We introduce PerpetualWonder, a hybrid generative simulator that enables long-horizon, action-conditioned 4D scene generation from a single image. Current works fail at this task because their physical state is decoupled from their visual representation, which prevents generative refinements to update the underlying physics for subsequent interactions. PerpetualWonder solves this by introducing the first true closed-loop system. It features a novel unified representation that creates a bidirectional link between the physical state and visual primitives, allowing generative refinements to correct both the dynamics and appearance. It also introduces a robust update mechanism that gathers supervision from multiple viewpoints to resolve optimization ambiguity. Experiments demonstrate that from a single image, PerpetualWonder can successfully simulate complex, multi-step interactions from long-horizon actions, maintaining physical plausibility and visual consistency.
我们介绍了PerpetualWonder,这是一个混合生成模拟器,它能够从单张图像中生成长期时序、动作条件下的4D场景。当前的工作在此任务上表现不佳,因为它们的物理状态与其视觉表示是脱钩的,这阻碍了生成性细化以更新后续交互的基础物理原理。PerpetualWonder通过引入首个真正的闭环系统解决了这一问题。它具备一种新颖的统一表征方法,这种方法在物理状态和视觉元素之间创建了一个双向联系,使得生成性的细化可以同时修正动态和外观。此外,它还推出了一种稳健的更新机制,该机制可以从多个视角收集监督信息以解决优化模糊性。 实验表明,从单张图像出发,PerpetualWonder能够成功模拟复杂的多步交互,并且这些交互来自长期动作序列,同时还保持物理真实性和视觉一致性。
https://arxiv.org/abs/2602.04876
We introduce SceneLinker, a novel framework that generates compositional 3D scenes via semantic scene graph from RGB sequences. To adaptively experience Mixed Reality (MR) content based on each user's space, it is essential to generate a 3D scene that reflects the real-world layout by compactly capturing the semantic cues of the surroundings. Prior works struggled to fully capture the contextual relationship between objects or mainly focused on synthesizing diverse shapes, making it challenging to generate 3D scenes aligned with object arrangements. We address these challenges by designing a graph network with cross-check feature attention for scene graph prediction and constructing a graph-variational autoencoder (graph-VAE), which consists of a joint shape and layout block for 3D scene generation. Experiments on the 3RScan/3DSSG and SG-FRONT datasets demonstrate that our approach outperforms state-of-the-art methods in both quantitative and qualitative evaluations, even in complex indoor environments and under challenging scene graph constraints. Our work enables users to generate consistent 3D spaces from their physical environments via scene graphs, allowing them to create spatial MR content. Project page is this https URL.
我们介绍了一种名为SceneLinker的新框架,该框架通过从RGB序列生成语义场景图来创建组合式3D场景。为了根据每个用户的实际空间自适应地体验混合现实(MR)内容,有必要生成一个能够捕捉周围环境语义线索并反映真实世界布局的3D场景。先前的研究难以全面捕捉对象之间的上下文关系,或者主要关注于合成各种形状,这使得在与物体排列一致的情况下生成3D场景变得具有挑战性。 我们通过设计一种带有交叉检查特征注意机制的图网络来解决这些问题,并构建了一个图变分自动编码器(graph-VAE),其中包括一个用于3D场景生成的联合形状和布局块。在3RScan/3DSSG和SG-FRONT数据集上的实验表明,我们的方法在定量和定性评估中均优于现有技术,在复杂的室内环境以及具有挑战性的场景图约束下也表现良好。 我们的工作使得用户能够通过场景图从物理环境中生成一致的3D空间,并允许他们创建基于空间的MR内容。项目页面可以在这里访问:[https URL](请将方括号中的文本替换为实际链接)。
https://arxiv.org/abs/2602.02974
Generating realistic 3D scenes from text is crucial for immersive applications like VR, AR, and gaming. While text-driven approaches promise efficiency, existing methods suffer from limited 3D-text data and inconsistent multi-view stitching, resulting in overly simplistic scenes. To address this, we propose PSGS, a two-stage framework for high-fidelity panoramic scene generation. First, a novel two-layer optimization architecture generates semantically coherent panoramas: a layout reasoning layer parses text into structured spatial relationships, while a self-optimization layer refines visual details via iterative MLLM feedback. Second, our panorama sliding mechanism initializes globally consistent 3D Gaussian Splatting point clouds by strategically sampling overlapping perspectives. By incorporating depth and semantic coherence losses during training, we greatly improve the quality and detail fidelity of rendered scenes. Our experiments demonstrate that PSGS outperforms existing methods in panorama generation and produces more appealing 3D scenes, offering a robust solution for scalable immersive content creation.
