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  <id>https://arxiv.org/api//m/vhm+rFT10ywxCXgfJf8CxIpk</id>
  <title>arXiv Query: search_query=all:Infinigen OR (all:"procedural generation" AND all:photorealistic) OR (all:"world generation" AND all:photorealistic)&amp;id_list=&amp;start=0&amp;max_results=30</title>
  <updated>2026-09-06T21:18:15Z</updated>
  <link href="https://arxiv.org/api/query?search_query=all:Infinigen+OR+((all:%22procedural+generation%22+AND+all:photorealistic)+OR+(all:%22world+generation%22+AND+all:photorealistic))&amp;start=0&amp;max_results=30&amp;id_list=" type="application/atom+xml"/>
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  <entry>
    <id>http://arxiv.org/abs/2607.03614v1</id>
    <title>IDEAL-Bench: Indoor Dataset and Evaluation suite for Analyzing 3D Layout reasoning</title>
    <updated>2026-07-03T22:04:42Z</updated>
    <link href="https://arxiv.org/abs/2607.03614v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.03614v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Spatial question answering is the dominant paradigm for evaluating spatial intelligence in Vision-Language Models (VLMs), but it leaves a complementary axis of spatial competence under-evaluated: holistic 3D layout inference, which predicts every visible object's pose and extent from a single image in a structured form. To this end, we introduce IDEAL-Bench, an evaluation suite that requires VLMs to predict structured 3D layouts on photorealistic indoor scenes across 10 room types, scored along five numerical dimensions and a perceptual render-and-compare protocol. By operating on semantically realistic scenes with full asset substitution under controlled lighting and viewpoint, IDEAL-Bench moves beyond CLEVR-style simple geometric primitives so that any image-space discrepancy reflects spatial reasoning alone. The benchmark is built on IDEAL-Scenes, a procedurally generated dataset of 1,000 re-renderable Blender environments with ground-truth layouts. Evaluating 15 prominent VLMs reveals three findings: the task remains substantially unsolved, with the strongest model reaching only 62.1/100 overall; all models exhibit a sharp asymmetry between object recognition and geometric regression, indicating that current VLMs are trained to describe scenes rather than to measure them; model rankings partially diverge from those on QA-based and primitive-reconstruction benchmarks: top-tier consensus holds, but mid-tier rankings shift substantially. Collectively, these findings establish IDEAL-Bench as a diagnostic suite, targeting the geometric and structural competencies that QA-based evaluation cannot surface, and paving the way towards more rigorous evaluation of spatial intelligence in next-generation VLMs. Together, these findings position IDEAL-Bench as a principled diagnostic for whether future VLMs achieve genuine spatial understanding rather than linguistic approximations of it.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-03T22:04:42Z</published>
    <arxiv:comment>36 pages. Project page: https://ideal3d.github.io/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuening Cai</name>
    </author>
    <author>
      <name>Junwei Zhou</name>
    </author>
    <author>
      <name>Youran Qu</name>
    </author>
    <author>
      <name>Yu-Wing Tai</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.12213v1</id>
    <title>SHERPA: Seam-aware Harmonized ERP Adaptation for Open-Domain 360$^\circ$ Panorama Generation</title>
    <updated>2026-06-10T15:29:06Z</updated>
    <link href="https://arxiv.org/abs/2606.12213v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.12213v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Panoramic imagery is increasingly used in world-generation, games, and simulation, where users may need not only photorealistic scenes but also stylized and non-photorealistic environments. Large-scale text-to-image diffusion and flow models provide broad style and semantic priors for this goal, but planar image training misaligns them with the wrap-around topology and polar regions of $360^\circ$ panoramas represented in equirectangular projection (ERP). We present SHERPA, a lightweight adaptation framework that combines frequency-selective Circular RoPE, Circular Latent Encoding/Decoding, image-side FFN adapters, and a Dual-Path Training Scheme. Circular RoPE replaces only the seam-sensitive high-frequency horizontal RoPE band with integer-periodic harmonics while preserving the pretrained lower-frequency spectrum. The Paired Panorama Path supervises geometry, while the Unpaired Style Path uses self-supervised yaw consistency for target-free stylized prompts. As a result, SHERPA generates $360^\circ$ panoramas across both photorealistic panorama domains and open-domain stylized prompts.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-10T15:29:06Z</published>
    <arxiv:comment>29 pages, 23 figures, 5 tables. Preprint version</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jungwoon Kang</name>
    </author>
    <author>
      <name>Jaehun Kim</name>
    </author>
    <author>
      <name>Yiwon Yu</name>
    </author>
    <author>
      <name>Hyungyum Jang</name>
    </author>
    <author>
      <name>Sanghoon Lee</name>
    </author>
    <author>
      <name>Jongyoo Kim</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.14399v1</id>
    <title>SceneForge: Structured World Supervision from 3D Interventions</title>
    <updated>2026-05-14T05:38:00Z</updated>
