This paper presents Native3D, the first end-to-end 3D scene generation framework that completely bypasses 2D intermediate representations. Traditional approaches typically require adapting 3D representations to the 2D domain to leverage pre-trained diffusion models, which inevitably introduces domain adaptation issues including geometric structural distortion and texture detail degradation. To address these limitations, we design a unified mesh-texture joint representation that simultaneously models both geometric structures and texture features through a Transformer-based scene encoder, effectively maintaining spatial relationships and visual consistency among objects within scenes. We further propose the 3D Representation Alignment Loss (3D REPA Loss), which employs an improved contrastive learning mechanism to align multi-level semantic representations in the latent space, significantly enhancing geometric and textural fidelity. Experimental results demonstrate that Native3D outperforms existing methods in both generation quality and editing flexibility, providing a novel solution for 3D scene editing.
https://arxiv.org/abs/2606.07117
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: this https URL
https://arxiv.org/abs/2606.06390
Large Vision-Language Models have achieved significant reasoning performance in various this http URL, 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 this http URL this paper, we consider the task as a planning problem constrained by spatial and layout this http URL solve this problem, we model it as a tree search problem with global and local trees, which differs from existing sequential decision-making this http URL 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 this http URL effectively search the tree, we propose a hierarchical scene representation and a PRM-guided MCTS this http URL hierarchical representation abstracts a scene into room level, region level, floor object level, and supported object this http URL 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 this http URL the local tree, it further decomposes the placement of each object into finer sub-steps, including the specific placement this http URL 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 this http URL 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 3,250 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 approaches.
https://arxiv.org/abs/2606.06002
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.
https://arxiv.org/abs/2606.02510
Generating physically consistent 3D tabletop scenes is a fundamental yet underexplored problem for interactive and generalist robotic learning. The challenge stems from dense object hierarchies and irregular affordances. Here, an interactive scene denotes a physically valid, collision-free environment directly loadable into physics simulators. Existing methods, ranging from decoupled symbolic solvers to end-to-end regression models, often suffer from error propagation or overfitting to noisy supervision containing widespread physical violations. To address these limitations, we introduce PhyScene3D, a framework that reformulates generation as a Human-Mimetic Constructive Process. The proposed Cognitive Topological Reasoning Chain (CTRC) factorizes scene synthesis into a sequential, anchor-conditioned process. It employs a 3D AABB-based placement scheme that imposes a strong structural inductive bias. To address imperfect supervision and physical infeasibility, we introduce Physics-Aware Denoising Alignment (PADA). It integrates a differentiable Signed Distance Field (SDF) with Test-Time Optimization (TTO) to project generated scenes onto a physics-feasible manifold while preserving semantic intent. Experiments demonstrate that PhyScene3D outperforms state-of-the-art approaches in both semantic accuracy and physical validity, achieving a 40% reduction in scene-wise collision rate relative to the human-annotated training data.
https://arxiv.org/abs/2606.01649
Reconstructing physically stable 3D scenes from a single RGB image enables casual images to be converted into simulation-ready digital assets for applications such as immersive interaction and content creation. However, existing single-image reconstruction methods fall short in capturing the physical structure of a scene. As a result, they often produce geometrically plausible but physically inconsistent results, including object floating and penetration, which lead to unstable behavior in physics simulations. Image-conditioned scene generation methods improve physical plausibility but often rely on strong scene priors, yielding plausible yet inaccurate object arrangements that fail to match the input image. We propose REST3D, a single-image reconstruction framework that can reconstruct physically stable 3D scenes by integrating physical scene understanding with physics-constrained refinement. We first introduce an agentic physical scene understanding technique that constructs a scene-tree representation capturing object physical states and inter-object relationships from a gravity-support perspective, providing a structural prior for reconstruction. Leveraging this structure, we initialize the scene using image-to-3D models, followed by scene-tree-guided alignment and physics-constrained optimization to resolve physical violations while preserving visual consistency with the input image. Experiments show that our method significantly reduces physical errors and improves simulation stability on both synthetic and real-world datasets while maintaining strong reconstruction quality. We further demonstrate the reconstructed scenes in VR-based human-object interaction, showing their potential for immersive applications.
