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  <id>https://arxiv.org/api/70SSupBV4jqyByTqHWYCvRvTV6Q</id>
  <title>arXiv Query: search_query=abs:procedural AND (abs:"3D scene" OR abs:"world generation" OR abs:"scene generation" OR abs:terrain)&amp;id_list=&amp;start=0&amp;max_results=20</title>
  <updated>2026-09-16T17:44:41Z</updated>
  <link href="https://arxiv.org/api/query?search_query=abs:procedural+AND+(abs:%223D+scene%22+OR+(abs:%22world+generation%22+OR+(abs:%22scene+generation%22+OR+abs:terrain)))&amp;start=0&amp;max_results=20&amp;id_list=" type="application/atom+xml"/>
  <opensearch:itemsPerPage>20</opensearch:itemsPerPage>
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  <entry>
    <id>http://arxiv.org/abs/2608.23173v1</id>
    <title>BenthicFlow: Generating Extensible Underwater Environments via Flow Matching</title>
    <updated>2026-08-24T12:21:41Z</updated>
    <link href="https://arxiv.org/abs/2608.23173v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.23173v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Computer vision applications for 3D scene understanding in underwater environments remain challenging due to the lack of high-quality 3D data and the inability of surface-trained models to generalize to underwater scenes. To address this challenge, an emerging trend is to employ generative models to close the data domain gap. However, existing methods assemble large scenes by stitching independently generated tiles post hoc with separately trained models, while demonstrating heterogeneous landscapes only within individual survey sites. We introduce BenthicFlow, a unified framework based on a single conditional flow-matching model that jointly generates aligned textures and depth maps. A MultiDiffusion-inspired sampling procedure reconciles overlapping windows throughout the generative trajectory, enabling spatially extensible RGBD mosaics without a separate stitching model. The generated mosaics are subsequently lifted into explicit 3D benthic environments using surface-aligned Gaussian surfels. Experiments across geographically distinct survey sites demonstrate that BenthicFlow preserves site-specific appearance while generating coherent, large-scale 3D scenes that closely match the target distributions. Code and trained models are available at https://github.com/jacomof/BenthicFlow.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-24T12:21:41Z</published>
    <arxiv:comment>Accepted to ECCV 2026 in the 2nd Workshop on Marine Vision</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Joaquín Figueira</name>
    </author>
    <author>
      <name>Camile Lendering</name>
    </author>
    <author>
      <name>Manfred Gonzalez-Hernandez</name>
    </author>
    <author>
      <name>Giacomo D'Amicantonio</name>
    </author>
    <author>
      <name>Erkut Akdag</name>
    </author>
    <author>
      <name>Egor Bondarev</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.05248v1</id>
    <title>WorldClaw: Agentic 3D Open-World Generation at Scale</title>
    <updated>2026-08-05T15:46:38Z</updated>
    <link href="https://arxiv.org/abs/2608.05248v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.05248v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating large-scale, freely explorable 3D worlds from open-ended text remains challenging because a system must jointly maintain global spatial coherence, rich local content, and explicit assets suitable for downstream editing and reuse. We present WorldClaw, a fully agentic, coarse-to-fine framework for open-world 3D scene generation. Planning agents translate a text prompt into a structured specification of regions, terrain, assets, materials, and spatial relations. WorldClaw then builds a globally coherent terrain foundation from semantic layouts, reusable assets, generative or procedural materials, and a region-aware height field. For detail-demanding regions, it generates terrain-conditioned compositions, reconstructs editable textured meshes, and recovers their placement on the terrain; render-based agents further refine terrain, objects, appearance, and contacts. Across diverse open-world prompts, WorldClaw produces large-scale scenes with coherent spatial organization, visually compelling local content, and editable instance-level assets while preserving a consistent global terrain structure.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-05T15:46:38Z</published>
    <arxiv:comment>Authors are listed in alphabetical order by given name</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Chunchao Guo</name>
    </author>
    <author>
      <name>Jinpeng Li</name>
    </author>
    <author>
      <name>Yang Li</name>
    </author>
    <author>
      <name>Zilong Huang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.04203v1</id>
    <title>Efficient Algorithms for the Bottleneck Path Problem in Geometric Graphs</title>
    <updated>2026-08-04T20:03:20Z</updated>
    <link href="https://arxiv.org/abs/2608.04203v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.04203v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present efficient algorithms for the bottleneck path problem in two geometric settings that arise naturally in applications: directional-antenna graphs in the plane with antenna angles bounded from below by a constant, and visibility graphs whose vertices lie on or above a 1.5-dimensional terrain, both with Euclidean distances as edge weights. We provide near-linear algorithms for the corresponding decision problems, namely, determining whether the subgraph obtained by retaining all edges with weight at most some threshold ${\bf bn}$ contains a path from $s$ to $t$. We then use the decision procedures to obtain algorithms for the bottleneck path problem that run in $O^*(n^{8/7})$ randomized expected time, where $n$ is the input size and the $O^*(\cdot)$ notation hides subpolynomial factors.