    <link href="https://arxiv.org/abs/2605.14399v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.14399v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Many multimodal learning tasks require supervision that remains consistent across edits, viewpoints, and scene-level interventions. However, such supervision is difficult to obtain from observation-level datasets, which do not expose the underlying scene state or how changes propagate through it. We present SceneForge, an intervention-driven framework that generates structured supervision from editable 3D world states. SceneForge represents each scene as a persistent world with semantic, geometric, and physical dependencies. By applying explicit interventions (e.g., object removal or camera variation) and propagating their effects through scene dependencies, SceneForge renders supervision that remains consistent with object structure and scene-level effects. This produces aligned outputs including counterfactual observations, multi-view observations, and effect-aware signals such as shadows and reflections, all derived from a shared world state rather than post hoc image-space processing. We instantiate SceneForge using Infinigen and Blender to construct a licensing-clean indoor supervision resource with a large number of counterfactual pairs and aligned annotations from over 2K scenes, covering both diverse single-view and registered multi-view settings. Under matched training budgets, incorporating SceneForge supervision improves both object removal and scene removal performance across multiple benchmarks in both quantitative and qualitative evaluation. These results indicate that modeling supervision as structured state transitions in editable worlds provides a practical and scalable foundation for intervention-consistent multimodal learning.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-14T05:38:00Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jizhizi Li</name>
    </author>
    <author>
      <name>Jiayang Ao</name>
    </author>
    <author>
      <name>Danny Wicks</name>
    </author>
    <author>
      <name>Petru-Daniel Tudosiu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.05012v1</id>
    <title>Comparative Characterization of KV Cache Management Strategies for LLM Inference</title>
    <updated>2026-04-06T16:00:39Z</updated>
    <link href="https://arxiv.org/abs/2604.05012v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.05012v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Efficient inference with Large Language Models (LLMs) increasingly relies on Key-Value (KV) caches to store previously computed key and value vectors at each layer. These caches are essential to minimize redundant computation during autoregressive token generation, lowering computational complexity from quadratic to linear. However, the growth of KV caches has posed significant system-level challenges, particularly as model sizes increase, context lengths grow, and concurrent requests compete for limited memory resources. Even though several recent frameworks for KV cache management have emerged, their comparative trade-offs in memory consumption and inference performance have not been fully understood, especially under varying request sizes and model configurations. In this work, we conduct an empirical study of three state-of-the-art KV cache management frameworks: vLLM, InfiniGen, and H2O. These frameworks employ techniques such as tensor offloading, token eviction heuristics, and speculative scheduling to balance memory usage and performance. We evaluate their performance in terms of a range of metrics such as latency, throughput, and memory usage across a spectrum of key parameters including request rates, model sizes, and sparsity levels. Our results pinpoint the conditions for each framework to perform the best, revealing the most suitable selection and configuration of KV cache strategies under memory and performance constraints.</summary>
    <category term="cs.AR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-06T16:00:39Z</published>
    <arxiv:primary_category term="cs.AR"/>
    <author>
      <name>Oteo Mamo</name>
    </author>
    <author>
      <name>Olga Kogiou</name>
    </author>
    <author>
      <name>Hyunjin Yi</name>
    </author>
    <author>
      <name>Weikuan Yu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.12759v1</id>
    <title>SAP: Segment Any 4K Panorama</title>
    <updated>2026-03-13T08:02:38Z</updated>
    <link href="https://arxiv.org/abs/2603.12759v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.12759v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Promptable instance segmentation is widely adopted in embodied and AR systems, yet the performance of foundation models trained on perspective imagery often degrades on 360° panoramas. In this paper, we introduce Segment Any 4K Panorama (SAP), a foundation model for 4K high-resolution panoramic instance-level segmentation. We reformulate panoramic segmentation as fixed-trajectory perspective video segmentation, decomposing a panorama into overlapping perspective patches sampled along a continuous spherical traversal. This memory-aligned reformulation preserves native 4K resolution while restoring the smooth viewpoint transitions required for stable cross-view propagation. To enable large-scale supervision, we synthesize 183,440 4K-resolution panoramic images with instance segmentation labels using the InfiniGen engine. Trained under this trajectory-aligned paradigm, SAP generalizes effectively to real-world 360° images, achieving +17.2 zero-shot mIoU gain over vanilla SAM2 of different sizes on real-world 4K panorama benchmark.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-13T08:02:38Z</published>
