DN. With effective prior modeling and high-quality Text-LiDAR benchmarks, T2LDM++ can generate realistic LiDAR scenes with rich geometric details in unconditional and conditional settings.
Wentao Qu, Qi Zhang, Chenxu Wang +5
Jun 29, 2026cs.CV

HomeDiffusion: Zero-Shot Object Customization with Multi-View Representation Learning for Indoor Scenes

Recently, zero-shot object customization generation methods have rapidly developed and shown tremendous potential for applications. For instance, in the e-commerce domain, consumers can observe the visual effect of furniture placed within their personal living spaces or clothes worn on their own bodies. Many existing approaches perform object customization generation based on diffusion models and extracted reference object features. However, the generated object significantly diverges from the original reference object in details such as patterns and curves. Particularly for asymmetrical reference objects, the absence of comprehensive multi-viewpoint information prevents the generation of object poses that harmonize with the background scene. To address these shortcomings, we have constructed a novel dataset comprising multi-angle images of furniture and indoor scenes. Based on diffusion models, we introduce HomeDiffusion, which can leverage multi-viewpoint images of the same reference object to accurately generate visually harmonious object poses within specified areas of the background scene. During the diffusion process, we further extract high-fidelity details of the reference object and perform cross-attention with the noise latents in the latent space, thereby ensuring the preservation of details in the customized object generation. Extensive qualitative and quantitative experiments demonstrate that our method achieves superior performance over other existing zero-shot as well as few-shot object customization approaches.
Guoqiu Li, Jin Song, Yiyun Fei
Jun 28, 2026cs.CV

NaLA: A 3D Native LLM Layout Agent for High-quality 3D Scene Generation

Recently, Large Language Models (LLMs) have emerged as promising layout agents for 3D scene generation. Existing layout agents still suffer from implausible layout generation because most of them convert 3D assets and 3D layouts into textual descriptions as inputs and outputs, which involves severe information loss due to the modality gap between texts and 3D assets and 3D layouts. We propose NaLA, a native 3D LLM layout Agent for high-quality 3D scene generation by placing 3D assets in the scene. For the inputs, NaLA encodes 3D scene boundaries and 3D assets directly into the LLM, preserving fine-grained geometry and enabling explicit reasoning over relationships like collisions, surface supporting, and containment. To accurately output the positions and orientations of assets, NaLA adopts a coarse-to-fine prediction mechanism that first predicts discrete poses in an autoregressive manner and then refines the discrete poses with a continuous regression. Trained on diverse layout datasets, NaLA attains strong geometric perception and layout coherence. Experiments demonstrate that NaLA outperforms prior layout agents in both generation quality and inference efficiency, with comprehensive ablation studies to verify each component's effectiveness.
Cheng Wan, Yongsen Mao, Wenzheng Wu +7
Jun 27, 2026cs.CV

Semantic-Aware, Physics-Informed, Geometry-Grounded Weather Video Synthesis

Weather synthesis aims to add weather effects to input videos while preserving scene identity, structure, and motion. The key limitation of existing methods is the lack of diversity in weather appearance and effective control over weather dynamics (e.g., temporal evolution and particle motion). Most approaches rely on text prompts, which are inherently underspecified and often fail to produce detailed weather characteristics. Additionally, general-purpose video editors optimized for clean and aesthetic outputs tend to suppress heavy weather phenomena, making dense particle effects difficult to generate. To address these, we propose a Semantic-Aware, Physics-Informed, and Geometry-Grounded framework that steers an off-the-shelf video editor to synthesize diverse global appearances and detailed particle dynamics. We factorize the synthesis into three conditional signals, so that each provides a distinct and stable source of guidance: semantics specifies what the weather should look like, dynamics governs how it evolves over time, and geometry determines where it should appear in the scene. Specifically, we introduce (1) semantic-aware appearance anchoring to establish the target appearance from scene semantics and user input; (2) physics-informed dynamic simulation to generate particle effects by simulating a Gaussian-represented particle field under gravity, wind, and turbulence; and (3) geometry-grounded video synthesis to align the simulated particles with target scene geometry and synthesize the final video. Experiments demonstrate that our method produces diverse, physically and visually realistic weather effects. Furthermore, we show that our synthesized data significantly improves the robustness of autonomous driving semantic segmentation under adverse weather conditions. Project page: https://jumponthemoon.github.io/w-crafter/.
Chenghao Qian, Nedko Savov, Lingdong Kong +7
Jun 26, 2026cs.RO

SimFoundry: Modular and Automated Scene Generation for Policy Learning and Evaluation

Training and evaluating robot policies in the real world is costly and difficult to scale. We introduce SimFoundry, a modular and automated system for zero-shot real-to-sim scene construction from a video. SimFoundry generates sim-ready digital twins and supports object, scene, and task editing, enabling the automated generation of diverse digital cousins: affordance-preserving variations of reconstructed real-world scenes. Policies trained on SimFoundry data transfer zero-shot to challenging real tasks involving multi-step manipulation, articulated object interaction, and bimanual interaction, and its digital cousins (variations of the original scene, objects, and tasks) facilitate generalization to new real-world conditions. Across 7 manipulation tasks and 5 policy architectures, SimFoundry simulation evaluations strongly predict real-world performance, with mean Pearson correlation 0.911 and mean maximum ranking violation 0.018. When evaluating sim-trained policies zero-shot in the real world, policies trained with object, scene, and task cousins in simulation show average task success rate improvements of 17%, 21%, and 40%, respectively. Additional details at https://research.nvidia.com/labs/gear/simfoundry/ .
Nadun Ranawaka, Josiah Wong, Wei-Lin Pai +15