  Within the same performance bounds, we can also solve the bounded-hop version, in which we only consider $s$-$t$ paths with at most $k$ edges, for a given integer $k &lt; n$.</summary>
    <category term="cs.CG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-04T20:03:20Z</published>
    <arxiv:primary_category term="cs.CG"/>
    <author>
      <name>Matthew J. Katz</name>
    </author>
    <author>
      <name>Rachel Saban</name>
    </author>
    <author>
      <name>Micha Sharir</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.04037v1</id>
    <title>Reconstructing Persistent Worlds from Narratives for Narrative-Grounded Interactive Experiences</title>
    <updated>2026-08-03T20:06:13Z</updated>
    <link href="https://arxiv.org/abs/2608.04037v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.04037v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Designing narrative-grounded interactive experiences remains labor-intensive because interactive content must align with the underlying world implied by the narrative. Existing approaches formulate problems such as narrative planning, scene generation, and gameplay generation, each constructing computational representations tailored to specific downstream tasks rather than explicitly reconstructing and maintaining the persistent world that grounds them.
  We investigate reconstructing explicit persistent worlds from narrative descriptions as the central computational objective for narrative-grounded interactive realization. Rather than treating the world as an implicit by-product of downstream generation, our approach reconstructs and maintains persistent entities, locations, semantic relationships, and evolving world states while inferring only the contextual information required to support coherent interactive experiences.
  To investigate this perspective, we develop a reference prototype that reconstructs structured persistent world representations from narrative descriptions and subsequently instantiates playable tile-based environments. Through three representative case studies spanning a procedural scenario, an original fantasy narrative, and an adapted public-domain story, we demonstrate the feasibility of reconstructing persistent worlds and show how a shared world representation supports coherent gameplay while remaining grounded in the source narrative.
  By explicitly reconstructing persistent worlds prior to interactive realization, this work bridges computational narrative understanding and interactive content generation, providing a semantic foundation for AI-assisted game authoring, mixed-initiative design, educational simulations, and narrative-grounded interactive experiences.</summary>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-03T20:06:13Z</published>
    <arxiv:primary_category term="cs.CL"/>
    <author>
      <name>Yi-Chun Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.26914v1</id>
    <title>BioVLN: A Simulation Platform for Visual Language Navigation in Biomedical Laboratories</title>
    <updated>2026-07-29T13:44:46Z</updated>
    <link href="https://arxiv.org/abs/2607.26914v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.26914v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Biomedical laboratory robots must navigate to instruments before performing experimental procedures. Existing embodied navigation platforms are designed for household environments and treat a target as an object center or an arbitrary nearby position. This representation is inadequate for laboratory instruments, which must be approached from their operating side while maintaining safe clearance from surrounding equipment. We introduce BioVLN, a simulation platform for developing and evaluating visual-language navigation agents in biomedical laboratories. BioVLN represents each instrument with three regions: its physical body, a surrounding clearance region, and an operation area in front of the usable side. This model is applied consistently to scene generation, target placement, navigation evaluation, and safety analysis, so success depends on reaching a position from which the instrument can be accessed. BioVLN supports procedural scene generation and manually designed environments, producing 47 scenes and 1667 episodes. Standardized navigation and reinforcement-learning interfaces enable trajectory collection and policy training. Experiments show that geometric exploration reaches 74.4--87.5% success, while sampling multiple valid positions in the operation area improves success to 83.3--92.5% and reduces unsafe proximity.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-29T13:44:46Z</published>
    <arxiv:comment>17 pages, 4 figures</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Zhe Liu</name>
    </author>
    <author>
      <name>Quan Lu</name>
    </author>
    <author>
      <name>Zhaohui Du</name>
    </author>
    <author>
      <name>Zhe Wang</name>
    </author>
    <author>
      <name>Huanbo Jin</name>
    </author>
    <author>
      <name>Jiaming Gu</name>
    </author>
    <author>
      <name>Qi Wang</name>
    </author>
    <author>
      <name>Ting Xiao</name>
    </author>
    <author>
      <name>Minting Pan</name>
    </author>
    <author>
      <name>Dongzhan Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.13539v1</id>
    <title>ThinkBLOX: 3D Indoor Scene Generation with Progressive Reasoning</title>
    <updated>2026-07-15T07:42:47Z</updated>
