We propose UniDynamics, a diffusion-based framework for future 4D dynamic scenes (RGB, depth, and optical flow) generation from a single event-RGB pair, without requiring long histories or control priors as in existing methods, while explicitly modeling future motion fields. The core idea is to leverage event streams to offer an alternative motion prior for single-RGB extrapolation, and to enforce geometric and motion constraints throughout generation via multimodal modeling. Specifically, we design an Event Latent Enhancement (ELE) module to align and enhance event latents into diffusion-injectable conditioning features, providing robust initial motion priors and reliable texture/structure cues. We further introduce a Perceptual Dynamics Space (PDS) embedded in the multi-scale U-Net, which decouples and adaptively interacts depth and flow while continuously feeding back constraints to appearance features, improving geometric-motion consistency for physically plausible and spatiotemporally coherent prediction. Experiments on VKitti2 and DSEC demonstrate state-of-the-art performance, producing high-quality, temporally coherent, and 4D-consistent future predictions, especially under challenging high-speed motion blur.
https://arxiv.org/abs/2610.03473
While Large Language Models (LLMs) advance 3D indoor scene synthesis, current pipelines fail to retain user-specific preferences across sessions, making immersive authoring a repetitive and physically fatiguing process. We present SPHERE, an adaptive VR generation framework that transforms isolated synthesis into continuous human-AI co-creation. SPHERE extracts persistent spatial preferences from natural multimodal interactions (speech and controller edits). To ensure geometric resilience against spatial distortions, it abstracts these raw edits into hierarchical constraints modeling both local functional and global topological contexts. Furthermore, a human-in-the-loop reinforcement learning mechanism dynamically updates retrieval policies based on the user's final edited scenes. A mixed-design user study ($N=42$) and an offline ablation demonstrate that SPHERE significantly reduces corrective edits and physical demand, preventing bias toward shallow object-level traits to yield geometrically resilient, profile-aligned layouts. Ultimately, SPHERE demonstrates how capturing demonstrated spatial logic enables controlled spatial adaptation, establishing a reliable, governed human-AI collaboration framework for immersive authoring. Project page and source code will be available at: this https URL
https://arxiv.org/abs/2610.02023
Generating useful robot-training data requires more than visually plausiblescenes: objects must support interaction, placements must remain physicallyvalid, and tasks must admit repeatable execution. We present\textbf{Awomo-SimDataEngine}, an agentic system that connects asset and scenegeneration to robot demonstration synthesis. Shared asset services providerigid and articulated objects, including structure-grounded part and jointgeneration with ISArt. Scene generation supports two complementary routes:Unravel reconstructs editable scenes from images, while SimForge buildssingle-room and multi-room environments from text. A graph-native harnesscoordinates construction, validation, andbounded repair, routing failures to the responsible module while retainingunaffected scene state. PolicyForge binds validated worlds to tasks and robotembodiments to produce replayable demonstrations. Evaluations cover assetgeometry, scene quality, and downstream policy learning. On MuJoCo-basedLIBERO-Plus, co-training with Isaac Sim demonstrations improves the overallsuccess rate of a World-Action Model (WAM) from $77.17\%$ to $89.43\%$. Goal and spatialsuccess improve by $31.66$ and $6.25$ percentage points, this http URL results support the utility of the generated data for cross-simulatorpolicy training, with more limited gains on long-horizon tasks.
https://arxiv.org/abs/2610.02274
Personalized image generation has remained narrowly focused on conditional synthesis from curated visual exemplars, rather than capturing who a user is. In practice, however, a user's personal context is much richer, comprising reviews, posts, images, captions, and metadata accumulated over time. A truly personalized generator should leverage this history to produce images aligned with the user's lifestyle and aesthetic preferences. To this end, we introduce the first unified benchmark for personalized image generation from user histories. The benchmark comprises two complementary tasks and a multi-axis evaluation protocol that assesses target fidelity, visual quality, user distinguishability, semantic alignment with the user's history, and task-specific utility. Grounded in real-world e-commerce and social media settings, the benchmark includes: (1) Personalized Scene Generation, which places a given object in a scene that reflects a user's preferences and lifestyle, motivated by personalized product presentation; and (2) Personalized Creative Generation, which generates a novel image on a specified topic that is faithful to a user's aesthetic and visual identity, motivated by social media content creation. We further propose PEARL, which couples a multimodal reasoner with a frozen image generator in an interleaved reason-reflect loop optimized with differential data reward. Across both tasks, PEARL outperforms strong baselines, achieving an average improvement of 15% across personalization metrics.