https://arxiv.org/abs/2605.30338
The ability to reason, adapt, and creatively solve problems under unexpected challenges is essential for robots operating in real-world environments. However, current robotic benchmarks primarily emphasize skill-level execution and provide limited insight into such cognitive reasoning capabilities. We introduce RoboWits, a bi-manual robotic benchmark designed to systematically evaluate cognitive reasoning, creative tool use, and robustness to unexpected conditions. To enable scalable construction of high-quality reasoning-centric unexpected scenarios, we propose an automated task generation pipeline formulated as a multi-agent cooperative framework, comprising agents for seed task generation and verification, metric generation, scene generation, and task mutation. Using the pipeline, we curated 30 diverse seed tasks and 208 tasks with mutations and graded difficulty across geometry, material, and assembly-based reasoning. We benchmark popular robot policies, pre-trained VLAs, and oracle-state planners. Our results reveal a significant performance gap: while pre-trained VLAs exhibit preliminary success on seed tasks after single-task fine-tuning, they struggle to perform on mutated tasks, implying their brittleness in manipulation tasks requiring reasoning, strategy adaptation, and robustness to deceptive or constrained environments. Project page is available at this https URL.
https://arxiv.org/abs/2605.30326
Audio generation has long been fragmented, with speech, music, and sound effects produced by domain-specific models that fail to jointly generate coherent audio scenes from a single description. The key obstacles are insufficient fine-grained supervision for real-world mixed audio and limited acoustic representations for modeling concurrent audio components. We present Dasheng AudioGen, a unified framework for generating general mixed-audio scenes from text. Dasheng AudioGen introduces structured multi-view captions, which explicitly decouple complex acoustic scenes into complementary description views, thereby enabling fine-grained control over audio layers. Furthermore, we employ a high-dimensional unified semantic-acoustic representation as the shared latent space. It injects semantic priors that facilitate cross-modal training convergence, while its high-dimensional feature space provides sufficient capacity to disentangle and fuse concurrent audio components effectively. With these designs, a simple flow-matching DiT achieves high-quality end-to-end audio scene generation. We also establish a comprehensive evaluation pipeline for audio scene generation. Experiments demonstrate that Dasheng AudioGen achieves performance approaching real-world recordings in mixed-audio categories, while remaining competitive with specialized models in single-type generation tasks. Demos are available at this https URL.
https://arxiv.org/abs/2605.27838
Generating high-fidelity and controllable synthetic data is critical for advancing end-to-end autonomous driving, particularly for addressing the long tail of rare safety-critical scenarios. Existing occupancy-guided methods typically rely on shallow conditioning mechanisms and reference-frame-dependent video synthesis, which limits fine-grained controllability from arbitrary BEV layouts and restricts their applicability for scalable simulation. In this paper, we propose AnyScene, a unified occupancy-centric framework for driving scene generation. AnyScene generates semantic occupancy sequences from BEV layouts through a Spatial-Temporal Occupancy Diffusion Transformer that jointly tokenizes BEV and occupancy features in an autoregressive manner. This design enables precise controllability from cross-dataset and user-defined BEV inputs while naturally supporting long-horizon generation. Building upon the generated occupancy, a Geometry-Grounded View Expansion module treats occupancy as the canonical spatial representation and synthesizes temporally consistent multi-view driving videos in a reference-free and autoregressive fashion, supporting flexible camera configurations at inference time. Extensive experiments demonstrate that AnyScene achieves state-of-the-art performance in both occupancy and video generation. It exhibits strong generalization to unseen and customized layouts, and provides measurable benefits for downstream tasks such as sparse-view 3D reconstruction.
https://arxiv.org/abs/2605.26113
Generating 4D scenes from a single-view video is inherently ill-posed: a single viewpoint lacks the information needed to recover a complete, dynamic scene with full coverage. Existing methods are typically limited to monocular videos, simple 3D effects, or only small viewpoint perturbations around the original viewpoint, falling short of true 4D generation. Meanwhile, the lack of large-scale datasets capturing full-scope 4D scenes with synchronized multi-view videos further hinders progress in this direction. We propose a novel single-view video-to-4D framework that casts full-scope 4D generation as a multi-view video synthesis followed by optimization-based 4D reconstruction from the generated views. To instantiate this formulation end-to-end, we make three key contributions. First, we introduce Real-MV-4D, a large-scale dataset of synchronized multi-view videos captured in diverse real-world environments to provide the 4D supervision. Second, we train a multi-view video diffusion model driven by a novel fused time(T)-view(V) attention mechanism that directly embeds geometric reprojection priors and explicit camera conditioning into its view-time interactions. Unlike basic feature fusion, this direct binding strictly aligns the generation process with physical 3D priors to produce a dense, synchronized T$\times $V video grid. Third, rather than relying on non-interactive and inconsistent 2D video interpolations, we lift the synthesized multi-view videos into an explicit 4D representation (i.e. 4DGS), regularized by a Flow Matching Distillation loss that exploits the multi-view prior to improve novel-view rendering. Extensive experiments demonstrate that our method outperforms existing approaches in both visual fidelity and geometric consistency, enabling full-scope 4D scene generation from single-view videos.