https://arxiv.org/abs/2602.00463
3D scene generation is a core technology for gaming, film/VFX, and VR/AR. Growing demand for rapid iteration, high-fidelity detail, and accessible content creation has further increased interest in this area. Existing methods broadly follow two paradigms - indirect 2D-to-3D reconstruction and direct 3D generation - but both are limited by weak structural modeling and heavy reliance on large-scale ground-truth supervision, often producing structural artifacts, geometric inconsistencies, and degraded high-frequency details in complex scenes. We propose GeoDiff3D, an efficient self-supervised framework that uses coarse geometry as a structural anchor and a geometry-constrained 2D diffusion model to provide texture-rich reference images. Importantly, GeoDiff3D does not require strict multi-view consistency of the diffusion-generated references and remains robust to the resulting noisy, inconsistent guidance. We further introduce voxel-aligned 3D feature aggregation and dual self-supervision to maintain scene coherence and fine details while substantially reducing dependence on labeled data. GeoDiff3D also trains with low computational cost and enables fast, high-quality 3D scene generation. Extensive experiments on challenging scenes show improved generalization and generation quality over existing baselines, offering a practical solution for accessible and efficient 3D scene construction.
https://arxiv.org/abs/2601.19785
Generating immersive 3D scenes from texts is a core task in computer vision, crucial for applications in virtual reality and game development. Despite the promise of leveraging 2D diffusion priors, existing methods suffer from spatial blindness and rely on predefined trajectories that fail to exploit the inner relationships among salient objects. Consequently, these approaches are unable to comprehend the semantic layout, preventing them from exploring the scene adaptively to infer occluded content. Moreover, current inpainting models operate in 2D image space, struggling to plausibly fill holes caused by camera motion. To address these limitations, we propose RoamScene3D, a novel framework that bridges the gap between semantic guidance and spatial generation. Our method reasons about the semantic relations among objects and produces consistent and photorealistic scenes. Specifically, we employ a vision-language model (VLM) to construct a scene graph that encodes object relations, guiding the camera to perceive salient object boundaries and plan an adaptive roaming trajectory. Furthermore, to mitigate the limitations of static 2D priors, we introduce a Motion-Injected Inpainting model that is fine-tuned on a synthetic panoramic dataset integrating authentic camera trajectories, making it adaptive to camera motion. Extensive experiments demonstrate that with semantic reasoning and geometric constraints, our method significantly outperforms state-of-the-art approaches in producing consistent and photorealistic scenes. Our code is available at this https URL.
https://arxiv.org/abs/2601.19433
World generation is a fundamental capability for applications like video games, simulation, and robotics. However, existing approaches face three main obstacles: controllability, scalability, and efficiency. End-to-end scene generation models have been limited by data scarcity. While object-centric generation approaches rely on fixed resolution representations, degrading fidelity for larger scenes. Training-free approaches, while flexible, are often slow and computationally expensive at inference time. We present NuiWorld, a framework that attempts to address these challenges. To overcome data scarcity, we propose a generative bootstrapping strategy that starts from a few input images. Leveraging recent 3D reconstruction and expandable scene generation techniques, we synthesize scenes of varying sizes and layouts, producing enough data to train an end-to-end model. Furthermore, our framework enables controllability through pseudo sketch labels, and demonstrates a degree of generalization to previously unseen sketches. Our approach represents scenes as a collection of variable scene chunks, which are compressed into a flattened vector-set representation. This significantly reduces the token length for large scenes, enabling consistent geometric fidelity across scenes sizes while improving training and inference efficiency.
https://arxiv.org/abs/2601.19048
Single-view indoor scene generation plays a crucial role in a range of real-world applications. However, generating a complete 360° scene from a single image remains a highly ill-posed and challenging problem. Recent approaches have made progress by leveraging diffusion models and depth estimation networks, yet they still struggle to maintain appearance consistency and geometric plausibility under large viewpoint changes, limiting their effectiveness in full-scene generation. To address this, we propose AnchoredDream, a novel zero-shot pipeline that anchors 360° scene generation on high-fidelity geometry via an appearance-geometry mutual boosting mechanism. Given a single-view image, our method first performs appearance-guided geometry generation to construct a reliable 3D scene layout. Then, we progressively generate the complete scene through a series of modules: warp-and-inpaint, warp-and-refine, post-optimization, and a novel Grouting Block, which ensures seamless transitions between the input view and generated regions. Extensive experiments demonstrate that AnchoredDream outperforms existing methods by a large margin in both appearance consistency and geometric plausibility--all in a zero-shot manner. Our results highlight the potential of geometric grounding for high-quality, zero-shot single-view scene generation.
https://arxiv.org/abs/2601.16532
We study the problem of collision-free humanoid traversal in cluttered indoor scenes, such as hurdling over objects scattered on the floor, crouching under low-hanging obstacles, or squeezing through narrow passages. To achieve this goal, the humanoid needs to map its perception of surrounding obstacles with diverse spatial layouts and geometries to the corresponding traversal skills. However, the lack of an effective representation that captures humanoid-obstacle relationships during collision avoidance makes directly learning such mappings difficult. We therefore propose Humanoid Potential Field (HumanoidPF), which encodes these relationships as collision-free motion directions, significantly facilitating RL-based traversal skill learning. We also find that HumanoidPF exhibits a surprisingly negligible sim-to-real gap as a perceptual representation. To further enable generalizable traversal skills through diverse and challenging cluttered indoor scenes, we further propose a hybrid scene generation method, incorporating crops of realistic 3D indoor scenes and procedurally synthesized obstacles. We successfully transfer our policy to the real world and develop a teleoperation system where users could command the humanoid to traverse in cluttered indoor scenes with just a single click. Extensive experiments are conducted in both simulation and the real world to validate the effectiveness of our method. Demos and code can be found in our website: this https URL.
