Indoor Scene Generation

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6 papers in the last 28 days · 0.2% of indexed attention

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

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Period ending 2026-09-14

2 new papers

A weekly snapshot of new work published in Indoor Scene Generation.

Period ending 2026-09-07

4 new papers

A weekly snapshot of new work published in Indoor Scene Generation.

74 papers

Latest in Indoor Scene Generation

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 8, 2026cs.RO

RoboCousin: Build Your Own Simulation Playground for Robust Bimanual Robotic Manipulation

Bimanual manipulation policies require large and diverse training datasets, yet collecting demonstrations on physical robots is expensive and difficult to scale. Simulation can generate data efficiently, but existing pipelines typically operate within closed asset libraries and predefined scenes: adding a newly observed object or environment still requires substantial effort to reconstruct geometry, specify physical and semantic properties, annotate interactions, and integrate the result into executable tasks. We present RoboCousin, an extensible simulation-based data-generation platform that turns user-provided observations into reusable assets, scenes, and expert trajectories for bimanual manipulation. Built on RoboTwin~2.0, RoboCousin converts object images into simulation-ready assets with visual and collision geometry, semantic and physical metadata, and automatically generated grasp-contact candidates. It further constructs digital cousins that vary compatible objects, backgrounds, layouts, and language instructions while preserving task-relevant affordances and spatial relations. The same asset system supports tabletop and room-level scene construction, with collision-aware base control for interaction beyond a fixed workspace. We release RoboCousin-OBD, containing more than 3,000 annotated object instances and 50 background environments, and use RoboCousin to generate over one million expert trajectories across 50 tasks. Simulation and real-robot experiments show that the automatically generated interaction annotations are comparable to curated annotations, generated assets provide effective sim-to-real supervision, and tabletop cousins can improve transfer beyond training on a single reconstructed scene. RoboCousin therefore provides a practical path for expanding both the scale and coverage of synthetic bimanual manipulation data.
Jingxuan Zhu, Jingyi Li, LiangLiang Chen +3
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

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

Puppeteer: Object-Grounded Posture-Aware Co-Speech Gesture Generation

Generating co-speech gestures that are temporally coherent, semantically aligned with speech, and grounded with surrounding objects remains challenging. Prior speech-driven gesture models emphasize audio-gesture alignment but do not explicitly account for posture constraints or surrounding objects, failing to capture the inherent correlation between body gestures and the physical space. We present Puppeteer, a posture-aware, object-grounded co-speech gesture diffusion model operating in a causal latent space. We decompose long gestures into structured primitives and learn a causal variational autoencoder that encodes them into temporally ordered latent tokens, each depending only on the past. We then perform conditional diffusion directly in the causal latent space, conditioning on speech signals, motion history, an initial posture reference, and object geometry to synthesize physically consistent gestures. This temporally ordered latent formulation enables explicit temporal control and supports tasks such as gesture in-betweening and gesture completion. To better assess co-speech gesture synthesis beyond existing measures, we introduce new evaluation metrics tailored to this task. We also created SceneGes, the first curated synthetic 3D dataset of embodied co-speech gestures and corresponding 3D objects, enabling object-grounded gesture generation. Experiments show that Puppeteer generates more diverse and temporally synchronized gestures than prior methods, while enabling object-grounded gesture synthesis.
Vida Adeli, Soroush Mehraban, Jacob Rommann +3
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 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
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 23, 2026cs.RO

TableVerse: A Large-scale Tabletop Dataset with Real-world Grounded Layouts for Generalizable Manipulation

The development of generalizable robotic manipulation policies is inherently bounded by the availability of large-scale, high-fidelity scene data. While recent automated synthesis methods attempt to bridge this gap via text-to-layout hallucination or simplified procedural generation, they frequently suffer from physical implausibility and fail to capture the complex, dense clutter of actual human environments. In this paper, we introduce TableVerse, a fully automated Real2Sim pipeline that shifts the paradigm from imaginative layout generation to deterministic reconstruction from unstructured, in-the-wild image data. Our framework seamlessly processes unscripted internet media into high-fidelity, simulation-ready tabletop environments with accurate metric scales, authentic topologies, and verified mechanical stability. Furthermore, an automated task-conditioned trajectory generation framework is integrated to synthesize high-quality, collision-free pick-and-place demonstrations. Leveraging this complete pipeline, we construct the TableVerse-100K Dataset, a large-scale corpus comprising 100,000 unique, physically consistent environments paired with interactive manipulation trajectories. By capturing diverse asset compositions, realistic spatial distributions, and high-quality demonstrations, TableVerse-100K establishes a highly scalable and high-fidelity data foundation, providing significant value to facilitate future research in generalizable robotic manipulation tasks.
Boyuan Wang, Yue Zhang, Xutao Xue +2
Jul 22, 2026cs.RO

Learning Diverse Humanoid Tasks via Synthetic Video Scenarios without Real World Data

The human-like morphology of humanoid robots grants them exceptional potential for agile and versatile motor capabilities, but it also introduces significant challenges in acquiring complex skills. Traditional Learning-from-Demonstrations methods are often constrained by the high cost of collecting real-world data, the difficulty of capturing motion-specific behaviors, and the limited diversity of demonstrations across individuals. Moreover, even for the same task, humans may execute the motion in multiple distinct ways. In this paper, we propose a new framework that leverages the power of Generative AI to convert textual prompts into realistic and diverse sequences of human body movements, enabling the robot to observe multiple variations of how a single task can be performed. These synthetic demonstrations are then used as a training resource, allowing the robot to learn a broad range of task-execution styles without requiring direct human intervention. We evaluate the proposed method across four simulation scenarios. Experimental results show that the robot not only completes the tasks successfully but also demonstrates strong adaptability to complex variations in motion.
Yun-Hao Tsai, Cong-Thanh Vu, Yen-Chen Liu
Jul 14, 2026cs.RO

Worlds in One Demo: A Synthetic Data Engine for Learning Open-World Mobile Manipulation

Learning open-world mobile manipulation policies requires vast data to achieve spatial generalization, long-horizon robustness, and scene generalization. Current prevailing data collection paradigms, teleoperation and UMI, demand prohibitive human effort and cost at scale. To scale beyond the limits of manual data collection, we seek to maximize the value of each human demonstration by scalable data generation. To this end, we introduce WANDA: learning open-World mobile mANipulation from one demonstration via a synthetic DAta engine. WANDA first reconstructs background Gaussian splats and robot-object interaction trajectories from source RGBD observations, as a world substrate for later planning and rendering. It then rearranges contact-rich robot-object interaction segments into extensive spatial configurations, utilizing whole-body motion planning to chain them into new trajectories. To enhance long-horizon robustness, it applies Corrective State Expansion to increase the robot and object state diversity at different stages of mobile manipulation. To unlock cross-environment generalization, trajectories are synthesized on diverse generated 3D worlds from everyday photos. Furthermore, we synthesize photo-realistic observations by compositing rendered robot and object meshes with Gaussian splatting backgrounds. We evaluate our approach on extensive simulation and real-world tasks in various scenes. Experiments show that policies trained with WANDA achieve long-horizon robustness, broad spatial generalization and cross-environment generalization from one real demonstration. Moreover, WANDA naturally supports cross-embodiment data generation, validated by zero-shot deployment on another mobile manipulator with a distinct morphology.
Lingxiao Guo, Huanyu Li, Guanya Shi
Jul 14, 2026cs.CV