    <link href="https://arxiv.org/abs/2607.13539v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.13539v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>While traditional graphics methods often synthesize 3D indoor scenes autoregressively or hierarchically, recent vision-language model (VLM)-based generators predominantly adopt a one-shot paradigm where the full layout is planned at once. This one-shot approach often requires global re-optimization or complete reconstruction during interactive editing (e.g., inserting or moving objects) and can lead to physically or semantically poorly organized arrangements. To address these challenges, we propose ThinkBLOX, a VLM-based progressive reasoning framework that iteratively designs and refines 3D scenes. ThinkBLOX treats layout generation as a state-conditioned, step-by-step reasoningand-action process. To power this, we construct the ThinkBLOX-Data-200K dataset, containing 224,757 procedural placement pairs annotated with multi-view scene context, explicit Chain-of-Thought (CoT) rationales, and structured JSON layouts. Through supervised fine-tuning (SFT) on this dataset, the VLM learns to bridge the reasoning-action gap under incremental updates. Furthermore, recognizing that scene synthesis is inherently a multisolution task where SFT suffers from reward conflict, we introduce Tier-Decoupled GDPO. This reinforcement learning scheme organizes heterogeneous rewards into distinct tiers, stabilizing policy optimization across physical validity, semantic plausibility, and reasoning-action consistency. Extensive experiments show that ThinkBLOX significantly outperforms recent one-shot and iterative baselines in physical plausibility, semantic alignment, and interactive editability. Additionally, we show that it supports diverse applications, including both global and local generation and rearrangement of 3D scenes.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-15T07:42:47Z</published>
    <arxiv:comment>20 pages</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuan Xiao</name>
    </author>
    <author>
      <name>Can Wang</name>
    </author>
    <author>
      <name>Xiangyu Kong</name>
    </author>
    <author>
      <name>Jing Liao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.08711v1</id>
    <title>LTM: Large-scale Terrain Model for Wildfire-prone Landscapes</title>
    <updated>2026-07-09T17:22:35Z</updated>
    <link href="https://arxiv.org/abs/2607.08711v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.08711v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Accurate 3D terrain maps are essential for emergency response when assessing wildfire hazards. However, wildfire-prone regions often span vast areas where conventional reconstruction methods underperform. Airborne LiDAR systems provide high-resolution terrain data, but they are expensive and infrequently updated. Image-based methods offer a lower-cost alternative, but struggle due to sparse visual features and limited image overlap. We propose a multi-modal reconstruction framework leveraging outdated Digital Elevation Models (DEMs) as geometric priors for image-based 3D reconstruction. Our key innovation is physics-based pixel-pixel alignment between images and DEM data, dramatically reducing computational complexity by eliminating expensive feature matching procedures. To validate our approach, we developed a large-terrain simulator based on a real wildfire-prone area, generating realistic images enabling a comprehensive evaluation. Given posed images and legacy DEMs, our method produces high-fidelity depth maps while maintaining real-time performance. We find significant improvements in reconstruction accuracy and computational efficiency over existing techniques, offering a scalable solution for wildfire response.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-09T17:22:35Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xiao Fu</name>
    </author>
    <author>
      <name>Yue Hu</name>
    </author>
    <author>
      <name>Meida Chen</name>
    </author>
    <author>
      <name>Peter Anthony Beerel</name>
    </author>
    <author>
      <name>Barath Raghavan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.01766v1</id>
    <title>SimWorlds: A Multi-Agent System for Dynamic 3D Scene Creation</title>
    <updated>2026-07-02T06:29:18Z</updated>
    <link href="https://arxiv.org/abs/2607.01766v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.01766v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>LLM agents are increasingly used to translate natural language into 3D scenes in a procedural way, but existing systems focus on static output. Dynamic 4D scenes from text alone, in which liquids flow, particles emit, rigid bodies cascade, and articulated mechanisms move, remain largely unexplored despite their value as editable content and as physics-grounded training data for video generation and embodied AI. Two challenges set the dynamic case apart from static text-to-scene work: an agent must jointly coordinate spatial layout, multiple physics solvers, temporal sequencing, camera, and lighting in a single coherent scene, and verifying motion correctness from rendered video is fundamentally harder than judging a single image. We present SimWorlds: a multi-agent framework that produces dynamic, editable 4D scenes from text, with Blender-specific procedural knowledge, a planner-coder-reviewer workflow driving a fixed ordered sequence of construction stages, a layered scene protocol enforced by a deterministic verifier, and a runtime-state inspection tool suite that catches mechanism failures the rendered image cannot reveal. We also introduce 4DBuildBench, a benchmark for assessing both visual fidelity and physical consistency of the procedural dynamic 3D scenes generated from text prompts. Experiments show that SimWorlds outperforms prior dynamic Blender generation baselines.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-02T06:29:18Z</published>
