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Nov 3

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.

ESCA: Contextualizing Embodied Agents via Scene-Graph Generation

Multi-modal large language models (MLLMs) are making rapid progress toward general-purpose embodied agents. However, existing MLLMs do not reliably capture fine-grained links between low-level visual features and high-level textual semantics, leading to weak grounding and inaccurate perception. To overcome this challenge, we propose ESCA, a framework that contextualizes embodied agents by grounding their perception in spatial-temporal scene graphs. At its core is SGCLIP, a novel, open-domain, promptable foundation model for generating scene graphs that is based on CLIP. SGCLIP is trained on 87K+ open-domain videos using a neurosymbolic pipeline that aligns automatically generated captions with scene graphs produced by the model itself, eliminating the need for human-labeled annotations. We demonstrate that SGCLIP excels in both prompt-based inference and task-specific fine-tuning, achieving state-of-the-art results on scene graph generation and action localization benchmarks. ESCA with SGCLIP improves perception for embodied agents based on both open-source and commercial MLLMs, achieving state of-the-art performance across two embodied environments. Notably, ESCA significantly reduces agent perception errors and enables open-source models to surpass proprietary baselines. We release the source code for SGCLIP model training at https://github.com/video-fm/LASER and for the embodied agent at https://github.com/video-fm/ESCA.

  • 9 authors
·
Oct 11, 2025

Agentic 3D Scene Generation with Spatially Contextualized VLMs

Despite recent advances in multimodal content generation enabled by vision-language models (VLMs), their ability to reason about and generate structured 3D scenes remains largely underexplored. This limitation constrains their utility in spatially grounded tasks such as embodied AI, immersive simulations, and interactive 3D applications. We introduce a new paradigm that enables VLMs to generate, understand, and edit complex 3D environments by injecting a continually evolving spatial context. Constructed from multimodal input, this context consists of three components: a scene portrait that provides a high-level semantic blueprint, a semantically labeled point cloud capturing object-level geometry, and a scene hypergraph that encodes rich spatial relationships, including unary, binary, and higher-order constraints. Together, these components provide the VLM with a structured, geometry-aware working memory that integrates its inherent multimodal reasoning capabilities with structured 3D understanding for effective spatial reasoning. Building on this foundation, we develop an agentic 3D scene generation pipeline in which the VLM iteratively reads from and updates the spatial context. The pipeline features high-quality asset generation with geometric restoration, environment setup with automatic verification, and ergonomic adjustment guided by the scene hypergraph. Experiments show that our framework can handle diverse and challenging inputs, achieving a level of generalization not observed in prior work. Further results demonstrate that injecting spatial context enables VLMs to perform downstream tasks such as interactive scene editing and path planning, suggesting strong potential for spatially intelligent systems in computer graphics, 3D vision, and embodied applications.

  • 3 authors
·
May 26, 2025

Rein3D: Reinforced 3D Indoor Scene Generation with Panoramic Video Diffusion Models

The growing demand for Embodied AI and VR applications has highlighted the need for synthesizing high-quality 3D indoor scenes from sparse inputs. However, existing approaches struggle to infer massive amounts of missing geometry in large unseen areas while maintaining global consistency, often producing locally plausible but globally inconsistent reconstructions. We present Rein3D, a framework that reconstructs full 360-degree indoor environments by coupling explicit 3D Gaussian Splatting (3DGS) with temporally coherent priors from video diffusion models. Our approach follows a "restore-and-refine" paradigm: we employ a radial exploration strategy to render imperfect panoramic videos along trajectories starting from the origin, effectively uncovering occluded regions from a coarse 3DGS initialization. These sequences are restored by a panoramic video-to-video diffusion model and further enhanced via video super-resolution to synthesize high-fidelity geometry and textures. Finally, these refined videos serve as pseudo-ground truths to update the global 3D Gaussian field. To support this task, we construct PanoV2V-15K, a dataset of over 15K paired clean and degraded panoramic videos for diffusion-based scene restoration. Experiments demonstrate that Rein3D produces photorealistic and globally consistent 3D scenes and significantly improves long-range camera exploration compared with existing baselines.

  • 12 authors
·
Apr 12

3D Scene Generation: A Survey

3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.

  • 5 authors
·
May 8, 2025 2

SceneGen: Single-Image 3D Scene Generation in One Feedforward Pass

3D content generation has recently attracted significant research interest due to its applications in VR/AR and embodied AI. In this work, we address the challenging task of synthesizing multiple 3D assets within a single scene image. Concretely, our contributions are fourfold: (i) we present SceneGen, a novel framework that takes a scene image and corresponding object masks as input, simultaneously producing multiple 3D assets with geometry and texture. Notably, SceneGen operates with no need for optimization or asset retrieval; (ii) we introduce a novel feature aggregation module that integrates local and global scene information from visual and geometric encoders within the feature extraction module. Coupled with a position head, this enables the generation of 3D assets and their relative spatial positions in a single feedforward pass; (iii) we demonstrate SceneGen's direct extensibility to multi-image input scenarios. Despite being trained solely on single-image inputs, our architectural design enables improved generation performance with multi-image inputs; and (iv) extensive quantitative and qualitative evaluations confirm the efficiency and robust generation abilities of our approach. We believe this paradigm offers a novel solution for high-quality 3D content generation, potentially advancing its practical applications in downstream tasks. The code and model will be publicly available at: https://mengmouxu.github.io/SceneGen.

  • 4 authors
·
Aug 21, 2025 2

SceneMosaic: Efficient and Diverse Simulation-Ready Scene Generation via Hybrid Agentic Layout Evolution

Diverse and simulation-ready indoor scenes are essential for interactive entertainment and embodied AI, yet their scalable generation remains challenging. Recent agentic text-to-3D scene pipelines that rely on vision-language models (VLMs) can generate scenes of high fidelity but require costly iterative object placement and refinement. Another mainstream paradigm, parametric image-to-3D scene models, produces scenes efficiently from strong priors learned from 2D images but often leads to imprecise and physically invalid scenes. More importantly, both paradigms struggle to output diverse scenes for a single input, making it hard for them to reflect the dynamically changing nature of real scenes. In this paper we propose SceneMosaic, a framework that combines the merits of both paradigms. It obtains the initial candidate from the learned image-based prior, and subsequently evolves the result through VLM agents, ensuring both efficiency and physical validity. Within the evolution process, SceneMosaic exploits the locality of natural scenes and decomposes a scene into independent local units, allowing separate evolution within each unit before composing the global scene via Cartesian product. On SceneEval-100, SceneMosaic matches the strongest agentic baseline in semantic layout quality with a 24x speedup, substantially reduces physical violations, and receives the highest human ratings. Our code is publicly available at https://github.com/rxjfighting/SceneMosaic.

EmbodiedSmith: Scaling Embodied Data through Recursive Self-Improvement Flywheel in Simulation

Scaling robotic foundation models requires diverse training data and reliable evaluation environments. Simulation offers a scalable solution, yet existing generation pipelines remain constrained by predefined assets and skills, a disconnect between scene generation and task generation, and limited support for complex embodiments and physics. We introduce EmbodiedSmith, a framework for scalable embodied data generation through recursive self-improvement (RSI). EmbodiedSmith unifies asset, scene, and task generation in a pipeline that supports autonomous creation and language-driven customization. Its core is an agentic refinement loop: scene generation anticipates downstream task requirements, while task generation guides targeted scene edits, allowing scenes and tasks to iteratively improve one another. This joint refinement improves task generation success, including for long-horizon tasks. The framework further supports mobile manipulators, humanoids, and dexterous hands, as well as interactions involving deformable objects and fluids, broadening the range of behaviors and physical phenomena represented in generated data. Together, these capabilities provide a flexible simulation engine for both robot pretraining and evaluation. Extensive experiments validate the quality, diversity, and generation efficiency of the resulting data, while downstream policy experiments demonstrate that increased data diversity improves generalization.

  • 16 authors
·
Oct 5 1

HLG: Comprehensive 3D Room Construction via Hierarchical Layout Generation

Realistic 3D indoor scene generation is crucial for virtual reality, interior design, embodied intelligence, and scene understanding. While existing methods have made progress in coarse-scale furniture arrangement, they struggle to capture fine-grained object placements, limiting the realism and utility of generated environments. This gap hinders immersive virtual experiences and detailed scene comprehension for embodied AI applications. To address these issues, we propose Hierarchical Layout Generation (HLG), a novel method for fine-grained 3D scene generation. HLG is the first to adopt a coarse-to-fine hierarchical approach, refining scene layouts from large-scale furniture placement to intricate object arrangements. Specifically, our fine-grained layout alignment module constructs a hierarchical layout through vertical and horizontal decoupling, effectively decomposing complex 3D indoor scenes into multiple levels of granularity. Additionally, our trainable layout optimization network addresses placement issues, such as incorrect positioning, orientation errors, and object intersections, ensuring structurally coherent and physically plausible scene generation. We demonstrate the effectiveness of our approach through extensive experiments, showing superior performance in generating realistic indoor scenes compared to existing methods. This work advances the field of scene generation and opens new possibilities for applications requiring detailed 3D environments. We will release our code upon publication to encourage future research.