Metric-Guided Synthetic Image Data Rendering for Deep Learning compatible with Agentic AI

Deep learning computer vision for scientific applications requires collecting and annotating large datasets in a laborious, expensive and error-prone process. Synthetic data generation through 3D modelling and rendering may simplify this process and increase the accuracy of annotations by generating them programmatically. However, minimising the domain gap between real and synthetic images visually is subjective and lacks systematic quantitative guidance. We present GraNatPy, a Python package with metrics to guide improvement of the rendered scene. We show that quantifiable increase in realism, diversity and size of rendered dataset correlates with improved visual perception of the scene and higher zero-shot performance of an object detection model. Furthermore, we demonstrated using photographs of virological plaque assays that gradient similarity affects performance on small object detection, which can be improved by mixing real and synthetic data. Finally, we turn procedural data rendering into an agentic skill (SynthClaw) to automate the procedural parameter optimisation.
Martina Radoynova, Samuel Pantze, Trina De +2
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 7, 2026cs.CV

SPEAR: A Simulator for Photorealistic Embodied AI Research

Interactive simulators have become powerful tools for training embodied agents and generating synthetic visual data, but existing photorealistic simulators suffer from limited generality, programmability, and rendering speed. We address these limitations by introducing SPEAR: A Simulator for Photorealistic Embodied AI Research. At its core, SPEAR is a Python library that can connect to, and programmatically control, any Unreal Engine (UE) application via a modular plugin architecture. SPEAR exposes over 14K unique UE functions to Python, representing an order-of-magnitude increase in programmable functionality over existing UE-based simulators. Additionally, a single SPEAR instance can render 1920x1080 photorealistic beauty images directly into a user's NumPy array at 73 frames per second - an order of magnitude faster than existing UE plugins - while also providing ground truth image modalities that are not available in any existing UE-based simulator (e.g., a non-diffuse intrinsic image decomposition, material IDs, and physically based shading parameters). Finally, SPEAR introduces an expressive high-level programming model that enables users to specify complex graphs of UE work with arbitrary data dependencies among work items, and to execute these graphs deterministically within a single UE frame. We demonstrate the utility of SPEAR through a diverse collection of example applications: controlling multiple embodied agents with distinct action spaces (e.g., humans, cars, and robots) across several in-the-wild UE projects; rendering photorealistic city-scale environments; manipulating UE's procedural content generation systems; rendering synchronized multi-view images of detailed human faces; coordinating an interactive co-simulation with the MuJoCo physics simulator; and editing scenes with natural language via an AI coding assistant.
Mike Roberts, Renhan Wang, Rushikesh Zawar +10
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

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 7, 2026cs.CV

Image2Sim: Scaling Embodied Navigation via Generative Neural Simulator

Embodied navigation aims to build agents that interpret multimodal goals, reason in 3D space, and reach target destinations reliably in the real world. However, progress remains constrained by the lack of scalable, high-fidelity, and physically grounded interactive environments. Although real-world scanned datasets offer visual realism, they are limited by scale. In contrast, synthetic simulators scale more easily but often exhibit large sim-to-real gaps. We introduce Image2Sim, a real-time neural simulation framework that constructs high-quality interactive environments from posed RGB-D image sequences. The central idea is to decouple 3D spatial anchoring from photorealistic observation synthesis. For scene construction, Image2Sim uses a feed-forward feature Gaussian model that lifts posed RGB-D observations into a 3D feature-Gaussian representation in a single pass. For rendering, we propose a Geometry-Aware One-Step Pixel Flow model that transforms sparse and noisy Gaussian projections into high-quality panoramic RGB-D observations. Image2Sim also serves as a fully automated embodied data engine that generates high-fidelity observations, executable actions, and diverse navigation instructions at scale. It converts large collections of videos and images into nearly 20K interactive scenes and synthesizes more than 10 million navigation training samples. Navigation models trained entirely in these neural environments achieve strong improvements on major benchmarks and transfer effectively to real-world zero-shot settings. These results suggest that scalable neural simulation can serve as a practical training substrate for embodied navigation at scale.
Zihan Wang, Seungjun Lee, Yinghao Xu +1
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 2, 2026cs.CV

Diagnosing Aerial-View Object Detectors with Foundational Image Generative Models

Recent advances in large-scale image generative models enable photorealistic scene synthesis with controllable attributes. Beyond data augmentation, their potential as diagnostic tools for trained vision systems remains unexplored in the aerial and remote sensing domains. We introduce a synthetic diagnostic framework for aerial-view vehicle detection that combines text-guided generation, attribute-controlled editing, and automated attribute verification to construct a controllable synthetic testbed. This enables fine-grained evaluation of pretrained detectors under diverse scene types and environmental conditions that are difficult to isolate in real datasets. Across three detection architectures and three real aerial datasets, synthetic scene-wise performance trends closely match real-world weaknesses. Guided by these diagnostics, targeted supplementation with small real datasets from the identified weak categories yields improvements of up to 13% AP50 while requiring substantially fewer additional samples than non-targeted augmentation. Our results show that controlled synthetic probing can predict real-domain performance gaps and guide efficient data collection. The proposed diagnostic framework is modular and can incorporate alternative generative or vision-language models as capabilities evolve. Our code and datasets are available here: https://humansensinglab.github.io/AVODDiag/
Stanislav Panev, Minhyek Jeon, Vaishnavi Khindkar +5
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.RO

VLK: Learning Humanoid Loco-Manipulation from Synthetic Interactions in Reconstructed Scenes

Perception-based humanoid loco-manipulation requires connecting egocentric observations and task instructions to whole-body motion. Learning this mapping requires synchronized egocentric images, language commands, and robot-compatible kinematic trajectories, yet no existing data source provides this complete tuple at scale. We address this bottleneck by generating vision-language-kinematics (VLK) supervision synthetically in reconstructed scenes. Our pipeline leverages 3D Gaussian Splatting to reconstruct metric-scale indoor environments, synthesizes navigation and object-interaction trajectories using privileged scene information, and renders paired egocentric observations after the fact. We produce 48,000 paired trajectories with no human intervention and train a VLK policy that predicts short-horizon whole-body kinematic trajectories. A whole-body tracker converts these predictions into actions on the physical humanoid. We evaluate on the physical Unitree G1 performing navigation and single-object transport, demonstrating that synthesized interactions in reconstructed scenes provide effective supervision for sim-to-real perception-based humanoid loco-manipulation. Project Website: https://vision-language-kinematics.github.io/
Yen-Jen Wang, Jiaman Li, Sirui Chen +9
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 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
Jun 25, 2026cs.RO