    <arxiv:comment>Project Page: https://lutao2021.github.io/SAP_Page/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Lutao Jiang</name>
    </author>
    <author>
      <name>Zidong Cao</name>
    </author>
    <author>
      <name>Weikai Chen</name>
    </author>
    <author>
      <name>Xu Zheng</name>
    </author>
    <author>
      <name>Yuanhuiyi Lyu</name>
    </author>
    <author>
      <name>Zhenyang Li</name>
    </author>
    <author>
      <name>Zeyu HU</name>
    </author>
    <author>
      <name>Yingda Yin</name>
    </author>
    <author>
      <name>Keyang Luo</name>
    </author>
    <author>
      <name>Runze Zhang</name>
    </author>
    <author>
      <name>Kai Yan</name>
    </author>
    <author>
      <name>Shengju Qian</name>
    </author>
    <author>
      <name>Haidi Fan</name>
    </author>
    <author>
      <name>Yifan Peng</name>
    </author>
    <author>
      <name>Xin Wang</name>
    </author>
    <author>
      <name>Hui Xiong</name>
    </author>
    <author>
      <name>Ying-Cong Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.17966v1</id>
    <title>A generalized framework for procedural generation of three-dimensional static and dynamic plant model geometries</title>
    <updated>2025-12-18T22:14:46Z</updated>
    <link href="https://arxiv.org/abs/2512.17966v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.17966v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This work presents a new framework for procedural generation of dynamic 3D plant model geometries, which has been implemented in the Helios modeling system. Key goals of this work were to develop a model that 1) has a generalized set of parameters that are conserved across species, which are botanically-consistent and readily measurable; 2) significantly reduces the time and effort needed to create photorealistic, dynamically evolving plant models; 3) allows for encoding of the entire plant structure into a character-based representation that can integrated with machine learning models, and 4) includes realistic and computationally efficient collision physics. A model framework that satisfies these specifications is presented in this report. The model was implemented in the Helios C++ and PyHelios Python frameworks, which are open-source libraries that can be used to generate 3D plant geometries based on this model.</summary>
    <category term="q-bio.OT" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-18T22:14:46Z</published>
    <arxiv:primary_category term="q-bio.OT"/>
    <author>
      <name>Brian N. Bailey</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.10046v3</id>
    <title>SimWorld-Robotics: Synthesizing Photorealistic and Dynamic Urban Environments for Multimodal Robot Navigation and Collaboration</title>
    <updated>2026-01-23T21:03:18Z</updated>
    <link href="https://arxiv.org/abs/2512.10046v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.10046v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in foundation models have shown promising results in developing generalist robotics that can perform diverse tasks in open-ended scenarios given multimodal inputs. However, current work has been mainly focused on indoor, household scenarios. In this work, we present SimWorld-Robotics~(SWR), a simulation platform for embodied AI in large-scale, photorealistic urban environments. Built on Unreal Engine 5, SWR procedurally generates unlimited photorealistic urban scenes populated with dynamic elements such as pedestrians and traffic systems, surpassing prior urban simulations in realism, complexity, and scalability. It also supports multi-robot control and communication. With these key features, we build two challenging robot benchmarks: (1) a multimodal instruction-following task, where a robot must follow vision-language navigation instructions to reach a destination in the presence of pedestrians and traffic; and (2) a multi-agent search task, where two robots must communicate to cooperatively locate and meet each other. Unlike existing benchmarks, these two new benchmarks comprehensively evaluate a wide range of critical robot capacities in realistic scenarios, including (1) multimodal instructions grounding, (2) 3D spatial reasoning in large environments, (3) safe, long-range navigation with people and traffic, (4) multi-robot collaboration, and (5) grounded communication. Our experimental results demonstrate that state-of-the-art models, including vision-language models (VLMs), struggle with our tasks, lacking robust perception, reasoning, and planning abilities necessary for urban environments.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-10T20:04:08Z</published>
    <arxiv:comment>Conference: NeurIPS 2025 (main)</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Yan Zhuang</name>
    </author>
    <author>
      <name>Jiawei Ren</name>
    </author>
    <author>
      <name>Xiaokang Ye</name>
    </author>
    <author>
      <name>Jianzhi Shen</name>
    </author>
    <author>
      <name>Ruixuan Zhang</name>
    </author>
    <author>
      <name>Tianai Yue</name>
    </author>
    <author>
      <name>Muhammad Faayez</name>
    </author>
    <author>
      <name>Xuhong He</name>
    </author>
    <author>
      <name>Ziqiao Ma</name>
    </author>
    <author>
      <name>Lianhui Qin</name>
    </author>
    <author>
      <name>Zhiting Hu</name>
    </author>
    <author>
      <name>Tianmin Shu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2506.14315v3</id>
    <title>ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured Proxies</title>