  • 5 authors
·
Aug 25, 2025

ROOT: VLM based System for Indoor Scene Understanding and Beyond

Recently, Vision Language Models (VLMs) have experienced significant advancements, yet these models still face challenges in spatial hierarchical reasoning within indoor scenes. In this study, we introduce ROOT, a VLM-based system designed to enhance the analysis of indoor scenes. Specifically, we first develop an iterative object perception algorithm using GPT-4V to detect object entities within indoor scenes. This is followed by employing vision foundation models to acquire additional meta-information about the scene, such as bounding boxes. Building on this foundational data, we propose a specialized VLM, SceneVLM, which is capable of generating spatial hierarchical scene graphs and providing distance information for objects within indoor environments. This information enhances our understanding of the spatial arrangement of indoor scenes. To train our SceneVLM, we collect over 610,000 images from various public indoor datasets and implement a scene data generation pipeline with a semi-automated technique to establish relationships and estimate distances among indoor objects. By utilizing this enriched data, we conduct various training recipes and finish SceneVLM. Our experiments demonstrate that \rootname facilitates indoor scene understanding and proves effective in diverse downstream applications, such as 3D scene generation and embodied AI. The code will be released at https://github.com/harrytea/ROOT.

  • 7 authors
·
Nov 23, 2024

EmbodiedGen: Towards a Generative 3D World Engine for Embodied Intelligence

Constructing a physically realistic and accurately scaled simulated 3D world is crucial for the training and evaluation of embodied intelligence tasks. The diversity, realism, low cost accessibility and affordability of 3D data assets are critical for achieving generalization and scalability in embodied AI. However, most current embodied intelligence tasks still rely heavily on traditional 3D computer graphics assets manually created and annotated, which suffer from high production costs and limited realism. These limitations significantly hinder the scalability of data driven approaches. We present EmbodiedGen, a foundational platform for interactive 3D world generation. It enables the scalable generation of high-quality, controllable and photorealistic 3D assets with accurate physical properties and real-world scale in the Unified Robotics Description Format (URDF) at low cost. These assets can be directly imported into various physics simulation engines for fine-grained physical control, supporting downstream tasks in training and evaluation. EmbodiedGen is an easy-to-use, full-featured toolkit composed of six key modules: Image-to-3D, Text-to-3D, Texture Generation, Articulated Object Generation, Scene Generation and Layout Generation. EmbodiedGen generates diverse and interactive 3D worlds composed of generative 3D assets, leveraging generative AI to address the challenges of generalization and evaluation to the needs of embodied intelligence related research. Code is available at https://horizonrobotics.github.io/robot_lab/embodied_gen/index.html.

  • 8 authors
·
Jun 12, 2025 2

MarketGen: A Scalable Simulation Platform with Auto-Generated Embodied Supermarket Environments

The development of embodied agents for complex commercial environments is hindered by a critical gap in existing robotics datasets and benchmarks, which primarily focus on household or tabletop settings with short-horizon tasks. To address this limitation, we introduce MarketGen, a scalable simulation platform with automatic scene generation for complex supermarket environments. MarketGen features a novel agent-based Procedural Content Generation (PCG) framework. It uniquely supports multi-modal inputs (text and reference images) and integrates real-world design principles to automatically generate complete, structured, and realistic supermarkets. We also provide an extensive and diverse 3D asset library with a total of 1100+ supermarket goods and parameterized facilities assets. Building on this generative foundation, we propose a novel benchmark for assessing supermarket agents, featuring two daily tasks in a supermarket: (1) Checkout Unloading: long-horizon tabletop tasks for cashier agents, and (2) In-Aisle Item Collection: complex mobile manipulation tasks for salesperson agents. We validate our platform and benchmark through extensive experiments, including the deployment of a modular agent system and successful sim-to-real transfer. MarketGen provides a comprehensive framework to accelerate research in embodied AI for complex commercial applications.

  • 9 authors
·
Nov 26, 2025

LLM-driven Indoor Scene Layout Generation via Scaled Human-aligned Data Synthesis and Multi-Stage Preference Optimization

Automatic indoor layout generation has attracted increasing attention due to its potential in interior design, virtual environment construction, and embodied AI. Existing methods fall into two categories: prompt-driven approaches that leverage proprietary LLM services (e.g., GPT APIs) and learning-based methods trained on layout data upon diffusion-based models. Prompt-driven methods often suffer from spatial inconsistency and high computational costs, while learning-based methods are typically constrained by coarse relational graphs and limited datasets, restricting their generalization to diverse room categories. In this paper, we revisit LLM-based indoor layout generation and present 3D-SynthPlace, a large-scale dataset that combines synthetic layouts generated via a 'GPT synthesize, Human inspect' pipeline, upgraded from the 3D-Front dataset. 3D-SynthPlace contains nearly 17,000 scenes, covering four common room types -- bedroom, living room, kitchen, and bathroom -- enriched with diverse objects and high-level spatial annotations. We further introduce OptiScene, a strong open-source LLM optimized for indoor layout generation, fine-tuned based on our 3D-SynthPlace dataset through our two-stage training. For the warum-up stage I, we adopt supervised fine-tuning (SFT), which is taught to first generate high-level spatial descriptions then conditionally predict concrete object placements. For the reinforcing stage II, to better align the generated layouts with human design preferences, we apply multi-turn direct preference optimization (DPO), which significantly improving layout quality and generation success rates. Extensive experiments demonstrate that OptiScene outperforms traditional prompt-driven and learning-based baselines. Moreover, OptiScene shows promising potential in interactive tasks such as scene editing and robot navigation.

  • 8 authors
·
Jun 9, 2025

Tackling the Challenges in Scene Graph Generation with Local-to-Global Interactions

In this work, we seek new insights into the underlying challenges of the Scene Graph Generation (SGG) task. Quantitative and qualitative analysis of the Visual Genome dataset implies -- 1) Ambiguity: even if inter-object relationship contains the same object (or predicate), they may not be visually or semantically similar, 2) Asymmetry: despite the nature of the relationship that embodied the direction, it was not well addressed in previous studies, and 3) Higher-order contexts: leveraging the identities of certain graph elements can help to generate accurate scene graphs. Motivated by the analysis, we design a novel SGG framework, Local-to-Global Interaction Networks (LOGIN). Locally, interactions extract the essence between three instances of subject, object, and background, while baking direction awareness into the network by explicitly constraining the input order of subject and object. Globally, interactions encode the contexts between every graph component (i.e., nodes and edges). Finally, Attract & Repel loss is utilized to fine-tune the distribution of predicate embeddings. By design, our framework enables predicting the scene graph in a bottom-up manner, leveraging the possible complementariness. To quantify how much LOGIN is aware of relational direction, a new diagnostic task called Bidirectional Relationship Classification (BRC) is also proposed. Experimental results demonstrate that LOGIN can successfully distinguish relational direction than existing methods (in BRC task), while showing state-of-the-art results on the Visual Genome benchmark (in SGG task).

  • 3 authors
·
Jun 15, 2021

Open-Vocabulary Functional 3D Human-Scene Interaction Generation

Generating 3D humans that functionally interact with 3D scenes remains an open problem with applications in embodied AI, robotics, and interactive content creation. The key challenge involves reasoning about both the semantics of functional elements in 3D scenes and the 3D human poses required to achieve functionality-aware interaction. Unfortunately, existing methods typically lack explicit reasoning over object functionality and the corresponding human-scene contact, resulting in implausible or functionally incorrect interactions. In this work, we propose FunHSI, a training-free, functionality-driven framework that enables functionally correct human-scene interactions from open-vocabulary task prompts. Given a task prompt, FunHSI performs functionality-aware contact reasoning to identify functional scene elements, reconstruct their 3D geometry, and model high-level interactions via a contact graph. We then leverage vision-language models to synthesize a human performing the task in the image and estimate proposed 3D body and hand poses. Finally, the proposed 3D body configuration is refined via stage-wise optimization to ensure physical plausibility and functional correctness. In contrast to existing methods, FunHSI not only synthesizes more plausible general 3D interactions, such as "sitting on a sofa'', while supporting fine-grained functional human-scene interactions, e.g., "increasing the room temperature''. Extensive experiments demonstrate that FunHSI consistently generates functionally correct and physically plausible human-scene interactions across diverse indoor and outdoor scenes.

  • 7 authors
·
Jan 28

ArchSIBench: Benchmarking the Architectural Spatial Intelligence of Vision-Language Models

Architectural spatial intelligence, the ability to recognize and infer architectural space, is fundamental to tasks such as robot navigation, embodied interaction, and 3D scene understanding and generation. Although extensive research has evaluated the basic spatial skills of Vision-Language Models (VLMs) such as relative orientation, distance comparison, and object counting, these tasks cover only the most elementary levels of spatial cognition and largely overlook higher-level cognition of architectural space, including layout understanding, circulation patterns, and functional zoning. In this work, we present ArchSIBench, a Benchmark for Architectural Spatial Intelligence based on the perspectives from architecture, cognitive science, and psychology. ArchSIBench covers five core dimensions: perception, reasoning, navigation, transformation, and configuration, comprising 17 fine-grained subtasks. Through careful manual annotation by experts with architectural backgrounds, we construct 3,000 question-answer pairs to enable comprehensive evaluation of architectural spatial intelligence. Based on ArchSIBench, we evaluate various VLMs and find that the architectural spatial intelligence of most models shows significant differences from human baselines; additionally, models exhibit substantial variability across capability dimensions. Some state-of-the-art models can approach the level of human evaluators without architectural training. However, a clear gap remains compared to human evaluators with architectural training, particularly in spatial transformation and configuration reasoning. We believe that ArchSIBench will provide important insights and systematic resources for measuring and advancing the architectural spatial intelligence of VLMs. The dataset and code are available at https://huggingface.co/datasets/ArchSIBench/ArchSIBench.

