3D Scenes

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6 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-21

1 new paper

A weekly snapshot of new work published in 3D Scenes.

Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in 3D Scenes.

Period ending 2026-09-07

1 new paper

A weekly snapshot of new work published in 3D Scenes.

80 papers

Latest in 3D Scenes

May 11, 2026cs.CV

PG-3DGS: Optimizing 3D Gaussian Splatting to Satisfy Physics Objectives

Recent advances in Gaussian Splatting have enabled fast, high-fidelity 3D scene generation, yet these methods remain purely visual and lack an understanding of how shapes behave in the physical world. We introduce Physics-Guided 3D Gaussian Splatting (PG-3DGS), a framework that couples differentiable physics simulation with 3D Gaussian representations to generate 3D structures satisfying physics functionalities. By allowing physical objectives to guide the shape optimization process alongside visual losses, our approach produces geometries that are not only photometrically accurate but also physically functional. The model learns to adjust shapes so that the generated objects exhibit physically meaningful behaviors, for example, teapots that can pour and airplanes that can generate lift, without sacrificing visual quality. Experiments on pouring and aerodynamic lift tasks show that PG-3DGS improves physical functionality while preserving visual quality. In addition to simulation gains, bench-top physical lift tests with 3D-printed aircraft (Cessna, B-2 Spirit, and paper plane) under identical airflow conditions show higher scale-measured lift for PG-3DGS, generated structures than an appearance-matching baseline in all three cases. Our unified framework connects appearance-based reconstruction with physics-based reasoning, enabling end-to-end generation of 3D structures that both look realistic and function correctly.
Zachary Lee, Maxwell Jacobson, Yexiang Xue
May 9, 2026cs.CV

Flame3D: Zero-shot Compositional Reasoning of 3D Scenes with Agentic Language Models

3D scene understanding spans reasoning about free space, object grounding, hypothetical object insertions, complex geometric relationships, and integrating all of these with external tools and data sources. Existing 3D understanding methods typically rely on large-scale 3D-language training or focus on object grounding and simple spatial relationships. We argue that the broad generalization that motivates 3D-language training can be achieved at inference time, without 3D-specific training. We propose Flame3D, a training-free framework that represents scenes as editable visual-textual 3D memories and exposes them to an off-the-shelf MLLM through composable spatial tools. Flame3D also lets the agent synthesize custom spatial programs at inference time, enabling open-ended reasoning over layouts, empty space, and objects not yet present in the scene. External data and corrections can be added to the memory without retraining. In addition to showing competitive performance to finetuned 3D-LMM methods on ScanQA, we study multi-hop 3D reasoning capabilities of Flame3D by evaluating it on a curated compositional spatial-reasoning benchmark, Compose3D. We find that fixed tools fall short and that the agent's ability to synthesize spatial operations at inference time is essential. These results invite the question: should future progress in 3D scene understanding focus on richer scene memories and expressive compositional abstractions?
Sagar Bharadwaj, Ziyong Ma, Anurag Ghosh +2
May 7, 2026cs.CV

Closing the Loop: Unified 3D Scene Generation and Immersive Interaction via LLM-RL Coupling

Recent advances in large language models (LLMs) have significantly improved language-driven 3D content generation, but most existing approaches still treat scene generation and user interaction as separate processes, limiting the adaptability and immersive potential of interactive multimedia systems. This paper presents a unified framework that closes the loop between language-driven 3D scene generation and immersive user interaction. Given natural language instructions, the system first constructs structured scene representations using LLMs, and then optimizes spatial layouts via reinforcement learning under geometric and semantic constraints. The generated environments are deployed in a virtual reality setting to facilitate HRI-in-the-loop, where user interactions provide continuous feedback to align generated content with human perception and usability. By tightly coupling generation and interaction, the proposed framework enables more responsive, adaptive, and realistic multimedia experiences. Experiments on the ALFRED benchmark demonstrate state-of-the-art performance in task-based scene generation. Furthermore, qualitative results and user studies show consistent improvements in immersion, interaction quality, and task efficiency, highlighting the importance of closed-loop integration of generation and interaction for next-generation multimedia systems. Our project page can be found at https://proj-showcase.github.io/h3ds/.
Anh H. Vo, Sungyo Lee, Phil-Joong Kim +2
May 7, 2026cs.CV