In-Context Model Predictive Generation: Open-Vocabulary Motion Synthesis from Language Models to Physics

Synthesizing human motion from textual descriptions is essential for immersive digital applications, yet existing methods face a persistent trade-off between semantic fidelity and physical realism. Large language model (LLM)-based approaches can interpret diverse open-vocabulary instructions and compose high-level action plans, but they often generate motions that violate physical constraints. Physics-aware models improve realism through simulation or control, but they struggle with semantic complexity, fine-grained instructions, and novel concepts. To address this gap, we propose In-Context Model Predictive Generation (ICMPG), a framework that integrates language-model planning with inference-time physical feedback. ICMPG reformulates motion synthesis as a Model Predictive Control (MPC)-like process with two modules. The Context-Aware Motion Generation (CAMG) module uses an LLM as a planner to decompose textual commands and generate candidate motion sequences from motion tokens. The Model Predictive Generation (MPG) module evaluates these candidates through physical simulation and semantic alignment, estimates a composite reward, and selects the best sequence to guide subsequent generation steps. Unlike open-loop generation, this closed-loop refinement enables ICMPG to adapt motions to both the input semantics and the simulated physical environment without task-specific policy retraining. Extensive experiments across standard and zero-shot open-vocabulary settings show that ICMPG generalizes robustly to diverse commands and produces motions that are more physically plausible and semantically faithful than representative baselines on the evaluated benchmarks. The framework bridges semantic interpretation and physical simulation while remaining flexible enough to incorporate different LLM backbones, enabling more versatile and controllable text-driven motion synthesis.
Xiaomeng Fu, Junfan Lin, Yang Liu +4
Jun 22, 2026cs.CV

Policy-as-Data: Learning Generalizable HOI Diffusion Models from Simulated Physics

Synthesizing realistic Human-Object Interactions (HOI) is critical for creating embodied avatars and functional virtual environments. However, current data-driven approaches primarily rely on motion capture datasets, which are expensive to scale and limited in functional diversity. Models trained with these datasets fail to generalize to unseen objects and maintain physical consistency over long horizons. In this paper, we propose a novel framework that leverages a physics simulator to overcome the data-scarcity bottleneck in HOI generation. Specifically, we propose a scalable pipeline, called \ours, which leverages policies trained with reinforcement learning in a physics simulator for task-oriented data generation and trains a generative model on the augmented dataset for generalizable HOI generation. To seamlessly utilize the synthetic data, we introduce a coarse-to-fine retargeting process that bridges the representation gap between the simplified model used in physics simulator and the standard parametric body models required for generative training. Validated through comprehensive experiments, our method demonstrates enhanced generalization to unseen objects and the capability of long-horizon generation, while exhibiting greater dynamic diversity and physical plausibility.
Shujia Li, Jianshu Hu, Haiyu Zhang +5
Jun 21, 2026cs.CV

The Power of Light: Improving Synthetic-to-Real Domain Adaptation through Physically-Based Indirect Illumination

While synthetic data generation resolves the manual labeling bottleneck in computer vision, minimizing the syn-to-real domain gap requires optimizing rendering variables. This paper presents a systematic study analyzing the impact of lighting configurations and background complexity on object detection performance. We introduce SmartSDG, an automated, reproducible pipeline built on NVIDIA Isaac Sim using Physically-Based Shading (PBS), alongside ILLUM_INTRUCK, a new multi-object industrial benchmark dataset. Through 18 controlled experiments utilizing a state-of-the-art YOLOv12 framework, we demonstrate that complex, indirect lighting configurations paired with domain-relevant background variability significantly increase visual cue richness. Our quantitative findings show that avoiding direct specular peaks preserves crucial surface textures, mitigates the domain gap, reduces false positives, and accelerates model convergence compared to using conventional direct-light synthetic data. Ultimately, we provide actionable virtual scene design guidelines to maximize object detection robustness in industrial automation.
Hooman Tavakoli Ghinani, Tatjana Legler, Martin Ruskowski
Jun 19, 2026cs.CV

OSOG: A Differentiable, Physics-Informed Synthetic Data Engine for Micro-Optical Environments

Deep learning in computational microscopy is severely constrained by the scarcity of densely annotated datasets. While synthetic data generation has bridged this gap in macroscopic computer vision, traditional graphics engines rely on geometric ray-tracing, failing to capture the micro-optical phenomena required for microscopy. Conversely, while wave-optics formulations exist, rendering them computationally tractable at the scale required for deep learning remains a massive systems challenge. To address this, we introduce the Optical Synthetic Object Generator (OSOG), a high-performance, fully differentiable forward-modeling engine. Drawing on established physical models of diffraction and phase retardation, OSOG maps continuous Optical Path Difference (OPD) calculations into a highly optimized, PyTorch-native Structure-of-Arrays (SoA) architecture. We validate this computational framework across three axes: First, object detection models (YOLOv11-OBB) trained purely on OSOG-generated data achieve robust zero-shot transfer to real-world highly occluded Lysozyme micrographs. Second, we introduce DiffOSOG, demonstrating that the engine's end-to-end differentiability allows for the exact recovery of continuous optical parameters via curriculum-guided inverse rendering. Finally, OSOG bypasses the O(N)\mathcal{O}(N) bottlenecks of sequential ray-tracing, demonstrating sub-linear scaling by synthesizing 40,000 complex wave-optic particles in under 50 milliseconds (>20 FPS). By providing a fast, scalable, and physically grounded tensor pipeline, OSOG enables true real-time, on-the-fly dataset generation.
Caio Silva
Jun 19, 2026cs.CV

Object-Centric Dataset Resources for Constrained-Data Image Generation and Augmentation

Object-centric image generation is important in settings with few labeled examples, including pedestrian analysis in smart-city scenes, traffic-sign inspection, and domain-specific object detection. Synthetic images are most useful for training and evaluation when datasets preserve object structure, bounding boxes, visual diversity, and realistic context. Existing image datasets usually target classification, detection, or scene understanding rather than controlled object-centric generation and augmentation with limited class-specific data. We present a shareable collection of three object-centric dataset resources: Cityscapes-Pedestrian, TrafficSigns, and COCO PottedPlant. The collection standardizes 256-by-256 object-centric crops and bounding-box annotations across three regimes: dense pedestrian scenes with privacy blur and occlusion, cleaner high-contrast traffic signs, and context-diverse potted-plant scenes. The release contains 3,009 TrafficSigns samples, 2,156 Cityscapes-Pedestrian manifest records, and 7,679 COCO PottedPlant manifest records. The larger COCO-derived manifest preserves contextual and multi-instance diversity, while equal-size subsets can be drawn with a fixed random seed for controlled comparisons. The release provides direct TrafficSigns data where redistribution is permitted, together with scripts, manifests, box-level annotation tables, checksums, and reconstruction documentation for the Cityscapes- and COCO-derived subsets. It is available through the Latzi/object-centric-low-data-datasets GitHub repository and Zenodo DOI 10.5281/zenodo.20573001. The collection supports label and split inspection, subset creation, reconstruction from upstream data, and evaluation of object-centric image generation or synthetic-data augmentation methods on shared records.
Vasile Marian, Yong-Bin Kang, Alexander Buddery
Jun 18, 2026cs.CV