https://arxiv.org/abs/2605.25500
Generating complete digital twins from videos requires precise camera control, global scene coverage, and strict spatial-temporal consistency constraints that remain challenging for perspective video generators due to their limited field of view (FoV). Their narrow FoV forces long or multi-view trajectories, amplifying cross-view inconsistency and temporal drift. We argue that 360° video generation offers a natural solution: panoramic coverage simplifies trajectory design and provides a strong global context for maintaining coherence. We introduce Pantheon360: Taming Digital Twin Generation via 3D-Aware 360° Video Diffusion, a controllable 360° video generation framework that synthesizes high-fidelity videos from sparse 360° inputs. The key idea is an explicit 3D Cache, reconstructed from the input, which serves as a geometric scaffold for any user-defined camera path. This allows the diffusion model to focus on photorealistic texture refinement while the 3D Cache enforces global geometric consistency. Experiments show that Pantheon360 achieves superior visual quality and unmatched geometric coherence, enabling reliable and flexible 360° scene generation for downstream simulation and digital-twin applications.
https://arxiv.org/abs/2605.25449
3D Gaussian Splatting (3DGS) has shown great potential in autonomous driving simulation and data generation, enabling photorealistic reconstruction and flexible scene manipulation. However, existing 3DGS scene editing methods have limited support for road geometry editing (e.g., inserting speed humps or sunken roads), and generally do not couple such edits with plausible vehicle-road interaction dynamics. Such editing is essential for generating training data under extreme driving scenarios or evaluating system reliability under these road irregularities. Moreover, many optimization-based methods require minutes of per-edit refinement, while existing efficient alternatives mainly focus on appearance-level or object-level manipulation rather than physics-aware road irregularity editing. To address these limitations, we propose RoVES, a Road-and-Vehicle Editing System for physics-aware 3D Gaussian editing in driving scenes. RoVES enables single-image-driven road geometry insertion and couples the edited road profile with a 4-DOF half-car vehicle dynamics model to achieve physics-aware vehicle pose correction in vertical displacement and pitch. RoVES inserts road elements in a one-shot, optimization-free pipeline (1.84s), and the full pipeline (including color transfer and vehicle-dynamics-based pose correction) completes in 6.24s; it edits dynamic vehicles via pose editing and corrects poses frame-by-frame to approximate dynamics-consistent vertical displacement and pitch responses. Experiments on the Waymo dataset show that RoVES provides practical efficiency and competitive visual consistency for physics-aware driving scene generation.
https://arxiv.org/abs/2605.25373
Simulation-ready physical 3D assets have emerged as a promising direction owing to their broad applicability in downstream tasks. However, most existing 3D generation methods either neglect physical properties or are limited to a single asset category, e.g., rigid, deformable, or articulated objects. To address these limitations, we introduce PhysX-Omni, a unified framework for simulation-ready physical 3D generation across diverse asset types. Specifically, we develop a novel and efficient geometry representation tailored for Vision-Language Models, which directly encodes high-resolution 3D structures without compression, significantly improving generation performance. In addition, we construct the first general simulation-ready 3D dataset, PhysXVerse, covering diverse indoor and outdoor categories. Furthermore, to comprehensively and flexibly evaluate both generative and understanding capabilities in the wild, we propose PhysX-Bench, which encompasses six key attributes: geometry, absolute scale, material, affordance, kinematics, and function description. Extensive experiments with conventional metrics and PhysX-Bench show that PhysX-Omni performs strongly in both generation and understanding. Moreover, additional studies further validate the potential of PhysX-Omni for applications in simulation-ready scene generation and robotic policy learning. We believe PhysX-Omni can significantly advance a wide range of downstream applications, particularly in embodied AI and physics-based simulation.
https://arxiv.org/abs/2605.21572
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: this https URL.
https://arxiv.org/abs/2605.19587
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 this https URL.
https://arxiv.org/abs/2605.20290
Street-view imagery (SVI) is widely used to quantify key indicators of urban environment, such as green- ery, sky, or road view indices. However, existing studies largely focus on measuring current streetscapes and rarely support the generation of alternative and non-existing urban scenarios, which is a core task in geospatial disciplines such as urban planning and design. To address this gap, we propose a gener- ative multimodal AI framework that synthesizes alternative streetscapes conditioned on targeted visual metrics, enabling direct visual exploration of urban scenarios. We first construct a multimodal dataset that aligns SVIs with textual descriptions, segmentation maps, road masks, and quantitative metrics of visual elements in Chicago and Orlando. Using this dataset, we demonstrate that diffusion models can produce realistic and semantically consistent streetscape imagery while responding to both textual and imagery controls. Our quantitative evaluations show that incorporating visual controls can improve semantic consistency, reducing the LPIPS index by approximately 6% while maintaining global visual realism. In addition, overall semantic consistency increases by 23.7% in Orlando and 46.4% in Chicago, as measured by the mIoU index, with class-wise gains exceeding even 100% improvement for building view indices. Streetscape generation can be controlled in a fine-grained manner by both visual and textual prompts, and when textual and visual controls conflict, imagery controls consistently dominate, indicating a clear control hierarchy and the importance of further developing visual controls for urban scene generation. Overall, this work establishes an important benchmark for streetscape generation us- ing SVIs and diffusion models, and illustrates how generative AI can serve as a practical, scalable, and controllable approach for urban scenario exploration.