Sparse-to-Complete: From Sparse Image Captures to Complete 3D Scenes

We introduce S2C-3D, a novel sparse-view 3D reconstruction framework for high-fidelity and complete scene reconstruction from as few as six to eight images. Our framework features three components: a specialized diffusion model for scene-specific image restoration, a training-free view-consistency conditioned sampling process in the diffusion model for refined Gaussian optimization, and a camera trajectory planning scheme to ensure comprehensive scene coverage. The specialized diffusion model is developed by finetuning a pretrained architecture on the input views and their corresponding degraded counterparts. The adaptation to the scene distribution allows the model to repair Gaussian renderings while effectively eliminating domain gaps. Meanwhile, the trajectory planning scheme optimizes scene coverage by connecting each newly sampled camera to its two nearest neighbors. By iteratively constructing paths and retaining only those that significantly enhance visibility, the scheme establishes a trajectory that covers the entire scene. To address multi-view conflicts, the view-consistency conditioned sampling process quantifies the consistency between neighboring repaired images. This information is injected as a condition into the sampling process of the frozen diffusion model, facilitating the generation of view-consistent images without additional training. Consequently, our approach produces high-fidelity 3D Gaussians that are robust to artifacts. Experimental results demonstrate that S2C-3D outperforms state-of-the-art methods, constructing high-quality scenes that are free from missing regions, blurring, or other artifacts with very sparse inputs. The source code and data are available at https://gapszju.github.io/S2C-3D.
Yiyang Shen, Yin Yang, Kun Zhou +1
May 6, 2026cs.CV

Aes3D: Aesthetic Assessment in 3D Gaussian Splatting

As 3D Gaussian Splatting (3DGS) gains attention in immersive media and digital content creation, assessing the aesthetics of 3D scenes becomes important in helping creators build more visually compelling 3D content. However, existing evaluation methods for 3D scenes primarily emphasize reconstruction fidelity and perceptual realism, largely overlooking higher-level aesthetic attributes such as composition, harmony, and visual appeal. This limitation comes from two key challenges: (1) the absence of general 3DGS datasets with aesthetic annotations, and (2) the intrinsic nature of 3DGS as a low-level primitive representation, which makes it difficult to capture high-level aesthetic features. To address these challenges, we propose Aes3D, the first systematic framework for assessing the aesthetics of 3D neural rendering scenes. Aes3D includes Aesthetic3D, the first dataset dedicated to 3D scene aesthetic assessment, built on our proposed annotation strategy for 3D scene aesthetics. In addition, we present Aes3DGSNet, a lightweight model that directly predicts scene-level aesthetic scores from 3DGS representations. Notably, our model operates solely on 3D Gaussian primitives, eliminating the need for rendering multi-view images and thus reducing computational cost and hardware requirements. Through aesthetics-supervised learning on multi-view 3DGS scene representations, Aes3DGSNet effectively captures high-level aesthetic cues and accurately regresses aesthetic scores. Experimental results demonstrate that our approach achieves strong performance while maintaining a lightweight design, establishing a new benchmark for 3D scene aesthetic assessment. Code and datasets will be made available in a future version.
Chuanzhi Xu, Boyu Wei, Haoxian Zhou +5
Apr 30, 2026cs.AI

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.
Song Tang, Kaiyong Zhao, Yuliang Li +5
Apr 21, 2026cs.CV

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.
Yun He, Kelin Yu, Matthias Zwicker
Apr 21, 2026cs.CV

InHabit: Leveraging Image Foundation Models for Scalable 3D Human Placement

Training embodied agents to understand 3D scenes as humans do requires large-scale data of people meaningfully interacting with diverse environments, yet such data is scarce. Real-world capture is costly and limited to controlled settings, while existing synthetic datasets rely on simple geometric heuristics, ignoring rich scene context. In contrast, 2D foundation models trained at internet scale have acquired commonsense knowledge of human-environment interactions. To transfer this knowledge to 3D, we introduce InHabit, an automatic and scalable data generator for populating 3D scenes with interacting humans. InHabit follows a render-generate-lift principle: given a rendered 3D scene, a vision-language model proposes contextually meaningful actions, an image-editing model inserts a human, and an optimization procedure lifts the edited result into physically plausible SMPL-X bodies aligned with the scene geometry. Applied to Habitat-Matterport3D, InHabit produces InHabitants, the first large-scale photorealistic 3D human-scene interaction dataset, with 78K samples across ∼\sim800 building-scale scenes with complete 3D geometry, SMPL-X bodies, and images. Augmenting standard training data with InHabitants improves RGB-based 3D human-scene reconstruction and contact estimation, and in a perceptual user study our data is preferred in 78% of cases over prior art.
Nikita Kister, Pradyumna YM, István Sárándi +3
Apr 20, 2026cs.CV