Thinking in Boxes: 3D Editing in Real Images Made Easy

Text and 2D-conditioning interfaces provide weak, ambiguous control over spatial transformations in image editing -- particularly under large object motions and camera changes. Prior work has used 3D primitives such as boxes, but only as loose conditioning signals indicating approximate object location rather than specifying the transformation. We instead use 3D boxes as structured specifications: the user provides the input and output boxes of the edit, casting editing as a well-posed geometry problem. This ``thinking in boxes'' interface, where each box face is color-coded to convey 3D orientation, gives precise control over translation, rotation, scaling, and viewpoint changes in real images while preserving scene and object identity, and recovering previously unseen object regions. To ground transformations in scene appearance, we introduce a depth-aligned planar floor as a global reference frame, shaded with depth-aware cues. Conditioned on this structure, an image generator produces consistent results under large transformations. Trained in two stages -- on synthetic multi-object scenes and a small set of real-world videos from Objectron -- the system generalizes to complex, in-the-wild real images. Our method operates directly on real photographs and substantially outperforms recent state-of-the-art methods on large 3D edits.
Pradhaan S Bhat, Naveen Chandra R, Rishubh Parihar +4
Jun 18, 2026cs.RO

Efficiently Linking Real Scenes with Synthetic Data Generation for AI-based Cognitive Robotics and Computer Vision Applications

AI vision models are a driving factor for the potential use case scenarios of cognitive robotics within in the industry and household applications. A large array of methods from semantic environment analysis towards 6D and grasping pose estimation have been proposed based on the latest AI achievements. However, such advancements require further strong and efficient methods w.r.t. training data and AI-architectures, which are capable in synergy to tackle current challenges, precision limits, and scalability beyond domain gaps. In this paper, we discuss these current limits and trends in the related state-of-the-art which are challenging those. Further we discuss our current work in progress on bridging the domain gap between simulations and real world applications by linking those in the training data generation.
Paul Koch, Vivek Chavan, André Sers +4
Jun 17, 2026cs.CV

Rethinking Text-to-Image as Semantic-Aware Data Augmentation for Indoor Scene Recognition

In the realm of computer vision, indoor image recognition presents challenges due to the intricate interplay of lighting conditions, occlusions, and diverse object arrangements within confined spaces. To address the lacks of training indoor images, we introduce a novel approach leveraging Stable Diffusion (SD) for the generation of synthetic images, which serve as a powerful data augmentation tool. The utilization of SD offers a principled framework for synthesizing diverse and realistic indoor scenes, thereby enriching the training data pool for robust indoor image recognition models. Experimental findings on the MIT Indoor Scene dataset reveal the potential of our proposed approach in enhancing the training of deep models when authentic data is limited. Furthermore, to prevent the misuse of SD synthetic images, we introduce a counter measure based on DIffusion Reconstruction Error (DIRE). The powerful DIRE presentation enables training robust classifiers only using lightweight deep models. Experiments show that our approach can perfectly recognize SD generated images with the accuracy of 100% using MobilenetV3.
Trong-Vu Hoang, Quang-Binh Nguyen, Dinh-Khoi Vo +3
Jun 14, 2026cs.CV

DenseControl: Instance-Level Controllable Synthesis of Dense Crowd Image

In this paper, we introduce DenseControl, a novel pipeline for generating dense crowd images. Specifically, DenseControl meticulously positions and sizes each generated instance to align precisely with the predefined coordinates and scales. Based on this, we further allow for control over the background, style, and attributes of instances. The motivation behind DenseControl stems from the observation of two main challenges in synthesizing crowd images: controlling signal embedding and maintaining topological integrity when imparting instance scale guidance. To address these, we first introduce the Isolated Object Embedding (IOE) map, a novel representation that facilitates spatial location control while mitigating the difficulties associated with learning projections for model. Secondly, we propose an Implicit Scale Embedding (ISE) strategy that seamlessly integrates with the IOE map to encode precise scale information. To further enhance the efficacy of combining ISE with the IOE map, we incorporate a Position Shortcut mechanism that enhances cross-attention to alleviate projection challenges. We evaluate DenseControl through two lenses: synthesis quality and applicability in latent applications. Experiments across different control conditions demonstrate DenseControl achieves state-of-the-art results in dense crowd image synthesis. Furthermore, we showcase applications in augmenting crowd analysis under data scarcity, transfer learning, and weather generalization scenes, to highlight the practical utility of DenseControl. The codebase will be released.
Juncheng Wang, Lei Shang, Wang Lu +2
Jun 8, 2026cs.CV

HDSL: A Hierarchical Domain-Specific Language for Structured 3D Indoor Scene Generation and Localized Editing with LLM Agents

Text-driven indoor scene generation and editing require an intermediate representation that language models can both produce and revise. Existing LLM-based systems often rely on scene graphs or global constraint lists, which are compact but underspecify local geometry and make instruction-based edits difficult to localize. We frame this problem as structured program generation and local program repair, and propose Hierarchical Descriptive Scene Language (HDSL), an XML/CSS-style domain-specific language for structured 3D indoor scenes. HDSL represents rooms, regions, objects, and support surfaces as a tree with local coordinates, making complex scenes easier to plan recursively and easier to retrieve for editing. Our pipeline uses LLM agents to generate HDSL subtrees with bounded verification, grounds non-virtual nodes through multimodal asset retrieval, and applies force-directed layout optimization to repair boundary and collision errors. For editing, Hierarchical Retrieval-Augmented Generation retrieves the relevant subtree, asks the LLM to rewrite only that local context, and merges the result back through a deterministic three-way merge. In our reproduced benchmark, HDSL improves average object coverage, text-scene alignment, and generation time over full text-to-scene baselines while remaining competitive with recent layout-only reproductions on geometry metrics; for editing, HRAG reduces token use by 5.22×5.22\times and runtime by 6.19×6.19\times, produces valid DSL for all eight paired edits, and better preserves unrelated scene objects.
Letian Li, Chao Shen, Shuzhao Xie +6
Jun 7, 2026cs.RO

PhysAgent: Automating Physics-Based 4D Synthesis via Trajectory-Grounded Multi-Agent Feedback