https://arxiv.org/abs/2610.00737
Compositional 3D scene generation aims to recover complete 3D object shapes and their spatial arrangement from visual observations. Recent image-conditioned 3D generators provide strong priors for producing high-quality object geometry, making the generation of complex scenes increasingly practical. A central challenge is therefore to spatially organize these generated assets into a globally coherent scene while remaining consistent with multi-view observations. Existing approaches either entangle scene layout with object generation or separately estimate spatial placement from view-specific observations, where pose hypotheses may remain ambiguous and inconsistent across views, often resulting in an incoherent object-camera soup. We introduce SPOON, a framework that reformulates multi-view compositional 3D generation as scene-level, geometry-grounded pose reasoning. Rather than treating view-specific object pose hypotheses independently, SPOON coordinates them using reconstruction-derived multi-view geometry through a Guide-Route-Reconcile paradigm. This progressively organizes object poses and camera configurations into a coherent scene-level spatial arrangement. Extensive experiments on ARSG-110K and MIDI-3D-Front demonstrate consistent improvements in object placement and scene composition across varying numbers of input views. On ARSG-110K, SPOON reduces scene-level and object-level Chamfer distances by 12.7% and 17.7%, respectively, compared with a strong baseline.
https://arxiv.org/abs/2609.39590
Generative modeling is widely used for producing diverse objects from complex, multimodal distributions. However, its expressivity does not, in general, come with formal guarantees that the generated objects satisfy hard constraints or requirements. In multi-agent generation, this problem becomes more challenging because a hard requirement can depend on multiple agents, while each agent may need to determine its own guidance input without relying on the simultaneously computed guidance inputs of other agents. To this end, we introduce DeGG-Flow, a general framework for multi-agent flow matching with decoupled generative guidance. By representing the generative process as a control-affine dynamical system, we develop guidance conditions for two classes of coupled requirements: shared requirements whose satisfaction depends on multiple agents together, and private requirements associated with each individual agent dependent on its neighbors. For both classes, we establish feasibility conditions and finite-horizon convergence guarantees. We further derive a Wasserstein bound that characterizes the distributional deviation induced by the guidance. We demonstrate DeGG-Flow on multi-robot collaboration for crossing a spatial gap by reconfiguring the environment, and on multi-object scene generation with affordance requirements. Across both applications, DeGG-Flow directly generates objects that satisfy all corresponding hard requirements, including at team sizes unseen during training.
https://arxiv.org/abs/2609.38133
End-to-end autonomous driving policies are commonly trained via imitation learning on logged demonstrations without observing the consequences of their own actions, leading to causal confusion in closed-loop real-world deployment. To address this issue, reinforcement learning (RL) post-training offers a promising alternative by leveraging world models as interactive training environments to enable future scene generation for policy improvement. Nevertheless, existing approaches either rely on reconstruction-based simulators, offering limited counterfactual interaction, or adopt synthetic simulators to enable long-horizon closed-loop interaction at the cost of a substantial sim-to-real gap. Recently, video world models have exhibited the ability to generate realistic multi-step future rollouts but may not faithfully reflect action conditions, resulting in action-vision mismatch. In this paper, we introduce RoXDrive, a plug-and-play closed-loop RL framework that enables reliable policy optimization by identifying action-faithful world-model rollouts, consisting of two stages: 1) Model pre-training: In addition to imitation-based policy pre-training, we devise an Action-Vision Faithfulness Evaluator for inverse dynamics estimation with our geometry-aware auxiliary trajectory supervision, enabling long-horizon assessment of whether visual dynamics faithfully reflect the conditioning ego actions. 2) Action-faithful RL post-training: Agents iteratively interact with world models to form long-horizon scene rollouts, retaining only action-faithful ones for dense safety-aware scoring and scene-level closed-loop RL post-training. Extensive experiments on nuScenes and an in-house dataset with over 130K training scenarios demonstrate consistent gains across planners, reducing safety violations by 27.6% with DiffusionDrive on nuScenes and 33.7% with Qwen3-VL on the internal data.