    <updated>2026-03-24T14:20:07Z</updated>
    <link href="https://arxiv.org/abs/2506.14315v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2506.14315v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Automating immersive VR scene creation remains a primary research challenge. Existing methods typically rely on complex geometry with post-simplification, resulting in inefficient pipelines or limited realism. In this paper, we introduce ImmerseGen, a novel agent-guided framework for compact and photorealistic world generation that decouples realism from exhaustive geometric modeling. ImmerseGen represents scenes as hierarchical compositions of lightweight geometric proxies with synthesized RGBA textures, facilitating real-time rendering on mobile VR headsets. We propose terrain-conditioned texturing for base world generation, combined with context-aware texturing for scenery, to produce diverse and visually coherent worlds. VLM-based agents employ semantic grid-based analysis for precise asset placement and enrich scenes with multimodal enhancements such as visual dynamics and ambient sound. Experiments and real-time VR applications demonstrate that ImmerseGen achieves superior photorealism, spatial coherence, and rendering efficiency compared to existing methods.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-06-17T08:50:05Z</published>
    <arxiv:comment>Accepted by IEEE VR 2026 and TVCG Special Issue. Project webpage: https://immersegen.github.io</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Jinyan Yuan</name>
    </author>
    <author>
      <name>Bangbang Yang</name>
    </author>
    <author>
      <name>Keke Wang</name>
    </author>
    <author>
      <name>Panwang Pan</name>
    </author>
    <author>
      <name>Lin Ma</name>
    </author>
    <author>
      <name>Xuehai Zhang</name>
    </author>
    <author>
      <name>Xiao Liu</name>
    </author>
    <author>
      <name>Zhaopeng Cui</name>
    </author>
    <author>
      <name>Yuewen Ma</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2506.10600v2</id>
    <title>EmbodiedGen: Towards a Generative 3D World Engine for Embodied Intelligence</title>
    <updated>2025-06-16T08:50:31Z</updated>
    <link href="https://arxiv.org/abs/2506.10600v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2506.10600v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-06-12T11:43:50Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Xinjie Wang</name>
    </author>
    <author>
      <name>Liu Liu</name>
    </author>
    <author>
      <name>Yu Cao</name>
    </author>
    <author>
      <name>Ruiqi Wu</name>
    </author>
    <author>
      <name>Wenkang Qin</name>
    </author>
    <author>
      <name>Dehui Wang</name>
    </author>
    <author>
      <name>Wei Sui</name>
    </author>
    <author>
      <name>Zhizhong Su</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2506.08006v1</id>
    <title>Dreamland: Controllable World Creation with Simulator and Generative Models</title>
    <updated>2025-06-09T17:59:52Z</updated>
    <link href="https://arxiv.org/abs/2506.08006v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2506.08006v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Large-scale video generative models can synthesize diverse and realistic visual content for dynamic world creation, but they often lack element-wise controllability, hindering their use in editing scenes and training embodied AI agents. We propose Dreamland, a hybrid world generation framework combining the granular control of a physics-based simulator and the photorealistic content output of large-scale pretrained generative models. In particular, we design a layered world abstraction that encodes both pixel-level and object-level semantics and geometry as an intermediate representation to bridge the simulator and the generative model. This approach enhances controllability, minimizes adaptation cost through early alignment with real-world distributions, and supports off-the-shelf use of existing and future pretrained generative models. We further construct a D3Sim dataset to facilitate the training and evaluation of hybrid generation pipelines. Experiments demonstrate that Dreamland outperforms existing baselines with 50.8% improved image quality, 17.9% stronger controllability, and has great potential to enhance embodied agent training. Code and data will be made available.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-06-09T17:59:52Z</published>
    <arxiv:comment>Project Page: https://metadriverse.github.io/dreamland/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Sicheng Mo</name>
    </author>
    <author>
      <name>Ziyang Leng</name>
    </author>
    <author>
      <name>Leon Liu</name>
    </author>
    <author>
      <name>Weizhen Wang</name>
    </author>
    <author>
      <name>Honglin He</name>
    </author>
    <author>
      <name>Bolei Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2505.10755v3</id>
    <title>Procedural Generation of Articulated Simulation-Ready Assets</title>
    <updated>2025-10-28T11:05:00Z</updated>
    <link href="https://arxiv.org/abs/2505.10755v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2505.10755v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce Infinigen-Articulated, a toolkit for generating realistic, procedurally generated articulated assets for robotics simulation. We include procedural generators for 18 common articulated object categories along with high-level utilities for use creating custom articulated assets in Blender. We also provide an export pipeline to integrate the resulting assets along with their physical properties into common robotics simulators. Experiments demonstrate that assets sampled from these generators are effective for movable object segmentation, training generalizable reinforcement learning policies, and sim-to-real transfer of imitation learning policies.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-05-15T23:47:58Z</published>