Achieving fully automated, physically plausible 3D motion synthesis is a core objective in graphics and generative AI. However, configuring complex environmental force fields still relies entirely on manual expert intervention, creating a severe bottleneck for large-scale simulation data generation. Existing automated methods primarily focus on material optimization and exhibit severe modality gaps and technical flaws when applied to the vastly more complex force field optimization space: naive Large Language Models (LLMs) lack underlying simulation feedback, causing severe physical inaccuracies, while traditional Score Distillation Sampling (SDS) suffers from sluggish gradients, local optima entrapment, and a mathematical inability to dynamically switch discrete force fields. To address this, we propose PhysAgent, the first simulator-in-the-loop multi-agent framework that leverages multimodal inputs for automated, physically grounded 4D synthesis. By decoupling intrinsic materials from extrinsic dynamics, PhysAgent utilizes a Semantic Agent equipped with an externalized Force Field Skill module to master simulation rules and generate valid initializations. Subsequently, the Refine Agents, driven by Trajectory-Grounded Multi-Agent Feedback, leverage vision foundation models to extract dense point trajectories from rendered frames. By converting these explicit motion trajectories into structured textual descriptors, the agent harnesses LLM commonsense reasoning to execute zero-shot macroscopic leaps, effectively escaping local optima and dynamically switching discrete force fields. Extensive experiments demonstrate that PhysAgent rapidly generates stable, diverse physical scenes from arbitrary multimodal prompts, significantly outperforming existing baselines in both generation diversity and physical accuracy.
Chunji Lv, Jiaxi Ye, Yuchen Jiang +2
Jun 4, 2026cs.CV

HomeWorld: A Unified Floorplan-to-Furnished Framework for Generating Controllable, Densely Interactive Whole-Home Scenes

Indoor scene generation is crucial for robot simulation and modern interior design. However, complex layouts together with scarce 3D scene data make learning-based generation challenging. Existing methods often rely on hand-crafted rules or focus on isolated sub-tasks (e.g., floorplan synthesis or single-room furnishing), producing whole-home scenes that lack global coherence, realism, and simulation readiness. To mitigate these limitations, we propose a unified hierarchical framework that decomposes indoor scene synthesis into controllable stages. First, we curate a large-scale dataset of 300K real residential floorplans to train a large language model for whole-home floorplan generation. With detailed descriptions and a K-D tree-based representation, our method enables fine-grained, controllable whole-home floorplan generation. Building upon the generated whole-home floorplan, we leverage image generation models to draft furniture layouts from multi-level roaming viewpoints, and then generate the layouts of small manipulable objects on different supporting surfaces (e.g., cabinets, desks, and dining tables) for embodied AI simulation. During furniture and object layout generation, a VLM-based refiner iteratively corrects furniture and object placement, and a 3D generative model enables flexible replacement of individual assets. We further attach basic physical attributes and simple surface texture and lighting setups to complete the pipeline for embodied AI use. Experiments and user studies demonstrate that our pipeline produces indoor spaces with greater layout diversity and stronger 3D design appeal, outperforming prior methods on both quantitative and qualitative metrics. Finally, alongside our generation pipeline, we will release the floorplan dataset and 5K fully furnished scenes to the community. Project Page: https://kairos-homeworld.github.io/
Wenbo Li, Xiaoliang Ju, Zipeng Qin +2
Jun 4, 2026cs.CV

Global-Local Monte Carlo Tree Search in Vision-Language Models for Text-to-3D Indoor Scene Generation

Large Vision-Language Models have achieved significant reasoning performance in various tasks. However, there are few studies on text-to-3D indoor scene generation with LVLMs. The main challenge is that prevailing LVLM-based methods employ chain-of-thought sequential decision mechanisms that cannot revise earlier decisions, causing error propagation. In this paper, we consider the task as a planning problem constrained by spatial and layout commonsense. To solve this problem, we model it as a tree search problem with global and local trees, which differs from existing sequential decision-making approaches. In the global tree, we place each object iteratively and explore multiple attempts like humans furnishing a room, where the problem space is represented as a tree. To effectively search the tree, we propose a hierarchical scene representation and a PRM-guided MCTS method. This representation abstracts a scene into room level, region level, floor object level, and supported object level. The PRM-guided MCTS method uses the PRM to prune unnecessary branches and the MCTS algorithm to balance exploration and exploitation to get an optimal solution with fewer attempts. In the local tree, it further decomposes the placement of each object into finer sub-steps, including the specific placement parameters. To make the whole appearance of the scene consistent, we leverage pre-trained diffusion image generative models to predict textures for all the objects in the scene. As existing benchmarks for text-to-3D indoor scene generation remain limited in scale and diversity, we collect a new large-scale diverse dataset that contains 65 scene types and 3250 instructions with diverse sizes, layouts, and styles, named 3DTindo-bench, to better assess the capability of the state-of-the-art models. Our experiments show that our method generates more realistic 3D scenes than state-of-the-art methods.
Mengshi Qi, Wei Deng, Xianlin Zhang +1
Jun 3, 2026cs.RO

GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors

Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84% real-world success on diverse object pick-up and 90% success on stair-climbing.
Tianyi Xie, Haotian Zhang, Jinhyung Park +17
Jun 1, 2026cs.RO

RoboDream: Compositional World Models for Scalable Robot Data Synthesis

Scaling robot learning requires large-scale, diverse demonstrations, yet real-world data collection via teleoperation remains prohibitively expensive and time-consuming. While video diffusion models offer a promising avenue for data scaling, existing generative approaches are often limited to superficial visual augmentation, or suffer from embodiment hallucinations that yield physically infeasible motions. We present a generalizable embodiment-centric world model that achieves scalable data generation by synthesizing photorealistic demonstrations with novel objects, in novel scenes, and from novel viewpoints. Our approach anchors generation to rendered robot motion while conditioning on explicit scene and object priors, effectively decoupling trajectory execution from environment synthesis. This formulation has the potential to unlock two powerful data scaling capabilities: (1) retrieval and rebirth, which repurposes existing trajectories into entirely new contexts without new motion data; and (2) prop-free teleoperation, where operators manipulate empty air and the model hallucinates the target objects and scene afterwards, eliminating reset time. We demonstrate with real-world experiments that our generated data consistently improves downstream policy performance and significantly reduces real-world data requirements across diverse manipulation tasks.
Junjie Ye, Rong Xue, Basile Van Hoorick +6
Jun 1, 2026cs.CV