https://arxiv.org/abs/2609.36851
Sound Scene Generation is about the automatic synthesis of artificial sound scenes. We introduce SsgCaps, a publicly available dataset of human-engineered sound scenes wherein each scene matches a precisely structured prompt that guides the sampling process. The corresponding prompts are sampled from a predefined action-based typology that allows extensive sampling while retaining plausibility. SsgCaps is a sound scene dataset derived from the unpublished reference dataset for Task 7 of the 2024 DCASE Challenge edition, which contained private-and public-domain audio samples. In contrast, SsgCaps contains only public-domain audio samples, allowing us to open this dataset to the community. To make this dataset useful to the community, we first elaborate on the rationale for the prompt and dataset structure. We then perform a comparative quantitative analysis of the 2 versions of the dataset. To do so, we compare both versions to the audio synthesized by the SSG algorithms submitted to the challenge using Fr{é}chet Audio Distance (FAD) and Kernel Audio Distance (KAD) as well as perceptual ratings. This analysis shows only small differences, which enables us to recommend the open version for further benchmarking of SSG algorithms.
https://arxiv.org/abs/2609.26854
Agricultural robotics is advancing rapidly, yet progress remains constrained by limited field access, lack of control over field conditions, geographic variability, and seasonal crop cycles. These factors make it difficult and costly to acquire diverse agricultural datasets, resulting in limited evaluation and reduced system robustness. While other robotics domains have scaled learning and evaluation through high-fidelity simulation, agricultural robotics still lacks comparably capable tools. In this paper, we present a ROS-integrated framework, built on Isaac Sim, for large-scale procedural generation of agricultural environments. The framework supports photorealistic rendering, physics simulation, and domain randomization at scales relevant to robotics research, with built-in support for row crops, orchards, and vineyards and straightforward extensibility to additional crop categories. Project Page: this https URL
https://arxiv.org/abs/2609.25725
Recent progress in image and 3D scene generation has enabled increasingly realistic static environments, yet most methods remain confined to such static configurations. Generating dynamic scenes from natural language is fundamentally challenging: it requires joint reasoning over scene structure, temporal evolution, and physical feasibility, while ensuring reliable execution in modern physics engines. We present a unified framework for generating physically consistent dynamic 3D scenes from text, with outputs directly executable in Unreal Engine. Central to our approach is the \emph{Evolutive Scene Graph} (ESG), which specifies entities with physical attributes, spatial relations, and event-driven timelines in a machine-checkable form. Given a prompt, a large language model constructs and validates a complete ESG; spatial layouts are grounded via energy-minimized gradient optimization; timeline-constrained physical parameters are then optimized through differentiable simulation to satisfy user-specified events; and the resulting scene is compiled into an engine-executable class. Experiments on 10 scenes across three complexity levels show that our method achieves $16.4/18$ mean event completion, outperforming Scene Language, the strongest engine-executable baseline (SimWorld), and our ablation without physical optimization by a clear margin in event completion and parameter accuracy.
