3D object composition is pivotal to digital content creation and robot simulation, while also serving as a critical testbed for physical intelligence in foundation models. Previous methods either leve...
arXiv:2609.36024v1 Announce Type: new
Abstract: Reconstructing simulation-ready 3D scenes from real-world observations enables robotics, gaming, and immersive applications, yet existing methods large...
By Shuzhao Xie, Lelin Wang, Guying Lin, Zhi Wang, Minchen Li
Action-conditioned world models (ACWMs) promise to provide embodied AI with scalable predictive simulators for planning, policy evaluation, and data generation. Realizing this promise requires precise action-conditioned transitions rather than merely plausible outputs.
arXiv:2610.14106v1 Announce Type: cross
Abstract: Large language models can translate natural-language instructions into plausible manipulation plans, but robotic execution requires physically ground...
By Lonnie Tankersley, Noorbakhsh Amiri Golilarz, Soroush Korivand
The paper introduces Artisan, a multi‑agent pipeline that builds on Articraft to generate physically grounded articulated 3D assets. Artisan incorporates physical simulation feedback to ensure attributes such as collision‑free motion, stability under gravity, and accurate mass and material properties. The authors also present a unified benchmark covering spatial fidelity, physical plausibility, downstream task performance, and overall quality, evaluated on 100 reference assets and 100 stability prompts, where Artisan shows competitive spatial fidelity and the lowest collision and highest stability rates among tested models.
By Xudong Cai, Ruijie Zhu, Haoliang Shang, Ruining Li, Marc Pollefeys, Shangzhe Wu, Andrea Vedaldi, Chuanxia Zheng
arXiv:2608. 09298v1 Announce Type: cross Abstract: Action-conditioned world models (ACWMs) promise to provide embodied AI with scalable predictive simulators for planning, policy evaluation, and data generation.
By Peterson Co, Sicheng Hu, Chunxuan Jiao, Hongyang Cheng, Yulin Luo, Yijie Xu, Sixiang Chen, Zhongxia Zhao, Zihao Wang, DaFeng Chi, Peidong Liu, YuTong Chen, Henghua Liu, Zhihao Yuan, Huizhu Jia, Yuzheng Zhuang, Tianle Zhang, Liang Lin, Huajie Tan, Shanghang Zhang
arXiv:2606. 28128v1 Announce Type: cross Abstract: Video generation models have emerged as a promising paradigm for embodied world simulation.
By Peiwen Zhang, Yufan Deng, Shangkun Sun, Juncheng Ma, Duomin Wang, Jonas Du, Zilin Pan, Ye Huang, Hao Liang, Songyan Huang, Ruihua Zhang, Enze Xie, Ming-Yu Liu, Daquan Zhou
4DSynth is a controllable procedural system that transforms natural-language descriptions, blueprint masks, or single photographs into editable 4D environments featuring explicit geometry, animated actors, collision-free trajectories, and physics-ready simulation states. The system unifies animation, camera planning, rendering, and task generation within a single geometry-grounded representation, enabling scalable creation of dynamic embodied simulation scenes. Using 4DSynth, the authors built 4DSynth-Nav, an interactive navigation benchmark that demonstrates the reproducibility and tunability of procedural failures across vision‑language models.
By Zehao Qi, Haochen Luo, Jia-Wang Bian, Zeyu Ma, Shuyang Sun
arXiv:2607. 21522v1 Announce Type: cross Abstract: Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging.
By Hongxin Zhang, Chunru Lin, Junyan Li, Zhou Xian, Tsun-Hsuan Wang, Chuang Gan
arXiv:2606.17446v2 Announce Type: replace-cross
Abstract: Simulation enables scalable robot data collection, but raw 3D assets provide only geometry, lacking the semantic, interactive, and physical k...
By Haoran Lu, Mutian Shen, Shuyang Yu, Yu Xiao, Songling Liu, Jianshu Zhang, Shang Wu, Yue Chen, Guo Ye, Jiayi Wang, Zhaoran Wang, Han Liu
arXiv:2606. 11324v1 Announce Type: cross Abstract: We introduce Embodied-R1.
By Yifu Yuan, Yaoting Huang, Xianze Yao, Yutong Li, Shuoheng Zhang, Linqi Han, Pengyi Li, Jiangeng Sun, Wenting Jia, Zhao Zhang, Yuhao Liu, Ruihao Liao, Yucheng Hu, Qiyu Wu, Yuxiao Li, Zibin Dong, Fei Ni, Yan Zheng, Shuyang Gu, Yi Ma, Hongyao Tang, Han Hu, Jianye Hao
4DSynth is a controllable procedural system that transforms natural-language descriptions, blueprint masks, or single photographs into editable 4D environments featuring explicit geometry, animated actors, collision-free trajectories, and physics-ready simulation states. The system unifies animation, camera planning, rendering, and task generation within a single geometry-grounded representation, enabling scalable creation of diverse, interactive scenes. Using 4DSynth, the authors built 4DSynth-Nav, an interactive navigation benchmark that demonstrates the reproducibility of failures and tunable difficulty across three tiers for vision‑language models.