    <arxiv:comment>20 pages, 3 figures. Project page: https://dynsimworlds.github.io</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Chunjiang Liu</name>
    </author>
    <author>
      <name>Xiaoyuan Wang</name>
    </author>
    <author>
      <name>Haoyu Chen</name>
    </author>
    <author>
      <name>Yizhou Zhao</name>
    </author>
    <author>
      <name>Ming-Hsuan Yang</name>
    </author>
    <author>
      <name>László A. Jeni</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.30968v1</id>
    <title>PhotoQuilt: Training-Free Arbitrary-Resolution Photomosaics via Bootstrapped Tiled Denoising</title>
    <updated>2026-06-29T23:09:31Z</updated>
    <link href="https://arxiv.org/abs/2606.30968v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.30968v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Photomosaics are large images whose local regions are seen as independent tiles while their overall arrangement forms a coherent scene. Generating them at high resolution, with every tile convincing in its own right, is computationally expensive, since the canvas must hold many detailed tiles at once. We present PhotoQuilt, a training-free framework that generates photomosaics at arbitrary resolution. Diffusion models struggle to satisfy both scales at once, as direct high-resolution generation is costly and tends toward one smooth image rather than a mosaic, while patch-based tiling keeps local detail but loses global structure. PhotoQuilt resolves this with a bootstrapped tiled denoising procedure. We first produce a global composition at low resolution to fix the layout, then upscale it in latent space and re-inject noise to restore generative capacity. Denoising proceeds within fixed tiles, so each forms its own image while the shared global structure holds them in one layout. Because tile generation is handled separately, PhotoQuilt scales to large canvases without quadratic attention cost. Experiments show that PhotoQuilt outperforms current baselines on both global structure and local realism.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-29T23:09:31Z</published>
    <arxiv:comment>17 pages, 9 figures. Project page: https://kooroshrh.github.io/photo-quilt/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Koorosh Roohi</name>
    </author>
    <author>
      <name>Javad Rajabi</name>
    </author>
    <author>
      <name>Andrew Fleet</name>
    </author>
    <author>
      <name>Babak Taati</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.22694v1</id>
    <title>SATURN: Symbolic Spatial Reasoning for Multi-Perspective Grounding</title>
    <updated>2026-06-21T22:15:48Z</updated>
    <link href="https://arxiv.org/abs/2606.22694v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.22694v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Vision-Language Models (VLMs) remain unreliable when spatial reasoning requires composing relations whose meanings depend on frames of reference. Existing neuro-symbolic methods make reasoning more explicit, but often depend on brittle geometric procedures and hard decisions over noisy perception. We propose SATURN, a neuro-symbolic framework for perspective-aware compositional spatial reasoning. SATURN reconstructs an approximate 3D scene, derives soft perspective-aware spatial predicates, and composes them with a training-free Pythonic symbolic executor, separating perception from reasoning while preserving uncertainty through multi-hop inference. We also introduce 3D FORCE, a diagnostic benchmark that controls reasoning depth, view, and perspective composition across spatial arrangement grounding (SAG) and referring expression grounding (REF). On 3D FORCE, VLMs and spatially trained models degrade sharply as depth and perspective complexity increase, whereas SATURN remains stable and outperforms strong baselines. On the real-world MindCube benchmark, SATURN achieves 78.57% overall accuracy, outperforming the strongest baseline by 14 pp.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-21T22:15:48Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Danial Kamali</name>
    </author>
    <author>
      <name>Tanawan Premsri</name>
    </author>
    <author>
      <name>Shreya Rajpal</name>
    </author>
    <author>
      <name>Amir Zadeh</name>
    </author>
    <author>
      <name>Chuan Li</name>
    </author>
    <author>
      <name>Parisa Kordjamshidi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.19253v1</id>
    <title>OneCanvas: 3D Scene Understanding via Panoramic Reprojection</title>
    <updated>2026-06-17T16:29:19Z</updated>