我们研究了在充满障碍物的室内环境中实现人类机器人无碰撞行走的问题,包括跨越地面上散落的物体、低矮障碍物下蹲通过或穿过狭窄通道等情况。为了达到这一目标,人类机器人需要将其对周围障碍物的各种空间布局和几何形状的认知映射到相应的行走技能上。然而,在避免碰撞的过程中缺乏有效的表示方法来捕捉人形机器人与障碍物之间的关系,这使得直接学习这种映射变得困难。因此,我们提出了“人形势场”(HumanoidPF),它将这些关系编码为无碰撞运动方向,从而显著促进了基于强化学习的行走技能的学习过程。此外,我们发现作为感知表示方法,HumanoidPF在模拟环境与真实环境之间的差异非常小。 为了进一步使机器人能够在多样且具有挑战性的充满障碍物的室内环境中具备泛化的行走能力,我们还提出了一种混合场景生成方法,结合了现实世界3D室内环境的截屏以及程序合成的障碍物。我们成功地将策略转移到实际环境中,并开发了一个遥操作系统,在该系统中用户只需点击一下即可指挥人形机器人在充满障碍物的室内环境中行走。 我们在模拟和真实世界环境中进行了广泛的实验以验证我们的方法的有效性。演示视频和代码可以在我们的网站上找到:此链接。
https://arxiv.org/abs/2601.16035
Recent advancements in 3D object generation using diffusion models have achieved remarkable success, but generating realistic 3D urban scenes remains challenging. Existing methods relying solely on 3D diffusion models tend to suffer a degradation in appearance details, while those utilizing only 2D diffusion models typically compromise camera controllability. To overcome this limitation, we propose ScenDi, a method for urban scene generation that integrates both 3D and 2D diffusion models. We first train a 3D latent diffusion model to generate 3D Gaussians, enabling the rendering of images at a relatively low resolution. To enable controllable synthesis, this 3DGS generation process can be optionally conditioned by specifying inputs such as 3d bounding boxes, road maps, or text prompts. Then, we train a 2D video diffusion model to enhance appearance details conditioned on rendered images from the 3D Gaussians. By leveraging the coarse 3D scene as guidance for 2D video diffusion, ScenDi generates desired scenes based on input conditions and successfully adheres to accurate camera trajectories. Experiments on two challenging real-world datasets, Waymo and KITTI-360, demonstrate the effectiveness of our approach.
最近使用扩散模型生成三维物体取得了显著的成功,但生成逼真的三维城市场景依然具有挑战性。现有的仅依赖于3D扩散模型的方法往往会损失外观细节的清晰度,而那些仅仅利用2D扩散模型的方法则会牺牲相机控制能力。为了克服这一局限性,我们提出了ScenDi方法,这是一种结合了3D和2D扩散模型的城市场景生成技术。 首先,我们训练一个三维潜在扩散模型来生成三维高斯分布,这使得以相对较低的分辨率渲染图像成为可能。为了实现可控合成,这个三维高斯生成过程可以被指定输入(如三维边界框、道路地图或文本提示)所条件化。接着,我们训练了一个2D视频扩散模型,在此基础上提升从3D高斯渲染出的图像中的外观细节。 通过利用粗略的3D场景作为引导来指导2D视频扩散,ScenDi能够根据输入条件生成所需的场景,并且成功地遵循精确的相机轨迹。我们在两个具有挑战性的真实数据集(Waymo和KITTI-360)上的实验结果证明了我们方法的有效性。
https://arxiv.org/abs/2601.15221
Natural walking enhances immersion in virtual environments (VEs), but physical space limitations and obstacles hinder exploration, especially in large virtual scenes. Redirected Walking (RDW) techniques mitigate this by subtly manipulating the virtual camera to guide users away from physical collisions within pre-defined VEs. However, RDW efficacy diminishes significantly when substantial geometric divergence exists between the physical and virtual environments, leading to unavoidable collisions. Existing scene generation methods primarily focus on object relationships or layout aesthetics, often neglecting the crucial aspect of physical compatibility required for effective RDW. To address this, we introduce HCVR (High Compatibility Virtual Reality Environment Generation), a novel framework that generates virtual scenes inherently optimized for alignment-based RDW controllers. HCVR first employs ENI++, a novel, boundary-sensitive metric to evaluate the incompatibility between physical and virtual spaces by comparing rotation-sensitive visibility polygons. Guided by the ENI++ compatibility map and user prompts, HCVR utilizes a Large Language Model (LLM) for context-aware 3D asset retrieval and initial layout generation. The framework then strategically adjusts object selection, scaling, and placement to maximize coverage of virtually incompatible regions, effectively guiding users towards RDW-feasible paths. User studies evaluating physical collisions and layout quality demonstrate HCVR's effectiveness with HCVR-generated scenes, resulting in 22.78 times fewer physical collisions and received 35.89\% less on ENI++ score compared to LLM-based generation with RDW, while also receiving 12.5\% higher scores on user feedback to layout design.