  • 8 authors
·
May 19

Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial Reasoning

Realistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions. We introduce DirectLayout, a framework that directly generates numerical 3D layouts from text descriptions using generalizable spatial reasoning of large language models (LLMs). DirectLayout decomposes the generation into three stages: producing a Bird's-Eye View (BEV) layout, lifting it into 3D space, and refining object placements. To enable explicit spatial reasoning and help the model grasp basic principles of object placement, we employ Chain-of-Thought (CoT) Activation based on the 3D-Front dataset. Additionally, we design CoT-Grounded Generative Layout Reward to enhance generalization and spatial planning. During inference, DirectLayout addresses asset-layout mismatches via Iterative Asset-Layout Alignment through in-context learning. Extensive experiments demonstrate that DirectLayout achieves impressive semantic consistency, generalization and physical plausibility.

  • 5 authors
·
Jun 5, 2025

Holodeck: Language Guided Generation of 3D Embodied AI Environments

3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.

  • 14 authors
·
Dec 14, 2023 2

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.

  • 8 authors
·
Mar 31 2

MachEmbodied-U0: Unified Understanding and Generation Model for Embodied Intelligence

General-purpose robot control requires models to understand task intent, identify where to interact, capture how the scene evolves, and generate precise actions. Vision-language-action models provide strong semantic priors but typically do not explicitly model scene dynamics, while world-action models couple visual prediction with control without necessarily exposing the task-relevant semantic and spatial structure needed for fine-grained manipulation. We present MachEmbodied-U0 (ME-U0), a unified embodied foundation model connecting understanding and generation experts through a Mixture-of-Transformers architecture. Subtask prediction and affordance grounding guide joint visual-dynamics and action generation via flow matching. Visual dynamics encompass future RGB, depth, surface normals, and optical flow, providing complementary supervision for appearance, geometry, and motion. Multi-rate Rotary Position Encoding (MRPE) aligns visual dynamics with fine-grained control. We pretrain ME-U0 on approximately 4,200 hours of curated demonstrations from robotic datasets and egocentric datasets. Using only the supervision natively available in each downstream benchmark, ME-U0 achieves an average score of 17.66 on the RoboDojo simulation benchmark and average success rates of 99.0\% and 82.5\% on LIBERO and LIBERO-Plus, respectively. We additionally validate ME-U0 on real-world robotic manipulation tasks, demonstrating its effectiveness beyond simulation. Without corresponding downstream supervision, ME-U0 further demonstrates zero-shot subtask prediction, affordance grounding, and visual dynamics on simulated and real-world observations. Overall, ME-U0 combines competitive downstream control performance with transferable task-grounding and visual-dynamics capabilities across simulation and the real world.

  • 18 authors
·
Sep 21

V-CAGE: Context-Aware Generation and Verification for Scalable Long-Horizon Embodied Tasks

Learning long-horizon embodied behaviors from synthetic data remains challenging because generated scenes are often physically implausible, language-driven programs frequently "succeed" without satisfying task semantics, and high-level instructions require grounding into executable action sequences. To address these limitations, we introduce V-CAGE, a closed-loop framework for generating robust, semantically aligned manipulation datasets at scale. First, we propose a context-aware instantiation mechanism that enforces geometric consistency during scene synthesis. By dynamically maintaining a map of prohibited spatial areas as objects are placed, our system prevents interpenetration and ensures reachable, conflict-free configurations in cluttered environments. Second, to bridge the gap between abstract intent and low-level control, we employ a hierarchical instruction decomposition module. This decomposes high-level goals (e.g., "get ready for work") into compositional action primitives, facilitating coherent long-horizon planning. Crucially, we enforce semantic correctness through a VLM-based verification loop. Acting as a visual critic, the VLM performs rigorous rejection sampling after each subtask, filtering out "silent failures" where code executes but fails to achieve the visual goal. Experiments demonstrate that V-CAGE yields datasets with superior physical and semantic fidelity, significantly boosting the success rate and generalization of downstream policies compared to non-verified baselines.

  • 3 authors
·
Jan 20

LEGO-Eval: Towards Fine-Grained Evaluation on Synthesizing 3D Embodied Environments with Tool Augmentation

Despite recent progress in using Large Language Models (LLMs) for automatically generating 3D scenes, generated scenes often lack realistic spatial layouts and object attributes found in real-world environments. As this problem stems from insufficiently detailed, coarse-grained instructions, advancing 3D scene synthesis guided by more detailed, fine-grained instructions that reflect real-world environments becomes crucial. Without such realistic scenes, training embodied agents in unrealistic environments can lead them to learn priors that diverge significantly from real-world physics and semantics, degrading their performance when deployed. Thus, verifying the alignment between the fine-grained instruction and the generated scene is essential for effective learning. However, current evaluation methods, such as CLIPScore and vision-language models (VLMs), often fail to reliably assess such alignment. This shortcoming arises primarily from their shallow understanding of 3D scenes, which often leads to improperly grounded scene components. To address this, we introduce LEGO-Eval, an evaluation framework equipped with diverse tools designed to explicitly ground scene components, enabling more accurate alignment assessments. We also present LEGO-Bench, a benchmark of detailed instructions that specify complex layouts and attributes of real-world environments. Experiments demonstrate that LEGO-Eval outperforms VLM-as-a-judge by 0.41 F1 score in assessing scene-instruction alignment. Benchmarking with LEGO-Bench reveals significant limitations in current generation methods. Across all evaluated approaches, success rates reached at most 10% in generating scenes that fully align with fine-grained instructions.

  • 6 authors
·
Nov 4, 2025 2

GASE: Gaussian Splatting-Based Automated System for Reconstructing Embodied-Simulation Environments

Training embodied agents in the real world requires skilled operators and expensive hardware. Simulation environments offer a compelling alternative by enabling large-scale, cost-effective data augmentation. Consequently, rapidly constructing high-fidelity simulation scenes with a minimal sim-to-real gap has become a critical objective in robot learning. While reconstruction-based methods provide superior visual quality, current workflows are hindered by inefficient data acquisition and subpar foreground object extraction. We thus propose GASE, a highly automated system for simulation scene construction. GASE leverages multi-view video streams from panoramic camera arrays to enable rapid environment scanning. To ensure high-quality asset generation, our pipeline introduces a camera-pose-based strategy that robustly extracts objects across frames in the 2D domain, followed by high-fidelity scene inpainting. Foreground objects and the static background are then reconstructed independently and seamlessly imported into physics simulators for policy training. Extensive experiments demonstrate that GASE outperforms existing 3D Gaussian-based methods in segmentation accuracy by over 10\% while achieving state-of-the-art inpainting quality. Furthermore, real-robot deployments across manipulation and navigation tasks maintains a performance gap of less than 10\% compared to policies trained purely on real-world data. These results confirm that GASE provides an efficient and highly effective solution for bridging the sim-to-real gap. Code will be released.

  • 11 authors
·
Jun 15

ROBOSHACKLES: A Safety Dataset for Human-Injury Prevention in Embodied Foundation Models

Embodied Foundation Models (EFMs) integrate multimodal understanding, future-state reasoning, and executable robot actions. Yet their safety alignment for human-injury prevention remains underexplored, primarily because real-world data of robots harming humans or creating hazardous household situations cannot be safely or ethically collected. To address this challenge, we propose a safety-critical data construction pipeline for human-injury prevention in EFMs.Starting from real DROID observations, our construction pipeline proceeds through scene understanding, hazard-aware image editing, temporal prompt generation, and single-pass rollout synthesis. The temporal prompts specify the expected scene evolution, while Wan2.7 synthesizes realistic robotic rollouts from the edited hazardous states in a single pass. Using this pipeline, we construct ROBOSHACKLES, a 10,000-clip robotic video dataset derived from real DROID observations, spanning two direct-harm and four indirect-harm categories. To ensure dataset quality, we assess task completion and visual quality with automatic metrics, and evaluate six representative EFMs under a refusal-based safety criterion. Results show that all evaluated models produce unsafe actions in the tested safety-critical scenarios, yielding a 100% unsafe action generation rate. ROBOSHACKLES serves as a scalable benchmark and training resource for refusal learning and hazard anticipation before robot action execution.The dataset is publicly available at https://huggingface.co/datasets/YZW00/RoboShackles.

  • 5 authors
·
Jun 16

VLA-R1: Enhancing Reasoning in Vision-Language-Action Models

Vision-Language-Action (VLA) models aim to unify perception, language understanding, and action generation, offering strong cross-task and cross-scene generalization with broad impact on embodied AI. However, current VLA models often lack explicit step-by-step reasoning, instead emitting final actions without considering affordance constraints or geometric relations. Their post-training pipelines also rarely reinforce reasoning quality, relying primarily on supervised fine-tuning with weak reward design. To address these challenges, we present VLA-R1, a reasoning-enhanced VLA that integrates Reinforcement Learning from Verifiable Rewards (RLVR) with Group Relative Policy Optimization (GRPO) to systematically optimize both reasoning and execution. Specifically, we design an RLVR-based post-training strategy with verifiable rewards for region alignment, trajectory consistency, and output formatting, thereby strengthening reasoning robustness and execution accuracy. Moreover, we develop VLA-CoT-13K, a high-quality dataset that provides chain-of-thought supervision explicitly aligned with affordance and trajectory annotations. Furthermore, extensive evaluations on in-domain, out-of-domain, simulation, and real-robot platforms demonstrate that VLA-R1 achieves superior generalization and real-world performance compared to prior VLA methods. We plan to release the model, code, and dataset following the publication of this work. Code: https://github.com/GigaAI-research/VLA-R1. Website: https://gigaai-research.github.io/VLA-R1.