https://arxiv.org/abs/2609.15392
Video tokenizers have emerged as a cornerstone of modern video modeling, underpinning progress in compression, reconstruction and generation by mapping high-dimensional visual signals into compact latent spaces. However, despite this progress, current tokenization paradigms largely remain within the 2D visual domain, treating videos as image sequences rather than observations of an underlying dynamic 3D world. Consequently, the learned tokens inherit this observation-centric bias, limiting their capacity to compactly represent real-world 4D scenes. To mitigate this issue, we propose VideoTok4D, a novel 4D-aware video tokenizer for compact world representation. Specifically, our approach comprises three key designs: 1) a spatiotemporal disentanglement strategy that factorizes videos into static and dynamic tokens for holistic world modeling; 2) a track-aware dynamic attention mechanism that aggregates trajectory-aligned cues to promote cross-view motion consistency; and 3) Co4DGen, a diffusion prior learned over the resulting VideoTok4D token space for efficient 4D scene generation. Extensive experiments have demonstrated that our proposed method achieves state-of-the-art performance while requiring up to 4 orders of magnitude less storage than dense 4D representations. Moreover, the compact token space substantially shortens diffusion sequences, enabling efficient generation.
https://arxiv.org/abs/2609.12874
Robot manipulation foundation models require scalable evaluation and data generation across diverse scenarios, with simulation providing an environment for both. Automated scene generation offers a promising path, yet prior work has largely emphasized coarse-grained scene layouts rather than fine-grained functional object compositions. Motivated by this gap, we present GIF, an agentic Generation framework for Interactive and Functional object compositions. In this framework, we recast this problem as disentangled reconstruction followed by relative pose recovery. CoGen produces instance-disentangled meshes with coarse initial poses leveraging complementary strengths of 2D and 3D generative models. GPRM refines the relative pose under joint geometric and physical guidance, and a VLM verifier selects the candidate that best matches the structured specification. We further construct a benchmark spanning eight representative contact-geometry classes and compare with state-of-the-art generators; GIF improves both asset quality and relation matching, while reducing collision rate to below 1%. Finally, we synthesize data for policy learning, revealing diversity scaling in both simulation and real-world deployment.
https://arxiv.org/abs/2609.05927
Multi-view diffusion models have shown strong performance in scenes with strong geometric priors and sparse semantics, such as indoor rooms or simple outdoor environments (e.g., fields, courtyards). However, they often fail to maintain cross-view consistency under camera rotation, especially in structurally complex urban environments. Without explicit modeling of spherical correspondence across views, existing approaches tend to produce object duplication, structural distortion, and layout inconsistency. To address this limitation, we propose StreetDiff, a multi-view diffusion framework that explicitly enforces cross-view alignment during denoising. StreetDiff introduces a Panorama--Perspective Synergy design to decouple global layout reasoning from local detail synthesis, and incorporates a Panorama Alignment Module (PAM) that establishes spherical-projection-based attention constraints across views. By injecting structured alignment constraints without modifying the diffusion backbone, our framework achieves robust cross-view coherence in challenging urban street scene generation tasks. In addition, we construct Street360, a large-scale HDR multi-view urban panorama dataset. Extensive experiments demonstrate that StreetDiff significantly improves structural consistency and visual fidelity compared to prior multi-view diffusion generation methods.
https://arxiv.org/abs/2609.09890
Efficient, fully automatic, and physically plausible 4D Gaussian synthesis is an important goal for dynamic scene generation. Recent physics-based methods couple 3D Gaussians with the Material Point Method (MPM) to generate physically driven motion, but extending this paradigm to heterogeneous multi-part objects and interacting multi-object scenes remains challenging. Object-level physical assignment collapses distinct parts into a single material state, while one-shot predictions from large language models, vision-language models, or agents neither reliably bind different materials to identified parts nor verify that the resulting MPM configuration is executable. Score Distillation Sampling (SDS)-based parameter optimization, meanwhile, requires repeated per-scene score evaluations and gradient backpropagation, incurring lengthy optimization and potentially yielding suboptimal or unstable solutions. We therefore present PhysMAS, a physics-grounded multi-agent framework. From a motion prompt and four scene views, an Object-Part Scene Agent establishes persistent identities and calls a Material Reasoning Agent for part-wise profiles. It invokes solver-aware skills to bind these identities and profiles to per-particle MPM fields and execute all objects in a shared domain; the framework then screens candidate forward-simulation results. This supports heterogeneous multi-part and interacting multi-object scenes without per-scene diffusion-score backpropagation. Extensive experiments demonstrate that, compared with recent physics-based 4D Gaussian baselines that rely on SDS, PhysMAS achieves better semantic alignment and perceived physical plausibility while requiring less runtime.