    <link href="https://arxiv.org/abs/2606.19253v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.19253v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing approaches to 3D scene understanding in Vision-Language Models (VLMs) either rely on complex, model-specific geometry encoders or large training budgets in pursuit of spatial reasoning. Instead, OneCanvas aggregates patch features from all views onto a single equirectangular panoramic canvas. Namely, each patch is unprojected to a 3D world coordinate using its depth and camera pose, then placed on the canvas at the continuous longitude and latitude of that point as seen from the canvas origin, with no rasterization or aggregation across overlapping views. A 3D position embedding of the patch's metric coordinates is added to its feature, restoring the depth lost when collapsing the world position to an angular canvas coordinate. Patches from all frames thus share one spatial coordinate system with no fusion or major architectural modifications of the backbone. The pretrained VLM consumes this representation as if it were an ordinary image. Because the canvas can be centered on any pose of interest, the same representation directly supports situated reasoning from a specific viewpoint, a common requirement in robotics and embodied AI. Thanks to this representation, we can also introduce a spatial pretraining curriculum: by procedurally placing patch features of objects, drawn from real images, at chosen 3D world positions on an otherwise empty canvas, we generate on-the-fly supervision spanning a broad range of spatial reasoning tasks, with answer distributions controlled to reduce spatial reasoning shortcuts. OneCanvas achieves state-of-the-art accuracy on SQA3D and VSI-Bench, and generalizes to out-of-distribution data on SPBench, using an order of magnitude less training compute than the strongest competing methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-17T16:29:19Z</published>
    <arxiv:comment>Project page: https://baranowskibrt.github.io/onecanvas/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Bartłomiej Baranowski</name>
    </author>
    <author>
      <name>Dave Zhenyu Chen</name>
    </author>
    <author>
      <name>Matthias Nießner</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.17482v2</id>
    <title>SPHINX: First Explain, Then Explore</title>
    <updated>2026-07-08T18:04:24Z</updated>
    <link href="https://arxiv.org/abs/2606.17482v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.17482v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating adversarial driving scenarios is critical for evaluating and improving autonomous vehicle decision-making systems in simulation. Recent approaches rely primarily on the prior knowledge of Large Language Models and Vision-Language Models to generate driving scenarios procedurally. We argue that adversarial scenes should be generated based on the failure diagnosis (e.g., indecisiveness, multi-frame inconsistency) of the driving policy to specifically address the policy's weaknesses instead of relying on prior assumptions. In this paper, we propose SPHINX, a closed-loop framework for adversarial scenario synthesis guided by a simple principle: first explain, then explore. Beyond blindly exploring the scenario space, SPHINX leverages explainable artificial intelligence methods to analyze the policy, identifying key visual concepts and their influence on policy outputs, and the uncertainty of the decisions. Given the interpretable evidence extracted from the policy's own decision process, we use a vision language model to rationalize and criticize failure modes of the current policy. These critics are then used to generate targeted adversarial scenarios for policy retraining and improvement. We demonstrate that SPHINX can highlight an interpretable account of policy failures while other adversarial scene generation cannot. Across the evaluated benchmarks and test suites, SPHINX can be applied to diverse state-of-the-art autonomous vehicle architectures and yields consistent robustness improvements over existing scenario-generation methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-16T03:48:27Z</published>
    <arxiv:comment>13 pages</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Nguyen Do</name>
    </author>
    <author>
      <name>Tue M. Cao</name>
    </author>
    <author>
      <name>Tien Van Do</name>
    </author>
    <author>
      <name>András Hajdu</name>
    </author>
    <author>
      <name>Tamás Bérczes</name>
    </author>
    <author>
      <name>My T. Thai</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.14767v1</id>
    <title>Synthetic-to-Real Pipeline for Safe Landing Zone Detection</title>
    <updated>2026-06-09T01:32:07Z</updated>
    <link href="https://arxiv.org/abs/2606.14767v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.14767v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>As Uncrewed Aerial Vehicles (UAVs) transition toward higher levels of autonomy, the ability to perform unassisted recovery in non-cooperative, unstructured environments becomes critical. Achieving safe autonomous landing requires high-fidelity semantic resolution to distinguish navigable terrain from hazardous obstacles, yet development is often hindered by the scarcity of annotated aerial datasets. This work proposes a comprehensive perception and data generation pipeline designed to bridge the sim-to-real gap for autonomous landing tasks. We introduce a procedural synthetic data engine that generates photorealistic urban environments with automated semantic annotations through domain randomization. A Transformer-based OneFormer architecture is fine-tuned exclusively on this synthetic data, leveraging multi-head self-attention mechanisms for global context resolution. To ensure operational safety, a deterministic landing module utilizes a Euclidean Distance Transform (EDT) and dynamic inference logic to identify the largest inscribed safe landing zones while maintaining strict clearance buffers around obstacles. Quantitative benchmarking against the UAVid dataset demonstrates robust semantic segmentation performance, while qualitative validation on real-world UAV footage confirms the system's ability to identify collision-free landing sites in unseen environments. Our results highlight the potential of high-fidelity procedural simulation to eliminate the need for manual annotation while providing robust, edge-deployable situational awareness for autonomous UAV recovery.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-09T01:32:07Z</published>