GigaAI-Research GigaAI-Research
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Oct 1, 2025 2

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/

  • 5 authors
·
Jun 3

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.

Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases

We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.

  • 10 authors
·
Feb 4, 2024

Learning Primitive Embodied World Models: Towards Scalable Robotic Learning

While video-generation-based embodied world models have gained increasing attention, their reliance on large-scale embodied interaction data remains a key bottleneck. The scarcity, difficulty of collection, and high dimensionality of embodied data fundamentally limit the alignment granularity between language and actions and exacerbate the challenge of long-horizon video generation--hindering generative models from achieving a "GPT moment" in the embodied domain. There is a naive observation: the diversity of embodied data far exceeds the relatively small space of possible primitive motions. Based on this insight, we propose a novel paradigm for world modeling--Primitive Embodied World Models (PEWM). By restricting video generation to fixed short horizons, our approach 1) enables fine-grained alignment between linguistic concepts and visual representations of robotic actions, 2) reduces learning complexity, 3) improves data efficiency in embodied data collection, and 4) decreases inference latency. By equipping with a modular Vision-Language Model (VLM) planner and a Start-Goal heatmap Guidance mechanism (SGG), PEWM further enables flexible closed-loop control and supports compositional generalization of primitive-level policies over extended, complex tasks. Our framework leverages the spatiotemporal vision priors in video models and the semantic awareness of VLMs to bridge the gap between fine-grained physical interaction and high-level reasoning, paving the way toward scalable, interpretable, and general-purpose embodied intelligence.

  • 15 authors
·
Aug 28, 2025

Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE

As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.

  • 6 authors
·
Aug 10, 2024

HY-Embodied-0.5: Embodied Foundation Models for Real-World Agents

We introduce HY-Embodied-0.5, a family of foundation models specifically designed for real-world embodied agents. To bridge the gap between general Vision-Language Models (VLMs) and the demands of embodied agents, our models are developed to enhance the core capabilities required by embodied intelligence: spatial and temporal visual perception, alongside advanced embodied reasoning for prediction, interaction, and planning. The HY-Embodied-0.5 suite comprises two primary variants: an efficient model with 2B activated parameters designed for edge deployment, and a powerful model with 32B activated parameters targeted for complex reasoning. To support the fine-grained visual perception essential for embodied tasks, we adopt a Mixture-of-Transformers (MoT) architecture to enable modality-specific computing. By incorporating latent tokens, this design effectively enhances the perceptual representation of the models. To improve reasoning capabilities, we introduce an iterative, self-evolving post-training paradigm. Furthermore, we employ on-policy distillation to transfer the advanced capabilities of the large model to the smaller variant, thereby maximizing the performance potential of the compact model. Extensive evaluations across 22 benchmarks, spanning visual perception, spatial reasoning, and embodied understanding, demonstrate the effectiveness of our approach. Our MoT-2B model outperforms similarly sized state-of-the-art models on 16 benchmarks, while the 32B variant achieves performance comparable to frontier models such as Gemini 3.0 Pro. In downstream robot control experiments, we leverage our robust VLM foundation to train an effective Vision-Language-Action (VLA) model, achieving compelling results in real-world physical evaluations. Code and models are open-sourced at https://github.com/Tencent-Hunyuan/HY-Embodied.

SWEET: Sparse World Modeling with Image Editing for Embodied Task Execution

Visual prediction has emerged as a promising paradigm for embodied control, where future observations are generated and then translated into actions. However, dense video generation is computationally expensive and often unnecessary for many manipulation tasks, whose progress can be summarized by a small number of task-relevant visual states. In this work, we study whether image editing models can serve as sparse visual world models for robot manipulation by predicting task-level future states without dense video rollout. We first conduct a controlled comparison between the video generation model Wan2.2 and the image editing model FLUX-Kontext under the same robotic data setting, and find that image editing produces more reliable task-level keyframes with better visual fidelity and substantially lower inference cost. Motivated by this observation, we propose SWEET, a one-shot sparse visual planning framework that progressively generates a sequence of task-relevant manipulation keyframes through successive image editing, conditioned on language instructions and optional arrow-based spatial guidance. A goal-conditioned diffusion action predictor then converts adjacent imagined keyframes into executable action chunks. To reduce the mismatch between real and edited visual subgoals, we further introduce a mixed-training strategy with filtered edited targets. Experiments on DROID and RoboMimic show that SWEET improves keyframe prediction across seen and unseen scenes and enables a full pipeline from sequential keyframe planning to executable robot actions, suggesting that image editing is a promising and underexplored direction for embodied visual prediction.

  • 5 authors
·
May 18

PaintScene4D: Consistent 4D Scene Generation from Text Prompts

Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/

  • 3 authors
·
Dec 5, 2024

EmbRACE-3K: Embodied Reasoning and Action in Complex Environments

Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.

  • 9 authors
·
Jul 14, 2025 5

Recent Advance in 3D Object and Scene Generation: A Survey

In recent years, the demand for 3D content has grown exponentially with intelligent upgrading of interactive media, extended reality (XR), and Metaverse industries. In order to overcome the limitation of traditional manual modeling approaches, such as labor-intensive workflows and prolonged production cycles, revolutionary advances have been achieved through the convergence of novel 3D representation paradigms and artificial intelligence generative technologies. In this survey, we conduct a systematically review of the cutting-edge achievements in static 3D object and scene generation, as well as establish a comprehensive technical framework through systematic categorization. Specifically, we initiate our analysis with mainstream 3D object representations, followed by in-depth exploration of two principal technical pathways in object generation: data-driven supervised learning methods and deep generative model-based approaches. Regarding scene generation, we focus on three dominant paradigms: layout-guided compositional synthesis, 2D prior-based scene generation, and rule-driven modeling. Finally, we critically examine persistent challenges in 3D generation and propose potential research directions for future investigation. This survey aims to provide readers with a structured understanding of state-of-the-art 3D generation technologies while inspiring researchers to undertake more exploration in this domain.

  • 3 authors
·
Apr 15, 2025

Ego2Act: Evaluating Goal-Directed Manipulation in Egocentric Video Generation

Video generation models are increasingly being explored as world simulators for embodied planning and learning. To do so effectively, these models must not only generate visually appealing frames, but also predict how environments dynamically evolve when executing goal-directed actions. While evaluating these capabilities is crucial, existing benchmarks focus mainly on single short actions or step-by-step instructions. This leaves multi-step physical reasoning underexplored, especially in egocentric video generation that requires planning to simulate proper execution to accomplish high-level goals by carrying out multiple real-world manipulations. We introduce Ego2Act, a goal-directed benchmark featuring 2,640 videos from 110 real-world tasks across day-to-day settings, varying object clutter and multi-step complexity. Given an initial scene image and a high-level goal, Ego2Act evaluates whether video generation models can produce realistic egocentric videos of a hand manipulating objects to carry out the task. To support scalable evaluation, we also introduce Ego2ActJudge, a reference-free evaluation pipeline that achieves better task completion and physics plausibility evaluation alignment with human consensus compared to relevant baselines. Our findings reveal that models' generated simulations often skip or partially execute steps, leaving later steps missing dependent states, which leads to unfulfilled goal. Furthermore, models consistently fail at fine-grained physical dynamics, particularly during complex object manipulation and persistent world modeling. We hope Ego2Act provides a rigorous testbed for advancing video models toward physically plausible, goal-directed simulation.

Autonomous Character-Scene Interaction Synthesis from Text Instruction

Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These requirements pose challenges for current models, leading to a notable gap in automating the animation of characters from simple human inputs. This paper addresses this challenge by introducing a comprehensive framework for synthesizing multi-stage scene-aware interaction motions directly from a single text instruction and goal location. Our approach employs an auto-regressive diffusion model to synthesize the next motion segment, along with an autonomous scheduler predicting the transition for each action stage. To ensure that the synthesized motions are seamlessly integrated within the environment, we propose a scene representation that considers the local perception both at the start and the goal location. We further enhance the coherence of the generated motion by integrating frame embeddings with language input. Additionally, to support model training, we present a comprehensive motion-captured dataset comprising 16 hours of motion sequences in 120 indoor scenes covering 40 types of motions, each annotated with precise language descriptions. Experimental results demonstrate the efficacy of our method in generating high-quality, multi-stage motions closely aligned with environmental and textual conditions.

  • 7 authors
·
Oct 4, 2024 2

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/.

  • 7 authors
·
May 18

EVLP:Learning Unified Embodied Vision-Language Planner with Reinforced Supervised Fine-Tuning

In complex embodied long-horizon manipulation tasks, effective task decomposition and execution require synergistic integration of textual logical reasoning and visual-spatial imagination to ensure efficient and accurate operation. Current methods fail to adopt a unified generation framework for multimodal planning, lead to inconsistent in multimodal planning. To address this challenge, we present EVLP (Embodied Vision-Language Planner), an innovative multimodal unified generation framework that jointly models linguistic reasoning and visual generation. Our approach achieves multimodal planning for long-horizon tasks through a novel training pipeline incorporating dynamic pretraining and reinforced alignment. Our core innovations consist of three key components: 1) Unified Multimodal Generation Framework: For understanding, We integrate semantic information with spatial features to provide comprehensive visual perception. For generation, we directly learn the joint distribution of discrete images for one-step visual synthesis, enabling coordinated language-visual modeling through learnable cross-modal attention mechanisms. 2) Dynamic Perception Pretraining: We propose a bidirectional dynamic alignment strategy employing inverse dynamics tasks and forward dynamics tasks, effectively strengthening multimodal correlations within a unified feature space. 3) Reinforced Supervised Fine-Tuning: While conducting instruction-based fine-tuning in the unified generation space, we construct a reinforce loss to align the spatial logic between textual actions and generated images, enabling the model to acquire spatio-awared multimodal planning capabilities.