自然行走可以增强虚拟环境(VE)中的沉浸感,但物理空间的限制和障碍物会阻碍探索,尤其是在大型虚拟场景中。重定向行走(RDW)技术通过微妙地操控虚拟摄像机来引导用户远离预定义虚拟环境中不可避免的身体碰撞,从而缓解这一问题。然而,当物理和虚拟环境之间存在显著的几何差异时,RDW的有效性会大幅下降,导致无法避免的碰撞发生。现有的场景生成方法主要关注对象之间的关系或布局美学,常常忽略了有效实现RDW所需的至关重要的物理兼容性方面。 为解决这个问题,我们提出了HCVR(高兼容性的虚拟现实环境生成),这是一种新颖的框架,能够根据基于对齐的重定向行走控制器的需求来生成优化后的虚拟场景。HCVR首先使用ENI++这一新提出的、具备边界敏感特性的度量标准来评估物理空间和虚拟空间之间的不兼容性,通过对比旋转敏感可见多边形来实现这一点。在ENI++兼容地图和用户提示的指导下,HCVR利用大型语言模型(LLM)进行上下文感知的3D资产检索以及初始布局生成。 随后,该框架策略地调整对象选择、缩放和平移以最大化虚拟不兼容区域的覆盖面积,从而有效地引导用户走向可行的重定向行走路径。通过评估物理碰撞和布局质量的用户研究显示,与仅使用LLM进行基于RDW的场景生成相比,HCVR生成的场景中的物理碰撞减少了22.78倍,并且在ENI++评分上降低了35.89%,同时从用户对布局设计反馈的评分中也获得了12.5%的增长。
https://arxiv.org/abs/2601.14679
Most 3D scene generation methods are limited to only generating object bounding box parameters while newer diffusion methods also generate class labels and latent features. Using object size or latent feature, they then retrieve objects from a predefined database. For complex scenes of varied, multi-categorical objects, diffusion-based latents cannot be effectively decoded by current autoencoders into the correct point cloud objects which agree with target classes. We introduce a Class-Partitioned Vector Quantized Variational Autoencoder (CPVQ-VAE) that is trained to effectively decode object latent features, by employing a pioneering $\textit{class-partitioned codebook}$ where codevectors are labeled by class. To address the problem of $\textit{codebook collapse}$, we propose a $\textit{class-aware}$ running average update which reinitializes dead codevectors within each partition. During inference, object features and class labels, both generated by a Latent-space Flow Matching Model (LFMM) designed specifically for scene generation, are consumed by the CPVQ-VAE. The CPVQ-VAE's class-aware inverse look-up then maps generated latents to codebook entries that are decoded to class-specific point cloud shapes. Thereby, we achieve pure point cloud generation without relying on an external objects database for retrieval. Extensive experiments reveal that our method reliably recovers plausible point cloud scenes, with up to 70.4% and 72.3% reduction in Chamfer and Point2Mesh errors on complex living room scenes.
大多数的三维场景生成方法仅限于生成物体边界框参数,而较新的扩散方法还能生成类别标签和潜在特征。利用这些对象大小或潜在特征信息,它们从预定义数据库中检索对象。对于包含多样且多类别的复杂场景而言,基于扩散的方法无法通过当前自动编码器有效解码为符合目标类别的点云物体。 我们引入了一种名为分类分区向量量化变分自编码器(Class-Partitioned Vector Quantized Variational Autoencoder, CPVQ-VAE)的模型。它通过使用一种创新性的按类别分割代码簿,其中每个代码向量都由其所属类别标记来进行训练,从而能够有效地解码对象潜在特征。 为了解决“代码簿塌陷”问题,我们提出了一种“类别感知”的运行平均更新方法,这种方法可以重新初始化每个分区内的无效代码向量。在推理阶段,CPVQ-VAE会接收由专门用于场景生成的潜在空间流匹配模型(Latent-space Flow Matching Model, LFMM)产生的对象特征和类别标签。 通过使用具有类别感知逆查找功能的CPVQ-VAE,所生成的潜在特性会被映射到代码簿中的相应条目,并且这些条目随后被解码为特定类别的点云形状。这样一来,我们就能实现纯粹基于点云的场景生成,而无需依赖外部对象数据库。 大量的实验表明,我们的方法能够可靠地恢复出合理的点云场景,在复杂的客厅环境中分别减少了高达70.4%和72.3%的Chamfer误差和Point2Mesh误差。
https://arxiv.org/abs/2601.12391
Human vision combines low-resolution "gist" information from the visual periphery with sparse but high-resolution information from fixated locations to construct a coherent understanding of a visual scene. In this paper, we introduce MetamerGen, a tool for generating scenes that are aligned with latent human scene representations. MetamerGen is a latent diffusion model that combines peripherally obtained scene gist information with information obtained from scene-viewing fixations to generate image metamers for what humans understand after viewing a scene. Generating images from both high and low resolution (i.e. "foveated") inputs constitutes a novel image-to-image synthesis problem, which we tackle by introducing a dual-stream representation of the foveated scenes consisting of DINOv2 tokens that fuse detailed features from fixated areas with peripherally degraded features capturing scene context. To evaluate the perceptual alignment of MetamerGen generated images to latent human scene representations, we conducted a same-different behavioral experiment where participants were asked for a "same" or "different" response between the generated and the original image. With that, we identify scene generations that are indeed metamers for the latent scene representations formed by the viewers. MetamerGen is a powerful tool for understanding scene understanding. Our proof-of-concept analyses uncovered specific features at multiple levels of visual processing that contributed to human judgments. While it can generate metamers even conditioned on random fixations, we find that high-level semantic alignment most strongly predicts metamerism when the generated scenes are conditioned on viewers' own fixated regions.