    <arxiv:comment>Updated to include information on newly implemented assets, new experimental results (both simulation and real world), and additional features including material and dynamics parameters</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Abhishek Joshi</name>
    </author>
    <author>
      <name>Beining Han</name>
    </author>
    <author>
      <name>Jack Nugent</name>
    </author>
    <author>
      <name>Max Gonzalez Saez-Diez</name>
    </author>
    <author>
      <name>Yiming Zuo</name>
    </author>
    <author>
      <name>Jonathan Liu</name>
    </author>
    <author>
      <name>Hongyu Wen</name>
    </author>
    <author>
      <name>Stamatis Alexandropoulos</name>
    </author>
    <author>
      <name>Karhan Kayan</name>
    </author>
    <author>
      <name>Anna Calveri</name>
    </author>
    <author>
      <name>Tao Sun</name>
    </author>
    <author>
      <name>Gaowen Liu</name>
    </author>
    <author>
      <name>Yi Shao</name>
    </author>
    <author>
      <name>Alexander Raistrick</name>
    </author>
    <author>
      <name>Jia Deng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2505.05474v2</id>
    <title>3D Scene Generation: A Survey</title>
    <updated>2026-08-12T17:59:31Z</updated>
    <link href="https://arxiv.org/abs/2505.05474v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2505.05474v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-05-08T17:59:54Z</published>
    <arxiv:comment>Accepted by IJCV. Project Page: https://github.com/hzxie/Awesome-3D-Scene-Generation</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haozhe Xie</name>
    </author>
    <author>
      <name>Beichen Wen</name>
    </author>
    <author>
      <name>Zhaoxi Chen</name>
    </author>
    <author>
      <name>Fangzhou Hong</name>
    </author>
    <author>
      <name>Ziwei Liu</name>
    </author>
    <arxiv:doi>10.1007/s11263-026-02999-6</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1007/s11263-026-02999-6" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2504.00983v2</id>
    <title>WorldScore: A Unified Evaluation Benchmark for World Generation</title>
    <updated>2025-11-29T04:20:04Z</updated>
    <link href="https://arxiv.org/abs/2504.00983v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2504.00983v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce the WorldScore benchmark, the first unified benchmark for world generation. We decompose world generation into a sequence of next-scene generation tasks with explicit camera trajectory-based layout specifications, enabling unified evaluation of diverse approaches from 3D and 4D scene generation to video generation models. The WorldScore benchmark encompasses a curated dataset of 3,000 test examples that span diverse worlds: static and dynamic, indoor and outdoor, photorealistic and stylized. The WorldScore metrics evaluate generated worlds through three key aspects: controllability, quality, and dynamics. Through extensive evaluation of 19 representative models, including both open-source and closed-source ones, we reveal key insights and challenges for each category of models. Our dataset, evaluation code, and leaderboard can be found at https://haoyi-duan.github.io/WorldScore/</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-04-01T17:20:23Z</published>
    <arxiv:comment>ICCV 2025. Project website: https://haoyi-duan.github.io/WorldScore/ The first two authors contributed equally</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Haoyi Duan</name>
    </author>
    <author>
      <name>Hong-Xing Yu</name>
    </author>
    <author>
      <name>Sirui Chen</name>
    </author>
    <author>
      <name>Li Fei-Fei</name>
    </author>
    <author>
      <name>Jiajun Wu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2503.08593v1</id>
    <title>Proc4Gem: Foundation models for physical agency through procedural generation</title>
    <updated>2025-03-11T16:29:44Z</updated>
    <link href="https://arxiv.org/abs/2503.08593v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2503.08593v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>In robot learning, it is common to either ignore the environment semantics, focusing on tasks like whole-body control which only require reasoning about robot-environment contacts, or conversely to ignore contact dynamics, focusing on grounding high-level movement in vision and language. In this work, we show that advances in generative modeling, photorealistic rendering, and procedural generation allow us to tackle tasks requiring both. By generating contact-rich trajectories with accurate physics in semantically-diverse simulations, we can distill behaviors into large multimodal models that directly transfer to the real world: a system we call Proc4Gem. Specifically, we show that a foundation model, Gemini, fine-tuned on only simulation data, can be instructed in language to control a quadruped robot to push an object with its body to unseen targets in unseen real-world environments. Our real-world results demonstrate the promise of using simulation to imbue foundation models with physical agency. Videos can be found at our website: https://sites.google.com/view/proc4gem</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-03-11T16:29:44Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yixin Lin</name>