https://arxiv.org/abs/2605.17527
In this paper, we introduce \textit{DecoRec}, a novel system designed to elevate single-view 2D images to a decomposed 3D scene mesh. Current methods for single-view scene reconstruction typically rely on object retrieval or the regression of coarse 3D voxels or surfaces, leading to inaccuracies in capturing the appearance and geometry of the input image. The lack of high-quality large-scale scene-level datasets further complicates direct 3D scene generation from single-view images. To achieve high-quality 3D scene generation from a single-view image, DecoRec takes advantage of recent diffusion-based single-view object reconstruction methods to reconstruct individual objects separately. Subsequently, a refinement pipeline is proposed to effectively merge these reconstructed objects, enhancing appearance and geometry through a differentiable rendering technique and diffusion-guided refinement. Our results demonstrate that DecoRec facilitates high-quality single-view scene reconstruction in both geometry and novel synthesis, offering significant benefits for downstream applications like room interior design.
https://arxiv.org/abs/2605.16807
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.
https://arxiv.org/abs/2605.16137
Generating a street-level 3D scene from a single satellite image is a crucial yet challenging task. Current methods present a stark trade-off: geometry-colorization models achieve high geometric fidelity but are typically building-focused and lack semantic diversity. In contrast, proxy-based models use feed-forward image-to-3D frameworks to generate holistic scenes by jointly learning geometry and texture, a process that yields rich content but coarse and unstable geometry. We attribute these geometric failures to the extreme viewpoint gap and sparse, inconsistent supervision inherent in satellite-to-street data. We introduce Sat3DGen to address these fundamental challenges, which embodies a geometry-first methodology. This methodology enhances the feed-forward paradigm by integrating novel geometric constraints with a perspective-view training strategy, explicitly countering the primary sources of geometric error. This geometry-centric strategy yields a dramatic leap in both 3D accuracy and photorealism. For validation, we first constructed a new benchmark by pairing the VIGOR-OOD test set with high-resolution DSM data. On this benchmark, our method improves geometric RMSE from 6.76m to 5.20m. Crucially, this geometric leap also boosts photorealism, reducing the Fréchet Inception Distance (FID) from $\sim$40 to 19 against the leading method, Sat2Density++, despite using no extra tailored image-quality modules. We demonstrate the versatility of our high-quality 3D assets through diverse downstream applications, including semantic-map-to-3D synthesis, multi-camera video generation, large-scale meshing, and unsupervised single-image Digital Surface Model (DSM) estimation. The code has been released on this https URL.
https://arxiv.org/abs/2605.14984
LiDAR scene generation is increasingly important for scalable simulation and synthetic data creation, especially under diverse sensing conditions that are costly to capture at scale. Typically, diffusion-based LiDAR generators are developed under single-domain settings, requiring separate models for different datasets or sensing conditions and hindering unified, controllable synthesis under heterogeneous distribution shifts. To this end, we present OmniLiDAR, a unified text-conditioned diffusion framework that generates LiDAR scans in a shared range-image representation across eight representative domains spanning three shift types: adverse weather, sensor-configuration changes (e.g., reduced beams), and cross-platform acquisition (vehicle, drone, and quadruped). To enable training a single model over heterogeneous domains without isolating optimization by domain, we introduce a Cross-Domain Training Strategy (CDTS) that mixes domains within each mini-batch and leverages conditioning to steer generation. We further propose Cross-Domain Feature Modeling (CDFM), which captures directional dependencies along azimuth and elevation axes to reflect the anisotropic scanning structure of range images, and Domain-Adaptive Feature Scaling (DAFS) as a lightweight modulation to account for structured domain-dependent feature shifts during denoising. In the absence of a public consolidated benchmark, we construct an 8-domain dataset by combining real-world scans with physically based weather simulation and systematic beam reduction while following official splits. Extensive experiments demonstrate strong generation fidelity and consistent gains in downstream use cases, including generative data augmentation for LiDAR semantic segmentation and 3D object detection, as well as robustness evaluation under corruptions, with consistent benefits in limited-label regimes.
https://arxiv.org/abs/2605.13815