    <arxiv:comment>Proceedings of Conference on Robots and Vision (CRV) 2026, Vancouver, British Columbia , Canada</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Shrikant Banerjee</name>
    </author>
    <author>
      <name>Reza Faieghi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.10288v1</id>
    <title>MARCH: Model-Assisted Reinforcement Learning for the Perceptive Control of Humanoids over Sparse Footholds</title>
    <updated>2026-06-09T01:21:26Z</updated>
    <link href="https://arxiv.org/abs/2606.10288v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.10288v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Perceptive bipedal locomotion over sparse terrain remains a difficult challenge: model-based methods are precise but brittle to uncertainty, while model-free methods are robust but struggle to discover the precise, constrained motions required for safety-critical locomotion where small errors can cause catastrophic failures. We propose a model-assisted reinforcement learning (RL) framework that combines both perspectives in three steps: (1) generate a safe reference trajectory using simplified models; (2) train a privileged teacher policy guided by a control Lyapunov function (CLF) reward built around the safe reference trajectory; and (3) distill the teacher into a vision-based student policy. We show that this model-assistance procedure produces physically grounded locomotion, improving sample efficiency, reducing the need for a complex learning curriculum, and achieving smoother locomotion behavior alongside stepping stone performance comparable to model-free baselines. We validate our approach in simulation and demonstrate successful deployment on a Unitree G1 humanoid robot navigating sparse footholds with lateral constraints.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-09T01:21:26Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Codrin Crismariu</name>
    </author>
    <author>
      <name>Ryan K. Cosner</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.08876v1</id>
    <title>RO-LiDAR GeoQuickView: A Web Platform for Exploring Public LiDAR-Derived Elevation Data in Romania</title>
    <updated>2026-06-07T23:05:11Z</updated>
    <link href="https://arxiv.org/abs/2606.08876v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.08876v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Public elevation data can support landscape research, environmental interpretation, planning, education, and public engagement, but their practical reuse is often limited by fragmented delivery and specialist processing requirements. This paper presents RO-LiDAR GeoQuickView, an independent, voluntary, and non-commercial Web-GIS initiative for exploring and reusing publicly accessible elevation data in Romania. The platform integrates LiDAR-derived digital terrain models (DTMs) and complementary elevation models of different resolutions, publishes standardized hillshade visualizations for immediate browser access, supports participatory landscape documentation, and provides a spatial index for direct raster retrieval. Its most detailed currently integrated component is the 0.5 m LAKI III Zone A DTM coverage for Caras-Severin, Gorj, Mehedinti, and Dolj counties. LAKI III Zone B, comprising Suceava, Neamt, Bacau, and Vrancea counties, is the next scheduled high-resolution extension. It will be integrated after the public products become available and pass through the same harmonization and quality-control workflow. The platform also incorporates LAKI II and additional public altimetric sources through a source-aware processing workflow that accommodates different acquisition units, including one-kilometre cells and larger raster blocks. The paper documents the data architecture, harmonization steps, quality-control procedures, access modes, application range, and limitations. The platform is conceived as an accessibility layer over public data infrastructures: it supports rapid discovery and preliminary interpretation, but it does not replace official products, specialist modelling, expert review, or field verification.</summary>
    <category term="physics.geo-ph" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-07T23:05:11Z</published>
    <arxiv:primary_category term="physics.geo-ph"/>
    <author>
      <name>Alexandru Hegyi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.20645v1</id>
    <title>TACT-ful: Multi-Channel Terrain Affordance and Compliance Training for Payload-Robust Perceptive Humanoid Locomotion</title>
    <updated>2026-06-06T10:25:13Z</updated>