    </author>
    <author>
      <name>Jan Humplik</name>
    </author>
    <author>
      <name>Sandy H. Huang</name>
    </author>
    <author>
      <name>Leonard Hasenclever</name>
    </author>
    <author>
      <name>Francesco Romano</name>
    </author>
    <author>
      <name>Stefano Saliceti</name>
    </author>
    <author>
      <name>Daniel Zheng</name>
    </author>
    <author>
      <name>Jose Enrique Chen</name>
    </author>
    <author>
      <name>Catarina Barros</name>
    </author>
    <author>
      <name>Adrian Collister</name>
    </author>
    <author>
      <name>Matt Young</name>
    </author>
    <author>
      <name>Adil Dostmohamed</name>
    </author>
    <author>
      <name>Ben Moran</name>
    </author>
    <author>
      <name>Ken Caluwaerts</name>
    </author>
    <author>
      <name>Marissa Giustina</name>
    </author>
    <author>
      <name>Joss Moore</name>
    </author>
    <author>
      <name>Kieran Connell</name>
    </author>
    <author>
      <name>Francesco Nori</name>
    </author>
    <author>
      <name>Nicolas Heess</name>
    </author>
    <author>
      <name>Steven Bohez</name>
    </author>
    <author>
      <name>Arunkumar Byravan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2502.15601v2</id>
    <title>WorldCraft: Photo-Realistic 3D World Creation and Customization via LLM Agents</title>
    <updated>2025-02-28T08:49:29Z</updated>
    <link href="https://arxiv.org/abs/2502.15601v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2502.15601v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Constructing photorealistic virtual worlds has applications across various fields, but it often requires the extensive labor of highly trained professionals to operate conventional 3D modeling software. To democratize this process, we introduce WorldCraft, a system where large language model (LLM) agents leverage procedural generation to create indoor and outdoor scenes populated with objects, allowing users to control individual object attributes and the scene layout using intuitive natural language commands. In our framework, a coordinator agent manages the overall process and works with two specialized LLM agents to complete the scene creation: ForgeIt, which integrates an ever-growing manual through auto-verification to enable precise customization of individual objects, and ArrangeIt, which formulates hierarchical optimization problems to achieve a layout that balances ergonomic and aesthetic considerations. Additionally, our pipeline incorporates a trajectory control agent, allowing users to animate the scene and operate the camera through natural language interactions. Our system is also compatible with off-the-shelf deep 3D generators to enrich scene assets. Through evaluations and comparisons with state-of-the-art methods, we demonstrate the versatility of WorldCraft, ranging from single-object customization to intricate, large-scale interior and exterior scene designs. This system empowers non-professionals to bring their creative visions to life.</summary>
    <category term="cs.CV" 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"/>
    <published>2025-02-21T17:18:30Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xinhang Liu</name>
    </author>
    <author>
      <name>Chi-Keung Tang</name>
    </author>
    <author>
      <name>Yu-Wing Tai</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2502.05038v1</id>
    <title>FlightForge: Advancing UAV Research with Procedural Generation of High-Fidelity Simulation and Integrated Autonomy</title>
    <updated>2025-02-07T16:05:17Z</updated>
    <link href="https://arxiv.org/abs/2502.05038v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2502.05038v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Robotic simulators play a crucial role in the development and testing of autonomous systems, particularly in the realm of Uncrewed Aerial Vehicles (UAV). However, existing simulators often lack high-level autonomy, hindering their immediate applicability to complex tasks such as autonomous navigation in unknown environments. This limitation stems from the challenge of integrating realistic physics, photorealistic rendering, and diverse sensor modalities into a single simulation environment. At the same time, the existing photorealistic UAV simulators use mostly hand-crafted environments with limited environment sizes, which prevents the testing of long-range missions. This restricts the usage of existing simulators to only low-level tasks such as control and collision avoidance. To this end, we propose the novel FlightForge UAV open-source simulator. FlightForge offers advanced rendering capabilities, diverse control modalities, and, foremost, procedural generation of environments. Moreover, the simulator is already integrated with a fully autonomous UAV system capable of long-range flights in cluttered unknown environments. The key innovation lies in novel procedural environment generation and seamless integration of high-level autonomy into the simulation environment. Experimental results demonstrate superior sensor rendering capability compared to existing simulators, and also the ability of autonomous navigation in almost infinite environments.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-02-07T16:05:17Z</published>