Not All Points Are Equal: Uncertainty-Aware 4D LiDAR Scene Synthesis

Constructing faithful 4D worlds from LiDAR-acquired sequences is crucial for embodied AI, yet current generative frameworks apply uniform modeling capacity across all spatial regions. This ignores that perceptual difficulty varies dramatically within a single scan: distant surfaces, occluded boundaries, and small-scale objects carry far higher uncertainty than well-observed structures. We present U4D, a new framework that explicitly leverages spatial uncertainty to guide LiDAR scene generation in a "hard-to-easy" schedule. U4D derives per-point uncertainty maps via Shannon Entropy from a pretrained segmentor, then applies an unconditional diffusion stage to synthesize high-entropy areas with precise geometry, followed by a conditional completion stage that fills in the remaining regions using these structures as priors. A MoST (Mixture of Spatio-Temporal) block further maintains cross-frame coherence by dynamically balancing spatial detail and temporal continuity. Extensive experiments on nuScenes and SemanticKITTI demonstrate state-of-the-art scene fidelity, temporal consistency, and downstream performance.
Xiang Xu, Alan Liang, Youquan Liu +5
May 31, 2026cs.CV

PAI-Studio: Cinematic Video Background Replacement with Camera-Aware Motion

We present PAI-Studio, a new reference-conditioned video synthesis task that addresses a long-standing challenge in cinematic background replacement: generating dynamic backgrounds aligned with foreground motion while preserving foreground identity, matching reference scene appearance, and achieving globally consistent illumination with realistic foreground relighting. Existing open-source systems and commercial APIs cannot simultaneously ensure motion-consistent background generation, high-fidelity foreground relighting and foreground identity preservation, often resulting in static backgrounds, inconsistent boundaries, and noticeable compositing artifacts. To bridge this gap, we build upon a Diffusion Transformer video backbone and reformulate the problem as an in-context conditional generation task. Through bidirectional attention, our model jointly captures foreground dynamics and background reference information within a unified architecture. We further construct a 30K-scale dataset sourced from high-quality films and online videos to support this task. Extensive evaluations demonstrate that our method significantly outperforms existing open-source and commercial API solutions.
Heyuan Gao, Bangxun Tang, Yiren Song +4
May 29, 2026cs.CV

Function2Scene: 3D Indoor Scene Layout from Functional Specifications

Most text-driven 3D indoor scene synthesis methods generate rooms from object-centric prompts, asking what furniture should be placed rather than how the space is used. Yet in real interior design, a layout is judged by how well it supports its occupants, e.g., their activities and physical needs. We introduce Function2Scene, a framework for generating 3D indoor layouts from functional specifications, i.e., natural-language design briefs describing who will use a room and what they need to do there. Given such a specification, our system parses occupant personas and activities, derives a customized set of functional design constraints from a taxonomy of 17 criteria spanning spatial, ergonomic, activity, and environmental considerations, and uses these constraints to guide layout generation. Rather than relying on an LLM to directly produce a final scene, Function2Scene performs iterative evaluation and refinement through a tool-augmented check-and-repair loop, combining geometric measurements, LLM-based contextual reasoning, and VLM-based visual assessment. Experiments on 30 professionally written interior-design cases show that Function2Scene produces layouts that better satisfy functional requirements than recent LLM-based scene synthesis baselines, with our results preferred in 94.3% of pairwise comparisons. Our work reframes text-driven indoor scene synthesis from placing plausible objects to designing spaces that support human use.
Ruiqi Wang, Qimin Chen, Daniel Ritchie +4
May 26, 2026cs.CV

OSMa-Bench++: Toward Open-Ended Benchmarking of Semantic Mapping for Manipulation with Prompt-Generated Synthetic Scenes

Semantic mapping methods are increasingly used as intermediate scene representations for downstream robotic reasoning and manipulation, yet their evaluation is still largely tied to fixed benchmark datasets with limited coverage of manipulation-relevant corner cases. In this work, we extend OSMa-Bench toward controllable benchmarking with prompt-generated synthetic indoor scenes. Our pipeline automatically generates scene descriptions, synthesizes corresponding environments with SceneSmith, and adapts the resulting assets into an OSMa-Bench-compatible simulation format. This adaptation requires a nontrivial intermediate layer, including semantic normalization, material and texture repair, shader fallback policies, floor handling, navigation setup, and controlled lighting configuration. A key advantage of the proposed setup is that the original scene-generation prompt is known in advance and can therefore serve as an auxiliary semantic specification of the intended scene. We use this property to extend the VQA component of OSMa-Bench with a prompt-grounded question category. The resulting framework supports targeted stress-testing of semantic scene representations under conditions such as clutter, small objects, partial occlusions, and lighting variation, and makes benchmarking more extensible and better aligned with downstream manipulation requirements. Our code is available at https://github.com/be2rlab/OSMa-Bench-v2.
Regina Kurkova, Maxim Popov, Sergey Kolyubin
May 22, 2026cs.CV

StereoGenBench: A Synthetic Multi-Camera Benchmark for Stereo Generation under Controlled Baseline Regimes

Stereo image and video generation, stereo geometry estimation, and condition-controlled view synthesis require paired data in which the variables that determine binocular geometry -- camera baseline, intrinsics, scene depth, and camera motion -- are known and controllable. Existing stereo resources provide subsets of these variables, but resources commonly used for stereo generation evaluation do not, to our knowledge, provide scene-paired, calibrated multi-baseline right-view ground truth with jointly recorded intrinsics, dense metric depth, and per-frame poses in a single controlled source. We introduce StereoGenBench, a synthetic Unreal Engine benchmark designed to make baseline-regime sensitivity and target-camera consistency measurable under matched scene content. Each scene is rendered with a rigid six-camera lateral array, yielding up to 15 calibrated view pairs; adjacent baselines are sampled from inter-pupillary to wide-baseline regimes; focal length is sampled independently; and every view is released with RGB, metric depth, intrinsics, per-pair baselines, and per-frame poses. The splits include two evaluation families for narrow and wide baseline regimes and a train-only family for broader all-pairs coverage. We release the dataset, evaluation code, reference results, Croissant metadata, and generation code/configuration for extension with compatible assets. The dataset is available at https://huggingface.co/datasets/stereo-dataset/stereo-dataset
Yangzhi Cui, Feng Qiao, Nathan Jacobs
May 22, 2026cs.CV

Composing People Together: Iterative Pose-Image Generation for Multi-Person Interaction Scenes

Despite recent progress, text-to-image models still struggle to generate semantically diverse and compositionally accurate multi-person interaction scenes, often collapsing to repetitive layouts, stereotypical poses, and poorly grounded interactions. In this work, we bridge this gap by introducing a dual pose-image representation that brings person-centric structural priors into pretrained diffusion transformers. Our model jointly predicts a 2D pose visualization image and its corresponding RGB image, enabling structure and appearance to co-evolve during learning. At its core, a cross-modal alignment scheme binds text, pose, and image representations, ensuring consistent grounding across modalities. Furthermore, we design an iterative scene construction scheme, progressively generating complex multi-human interactions while effectively decomposing the overall generation complexity. Extensive experiments demonstrate that our method substantially improves prompt alignment and scene diversity in multi-person image generation.
Wenxuan Peng, Bharath Hariharan, Hadar Averbuch-Elor
May 19, 2026cs.AI