https://arxiv.org/abs/2609.07174
We propose Ref-GeNVS, a training-free, reflection-aware method for generative novel view synthesis (NVS) in mirror scenes. Existing multi-view diffusion models often fail to recognize the mirror in the scene and cannot exploit reflected content for scene generation. To fix this issue without additional training, our key idea is to treat a mirror image as two complementary views. From input images, we estimate the mirror plane and reflect camera poses to form virtual views. Based on this virtual view setup, we propose a two-stage generation method consisting of Mirror-gated attention and Reflection injection, which enables reflection-consistent NVS by explicitly leveraging reflection relationships in a multi-view diffusion model. Ref-GeNVS inherits the strong generalizability of the multi-view diffusion backbone, while it does not require finetuning. On synthetic and real scenes including mirrors, Ref-GeNVS outperforms recent generative NVS methods by generating reflection-consistent and contextually coherent novel views, revealing scene structure visible only through mirrors. Project page: this https URL
https://arxiv.org/abs/2609.05382
Generating complete 3D scenes from sparse, unconstrained views is a fundamental challenge in 3D vision which requires reasoning beyond observed content while remaining computationally tractable. Existing feed-forward reconstruction methods are inherently limited to content visible in the input images, while 3D generative modeling is hindered by the high computational cost of dense volumetric representations and the scarcity of large-scale 3D supervision. We introduce SPAR3S, a sparse voxel-aligned 3D latent generative model for conditional scene completion without requiring ground-truth 3D data for supervision. Our key insight is to formulate 3D scene generation in a structured, compact, voxel-aligned 3D latent space where only occupied voxels are represented. We learn this sparse latent space directly from multi-view images using photometric supervision via differentiable 3D Gaussian Splatting. Given a partial set of observed voxels encoded from sparse input views, scene completion reduces to predicting the missing latent tokens and their spatial support within the voxel grid. To this end, we train a masked autoregressive transformer that jointly models voxel occupancy and latent token values, enabling efficient and spatially consistent generation of unseen regions. We demonstrate the effectiveness of our method on synthetic indoor scenes, achieving higher novel-view quality than prior work. We further validate its generalization on RealEstate10k, highlighting its applicability to real-world data.
https://arxiv.org/abs/2609.03931
Text-driven 3D indoor scene generation has advanced from dataset-bound layout modeling to open-vocabulary synthesis with large language and vision-language models. Yet existing methods remain limited: one-pass generators often yield geometrically invalid layouts, heavy post-hoc optimization is costly and unstable, and prompt-only planners lack reusable layout priors for functional grouping and object relations. We propose \textbf{ScenePilot}, a retrieval-augmented \textbf{Grow-and-Repair} framework that formulates scene generation as prior-guided incremental growth with learned rectification. Given a prompt, the Hierarchical Retrieval-Augmented Planning (HRAP) module retrieves room-, group-, and anchor-level layout priors to support functional group planning. A text-driven base generator then inserts object groups sequentially, while the Reinforcement Multimodal Repair (RMR) module performs lightweight local correction after each insertion and a final global repair after completion. To train this policy, we construct \textbf{SceneReverse-17k}, a repair-trajectory dataset built by perturbing high-quality 3D scenes in position, rotation, and scale, then using inverse operations as executable rectification targets. The policy predicts structured \emph{move--rotate--scale} actions from rendered views, scene state, retrieved priors, and edit history. By combining HRAP with RMR, ScenePilot offers an efficient alternative to one-shot generation and heavy full-scene optimization, improving physical plausibility, functional coherence, and controllability while preserving diversity.