    <link href="https://arxiv.org/abs/2606.20645v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.20645v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Foothold selection on structured terrain requires explicit reasoning about contact planarity, surface steepness, and kinematic reachability, properties not captured by a single height-based terrain signal. We propose a multi-channel terrain cost combining flatness, steepness, and velocity-aware height feasibility, plus a forward climb reward, that simultaneously drives a GPU-parallel divergent component of motion (DCM) foothold planner and shapes a dense per-step affordance reward for an asymmetric actor-critic policy trained with proximal policy optimization (PPO) from depth images. A Bézier swing trajectory with adaptive apex bias extends foothold tracking to joint position-and-orientation, using the arc tangent to guide sole orientation through riser crossings and tread landings. To support payload tasks, we introduce a lower-body compliance training procedure in which a virtual wrench is injected at a sampled load attachment point, generating physically consistent force and moment; wrench-aware compliance targets replace rigid pose penalties, and the policy learns to yield to load-induced perturbations without force sensing. The full system trains end-to-end with standard PPO, no distillation, and no teacher-student staging, and is deployed on a humanoid directly from simulation with configuration changes only. In simulation, the policy reaches $1.0~\mathrm{m/s}$ on stairs with risers up to $0.20~\mathrm{m}$ and improves payload robustness up to ${\sim}15~\mathrm{kg}$ centered load and for moment-dominated wrist loads without fine-tuning. We also provide a qualitative hardware demonstration on structured terrain. Project website: https://fai-rl-tech.github.io/tact-locomotion.github.io/</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-06T10:25:13Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Thanh Ly</name>
    </author>
    <author>
      <name>Truong-Duy Dang</name>
    </author>
    <author>
      <name>Chien Le</name>
    </author>
    <author>
      <name>Tan-Dzung Do</name>
    </author>
    <author>
      <name>Phuong Tuan Dat</name>
    </author>
    <author>
      <name>Cuc T. Trinh</name>
    </author>
    <author>
      <name>Vien Anh Ngo</name>
    </author>
    <author>
      <name>An T. Le</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.07389v1</id>
    <title>Simulation-Driven Imitation Learning for Biosignals-Free Shared-Autonomy Prosthetic Grasping</title>
    <updated>2026-06-05T15:26:26Z</updated>
    <link href="https://arxiv.org/abs/2606.07389v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.07389v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Biosignals-free shared-autonomy control of upper-limb prosthetic hands aims to enable natural and low-effort manipulation without relying on EMG or other physiological signals. Recent imitation-learning-based approaches have shown promising results, but their scalability is limited by the cost and variability of collecting large amounts of real-world human demonstration data. In this work, we present a scalable simulation framework that automatically generates diverse reach-to-grasp demonstrations from a wrist-mounted virtual camera. The framework combines physically feasible grasp synthesis, natural reaching trajectories retargeting, and reach--grasp--lift execution in procedurally generated indoor environments. It records wrist-view observations, proprioception, and actions to build a large-scale demonstration dataset for imitation learning. Through extensive simulation benchmarks, we evaluate object and scene generalization and compare several representative state-of-the-art imitation learning methods. Results show that the simulated demonstrations are sufficiently rich and consistent for effective policy learning. In three realistic settings, the learned sim-to-real policy achieves over 90\% grasp success, surpasses baseline methods, and exhibits stronger generalization, highlighting the promise of simulation-driven training for biosignals-free shared-autonomy prosthetic grasping. The demonstrations are available at \href{https://sites.google.com/view/sim-prosthetic-grasp/home}{https://sites.google.com/view/sim-prosthetic-grasp/home}.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-05T15:26:26Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Kaijie Shi</name>
    </author>
    <author>
      <name>Wanglong Lu</name>
    </author>
    <author>
      <name>Huiling Chen</name>
    </author>
    <author>
      <name>Vinicius Prado da Fonseca</name>
    </author>
    <author>
      <name>Ting Zou</name>
    </author>
    <author>
      <name>Hanli Zhao</name>
    </author>
    <author>
      <name>Xianta Jiang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.20917v1</id>
    <title>SubTGraph: Large-Scale Subterranean Environment Synthesis with Controllable Topological Variability for Robotic Autonomy Validation</title>
    <updated>2026-05-20T09:00:37Z</updated>
    <link href="https://arxiv.org/abs/2605.20917v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.20917v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Subterranean (SubT) environments have been a frontier for autonomous robotics, driven by the push for automation of mining operations and the interest in planetary exploration (Martian Lava Tubes). Due to the challenges involved in accessing real SubT environments, rigorous hardening of autonomy stacks in realistic simulation environments is critical. This article fills a well-known gap, which relates to the unavailability of a large-scale simulation-based benchmarking infrastructure for rigorous statistical evaluation of robotic autonomy, due to which it is common for SubT research articles to present validation results in a few environments at best.