View-Consistent 3D Scene Editing via Dual-Path Structural Correspondense and Semantic Continuity

Text-driven 3D scene editing has recently attracted increasing attention. Most existing methods follow a render-edit-optimize pipeline, where multi-view images are rendered from a 3D scene, edited with 2D image editors, and then used to optimize the underlying 3D representation. However, cross-view inconsistency remains a major bottleneck. Although recent methods introduce geometric cues, cross-view interactions, or video priors to mitigate this issue, they still largely rely on inference-time synchronization and thus remain limited in robustness and generalization.In this work, we recast multi-view consistent 3D editing from a distributional perspective: 3D scene editing essentially requires a joint distribution modeling across viewpoints.Based on this insight, we propose a view-consistent 3D editing framework that explicitly introduces cross-view dependencies into the editing process. Furthermore, motivated by the observation that structural correspondence and semantic continuity rely on different cross-view cues, we introduce a dual-path consistency mechanism consisting of projection-guided structural guidance and patch-level semantic propagation for effective cross-view editing. Further, we construct a paired multi-view editing dataset that provides reliable supervision for learning cross-view consistency in edited scenes. Extensive experiments demonstrate that our method achieves superior editing performance with precise and consistent views for complex scenes.
Pufan Li, Bi'an Du, Shenghe Zheng +2
Apr 17, 2026cs.CV

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.
Zhenggang Tang, Yuehao Wang, Yuchen Fan +9
Apr 2, 2026cs.CV

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.
Hyeongju Mun, In-Hwan Jin, Sohyeong Kim +1
Mar 31, 2026cs.CV

SceneTeract: Probing and Improving Agent-Aware Activity Reasoning in 3D Indoor Scenes

Indoor 3D scenes are ultimately meant to be used: an embodied agent should be able to navigate, reach objects, and complete diverse activities. Yet whether a given scene actually supports these activities for a specific agent profile is rarely verified. Existing evaluations of indoor 3D scenes typically focus on visual quality and semantic plausibility. In contrast, the feasibility of an activity depends on geometric, agent-specific constraints such as reach, clearance, and navigable space availability. These properties are not captured by visual plausibility metrics, and, as we show, VLMs, which are increasingly used to reason about 3D scenes, often fail to determine action feasibility in a single shot. We present SceneTeract, a verification interface that separates semantic action understanding from physical feasibility. Given a scene, an activity, and an embodied agent profile, we decompose the activity into atomic actions on scene objects. Explicit geometric checks then decide whether each step is executable and return a diagnostic trace explaining failures. In synthetic indoor scenes, SceneTeract reveals widespread functional and accessibility failures across diverse agent profiles. Moreover, when benchmarked against our verification, we find that existing VLMs systematically over-predict action feasibility, highlighting limited awareness of embodied functional constraints. In response, we post-train a lightweight VLM with verifier feedback, improving its assessment of physical feasibility. Although trained only on renders of synthetic scenes, we demonstrate that scene understanding improvements also generalize to real-world scenes. We will release our verification suite, benchmark labels, and diagnostic trace datasets.
Léopold Maillard, Francis Engelmann, Tom Durand +4
Mar 27, 2026cs.CV

GaussianGPT: Towards Autoregressive 3D Gaussian Scene Generation

Most recent advances in 3D generative modeling rely on diffusion or flow-matching formulations. We instead explore a fully autoregressive alternative and introduce GaussianGPT, a transformer-based model that directly generates 3D Gaussians via next-token prediction, thus facilitating full 3D scene generation. We first compress Gaussian primitives into a discrete latent grid using a sparse 3D convolutional autoencoder with vector quantization. The resulting tokens are serialized and modeled using a causal transformer with 3D rotary positional embedding, enabling sequential generation of spatial structure and appearance. Unlike diffusion-based methods that refine scenes holistically, our formulation constructs scenes step-by-step, naturally supporting completion, outpainting, controllable sampling via temperature, and flexible generation horizons. This formulation leverages the compositional inductive biases and scalability of autoregressive modeling while operating on explicit representations compatible with modern neural rendering pipelines, positioning autoregressive transformers as a complementary paradigm for controllable and context-aware 3D generation.
Nicolas von Lützow, Barbara Rössle, Katharina Schmid +1
Mar 24, 2026cs.CV