https://arxiv.org/abs/2608.30307
We introduce Function-Room Generation, a new indoor 3D scene generation setting that creates rooms supporting explicit functional goals rather than merely visually plausible layouts. Existing agentic and executable methods improve controllability, but often depend on costly test-time generate--evaluate--revise loops, making functional room generation slow and computationally expensive. We address this challenge with three technical contributions. First, we design a recursive domain-specific language to effectively organize the hierarchical object compositions required by functional rooms, from room structure and major furniture to dense support-surface and nested small objects. It represents rooms as staged executable programs with explicit geometric and functional relations. Second, we propose a sequential feed-forward scene construction framework that distills recursive construction traces into a scene construction expert. At inference time, the expert writes executable DSL code stage by stage, and a deterministic executor directly instantiates each stage without teacher agents, online critics, or iterative repair. Third, we introduce ScenePRM, an execution-grounded process reward framework that improves the expert through reinforcement learning with functional, geometric, relational, and future-constructability feedback. We further establish a function-oriented benchmark and show state-of-the-art performance on both general indoor scene generation and function-room generation, achieving stronger functional completeness, relation correctness, geometric executability, and generation efficiency.
https://arxiv.org/abs/2608.29519
Explorable image-to-scene generation is essential for applications in gaming, robotics, and virtual reality. Existing methods based on video diffusion model (VDM) commonly rely on incomplete conditioning signals such as sparse point clouds or 2D panoramas, leading to stochastic hallucinations, long-term drifts and suboptimal 3D consistency. We present SpatialCrafter, a novel two-stage framework that addresses these issues by introducing a global 3D proxy for high-fidelity image-to-scene generation. Specifically, we decompose the generation process into global proxy generation and appearance refinement. For proxy generation, we propose a Point-anchored Sparse Structure~(PaSS) Flow module that predicts a spatially aligned and geometrically consistent 3D proxy. For appearance refinement, we re-frame the VDM as a Generative Deferred Refiner which synthesizes high-frequency photorealistic details upon proxy-defined scene geometry. To better integrate the proxy with the pre-trained VDM, we introduce Parallel Geometry Injection and Proxy-Aware Corruption training strategies, which improve robustness to proxy artifacts without disrupting the pretrained generative manifold. Furthermore, as no suitable dataset exists for this explorable scene generation task, we construct a new large-scale dataset of 115K scenes. To the best of our knowledge, it is the first hybrid dataset for image-to-scene generation. Extensive experiments on both synthetic and real-world datasets show that SpatialCrafter outperforms state-of-the-art methods, mitigates long-term drift, and remains robust and consistent under rapid camera motion and extreme viewpoint changes. Code, models, and the newly constructed dataset will be publicly released. See more at this https URL.
https://arxiv.org/abs/2608.27073
Reliable surgical planning requires models to anticipate not only how instruments will move, but also how the operative visual state will evolve together with such motion. Existing approaches typically treat future scene generation and instrument trajectory prediction as two separate tasks. Scene-only models cannot directly evaluate the accuracy of future instrument motion at the trajectory level, while trajectory-only models fail to capture the visual consequences of instrument movement, leaving the consistency between predicted trajectories and future scene evolution unaddressed. Jointly forecasting both provides a more complete account of surgical action-scene dynamics by enabling explicit trajectory-level evaluation while simultaneously modeling the corresponding visual evolution. To bridge this gap, we present a preliminary joint visual-trajectory world-action model that simultaneously forecasts future visual states and instrument trajectories from historical surgical observations. Specifically, we encode historical video frames and tool trajectories into latent representations, which are processed by a temporal-spatial encoder and subsequently decoded through separate visual-state and trajectory prediction heads. Based on this preliminary architecture, a chunked autoregressive rollout is repeatedly applied to predict fifteen future steps. The chunked strategy consistently outperforms direct one-shot prediction across all evaluated horizons, improving first-segment PSNR from 18.86 to 23.11 dB and reducing ADE from 45.77 to 22.22 pixels. These results demonstrate the initial feasibility of joint visual-motion forecasting. However, we observe progressive visual degradation and accumulated trajectory errors over longer prediction horizons, which remain important challenges for future surgical world-action modeling.
https://arxiv.org/abs/2608.20284