  • 7 authors
·
Nov 3, 2025

BEHAVIOR Vision Suite: Customizable Dataset Generation via Simulation

The systematic evaluation and understanding of computer vision models under varying conditions require large amounts of data with comprehensive and customized labels, which real-world vision datasets rarely satisfy. While current synthetic data generators offer a promising alternative, particularly for embodied AI tasks, they often fall short for computer vision tasks due to low asset and rendering quality, limited diversity, and unrealistic physical properties. We introduce the BEHAVIOR Vision Suite (BVS), a set of tools and assets to generate fully customized synthetic data for systematic evaluation of computer vision models, based on the newly developed embodied AI benchmark, BEHAVIOR-1K. BVS supports a large number of adjustable parameters at the scene level (e.g., lighting, object placement), the object level (e.g., joint configuration, attributes such as "filled" and "folded"), and the camera level (e.g., field of view, focal length). Researchers can arbitrarily vary these parameters during data generation to perform controlled experiments. We showcase three example application scenarios: systematically evaluating the robustness of models across different continuous axes of domain shift, evaluating scene understanding models on the same set of images, and training and evaluating simulation-to-real transfer for a novel vision task: unary and binary state prediction. Project website: https://behavior-vision-suite.github.io/

  • 23 authors
·
May 15, 2024

RxBrain: Embodied Cognition Foundation Model with Joint Language-Visual Reasoning and Imagination

Embodied cognition requires agents to connect high-level task reasoning with the physical states to be achieved. We introduce Hy-Embodied-RxBrain, an embodied cognition foundation model with joint language-visual reasoning and imagination. Unlike vision-language models that emphasize scene understanding and textual decision making, or generative world models that mainly predict future visual states, RxBrain represents embodied plans in a single planning sequence where language and visual imagination play complementary roles. Language provides the abstract structure of a plan, including task decomposition, planning primitives, constraints, temporal order, and decision logic, while visual imagination grounds this structure through world state prediction and joint subgoal planning, associating each planning step with intermediate and final physical states. RxBrain adopts a unified multimodal Mixture-of-Transformers architecture that supports language, image, and video understanding and generation within one model. To train this capability, we build an automatic pipeline that converts embodied videos into joint text-visual planning supervision by decomposing videos into planning steps and aligning them with visual state transitions. We further introduce RxBrain-Bench to evaluate whether models can represent embodied plans through joint textual and visual components rather than separate understanding or generation. Experiments show that RxBrain maintains embodied understanding and generation abilities, and produces plans with coupled textual reasoning, world state prediction, and joint subgoal planning. We also extend RxBrain to continuous robot action generation, where it shows promising real-robot performance without large-scale action-data pretraining. These results provide an initial step toward foundation models for embodied cognition.

  • 30 authors
·
Jul 14 2

Kinema4D: Kinematic 4D World Modeling for Spatiotemporal Embodied Simulation

Simulating robot-world interactions is a cornerstone of Embodied AI. Recently, a few works have shown promise in leveraging video generations to transcend the rigid visual/physical constraints of traditional simulators. However, they primarily operate in 2D space or are guided by static environmental cues, ignoring the fundamental reality that robot-world interactions are inherently 4D spatiotemporal events that require precise interactive modeling. To restore this 4D essence while ensuring the precise robot control, we introduce Kinema4D, a new action-conditioned 4D generative robotic simulator that disentangles the robot-world interaction into: i) Precise 4D representation of robot controls: we drive a URDF-based 3D robot via kinematics, producing a precise 4D robot control trajectory. ii) Generative 4D modeling of environmental reactions: we project the 4D robot trajectory into a pointmap as a spatiotemporal visual signal, controlling the generative model to synthesize complex environments' reactive dynamics into synchronized RGB/pointmap sequences. To facilitate training, we curated a large-scale dataset called Robo4D-200k, comprising 201,426 robot interaction episodes with high-quality 4D annotations. Extensive experiments demonstrate that our method effectively simulates physically-plausible, geometry-consistent, and embodiment-agnostic interactions that faithfully mirror diverse real-world dynamics. For the first time, it shows potential zero-shot transfer capability, providing a high-fidelity foundation for advancing next-generation embodied simulation.

mmlab-ntu MMLab@NTU
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Mar 17 4

Sat3DGen: Comprehensive Street-Level 3D Scene Generation from Single Satellite Image

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 sim40 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 https://github.com/qianmingduowan/Sat3DGen.

Video Generation Models in Robotics -- Applications, Research Challenges, Future Directions

Video generation models have emerged as high-fidelity models of the physical world, capable of synthesizing high-quality videos capturing fine-grained interactions between agents and their environments conditioned on multi-modal user inputs. Their impressive capabilities address many of the long-standing challenges faced by physics-based simulators, driving broad adoption in many problem domains, e.g., robotics. For example, video models enable photorealistic, physically consistent deformable-body simulation without making prohibitive simplifying assumptions, which is a major bottleneck in physics-based simulation. Moreover, video models can serve as foundation world models that capture the dynamics of the world in a fine-grained and expressive way. They thus overcome the limited expressiveness of language-only abstractions in describing intricate physical interactions. In this survey, we provide a review of video models and their applications as embodied world models in robotics, encompassing cost-effective data generation and action prediction in imitation learning, dynamics and rewards modeling in reinforcement learning, visual planning, and policy evaluation. Further, we highlight important challenges hindering the trustworthy integration of video models in robotics, which include poor instruction following, hallucinations such as violations of physics, and unsafe content generation, in addition to fundamental limitations such as significant data curation, training, and inference costs. We present potential future directions to address these open research challenges to motivate research and ultimately facilitate broader applications, especially in safety-critical settings.

  • 12 authors
·
Jan 12

BridgeV2W: Bridging Video Generation Models to Embodied World Models via Embodiment Masks

Embodied world models have emerged as a promising paradigm in robotics, most of which leverage large-scale Internet videos or pretrained video generation models to enrich visual and motion priors. However, they still face key challenges: a misalignment between coordinate-space actions and pixel-space videos, sensitivity to camera viewpoint, and non-unified architectures across embodiments. To this end, we present BridgeV2W, which converts coordinate-space actions into pixel-aligned embodiment masks rendered from the URDF and camera parameters. These masks are then injected into a pretrained video generation model via a ControlNet-style pathway, which aligns the action control signals with predicted videos, adds view-specific conditioning to accommodate camera viewpoints, and yields a unified world model architecture across embodiments. To mitigate overfitting to static backgrounds, BridgeV2W further introduces a flow-based motion loss that focuses on learning dynamic and task-relevant regions. Experiments on single-arm (DROID) and dual-arm (AgiBot-G1) datasets, covering diverse and challenging conditions with unseen viewpoints and scenes, show that BridgeV2W improves video generation quality compared to prior state-of-the-art methods. We further demonstrate the potential of BridgeV2W on downstream real-world tasks, including policy evaluation and goal-conditioned planning. More results can be found on our project website at https://BridgeV2W.github.io .

  • 11 authors
·
Feb 2

From Human Videos to Robot Manipulation: A Survey on Scalable Vision-Language-Action Learning with Human-Centric Data

Recent progress in generalizable embodied control has been driven by large-scale pretraining of Vision-Language-Action (VLA) models. However, most existing approaches rely on large collections of robot demonstrations, which are costly to obtain and tightly coupled to specific embodiments. Human videos, by contrast, are abundant and capture rich interactions, providing diverse semantic and physical cues for real-world manipulation. Yet, embodiment differences and the frequent absence of task-aligned annotations make their direct use in VLA models challenging. This survey provides a unified view of how human videos are transformed into effective knowledge for VLA models. We categorize existing approaches into four classes based on the action-related information they derive: (i) latent action representations that encode inter-frame changes; (ii) predictive world models that forecast future frames; (iii) explicit 2D supervision that extracts image-plane cues; and (iv) explicit 3D reconstruction that recovers geometry or motion. Beyond this taxonomy, we highlight three key open challenges in this area: structuring unstructured videos into training-ready episodes, grounding video-derived supervision into robot-executable actions under embodiment and viewpoint heterogeneity, and designing evaluation protocols that better predict real-world deployment performance and transfer efficiency, thereby informing future research directions. A curated list of papers and resources is available at https://github.com/AaronFengZY/HumanCentricToVLA-Survey.

  • 15 authors
·
May 17

EmbodiedVSR: Dynamic Scene Graph-Guided Chain-of-Thought Reasoning for Visual Spatial Tasks

While multimodal large language models (MLLMs) have made groundbreaking progress in embodied intelligence, they still face significant challenges in spatial reasoning for complex long-horizon tasks. To address this gap, we propose EmbodiedVSR (Embodied Visual Spatial Reasoning), a novel framework that integrates dynamic scene graph-guided Chain-of-Thought (CoT) reasoning to enhance spatial understanding for embodied agents. By explicitly constructing structured knowledge representations through dynamic scene graphs, our method enables zero-shot spatial reasoning without task-specific fine-tuning. This approach not only disentangles intricate spatial relationships but also aligns reasoning steps with actionable environmental dynamics. To rigorously evaluate performance, we introduce the eSpatial-Benchmark, a comprehensive dataset including real-world embodied scenarios with fine-grained spatial annotations and adaptive task difficulty levels. Experiments demonstrate that our framework significantly outperforms existing MLLM-based methods in accuracy and reasoning coherence, particularly in long-horizon tasks requiring iterative environment interaction. The results reveal the untapped potential of MLLMs for embodied intelligence when equipped with structured, explainable reasoning mechanisms, paving the way for more reliable deployment in real-world spatial applications. The codes and datasets will be released soon.