WorldMesh: Generating Navigable Multi-Room 3D Scenes via Mesh-Conditioned Image Diffusion

Recent progress in image and video synthesis has inspired their use in advancing 3D scene generation. However, we observe that text-to-image and -video approaches struggle to maintain scene- and object-level consistency beyond a limited environment scale without a persistent, explicit geometric representation. We thus present a geometry-first approach that decouples this complex problem of large-scale 3D scene synthesis into its structural composition, represented as a mesh scaffold, and realistic appearance synthesis, which leverages powerful image synthesis models conditioned on the mesh scaffold. From an input text description, we first construct a mesh capturing the environment's geometry (walls, floors, etc.), and then use image synthesis, segmentation and object reconstruction to populate the mesh structure with objects in realistic layouts. This mesh scaffold is then rendered to condition image synthesis, providing a structural backbone for consistent appearance generation. This enables scalable, arbitrarily-sized 3D scenes of high object richness and diversity, combining robust 3D consistency with photorealistic detail. We believe this marks a significant step toward generating truly environment-scale, immersive 3D worlds.
Manuel-Andreas Schneider, Angela Dai
Mar 17, 2026cs.CV

Interact3D: Compositional 3D Generation of Interactive Objects

Recent breakthroughs in 3D generation have enabled the synthesis of high-fidelity individual assets. However, generating 3D compositional objects from single images--particularly under occlusions--remains challenging. Existing methods often degrade geometric details in hidden regions and fail to preserve the underlying object-object spatial relationships (OOR). We present a novel framework Interact3D designed to generate physically plausible interacting 3D compositional objects. Our approach first leverages advanced generative priors to curate high-quality individual assets with a unified 3D guidance scene. To physically compose these assets, we then introduce a robust two-stage composition pipeline. Based on the 3D guidance scene, the primary object is anchored through precise global-to-local geometric alignment (registration), while subsequent geometries are integrated using a differentiable Signed Distance Field (SDF)-based optimization that explicitly penalizes geometry intersections. To reduce challenging collisions, we further deploy a closed-loop, agentic refinement strategy. A Vision-Language Model (VLM) autonomously analyzes multi-view renderings of the composed scene, formulates targeted corrective prompts, and guides an image editing module to iteratively self-correct the generation pipeline. Extensive experiments demonstrate that Interact3D successfully produces promising collsion-aware compositions with improved geometric fidelity and consistent spatial relationships.
Hui Shan, Keyang Luo, Ming Li +4
Mar 14, 2026cs.CV

Scene Generation at Absolute Scale: Utilizing Semantic and Geometric Guidance From Text for Accurate and Interpretable 3D Indoor Scene Generation

We present GuidedSceneGen, a text-to-3D generation framework that produces metrically accurate, globally consistent, and semantically interpretable indoor scenes. Unlike prior text-driven methods that often suffer from geometric drift or scale ambiguity, our approach maintains an absolute world coordinate frame throughout the entire generation process. Starting from a textual scene description, we predict a global 3D layout encoding both semantic and geometric structure, which serves as a guiding proxy for downstream stages. A semantics- and depth-conditioned panoramic diffusion model then synthesizes 360° imagery aligned with the global layout, substantially improving spatial coherence. To explore unobserved regions, we employ a video diffusion model guided by optimized camera trajectories that balances coverage and collision avoidance, achieving up to 10x faster sampling compared to exhaustive path exploration. The generated views are fused using 3D Gaussian Splatting, yielding a consistent and fully navigable 3D scene in absolute scale. GuidedSceneGen enables accurate transfer of object poses and semantic labels from layout to reconstruction, and supports progressive scene expansion without re-alignment. Quantitative results and a user study demonstrate greater 3D consistency and layout plausibility compared to recent panoramic text-to-3D baselines.
Stefan Ainetter, Thomas Deixelberger, Edoardo A. Dominici +3
Nov 28, 2025cs.CV

GeoWorld: Providing Full-frame Geometry Features to Facilitate 3D Scene Generation