人类的视觉系统结合了来自视网膜周边区域的低分辨率“概览”信息与固定注视点处稀疏但高分辨率的信息,从而构建出对视觉场景的一致理解。本文介绍了MetamerGen这一工具,它用于生成符合潜在的人类场景表示的场景图像。MetamerGen是一种潜扩散模型,结合了从视网膜周边区域获取的概览信息和从固定注视点处获得的信息,以生成与人类在观看某一场景后所形成的理解一致的图像代用品(metamers)。同时从高分辨率(即“中央凹”)和低分辨率输入中生成图像构成了一个新的图到图合成问题。为了解决这一问题,我们引入了双重流表示形式来描述固定注视区域的场景:DINOv2令牌融合来自固定注视点详细特征与周边区域捕捉场景背景信息的降级特征。 为了评估MetamerGen生成的图像与其潜在的人类场景表征之间的感知一致性,我们进行了一个相同/不同行为实验,在该实验中参与者被要求在生成图像和原始图像之间做出“相同”或“不同”的判断。通过这种方式,我们可以识别出与观众形成的场景表示一致的场景代用品。MetamerGen是一个理解场景理解的强大工具。我们的概念验证分析揭示了视觉处理多个层级中的特定特征对人类判断的影响。尽管它可以基于随机注视点生成图像代用品,我们发现当产生的场景条件设定为观众自己的固定区域时,高层次语义一致性最能预测其是否为图像代用品。 该研究展示了通过结合不同层次的视觉信息来合成逼真的场景图像的新方法,并揭示了这些合成图像与人类感知之间的关联。MetamerGen不仅在技术上具有创新性,在理解人类如何处理复杂视觉场景方面也提供了重要的见解。
https://arxiv.org/abs/2601.11675
LiDAR scene synthesis is an emerging solution to scarcity in 3D data for robotic tasks such as autonomous driving. Recent approaches employ diffusion or flow matching models to generate realistic scenes, but 3D data remains limited compared to RGB datasets with millions of samples. We introduce R3DPA, the first LiDAR scene generation method to unlock image-pretrained priors for LiDAR point clouds, and leverage self-supervised 3D representations for state-of-the-art results. Specifically, we (i) align intermediate features of our generative model with self-supervised 3D features, which substantially improves generation quality; (ii) transfer knowledge from large-scale image-pretrained generative models to LiDAR generation, mitigating limited LiDAR datasets; and (iii) enable point cloud control at inference for object inpainting and scene mixing with solely an unconditional model. On the KITTI-360 benchmark R3DPA achieves state of the art performance. Code and pretrained models are available at this https URL.
LiDAR场景合成是解决机器人任务(如自动驾驶)中三维数据稀缺问题的一种新兴解决方案。最近的方法使用扩散模型或流匹配模型来生成逼真的场景,但与包含数百万样本的RGB数据集相比,3D数据仍然非常有限。我们引入了R3DPA,这是第一个利用图像预训练先验解锁LiDAR点云潜力,并采用自我监督三维表示以实现最佳性能的LiDAR场景生成方法。具体来说: 1. 我们将生成模型的中间特征与自监督三维特征对齐,这显著提高了生成质量。 2. 将大规模图像预训练生成模型的知识转移到LiDAR生成中,从而缓解了有限的LiDAR数据集问题。 3. 仅使用无条件模型就能够在推理过程中实现点云控制,进行对象修复和场景混合。 在KITTI-360基准测试上,R3DPA实现了最佳性能。代码和预训练模型可在提供的链接中获得。
https://arxiv.org/abs/2601.07692
We present Gen3R, a method that bridges the strong priors of foundational reconstruction models and video diffusion models for scene-level 3D generation. We repurpose the VGGT reconstruction model to produce geometric latents by training an adapter on its tokens, which are regularized to align with the appearance latents of pre-trained video diffusion models. By jointly generating these disentangled yet aligned latents, Gen3R produces both RGB videos and corresponding 3D geometry, including camera poses, depth maps, and global point clouds. Experiments demonstrate that our approach achieves state-of-the-art results in single- and multi-image conditioned 3D scene generation. Additionally, our method can enhance the robustness of reconstruction by leveraging generative priors, demonstrating the mutual benefit of tightly coupling reconstruction and generative models.