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.
Puyi Wang, Yuhao Wang, Linjie Li +4
May 19, 2026cs.GR

TelePhysics: Physics-Grounded Multi-Object Scene Generation from a Single Image with Real-Time Interaction

Recent generative video models achieve impressive visual quality but remain constrained by limited physical consistency and controllability. Existing video generation methods provide minimal physical control, and single-image-to-3D conversion approaches often suffer from object interpenetration. Furthermore, physics-based scene-level 3D generation methods exhibit spatial misalignment, stylized artifacts, and inconsistencies with the input data, restricting their use in realistic interactive video synthesis. We propose TelePhysics, a training-free framework that converts a single image into a physically consistent and controllable video through holistic scene-level 3D reconstruction. By representing the full scene geometry in a unified spatial coordinate system, TelePhysics resolves object penetration and alignment ambiguity. Unlike prior methods, this formulation enables accurate scenelevel multi-object interactions and introduces richer, complex control types for advanced mechanicsbased manipulation. By decoupling simulation from rendering, TelePhysics bypasses latency-heavy priors, achieving real-time physical interaction previews paired while preserving photorealistic visual fidelity. Experimental results demonstrate that TelePhysics substantially outperforms prior methods in physical fidelity, spatial coherence, and controllability. The open-source code is available at https://github.com/xinzhang007/TelePhysics.
Xin Zhang, Yabo Chen, Yijie Fang +5
May 18, 2026cs.CV

EgoInteract: Synthetic Egocentric Videos Generation for Interaction Understanding and Anticipation

Collecting large-scale egocentric video datasets with dense spatial and temporal annotations is costly, slow, and often constrained by environmental biases, privacy constraints, and limited coverage of interaction patterns. While synthetic data has shown strong potential in several vision domains, its use for egocentric perception remains relatively underexplored, especially for tasks requiring temporally coherent human-object interactions. In this work, we introduce EgoInteract, a controllable simulator for egocentric video generation designed to model fine-grained egocentric interactions and their temporal dynamics. The simulator enables precise control over camera, human body and hand motion, object manipulation, and scene composition across diverse environments. Building on this framework, we generate a synthetic egocentric video dataset with dense spatial and temporal annotations for temporal action segmentation, next-active object detection, interaction anticipation, and hand-object interaction detection. We evaluate models trained with simulated data on multiple real-world egocentric benchmarks spanning diverse environments, object categories, and interaction patterns. Results show consistent improvements over strong baselines across tasks and datasets, demonstrating the effectiveness and transferability of our simulation-based approach.
Rosario Leonardi, Francesco Ragusa, Daniele Materia +4
May 15, 2026cs.CV

STABLE: Simulation-Ready Tabletop Layout Generation via a Semantics-Physics Dual System

Generating simulation-ready tabletop scenes from task instructions is an intriguing and promising research direction in the field of Embodied AI. However, existing task-to-scene generation methods rely exclusively on large language models (LLMs) to predict scene layouts, inevitably yielding object collisions or floating due to LLMs' inherent limitations in 3D spatial reasoning. In this paper, we present STABLE, a semantics-physics dual-system tailored for simulation-ready tabletop scene generation. STABLE consists of two complementary modules: (i) a Semantic Reasoner, a fine-tuned LLM trained on a structured tabletop scene dataset to generate coarse layouts from input task instructions, and (ii) a Physics Corrector, a physics-aware flow-based denoising model that outputs pose updates to refine layouts, which ensures the physical plausibility of scenes while preserves semantic alignment with task instructions. STABLE adopts a progressive generation paradigm: by alternating between the Semantic Reasoner and Physics Corrector, it incrementally expands the scene from task-critical objects to background objects. Experiments demonstrate that STABLE successfully generates simulation-ready tabletop scenes that strictly conform to task instructions and significantly enhances the physical validity of scenes over prior art.
Zhen Luo, Yixuan Yang, Xudong Xu +5
May 14, 2026cs.RO

SR-Platform: An Agentic Pipeline for Natural Language-Driven Robot Simulation Environment Synthesis

Generating robot simulation environments remains a major bottleneck in simulation-based robot learning. Constructing a training-ready MuJoCo scene typically requires expertise in 3D asset modeling, MJCF specification, spatial layout, collision avoidance, and robot-model integration. We present SR-Platform, a production-deployed agentic system that converts free-form natural language descriptions into executable, physically valid MuJoCo environments. SR-Platform decomposes scene synthesis into four stages: an LLM-based orchestrator that converts user intent into a structured scene plan; an asset forge that retrieves cached assets or generates new 3D geometry through LLM-to-CadQuery synthesis; a layout architect that assigns object poses and verifies industrial constraints; and a bridge layer that assembles the final MJCF scene and merges the selected robot model. The system is deployed as a nine-service Docker stack with WebSocket progress streaming, MinIO-backed mesh storage, Qdrant-based semantic asset retrieval, Redis job state, and InfluxDB telemetry. Using 30 days of production telemetry covering 611 successful LLM calls, SR-Platform generates five-object scenes with a median end-to-end latency of approximately 50 s, while cache-accelerated scenes complete in approximately 30-40 s. The asset forge shows an 11.3% first-attempt retry rate with automatic recovery, and cached asset retrieval removes per-object LLM calls for previously generated object types. These results show that agentic scene synthesis can reduce the manual effort required to create diverse robot training environments, enabling users to produce executable MuJoCo scenes from plain English prompts in under one minute.
Ben Wei Lim, Minh Duc Le, Thang Truong +1
May 13, 2026cs.CV

HetScene: Heterogeneity-Aware Diffusion for Dense Indoor Scene Generation

Generating controllable and physically plausible indoor scenes is a pivotal prerequisite for constructing high-fidelity simulation environments for embodied AI. However, existing deeplearning-based methods usually treat all objects as homogeneous instances within a unified generation process. While effective for sparse and simplistic layouts, they struggle to model realistic layouts with dense object arrangements and complex spatial dependencies, leadingto limited scalability and degraded physical plausibility. To deal with these challenges, we revisit indoor layout generation from the perspective of structural heterogeneity and decompose the objects into primary objects and secondary objects according to their distinct roles in shaping a scene. Based on this decomposition, we propose HetScene, a heterogeneous two-stage generation framework that decouples indoor layout synthesis into Structural Layout Generation (SLG) and Contextual Layout Generation (CLG). SLG first generates globally coherent structural layouts with only primary objects conditioned on text descriptions, top-down binary room masks, and spatial relation graphs, establishing a stable global macro-skeleton of large core furniture.
Zini Chen, Junming Huang, Rong Zhang +4
May 12, 2026cs.CV