    <arxiv:comment>7 pages, 8 figures, Accepted to 2025 IEEE International Conference on Robotics &amp; Automation (ICRA 2025)</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>David Čapek</name>
    </author>
    <author>
      <name>Jan Hrnčíř</name>
    </author>
    <author>
      <name>Tomáš Báča</name>
    </author>
    <author>
      <name>Jakub Jirkal</name>
    </author>
    <author>
      <name>Vojtěch Vonásek</name>
    </author>
    <author>
      <name>Robert Pěnička</name>
    </author>
    <author>
      <name>Martin Saska</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2406.19707v1</id>
    <title>InfiniGen: Efficient Generative Inference of Large Language Models with Dynamic KV Cache Management</title>
    <updated>2024-06-28T07:41:26Z</updated>
    <link href="https://arxiv.org/abs/2406.19707v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2406.19707v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Transformer-based large language models (LLMs) demonstrate impressive performance across various natural language processing tasks. Serving LLM inference for generating long contents, however, poses a challenge due to the enormous memory footprint of the transient state, known as the key-value (KV) cache, which scales with the sequence length and batch size. In this paper, we present InfiniGen, a novel KV cache management framework tailored for long-text generation, which synergistically works with modern offloading-based inference systems. InfiniGen leverages the key insight that a few important tokens that are essential for computing the subsequent attention layer in the Transformer can be speculated by performing a minimal rehearsal with the inputs of the current layer and part of the query weight and key cache of the subsequent layer. This allows us to prefetch only the essential KV cache entries (without fetching them all), thereby mitigating the fetch overhead from the host memory in offloading-based LLM serving systems. Our evaluation on several representative LLMs shows that InfiniGen improves the overall performance of a modern offloading-based system by up to 3.00x compared to prior KV cache management methods while offering substantially better model accuracy.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.DC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-06-28T07:41:26Z</published>
    <arxiv:comment>OSDI 2024</arxiv:comment>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Wonbeom Lee</name>
    </author>
    <author>
      <name>Jungi Lee</name>
    </author>
    <author>
      <name>Junghwan Seo</name>
    </author>
    <author>
      <name>Jaewoong Sim</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2406.11824v1</id>
    <title>Infinigen Indoors: Photorealistic Indoor Scenes using Procedural Generation</title>
    <updated>2024-06-17T17:57:50Z</updated>
    <link href="https://arxiv.org/abs/2406.11824v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2406.11824v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce Infinigen Indoors, a Blender-based procedural generator of photorealistic indoor scenes. It builds upon the existing Infinigen system, which focuses on natural scenes, but expands its coverage to indoor scenes by introducing a diverse library of procedural indoor assets, including furniture, architecture elements, appliances, and other day-to-day objects. It also introduces a constraint-based arrangement system, which consists of a domain-specific language for expressing diverse constraints on scene composition, and a solver that generates scene compositions that maximally satisfy the constraints. We provide an export tool that allows the generated 3D objects and scenes to be directly used for training embodied agents in real-time simulators such as Omniverse and Unreal. Infinigen Indoors is open-sourced under the BSD license. Please visit https://infinigen.org for code and videos.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-06-17T17:57:50Z</published>
    <arxiv:comment>Accepted to CVPR 2024</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Alexander Raistrick</name>
    </author>
    <author>
      <name>Lingjie Mei</name>
    </author>
    <author>
      <name>Karhan Kayan</name>
    </author>
    <author>
      <name>David Yan</name>
    </author>
    <author>
      <name>Yiming Zuo</name>
    </author>
    <author>
      <name>Beining Han</name>
    </author>
    <author>
      <name>Hongyu Wen</name>
    </author>
    <author>
      <name>Meenal Parakh</name>
    </author>
    <author>
      <name>Stamatis Alexandropoulos</name>
    </author>
    <author>
      <name>Lahav Lipson</name>
    </author>
    <author>
      <name>Zeyu Ma</name>
    </author>
    <author>
      <name>Jia Deng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2312.12176v2</id>
    <title>All for One, and One for All: UrbanSyn Dataset, the third Musketeer of Synthetic Driving Scenes</title>
    <updated>2025-04-25T11:35:12Z</updated>
    <link href="https://arxiv.org/abs/2312.12176v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2312.12176v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce UrbanSyn, a photorealistic dataset acquired through semi-procedurally generated synthetic urban driving scenarios. Developed using high-quality geometry and materials, UrbanSyn provides pixel-level ground truth, including depth, semantic segmentation, and instance segmentation with object bounding boxes and occlusion degree. It complements GTAV and Synscapes datasets to form what we coin as the 'Three Musketeers'. We demonstrate the value of the Three Musketeers in unsupervised domain adaptation for image semantic segmentation. Results on real-world datasets, Cityscapes, Mapillary Vistas, and BDD100K, establish new benchmarks, largely attributed to UrbanSyn. We make UrbanSyn openly and freely accessible (www.urbansyn.org).</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2023-12-19T14:09:12Z</published>