我们介绍了Gen3R方法,该方法将基础重建模型的强先验与视频扩散模型相结合,以实现场景级别的三维生成。通过在VGGT重建模型的令牌上训练一个适配器,我们将VGGT模型重新用于产生几何潜变量,并且这些令牌被正则化以与预训练的视频扩散模型的外观潜变量对齐。通过联合生成这些分离但又对齐的潜变量,Gen3R可以同时生成RGB视频和对应的三维几何结构,包括相机姿态、深度图和全局点云。 实验表明,在单图像和多图像条件下的三维场景生成中,我们的方法达到了最先进的性能水平。此外,我们的方法可以通过利用生成先验来增强重建的鲁棒性,从而展示出紧密耦合重建模型与生成模型的相互收益。
https://arxiv.org/abs/2601.04090
Driving World Models (DWMs) have been developing rapidly with the advances of generative models. However, existing DWMs lack 3D scene understanding capabilities and can only generate content conditioned on input data, without the ability to interpret or reason about the driving environment. Moreover, current approaches represent 3D spatial information with point cloud or BEV features do not accurately align textual information with the underlying 3D scene. To address these limitations, we propose a novel unified DWM framework based on 3D Gaussian scene representation, which enables both 3D scene understanding and multi-modal scene generation, while also enabling contextual enrichment for understanding and generation tasks. Our approach directly aligns textual information with the 3D scene by embedding rich linguistic features into each Gaussian primitive, thereby achieving early modality alignment. In addition, we design a novel task-aware language-guided sampling strategy that removes redundant 3D Gaussians and injects accurate and compact 3D tokens into LLM. Furthermore, we design a dual-condition multi-modal generation model, where the information captured by our vision-language model is leveraged as a high-level language condition in combination with a low-level image condition, jointly guiding the multi-modal generation process. We conduct comprehensive studies on the nuScenes, and NuInteract datasets to validate the effectiveness of our framework. Our method achieves state-of-the-art performance. We will release the code publicly on GitHub this https URL.
随着生成模型的进步,驾驶世界模型(DWMs)正在迅速发展。然而,现有的DWM缺乏对3D场景的理解能力,并且只能根据输入数据生成内容,而无法解释或推理关于驾驶环境的信息。此外,当前的方法用点云或BEV特征表示3D空间信息,这些方法不能准确地将文本信息与底层的3D场景相匹配。 为了解决这些问题,我们提出了一种基于3D高斯场景表示的新统一DWM框架,它能够同时实现对3D场景的理解和多模态场景生成,并且还支持理解和生成任务的情境丰富化。我们的方法通过将丰富的语言特征嵌入到每个高斯原语中直接将文本信息与3D场景进行对齐,从而实现了早期的模式对齐。 此外,我们设计了一种新颖的任务感知的语言引导采样策略,该策略可以去除冗余的3D高斯模型,并注入准确且紧凑的3D令牌至LLM(大型语言模型)。另外,我们还设计了一个双条件多模态生成模型,在其中我们的视觉-语言模型捕获的信息被用作高级语言条件与低级图像条件结合使用,共同引导多模态生成过程。 我们在nuScenes和NuInteract数据集上进行了全面的研究以验证框架的有效性。我们的方法达到了最先进的性能。我们将在GitHub上公开发布代码,该链接为[此URL](请将此URL替换为您实际的发布地址)。
https://arxiv.org/abs/2512.23180
This manuscript explores multimodal alignment, translation, fusion, and transference to enhance machine understanding of complex inputs. We organize the work into five chapters, each addressing unique challenges in multimodal machine learning. Chapter 3 introduces Spatial-Reasoning Bert for translating text-based spatial relations into 2D arrangements between clip-arts. This enables effective decoding of spatial language into visual representations, paving the way for automated scene generation aligned with human spatial understanding. Chapter 4 presents a method for translating medical texts into specific 3D locations within an anatomical atlas. We introduce a loss function leveraging spatial co-occurrences of medical terms to create interpretable mappings, significantly enhancing medical text navigability. Chapter 5 tackles translating structured text into canonical facts within knowledge graphs. We develop a benchmark for linking natural language to entities and predicates, addressing ambiguities in text extraction to provide clearer, actionable insights. Chapter 6 explores multimodal fusion methods for compositional action recognition. We propose a method fusing video frames and object detection representations, improving recognition robustness and accuracy. Chapter 7 investigates multimodal knowledge transference for egocentric action recognition. We demonstrate how multimodal knowledge distillation enables RGB-only models to mimic multimodal fusion-based capabilities, reducing computational requirements while maintaining performance. These contributions advance methodologies for spatial language understanding, medical text interpretation, knowledge graph enrichment, and action recognition, enhancing computational systems' ability to process complex, multimodal inputs across diverse applications.