LychSim: A Controllable and Interactive Simulation Framework for Vision Research

While self-supervised pretraining has reduced vision systems' reliance on synthetic data, simulation remains an indispensable tool for closed-loop optimization and rigorous out-of-distribution (OOD) evaluation. However, modern simulation platforms often present steep technical barriers, requiring extensive expertise in computer graphics and game development. In this work, we present LychSim, a highly controllable and interactive simulation framework built upon Unreal Engine 5 to bridge this gap. LychSim is built around three key designs: (1) a streamlined Python API that abstracts away underlying engine complexities; (2) a procedural data pipeline capable of generating diverse, high-fidelity environments with varying out-of-distribution (OOD) visual challenges, paired with rich 2D and 3D ground truths; and (3) a native integration of the Model Context Protocol (MCP) that transforms the simulator into a dynamic, closed-loop playground for reasoning agentic LLMs. We further annotate scene-level procedural rules and object-level pose alignments to enable semantically aligned 3D ground truths and automated scene modification. We demonstrate LychSim's capability across multiple downstream applications, including serving as a synthetic data engine, powering reinforcement learning-based adversarial examiners, and facilitating interactive, language-driven scene layout generation. To benefit the broader vision community, LychSim will be made publicly available, including full source code and various data annotations.
Wufei Ma, Chloe Wang, Siyi Chen +3
May 12, 2026cs.CV

ShapeCodeBench: A Renewable Benchmark for Perception-to-Program Reconstruction of Synthetic Shape Scenes

We introduce ShapeCodeBench, a synthetic benchmark for perception-to-program reconstruction: given a rendered raster image, a model must emit an executable drawing program that a deterministic evaluator re-renders and compares with the target. The v1 DSL has four primitives on a 512 x 512 black-on-white canvas, but every instance is generated from a seeded RNG, so fresh held-out sets can be created to reduce exact-instance contamination. We release a frozen eval_v1 split with 150 samples across easy, medium, and hard tiers, scored by exact match, pixel accuracy, foreground IoU, parse success, and execution success. We evaluate an empty-program floor, a classical computer-vision heuristic, Claude Opus 4.7 at high and max effort, and GPT-5.5 at medium and extra_high reasoning effort. The heuristic is competitive on easy scenes but collapses when overlaps fuse components; the strongest multimodal configuration preserves much of the foreground structure but still misses exact match because of small parameter errors. Best overall exact match remains low, so ShapeCodeBench is far from saturated. The benchmark code, frozen dataset, run artifacts, and paper sources are released to support independent replication and extension.
Shivam Kumar
May 4, 2026cs.RO

Orchestrating Spatial Semantics via a Zone-Graph Paradigm for Intricate Indoor Scene Generation

Autonomous 3D indoor scene synthesis breaks down in non-convex rooms with tightly coupled spatial constraints. Data-driven generators lack topological priors for long-horizon planning, while iterative agents fragment semantics and become geometrically brittle. We present ZoneMaestro, a unified framework that shifts the paradigm from object-centric synthesis to Zone-Graph Orchestration. By internalizing a novel zone-based logic, ZoneMaestro translates high-level semantic intent into functional zones and topological constraints, enabling robust adaptation to diverse architectural forms. To support this, we construct Zone-Scene-10K, a large-scale dataset enriched with explicit Zone-Graph annotations. We further introduce an Alternating Alignment Strategy that cycles between reasoning internalization and Zone-Aware Group Relative Policy Optimization (Z-GRPO), effectively reconciling the tension between semantic richness and geometric validity without relying on external physics engines. To rigorously evaluate spatial intelligence beyond convex primitives, we formally define the task of Intricate Spatial Orchestration and release SCALE, a stress-test benchmark for irregular indoor scenarios with complex, dense spatial relations. Extensive experiments demonstrate that ZoneMaestro resolves the density-safety dichotomy, significantly outperforming state-of-the-art baselines in both structural coherence and intent adherence.
Meisheng Zhang, Shizhao Sun, Yang Zhao +3
May 1, 2026cs.CV

InterPhys: Physics-aware Human Motion Synthesis in a Dynamic Scene

This paper tackles the problem of physics-aware human motion synthesis in a dynamic scene. Unlike existing works which mainly tend to generate physically unrealistic motions due to limited contact modeling, typically restricted to hands, in this paper, we introduce a physics-aware human motion generation framework that explicitly models the full spectrum of human-related forces, including human-object, human-scene, and internal body dynamics.~Our method imposes soft physical constraints to maintain force and torque balance, ensuring physically grounded motion synthesis. We further propose a novel continuous distance-based force model that generalizes contact modeling to arbitrary surfaces, capturing interactions not only with static environments but also with dynamic, moving objects. Extensive experiments show that our approach significantly improves physical plausibility and generalizes well to complex scenes, setting a new benchmark for physically consistent human motion generation.
Chaoyue Xing, Wei Mao, Miaomiao Liu
Apr 30, 2026cs.CV

World2Minecraft: Occupancy-Driven Simulated Scenes Construction

Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose World2Minecraft to convert real-world scenes into structured Minecraft environments based on 3D semantic occupancy prediction. In the reconstructed scenes, we can effortlessly perform downstream tasks such as Vision-Language Navigation(VLN). However, we observe that reconstruction quality heavily depends on accurate occupancy prediction, which remains limited by data scarcity and poor generalization in existing models. We introduce a low-cost, automated, and scalable data acquisition pipeline for creating customized occupancy datasets, and demonstrate its effectiveness through MinecraftOcc, a large-scale dataset featuring 100,165 images from 156 richly detailed indoor scenes. Extensive experiments show that our dataset provides a critical complement to existing datasets and poses a significant challenge to current SOTA methods. These findings contribute to improving occupancy prediction and highlight the value of World2Minecraft in providing a customizable and editable platform for personalized embodied AI research. Project page:https://world2minecraft.github.io/.
Lechao Zhang, Haoran Xu, Jingyu Gong +3
Apr 30, 2026cs.CV

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

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

Reconstruction by Generation: 3D Multi-Object Scene Reconstruction from Sparse Observations

Accurately reconstructing complex full multi-object scenes from sparse observations remains a core challenge in computer vision and a key step toward scalable and reliable simulation for robotics. In this work, we introduce RecGen, a generative framework for probabilistic joint estimation of object and part shapes, as well as their pose under occlusion and partial visibility from one or multiple RGB-D images. By leveraging compositional synthetic scene generation and strong 3D shape priors, RecGen generalizes across diverse object types and real-world environments. RecGen achieves state-of-the-art performance on complex, heavily occluded datasets, robustly handling severe occlusions, symmetric objects, object parts, and intricate geometry and texture. Despite using nearly 80% fewer training meshes than the previous state of the art SAM3D, RecGen outperforms it by 30.1% in geometric shape quality, 9.1% in texture reconstruction, and 33.9% in pose estimation.
Andrii Zadaianchuk, Leonardo Barcellona, Lennard Schuenemann +7