  • 16 authors
·
Mar 14, 2025

SimRecon: SimReady Compositional Scene Reconstruction from Real Videos

Compositional scene reconstruction seeks to create object-centric representations rather than holistic scenes from real-world videos, which is natively applicable for simulation and interaction. Conventional compositional reconstruction approaches primarily emphasize on visual appearance and show limited generalization ability to real-world scenarios. In this paper, we propose SimRecon, a framework that realizes a "Perception-Generation-Simulation" pipeline towards cluttered scene reconstruction, which first conducts scene-level semantic reconstruction from video input, then performs single-object generation, and finally assembles these assets in the simulator. However, naively combining these three stages leads to visual infidelity of generated assets and physical implausibility of the final scene, a problem particularly severe for complex scenes. Thus, we further propose two bridging modules between the three stages to address this problem. To be specific, for the transition from Perception to Generation, critical for visual fidelity, we introduce Active Viewpoint Optimization, which actively searches in 3D space to acquire optimal projected images as conditions for single-object completion. Moreover, for the transition from Generation to Simulation, essential for physical plausibility, we propose a Scene Graph Synthesizer, which guides the construction from scratch in 3D simulators, mirroring the native, constructive principle of the real world. Extensive experiments on the ScanNet dataset validate our method's superior performance over previous state-of-the-art approaches.

  • 6 authors
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Mar 2 2

Scaling Spatial Reasoning in MLLMs through Programmatic Data Synthesis

Embodied intelligence, a grand challenge in artificial intelligence, is fundamentally constrained by the limited spatial understanding and reasoning capabilities of current models. Prevailing efforts to address this through enhancing Vision-Language Models (VLMs) are trapped in a dilemma: template-based datasets are scalable but structurally rigid, while manual annotation is linguistically diverse but unscalable and, critically, computationally imprecise. We introduce SPRITE, a novel framework that overcomes this dilemma by leveraging simulators and large models to programmatically synthesize scalable, diverse, and high-quality spatial reasoning data. The core innovation of SPRITE is to reframe ground-truth generation as a code-generation task. We utilize LLMs to compile complex spatial questions into executable programs, which are then verified against high-precision scene meta-information extracted from simulators. This ensures our ground truth is both computationally precise and verifiable, while the generative power of LLMs provides vast linguistic diversity. Leveraging this pipeline, we have curated a dataset encompassing 3 simulators, 11k+ scenes, and 300k+ image/video instruction-tuning pairs. We demonstrate that a VLM trained on our data achieves significant performance gains on multiple spatial benchmarks and outperforms other open-source datasets of equivalent size. Furthermore, a scalability analysis confirms our hypothesis that overcoming the low-diversity nature of traditional template methods is essential for building robust, generalizable spatial intelligence. We will make the SPRITE framework code and the full 300k+ dataset publicly available to facilitate future research in spatial intelligence.

  • 12 authors
·
Dec 18, 2025

LAYOUTDREAMER: Physics-guided Layout for Text-to-3D Compositional Scene Generation

Recently, the field of text-guided 3D scene generation has garnered significant attention. High-quality generation that aligns with physical realism and high controllability is crucial for practical 3D scene applications. However, existing methods face fundamental limitations: (i) difficulty capturing complex relationships between multiple objects described in the text, (ii) inability to generate physically plausible scene layouts, and (iii) lack of controllability and extensibility in compositional scenes. In this paper, we introduce LayoutDreamer, a framework that leverages 3D Gaussian Splatting (3DGS) to facilitate high-quality, physically consistent compositional scene generation guided by text. Specifically, given a text prompt, we convert it into a directed scene graph and adaptively adjust the density and layout of the initial compositional 3D Gaussians. Subsequently, dynamic camera adjustments are made based on the training focal point to ensure entity-level generation quality. Finally, by extracting directed dependencies from the scene graph, we tailor physical and layout energy to ensure both realism and flexibility. Comprehensive experiments demonstrate that LayoutDreamer outperforms other compositional scene generation quality and semantic alignment methods. Specifically, it achieves state-of-the-art (SOTA) performance in the multiple objects generation metric of T3Bench.

  • 4 authors
·
Feb 3, 2025

Move to Understand a 3D Scene: Bridging Visual Grounding and Exploration for Efficient and Versatile Embodied Navigation

Embodied scene understanding requires not only comprehending visual-spatial information that has been observed but also determining where to explore next in the 3D physical world. Existing 3D Vision-Language (3D-VL) models primarily focus on grounding objects in static observations from 3D reconstruction, such as meshes and point clouds, but lack the ability to actively perceive and explore their environment. To address this limitation, we introduce \textbf{M}ove \textbf{t}o \textbf{U}nderstand (\model), a unified framework that integrates active perception with \textbf{3D} vision-language learning, enabling embodied agents to effectively explore and understand their environment. This is achieved by three key innovations: 1) Online query-based representation learning, enabling direct spatial memory construction from RGB-D frames, eliminating the need for explicit 3D reconstruction. 2) A unified objective for grounding and exploring, which represents unexplored locations as frontier queries and jointly optimizes object grounding and frontier selection. 3) End-to-end trajectory learning that combines Vision-Language-Exploration pre-training over a million diverse trajectories collected from both simulated and real-world RGB-D sequences. Extensive evaluations across various embodied navigation and question-answering benchmarks show that MTU3D outperforms state-of-the-art reinforcement learning and modular navigation approaches by 14\%, 23\%, 9\%, and 2\% in success rate on HM3D-OVON, GOAT-Bench, SG3D, and A-EQA, respectively. \model's versatility enables navigation using diverse input modalities, including categories, language descriptions, and reference images. These findings highlight the importance of bridging visual grounding and exploration for embodied intelligence.

  • 12 authors
·
Jul 5, 2025

Aladdin: Zero-Shot Hallucination of Stylized 3D Assets from Abstract Scene Descriptions

What constitutes the "vibe" of a particular scene? What should one find in "a busy, dirty city street", "an idyllic countryside", or "a crime scene in an abandoned living room"? The translation from abstract scene descriptions to stylized scene elements cannot be done with any generality by extant systems trained on rigid and limited indoor datasets. In this paper, we propose to leverage the knowledge captured by foundation models to accomplish this translation. We present a system that can serve as a tool to generate stylized assets for 3D scenes described by a short phrase, without the need to enumerate the objects to be found within the scene or give instructions on their appearance. Additionally, it is robust to open-world concepts in a way that traditional methods trained on limited data are not, affording more creative freedom to the 3D artist. Our system demonstrates this using a foundation model "team" composed of a large language model, a vision-language model and several image diffusion models, which communicate using an interpretable and user-editable intermediate representation, thus allowing for more versatile and controllable stylized asset generation for 3D artists. We introduce novel metrics for this task, and show through human evaluations that in 91% of the cases, our system outputs are judged more faithful to the semantics of the input scene description than the baseline, thus highlighting the potential of this approach to radically accelerate the 3D content creation process for 3D artists.

  • 4 authors
·
Jun 9, 2023

MVISTA-4D: View-Consistent 4D World Model with Test-Time Action Inference for Robotic Manipulation

World-model-based imagine-then-act becomes a promising paradigm for robotic manipulation, yet existing approaches typically support either purely image-based forecasting or reasoning over partial 3D geometry, limiting their ability to predict complete 4D scene dynamics. This work proposes a novel embodied 4D world model that enables geometrically consistent, arbitrary-view RGBD generation: given only a single-view RGBD observation as input, the model imagines the remaining viewpoints, which can then be back-projected and fused to assemble a more complete 3D structure across time. To efficiently learn the multi-view, cross-modality generation, we explicitly design cross-view and cross-modality feature fusion that jointly encourage consistency between RGB and depth and enforce geometric alignment across views. Beyond prediction, converting generated futures into actions is often handled by inverse dynamics, which is ill-posed because multiple actions can explain the same transition. We address this with a test-time action optimization strategy that backpropagates through the generative model to infer a trajectory-level latent best matching the predicted future, and a residual inverse dynamics model that turns this trajectory prior into accurate executable actions. Experiments on three datasets demonstrate strong performance on both 4D scene generation and downstream manipulation, and ablations provide practical insights into the key design choices.

  • 11 authors
·
Feb 10

MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text

The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.

  • 2 authors
·
Mar 30, 2024 11

Vision-Language-Action in Robotics: A Survey of Datasets, Benchmarks, and Data Engines

Despite remarkable progress in Vision--Language--Action (VLA) models, a central bottleneck remains underexamined: the data infrastructure that underlies embodied learning. In this survey, we argue that future advances in VLA will depend less on model architecture and more on the co-design of high-fidelity data engines and structured evaluation protocols. To this end, we present a systematic, data-centric analysis of VLA research organized around three pillars: datasets, benchmarks, and data engines. For datasets, we categorize real-world and synthetic corpora along embodiment diversity, modality composition, and action space formulation, revealing a persistent fidelity-cost trade-off that fundamentally constrains large-scale collection. For benchmarks, we analyze task complexity and environment structure jointly, exposing structural gaps in compositional generalization and long-horizon reasoning evaluation that existing protocols fail to address. For data engines, we examine simulation-based, video-reconstruction, and automated task-generation paradigms, identifying their shared limitations in physical grounding and sim-to-real transfer. Synthesizing these analyses, we distill four open challenges: representation alignment, multimodal supervision, reasoning assessment, and scalable data generation. Addressing them, we argue, requires treating data infrastructure as a first-class research problem rather than a background concern.