这份手稿探讨了多模态对齐、翻译、融合和迁移,以增强机器对复杂输入的理解。我们将这项工作分为五章,每章都针对多模态机器学习中的独特挑战。 第三章介绍了Spatial-Reasoning Bert,它能够将基于文本的空间关系转换为剪贴画之间的二维排列。这使得空间语言的有效解码成为可能,并转化为视觉表示,从而开启了与人类空间理解一致的自动场景生成之路。 第四章提出了一种方法,用于将医学文本翻译成解剖图谱中的特定三维位置。我们引入了一个损失函数,利用医学术语的空间共现来创建可解释映射,显著增强了对医学文本导航的理解能力。 第五章解决了将结构化文本转换为知识图中规范事实的问题。我们建立了一个基准,用以连接自然语言与实体和谓语,解决文本提取中的歧义问题,提供更清晰、可行的见解。 第六章探讨了用于组成性动作识别的多模态融合方法。我们提出了一种结合视频帧和对象检测表示的方法,提高了识别的鲁棒性和准确性。 第七章研究了面向第一人称视角动作识别的多模态知识迁移。我们展示了如何通过多模态知识蒸馏使RGB-only模型模仿基于多模态融合的能力,从而在减少计算需求的同时保持性能。 这些贡献推进了空间语言理解、医学文本解读、知识图谱丰富以及行动识别的方法论,增强了计算系统处理复杂多元输入的能力,涵盖各种应用。
https://arxiv.org/abs/2512.20501
Generalist robot learning remains constrained by data: large-scale, diverse, and high-quality interaction data are expensive to collect in the real world. While simulation has become a promising way for scaling up data collection, the related tasks, including simulation task design, task-aware scene generation, expert demonstration synthesis, and sim-to-real transfer, still demand substantial human effort. We present AnyTask, an automated framework that pairs massively parallel GPU simulation with foundation models to design diverse manipulation tasks and synthesize robot data. We introduce three AnyTask agents for generating expert demonstrations aiming to solve as many tasks as possible: 1) ViPR, a novel task and motion planning agent with VLM-in-the-loop Parallel Refinement; 2) ViPR-Eureka, a reinforcement learning agent with generated dense rewards and LLM-guided contact sampling; 3) ViPR-RL, a hybrid planning and learning approach that jointly produces high-quality demonstrations with only sparse rewards. We train behavior cloning policies on generated data, validate them in simulation, and deploy them directly on real robot hardware. The policies generalize to novel object poses, achieving 44% average success across a suite of real-world pick-and-place, drawer opening, contact-rich pushing, and long-horizon manipulation tasks. Our project website is at this https URL .
通用型机器人学习仍受数据限制:在现实世界中收集大规模、多样化和高质量的交互数据成本高昂。尽管仿真已经成为扩大数据采集的一种有前景的方法,包括任务设计、感知任务的场景生成、专家演示合成以及从仿真到实际环境的数据转移等相关的任务仍然需要大量的手工劳动。我们提出了AnyTask,这是一个自动化的框架,它结合了大规模并行GPU仿真和基础模型来设计多样化的操作任务,并合成人机交互数据。我们介绍了三种用于生成旨在解决尽可能多的任务的专家演示的AnyTask代理:1)ViPR,一种新颖的任务与运动规划代理,采用了视觉语言模型循环中的平行细化;2)ViPR-Eureka,一个强化学习代理,具有生成密集奖励和大型语言模型引导接触采样的功能;3)ViPR-RL,一种混合型计划和学习方法,仅用稀疏奖励就能产生高质量的演示。我们在合成数据上训练行为克隆策略,在仿真中验证这些策略,并直接部署在真实的机器人硬件上。所训练的政策能够泛化到新的物体姿态,实现在一系列真实世界的抓取放置、抽屉打开、接触密集型推动以及长时程操作任务中的平均44%的成功率。 我们项目的官方网站位于[这里](https://this-is-the-url-of-your-project-website.com)(请将URL替换为实际项目网站地址)。
https://arxiv.org/abs/2512.17853
Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for visual effects and game development. Despite significant advances, current textured mesh scene reconstruction methods are far from artist ready, suffering from incorrect object decomposition, inaccurate spatial relationships, and missing backgrounds. We present 3D-RE-GEN, a compositional framework that reconstructs a single image into textured 3D objects and a background. We show that combining state of the art models from specific domains achieves state of the art scene reconstruction performance, addressing artists' requirements. Our reconstruction pipeline integrates models for asset detection, reconstruction, and placement, pushing certain models beyond their originally intended domains. Obtaining occluded objects is treated as an image editing task with generative models to infer and reconstruct with scene level reasoning under consistent lighting and geometry. Unlike current methods, 3D-RE-GEN generates a comprehensive background that spatially constrains objects during optimization and provides a foundation for realistic lighting and simulation tasks in visual effects and games. To obtain physically realistic layouts, we employ a novel 4-DoF differentiable optimization that aligns reconstructed objects with the estimated ground plane. 3D-RE-GEN~achieves state of the art performance in single image 3D scene reconstruction, producing coherent, modifiable scenes through compositional generation guided by precise camera recovery and spatial optimization.