Previous works that leverage video models for image-to-3D scene generation often suffer from geometric distortions and blurry content. Using video generation models to implicitly maintain geometric consistency according to a single-frame input is ineffective. In this paper, we present a two-stage method, named GeoWorld\textbf{GeoWorld}, that renovates the image-to-3D scene generation pipeline by providing full-frame geometry features. The first-stage video generation model, followed by a multi-view geometry model, produces full-frame\textbf{full-frame} geometry features, which are then used as a mental draft of geometric conditions to aid the second-stage video-generation model. A geometric loss is proposed to impose real-world geometric constraints, and a geometry adaptation module is introduced to ensure the effective utilization of geometry features. Thanks to full-frame geometric modeling, the two smaller video models in our two-stage method can generate higher-fidelity 3D scenes than SOTA methods, while being even faster, e.g. 7.5×\times faster than Hunyuan-Voyager. Project page: https://peaes.github.io/GeoWorld.
Yuhao Wan, Lijuan Liu, Jingzhi Zhou +6
Nov 4, 2025cs.CL

Apples on the Table? Evaluating Text-Guided 3D Scene Synthesis via Fine-Grained Constraint Verification

Accurately synthesizing 3D scenes from user-provided text descriptions is crucial for developing embodied agents. Despite the importance of scene-description alignment, existing evaluation methods for such text-guided 3D scene synthesis either capture only coarse similarity between the synthesized scene and the user description, or ignore the spatial reasoning for verifying object placement. None of them addressed the fine-grained constraints (e.g., X needs to be in the scene in a Y manner) implied by the description from users. To address this, we introduce LEGO, a benchmark dataset that pairs each user description with human-annotated constraints and a reference scene, and LEGO-Eval, an evaluation framework that decomposes a description into atomic constraints and verifies each one using tools that ground textual references to 3D objects and reason about their spatial relationships. We show that (i) LEGO-Eval evaluates misalignment far more accurately than existing methods and (ii) current scene synthesis approaches achieve at most 10% success rate in LEGO-Eval.
Minseok Kang, Dongwook Choi, Gyeom Hwangbo +3
Jun 3, 2025cs.CV

ReSpace: Text-Driven Autoregressive 3D Indoor Scene Synthesis and Editing

Scene synthesis and editing has emerged as a promising direction in computer graphics. Current trained approaches for 3D indoor scene generation either oversimplify object semantics through one-hot class encodings (e.g., 'chair' or 'table'), require masked diffusion for editing, ignore room boundaries, or rely on floor plan renderings that fail to capture complex layouts. LLM-based methods enable richer semantics via natural language, but lack editing functionality, are limited to rectangular layouts, or rely on weak spatial reasoning from implicit world models. We introduce ReSpace, a generative framework for autoregressive text-driven 3D indoor scene synthesis and editing. Our approach features a compact structured scene representation with explicit room boundaries that enables asset-agnostic deployment and frames scene manipulation as a next-token prediction task, supporting object addition, removal, and swapping via natural language. We employ supervised fine-tuning with a preference alignment stage to train a specialized language model for object addition that accounts for user instructions, spatial geometry, object semantics, and scene-level composition. We further introduce a voxelization-based evaluation metric capturing fine-grained geometric violations beyond 3D bounding boxes. Experiments surpass state-of-the-art on object addition and achieve superior human-perceived quality on the application of full scene synthesis, despite not being trained on it.
Martin JJ. Bucher, Iro Armeni
Date pendingcs.RO

PhysCodeBench: Benchmarking Physics-Aware Symbolic Simulation of 3D Scenes via Self-Corrective Multi-Agent Refinement

Translating natural-language descriptions of physical phenomena into executable simulation code requires both programming expertise and physical reasoning. Current large language models (LLMs) lack this combination: they frequently produce code that runs but simulates the wrong physics. We introduce PhysCodeBench, the first benchmark for this task, with 1,200 expert-validated examples spanning four physical domains. Its evaluation suite, PhysCodeEval, goes beyond executability and visual fidelity to measure physical correctness directly from the engine state via conservation-law residuals and expert-written assertions, and supports cross-engine evaluation to disentangle physics reasoning from API fluency. As a reference method, we propose the Self-Corrective Multi-Agent Refinement Framework (SMRF), which decouples physics-aware error correction from code generation through specialized agents. This design is motivated by our finding that targeted correction, rather than generic iterative refinement, is the key driver of physical accuracy. SMRF nearly triples the physical-assertion pass rate of the best proprietary baseline (70.6% vs.\ 23.8%) and retains its advantage under cross-engine transfer.
Tianyidan Xie, Peiyu Wang, Hu Jiaxin +9