    <arxiv:comment>The UrbanSyn Dataset is available in http://urbansyn.org/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Neurocomputing volume 637 page 130038, 2025</arxiv:journal_ref>
    <author>
      <name>Jose L. Gómez</name>
    </author>
    <author>
      <name>Manuel Silva</name>
    </author>
    <author>
      <name>Antonio Seoane</name>
    </author>
    <author>
      <name>Agnès Borrás</name>
    </author>
    <author>
      <name>Mario Noriega</name>
    </author>
    <author>
      <name>Germán Ros</name>
    </author>
    <author>
      <name>Jose A. Iglesias-Guitian</name>
    </author>
    <author>
      <name>Antonio M. López</name>
    </author>
    <arxiv:doi>10.1016/j.neucom.2025.130038</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1016/j.neucom.2025.130038" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2306.09310v2</id>
    <title>Infinite Photorealistic Worlds using Procedural Generation</title>
    <updated>2023-06-26T17:20:37Z</updated>
    <link href="https://arxiv.org/abs/2306.09310v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2306.09310v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce Infinigen, a procedural generator of photorealistic 3D scenes of the natural world. Infinigen is entirely procedural: every asset, from shape to texture, is generated from scratch via randomized mathematical rules, using no external source and allowing infinite variation and composition. Infinigen offers broad coverage of objects and scenes in the natural world including plants, animals, terrains, and natural phenomena such as fire, cloud, rain, and snow. Infinigen can be used to generate unlimited, diverse training data for a wide range of computer vision tasks including object detection, semantic segmentation, optical flow, and 3D reconstruction. We expect Infinigen to be a useful resource for computer vision research and beyond. Please visit https://infinigen.org for videos, code and pre-generated data.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2023-06-15T17:46:16Z</published>
    <arxiv:comment>Accepted to CVPR 2023, Camera Ready Version. Update 06/26/23: Change the open-source license to BSD</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Alexander Raistrick</name>
    </author>
    <author>
      <name>Lahav Lipson</name>
    </author>
    <author>
      <name>Zeyu Ma</name>
    </author>
    <author>
      <name>Lingjie Mei</name>
    </author>
    <author>
      <name>Mingzhe Wang</name>
    </author>
    <author>
      <name>Yiming Zuo</name>
    </author>
    <author>
      <name>Karhan Kayan</name>
    </author>
    <author>
      <name>Hongyu Wen</name>
    </author>
    <author>
      <name>Beining Han</name>
    </author>
    <author>
      <name>Yihan Wang</name>
    </author>
    <author>
      <name>Alejandro Newell</name>
    </author>
    <author>
      <name>Hei Law</name>
    </author>
    <author>
      <name>Ankit Goyal</name>
    </author>
    <author>
      <name>Kaiyu Yang</name>
    </author>
    <author>
      <name>Jia Deng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2205.08389v2</id>
    <title>MIDGARD: A Simulation Platform for Autonomous Navigation in Unstructured Environments</title>
    <updated>2022-09-20T10:10:11Z</updated>
    <link href="https://arxiv.org/abs/2205.08389v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2205.08389v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present MIDGARD, an open-source simulation platform for autonomous robot navigation in outdoor unstructured environments. MIDGARD is designed to enable the training of autonomous agents (e.g., unmanned ground vehicles) in photorealistic 3D environments, and to support the generalization skills of learning-based agents through the variability in training scenarios. MIDGARD's main features include a configurable, extensible, and difficulty-driven procedural landscape generation pipeline, with fast and photorealistic scene rendering based on Unreal Engine. Additionally, MIDGARD has built-in support for OpenAI Gym, a programming interface for feature extension (e.g., integrating new types of sensors, customizing exposing internal simulation variables), and a variety of simulated agent sensors (e.g., RGB, depth and instance/semantic segmentation). We evaluate MIDGARD's capabilities as a benchmarking tool for robot navigation utilizing a set of state-of-the-art reinforcement learning algorithms. The results demonstrate MIDGARD's suitability as a simulation and training environment, as well as the effectiveness of our procedural generation approach in controlling scene difficulty, which directly reflects on accuracy metrics. MIDGARD build, source code and documentation are available at https://midgardsim.org/.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2022-05-17T14:10:21Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Giuseppe Vecchio</name>
    </author>
    <author>
      <name>Simone Palazzo</name>
    </author>
    <author>
      <name>Dario C. Guastella</name>
    </author>
    <author>
      <name>Ignacio Carlucho</name>
    </author>
    <author>
      <name>Stefano V. Albrecht</name>
    </author>
    <author>
      <name>Giovanni Muscato</name>
    </author>
    <author>
      <name>Concetto Spampinato</name>
    </author>
  </entry>
</feed>