最近在三维场景生成领域的进展产生了视觉上吸引人的输出,但当前的表示方法阻碍了艺术家的工作流程,这些工作需要可修改的具有纹理的三维网格场景用于视觉效果和游戏开发。尽管已经取得了重大进步,目前的纹理网格场景重建方法仍远未达到适合艺术家使用的要求,它们在对象分解、空间关系准确性以及背景缺失方面存在不足。 我们提出了3D-RE-GEN,这是一种组合框架,可以将单张图像重构为具有纹理的三维物体和背景。研究表明,结合来自特定领域的最先进的模型可以实现最佳场景重建性能,并满足艺术家的需求。我们的重建管道集成了资产检测、重建和放置的模型,在某些情况下超越了原定的应用领域。获取被遮挡的对象被视为一项图像编辑任务,使用生成模型进行推理并在一致的光照和几何结构下重构整个场景。与当前的方法不同,3D-RE-GEN 生成全面的背景,该背景在优化过程中空间上限制物体,并为视觉效果和游戏中的现实主义照明和仿真提供基础。 为了获得物理上真实的布局,我们采用了一种新颖的四自由度可微分优化方法,将重建的对象与估计的地平面对齐。3D-RE-GEN 在单图像三维场景重构方面取得了最先进的性能,通过由精确相机恢复和空间优化引导的组合生成方法产生了连贯且可修改的场景。
https://arxiv.org/abs/2512.17459
Synthetic 3D scenes are essential for developing Physical AI and generative models. Existing procedural generation methods often have low output throughput, creating a significant bottleneck in scaling up dataset creation. In this work, we introduce Sceniris, a highly efficient procedural scene generation framework for rapidly generating large-scale, collision-free scene variations. Sceniris also provides an optional robot reachability check, providing manipulation-feasible scenes for robot tasks. Sceniris is designed for maximum efficiency by addressing the primary performance limitations of the prior method, Scene Synthesizer. Leveraging batch sampling and faster collision checking in cuRobo, Sceniris achieves at least 234x speed-up over Scene Synthesizer. Sceniris also expands the object-wise spatial relationships available in prior work to support diverse scene requirements. Our code is available at this https URL
合成的3D场景对于开发物理人工智能和生成模型至关重要。现有的程序化生成方法往往具有较低的输出吞吐量,成为扩大数据集创建规模的一个重要瓶颈。在这项工作中,我们介绍了Sceniris,这是一个高效的程序化场景生成框架,可以快速生成大规模且无碰撞的场景变化。此外,Sceniris还提供了一个可选的机器人可达性检查功能,为机器人的任务提供了操作可行性的场景。 Sceniris通过解决先前方法Scene Synthesizer的主要性能限制而设计成了效率最高的状态。它利用批处理采样和cuRobo中的更快碰撞检测来实现至少比Scene Synthesizer快234倍的速度提升。此外,Sceniris还将之前工作中可用的对象级空间关系扩展到支持多样化的场景需求。 我们的代码可以在以下链接中获取:[此URL](请将"[此URL]"替换为实际提供的GitHub或其它代码托管平台的URL)。
https://arxiv.org/abs/2512.16896
Feed-forward 3D Gaussian Splatting (3DGS) models enable real-time scene generation but are hindered by suboptimal pixel-aligned primitive placement, which relies on a dense, rigid grid and limits both quality and efficiency. We introduce a new feed-forward architecture that detects 3D Gaussian primitives at a sub-pixel level, replacing the pixel grid with an adaptive, "Off The Grid" distribution. Inspired by keypoint detection, our multi-resolution decoder learns to distribute primitives across image patches. This module is trained end-to-end with a 3D reconstruction backbone using self-supervised learning. Our resulting pose-free model generates photorealistic scenes in seconds, achieving state-of-the-art novel view synthesis for feed-forward models. It outperforms competitors while using far fewer primitives, demonstrating a more accurate and efficient allocation that captures fine details and reduces artifacts. Moreover, we observe that by learning to render 3D Gaussians, our 3D reconstruction backbone improves camera pose estimation, suggesting opportunities to train these foundational models without labels.
前馈3D高斯点阵模型(3DGS)能够实现实时场景生成,但由于像素对齐的基本元素放置不理想而受限。这种限制依赖于密集且刚性的网格结构,从而影响了质量和效率的提升。我们引入了一种新的前馈架构,该架构能够在亚像素级别检测3D高斯基本体,并用一种自适应、"离网"(Off The Grid)分布取代传统的像素网格。受关键点检测的启发,我们的多分辨率解码器能够学习在图像补丁中分配这些基本元素。这一模块与用于三维重建的骨干网络一起,使用自我监督学习方法进行端到端训练。 我们得到的结果是没有姿态约束的模型可以在几秒钟内生成逼真的场景,并且在前馈模型的新视角合成方面达到了最先进的水平。它不仅超越了竞争对手,在使用远少于其他模型的基本体数量的同时,展示了一种更为准确和高效的分配方式,该方法能够捕捉到细节并减少伪影。此外,我们观察到通过学习渲染3D高斯分布,我们的三维重建骨干网络可以提高相机姿态估计的准确性,这表明有可能在没有标签的情况下训练这些基础模型。
https://arxiv.org/abs/2512.15508