  • 10 authors
·
Apr 23

EVA: An Embodied World Model for Future Video Anticipation

World models integrate raw data from various modalities, such as images and language to simulate comprehensive interactions in the world, thereby displaying crucial roles in fields like mixed reality and robotics. Yet, applying the world model for accurate video prediction is quite challenging due to the complex and dynamic intentions of the various scenes in practice. In this paper, inspired by the human rethinking process, we decompose the complex video prediction into four meta-tasks that enable the world model to handle this issue in a more fine-grained manner. Alongside these tasks, we introduce a new benchmark named Embodied Video Anticipation Benchmark (EVA-Bench) to provide a well-rounded evaluation. EVA-Bench focused on evaluating the video prediction ability of human and robot actions, presenting significant challenges for both the language model and the generation model. Targeting embodied video prediction, we propose the Embodied Video Anticipator (EVA), a unified framework aiming at video understanding and generation. EVA integrates a video generation model with a visual language model, effectively combining reasoning capabilities with high-quality generation. Moreover, to enhance the generalization of our framework, we tailor-designed a multi-stage pretraining paradigm that adaptatively ensembles LoRA to produce high-fidelity results. Extensive experiments on EVA-Bench highlight the potential of EVA to significantly improve performance in embodied scenes, paving the way for large-scale pre-trained models in real-world prediction tasks.

  • 11 authors
·
Oct 20, 2024

S-INF: Towards Realistic Indoor Scene Synthesis via Scene Implicit Neural Field

Learning-based methods have become increasingly popular in 3D indoor scene synthesis (ISS), showing superior performance over traditional optimization-based approaches. These learning-based methods typically model distributions on simple yet explicit scene representations using generative models. However, due to the oversimplified explicit representations that overlook detailed information and the lack of guidance from multimodal relationships within the scene, most learning-based methods struggle to generate indoor scenes with realistic object arrangements and styles. In this paper, we introduce a new method, Scene Implicit Neural Field (S-INF), for indoor scene synthesis, aiming to learn meaningful representations of multimodal relationships, to enhance the realism of indoor scene synthesis. S-INF assumes that the scene layout is often related to the object-detailed information. It disentangles the multimodal relationships into scene layout relationships and detailed object relationships, fusing them later through implicit neural fields (INFs). By learning specialized scene layout relationships and projecting them into S-INF, we achieve a realistic generation of scene layout. Additionally, S-INF captures dense and detailed object relationships through differentiable rendering, ensuring stylistic consistency across objects. Through extensive experiments on the benchmark 3D-FRONT dataset, we demonstrate that our method consistently achieves state-of-the-art performance under different types of ISS.

  • 6 authors
·
Dec 23, 2024

Sketch-Guided Scene Image Generation

Text-to-image models are showcasing the impressive ability to create high-quality and diverse generative images. Nevertheless, the transition from freehand sketches to complex scene images remains challenging using diffusion models. In this study, we propose a novel sketch-guided scene image generation framework, decomposing the task of scene image scene generation from sketch inputs into object-level cross-domain generation and scene-level image construction. We employ pre-trained diffusion models to convert each single object drawing into an image of the object, inferring additional details while maintaining the sparse sketch structure. In order to maintain the conceptual fidelity of the foreground during scene generation, we invert the visual features of object images into identity embeddings for scene generation. In scene-level image construction, we generate the latent representation of the scene image using the separated background prompts, and then blend the generated foreground objects according to the layout of the sketch input. To ensure the foreground objects' details remain unchanged while naturally composing the scene image, we infer the scene image on the blended latent representation using a global prompt that includes the trained identity tokens. Through qualitative and quantitative experiments, we demonstrate the ability of the proposed approach to generate scene images from hand-drawn sketches surpasses the state-of-the-art approaches.

  • 4 authors
·
Jul 8, 2024

Embody4D: A Generalist Data Engine for Embodied 4D World Modeling

Embodied agents require robust and comprehensive 3D spatiotemporal representations to support spatial reasoning, manipulation understanding, and downstream decision making. However, existing robot data are typically captured from fixed or sparse viewpoints, providing only partial and view-dependent observations, which limits multi-view perception and generalization across viewpoints. Given the difficulty of collecting additional viewpoints in real-world settings, we propose Embody4D, a dedicated video-to-video world model for embodied scenarios to bridge this observation gap by transforming a monocular robot video into novel-view videos from flexible target camera viewpoints. First, to tackle training data scarcity, we introduce a 3D-aware compositional synthesis pipeline to curate a heterogeneous dataset compositing cross-embodiment robotic arms with diverse backgrounds, promoting broad generalization. Second, to enforce geometric stability, we devise a latent confidence-aware expert modulation strategy, which estimates the reliability of warped latent priors and adaptively routes regions to copy, repair, or inpaint experts for spatiotemporally consistent 4D generation. Finally, to enhance the fidelity of the manipulation, we incorporate an interaction-aware attention mechanism that explicitly attends to the robotic interaction regions. Extensive experiments show that Embody4D achieves state-of-the-art performance on visual evaluation benchmarks, while both simulated and real-world robotic experiments further demonstrate its effectiveness as a robust data engine for synthesizing high-fidelity, view-consistent videos that empower downstream robotic planning and learning.

  • 9 authors
·
Jun 5

MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World

Human beings possess the capability to multiply a melange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY outperforms baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, multisensory captioning, and task decomposition.

  • 6 authors
·
Jan 16, 2024

EgoMotion: Hierarchical Reasoning and Diffusion for Egocentric Vision-Language Motion Generation

Faithfully modeling human behavior in dynamic environments is a foundational challenge for embodied intelligence. While conditional motion synthesis has achieved significant advances, egocentric motion generation remains largely underexplored due to the inherent complexity of first-person perception. In this work, we investigate Egocentric Vision-Language (Ego-VL) motion generation. This task requires synthesizing 3D human motion conditioned jointly on first-person visual observations and natural language instructions. We identify a critical reasoning-generation entanglement challenge: the simultaneous optimization of semantic reasoning and kinematic modeling introduces gradient conflicts. These conflicts systematically degrade the fidelity of multimodal grounding and motion quality. To address this challenge, we propose a hierarchical generative framework EgoMotion. Inspired by the biological decoupling of cognitive reasoning and motor control, EgoMotion operates in two stages. In the Cognitive Reasoning stage, A vision-language model (VLM) projects multimodal inputs into a structured space of discrete motion primitives. This forces the VLM to acquire goal-consistent representations, effectively bridging the semantic gap between high-level perceptual understanding and low-level action execution. In the Motion Generation stage, these learned representations serve as expressive conditioning signals for a diffusion-based motion generator. By performing iterative denoising within a continuous latent space, the generator synthesizes physically plausible and temporally coherent trajectories. Extensive evaluations demonstrate that EgoMotion achieves state-of-the-art performance, and produces motion sequences that are both semantically grounded and kinematically superior to existing approaches.

  • 8 authors
·
Apr 20

Reconstructing 4D Spatial Intelligence: A Survey

Reconstructing 4D spatial intelligence from visual observations has long been a central yet challenging task in computer vision, with broad real-world applications. These range from entertainment domains like movies, where the focus is often on reconstructing fundamental visual elements, to embodied AI, which emphasizes interaction modeling and physical realism. Fueled by rapid advances in 3D representations and deep learning architectures, the field has evolved quickly, outpacing the scope of previous surveys. Additionally, existing surveys rarely offer a comprehensive analysis of the hierarchical structure of 4D scene reconstruction. To address this gap, we present a new perspective that organizes existing methods into five progressive levels of 4D spatial intelligence: (1) Level 1 -- reconstruction of low-level 3D attributes (e.g., depth, pose, and point maps); (2) Level 2 -- reconstruction of 3D scene components (e.g., objects, humans, structures); (3) Level 3 -- reconstruction of 4D dynamic scenes; (4) Level 4 -- modeling of interactions among scene components; and (5) Level 5 -- incorporation of physical laws and constraints. We conclude the survey by discussing the key challenges at each level and highlighting promising directions for advancing toward even richer levels of 4D spatial intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/yukangcao/Awesome-4D-Spatial-Intelligence.