  This article presents SubTGraph, a novel framework for rapid synthesis of multi-level SubT environments with high variability, incorporating user specifications related to topology, dimensionality, textures, etc., to generate distinct environments such as operational mines, natural caves and lava tubes. SubTGraph builds a cost matrix from user-specified structural constraints to guide the classical Dijkstra algorithm to procedurally generate SubT worlds utilizing topometric tiles from the DARPA World Generator. Three robotics case-studies are investigated to demonstrate the utility of SubTGraph for rigorous validation of different layers in the robotic autonomy stack. Structural semantic segmentation is validated against topometric ground truths, multi-agent path planning is widely tested for identification of patterns and trends in the algorithm behavior and LIO SLAM is stress-tested in challenging subterranean sections to identify failure cases. The SubTGraph world creation codebase is open-sourced (https://github.com/LTU-RAI/SubTGraph.git) along with a database consisting of 150 highly variable underground worlds.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-20T09:00:37Z</published>
    <arxiv:comment>16 pages, 18 figures</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>F. Labra Caso</name>
    </author>
    <author>
      <name>A. Saradagi</name>
    </author>
    <author>
      <name>S. Fredriksson</name>
    </author>
    <author>
      <name>S. Nordström</name>
    </author>
    <author>
      <name>A. Koval</name>
    </author>
    <author>
      <name>G. Nikolakopoulos</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.13665v1</id>
    <title>Robot Squid Game: Quadrupedal Locomotion for Traversing Narrow Tunnels</title>
    <updated>2026-05-13T15:22:18Z</updated>
    <link href="https://arxiv.org/abs/2605.13665v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.13665v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Quadruped robots demonstrate exceptional potential for navigating complex terrain in critical applications such as search and rescue missions and infrastructure inspection However autonomous traversal of confined 3D environments including tunnels caves and collapsed structures remains a significant challenge Existing methods often struggle with rigid gait patterns limited adaptability to diverse geometries and reliance on oversimplified environmental assumptions This paper introduces a Reinforcement Learning RL framework that combines procedural environment generation with policy distillation to enable robust locomotion across various tunnel configurations Our approach leverages a teacher student training paradigm where specialized expert policies trained on procedurally generated tunnel geometries transfer their knowledge to a unified student policy This strategy eliminates the need for complex reward shaping in end-to-end RL training simplifying the process by breaking down complicated tasks into smaller more manageable components that are easier for the robot to learn By synthesizing diverse tunnel structures during training and distilling navigation strategies into a generalizable policy our method achieves consistent traversal across complex spatial constraints where conventional approaches fail We demonstrate through both simulation and real world experiments that our method enables quadruped robots to successfully traverse challenging confined tunnel environments</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-13T15:22:18Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Amir Hossain Raj</name>
    </author>
    <author>
      <name>Dibyendu Das</name>
    </author>
    <author>
      <name>Xuesu Xiao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.01783v1</id>
    <title>Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents</title>
    <updated>2026-05-03T08:44:27Z</updated>
    <link href="https://arxiv.org/abs/2605.01783v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.01783v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Procedural Content Generation (PCG) enables game content to be created algorithmically without direct manual level-design effort, but it introduces a serious evaluation problem: generated content may become unbalanced, blocked, repetitive, or technically unsolvable. This paper presents Momentum, an endless-runner game that integrates runtime terrain generation, environment object spawning, and autonomous agent-based evaluation into a single gameplay loop. Ground tiles and environmental objects are generated dynamically as the player advances, object placement follows a constraint-driven mechanism inspired by Wave Function Collapse (WFC), and the runtime navigation surface is rebuilt asynchronously to remain consistent with the streamed environment. Two autonomous evaluation agents move ahead of the player and inspect the generated path: an aerial scanner that examines the corridor geometrically, and a ground-traversal agent that validates the same region from a navigational perspective. The evaluation pipeline combines ray casting, volumetric physics sweeps, obstacle-layer filtering, and structured crash reporting to identify problematic generated scenarios before they reach the player. The work demonstrates how generation and validation can be unified within the same runtime loop, rather than treating evaluation as a separate offline pass. Around this implementation, the paper formulates a measurable evaluation framework along the canonical PCG axes of playability, diversity, controllability, and runtime performance, derives a structural saturation bound on the spawner from its own placement constraints, and quantifies the per-segment scanning cost of the agents from first principles.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-03T08:44:27Z</published>
    <arxiv:comment>25 pages, 2 figures</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Rishabh Kar</name>
    </author>
  </entry>
</feed>