  • 11 authors
·
Jul 28, 2025 2

PhysisForcing: Physics Reinforced World Simulator for Robotic Manipulation

Video generation models have emerged as a promising paradigm for embodied world simulation. However, both general-domain video generators and robot-specific data fine-tuned models can still produce physically implausible manipulations, including discontinuous motion trajectories and inconsistent robot-object interactions, which limits their reliability as world simulators. Through extensive experiments, we find that such physical instability mainly arises from two factors: deformation of moving objects and implausible spatio-temporal correlations among interacting entities, particularly during contact. Building on this observation, we propose PhysisForcing, a scalable training framework that strengthens physical consistency by focusing supervision on physics-informative regions through joint optimization of pixel-level and semantic-level features. The framework consists of a pixel-level trajectory alignment loss, which supervises DiT features using reference point trajectories, and a semantic-level relational alignment loss, which aligns DiT features with inter-region relations extracted from a frozen video understanding encoder. Extensive experiments on R-Bench, PAI-Bench, and EZS-Bench show that PhysisForcing consistently improves embodied video generation over strong baselines, improving the Wan2.2-I2V-A14B and Cosmos3-Nano base models on R-Bench by 22.3\% and 9.2\% (7.1\% and 3.7\% over vanilla finetuning), with the Cosmos3-Nano variant attaining the best overall score. Beyond generation, as a world model under the WorldArena action-planner protocol it raises the closed-loop success rate from 16.0\% to 24.0\% and further improves downstream policy success, indicating that physically aligned video models yield stronger representations for robotic manipulation.

nvidia NVIDIA
·
Jun 25 1

SceneWeaver: All-in-One 3D Scene Synthesis with an Extensible and Self-Reflective Agent

Indoor scene synthesis has become increasingly important with the rise of Embodied AI, which requires 3D environments that are not only visually realistic but also physically plausible and functionally diverse. While recent approaches have advanced visual fidelity, they often remain constrained to fixed scene categories, lack sufficient object-level detail and physical consistency, and struggle to align with complex user instructions. In this work, we present SceneWeaver, a reflective agentic framework that unifies diverse scene synthesis paradigms through tool-based iterative refinement. At its core, SceneWeaver employs a language model-based planner to select from a suite of extensible scene generation tools, ranging from data-driven generative models to visual- and LLM-based methods, guided by self-evaluation of physical plausibility, visual realism, and semantic alignment with user input. This closed-loop reason-act-reflect design enables the agent to identify semantic inconsistencies, invoke targeted tools, and update the environment over successive iterations. Extensive experiments on both common and open-vocabulary room types demonstrate that SceneWeaver not only outperforms prior methods on physical, visual, and semantic metrics, but also generalizes effectively to complex scenes with diverse instructions, marking a step toward general-purpose 3D environment generation. Project website: https://scene-weaver.github.io/.

  • 4 authors
·
Sep 24, 2025 2

CineScene: Implicit 3D as Effective Scene Representation for Cinematic Video Generation

Cinematic video production requires control over scene-subject composition and camera movement, but live-action shooting remains costly due to the need for constructing physical sets. To address this, we introduce the task of cinematic video generation with decoupled scene context: given multiple images of a static environment, the goal is to synthesize high-quality videos featuring dynamic subject while preserving the underlying scene consistency and following a user-specified camera trajectory. We present CineScene, a framework that leverages implicit 3D-aware scene representation for cinematic video generation. Our key innovation is a novel context conditioning mechanism that injects 3D-aware features in an implicit way: By encoding scene images into visual representations through VGGT, CineScene injects spatial priors into a pretrained text-to-video generation model by additional context concatenation, enabling camera-controlled video synthesis with consistent scenes and dynamic subjects. To further enhance the model's robustness, we introduce a simple yet effective random-shuffling strategy for the input scene images during training. To address the lack of training data, we construct a scene-decoupled dataset with Unreal Engine 5, containing paired videos of scenes with and without dynamic subjects, panoramic images representing the underlying static scene, along with their camera trajectories. Experiments show that CineScene achieves state-of-the-art performance in scene-consistent cinematic video generation, handling large camera movements and demonstrating generalization across diverse environments.

  • 11 authors
·
Feb 6

Think in Strokes, Not Pixels: Process-Driven Image Generation via Interleaved Reasoning

Humans paint images incrementally: they plan a global layout, sketch a coarse draft, inspect, and refine details, and most importantly, each step is grounded in the evolving visual states. However, can unified multimodal models trained on text-image interleaved datasets also imagine the chain of intermediate states? In this paper, we introduce process-driven image generation, a multi-step paradigm that decomposes synthesis into an interleaved reasoning trajectory of thoughts and actions. Rather than generating images in a single step, our approach unfolds across multiple iterations, each consisting of 4 stages: textual planning, visual drafting, textual reflection, and visual refinement. The textual reasoning explicitly conditions how the visual state should evolve, while the generated visual intermediate in turn constrains and grounds the next round of textual reasoning. A core challenge of process-driven generation stems from the ambiguity of intermediate states: how can models evaluate each partially-complete image? We address this through dense, step-wise supervision that maintains two complementary constraints: for the visual intermediate states, we enforce the spatial and semantic consistency; for the textual intermediate states, we preserve the prior visual knowledge while enabling the model to identify and correct prompt-violating elements. This makes the generation process explicit, interpretable, and directly supervisable. To validate proposed method, we conduct experiments under various text-to-image generation benchmarks.

facebook AI at Meta
·
Apr 7 4

Hand2World: Autoregressive Egocentric Interaction Generation via Free-Space Hand Gestures

Egocentric interactive world models are essential for augmented reality and embodied AI, where visual generation must respond to user input with low latency, geometric consistency, and long-term stability. We study egocentric interaction generation from a single scene image under free-space hand gestures, aiming to synthesize photorealistic videos in which hands enter the scene, interact with objects, and induce plausible world dynamics under head motion. This setting introduces fundamental challenges, including distribution shift between free-space gestures and contact-heavy training data, ambiguity between hand motion and camera motion in monocular views, and the need for arbitrary-length video generation. We present Hand2World, a unified autoregressive framework that addresses these challenges through occlusion-invariant hand conditioning based on projected 3D hand meshes, allowing visibility and occlusion to be inferred from scene context rather than encoded in the control signal. To stabilize egocentric viewpoint changes, we inject explicit camera geometry via per-pixel Plücker-ray embeddings, disentangling camera motion from hand motion and preventing background drift. We further develop a fully automated monocular annotation pipeline and distill a bidirectional diffusion model into a causal generator, enabling arbitrary-length synthesis. Experiments on three egocentric interaction benchmarks show substantial improvements in perceptual quality and 3D consistency while supporting camera control and long-horizon interactive generation.

  • 6 authors
·
Feb 10

Guava: An Effective and Universal Harness for Embodied Manipulation

Language models trained on large-scale vision-language data have demonstrated strong potential for embodied agents. Harnessing models through embodied tools use offers a promising alternative to end-to-end vision-language-action systems by combining high-level reasoning with external modules for perception, planning, and control. However, it remains unclear what makes an effective harness for embodied manipulation, and to what extent such a harness can unlock embodied capabilities in a wide range of reasoning models. In this work, we present Guava, a harness framework for embodied tool use developed through systematic exploration of the design space of agent workflows, action spaces, and observation spaces. Our study identifies three key ingredients for effective embodied agents: iterative perception-reasoning-action loops, semantic action abstractions, and multimodal observations. To understand whether these design principles are universal even to small models, we develop an end-to-end training pipeline that distills embodied manipulation capabilities into a 4B open-source model using fewer than 2K trajectories collected entirely in simulation. Experimental results in both simulation and real-world environments show performance comparable to frontier proprietary models while exhibiting strong generalization to unseen objects, novel instructions, and long-horizon tasks. Results suggest that a well-designed harness can serve as a scalable, model-agnostic interface for embodied manipulation, enabling strong emergent embodied capabilities in compact open-source models with minimal training data.

  • 8 authors
·
Jun 15 5

AcT2I: Evaluating and Improving Action Depiction in Text-to-Image Models

Text-to-Image (T2I) models have recently achieved remarkable success in generating images from textual descriptions. However, challenges still persist in accurately rendering complex scenes where actions and interactions form the primary semantic focus. Our key observation in this work is that T2I models frequently struggle to capture nuanced and often implicit attributes inherent in action depiction, leading to generating images that lack key contextual details. To enable systematic evaluation, we introduce AcT2I, a benchmark designed to evaluate the performance of T2I models in generating images from action-centric prompts. We experimentally validate that leading T2I models do not fare well on AcT2I. We further hypothesize that this shortcoming arises from the incomplete representation of the inherent attributes and contextual dependencies in the training corpora of existing T2I models. We build upon this by developing a training-free, knowledge distillation technique utilizing Large Language Models to address this limitation. Specifically, we enhance prompts by incorporating dense information across three dimensions, observing that injecting prompts with temporal details significantly improves image generation accuracy, with our best model achieving an increase of 72%. Our findings highlight the limitations of current T2I methods in generating images that require complex reasoning and demonstrate that integrating linguistic knowledge in a systematic way can notably advance the generation of nuanced and contextually accurate images.

  • 5 authors
·
Sep 19, 2025

LLM Blueprint: Enabling Text-to-Image Generation with Complex and Detailed Prompts

Diffusion-based generative models have significantly advanced text-to-image generation but encounter challenges when processing lengthy and intricate text prompts describing complex scenes with multiple objects. While excelling in generating images from short, single-object descriptions, these models often struggle to faithfully capture all the nuanced details within longer and more elaborate textual inputs. In response, we present a novel approach leveraging Large Language Models (LLMs) to extract critical components from text prompts, including bounding box coordinates for foreground objects, detailed textual descriptions for individual objects, and a succinct background context. These components form the foundation of our layout-to-image generation model, which operates in two phases. The initial Global Scene Generation utilizes object layouts and background context to create an initial scene but often falls short in faithfully representing object characteristics as specified in the prompts. To address this limitation, we introduce an Iterative Refinement Scheme that iteratively evaluates and refines box-level content to align them with their textual descriptions, recomposing objects as needed to ensure consistency. Our evaluation on complex prompts featuring multiple objects demonstrates a substantial improvement in recall compared to baseline diffusion models. This is further validated by a user study, underscoring the efficacy of our approach in generating coherent and detailed scenes from intricate textual inputs.

  • 5 authors
·
Oct 16, 2023 1