arXiv Computer Vision

LabWorld: Learning Interactive 4D Worlds for Scientific Experimentation

LabWorld is a Real2Sim framework that reconstructs interactive 4D laboratory worlds from monocular RGB video, producing reusable 3D assets, metric scenes, time‑varying object states, and procedure events. By leveraging multi‑frame observations and motion reconstruction that combines visual, geometric, and event constraints, LabWorld outperforms existing baselines on real pipetting and vortexing tasks, achieving higher Mask IoU and PCK‑AUC scores. The framework enables explicit, editable state representation for replay, inspection, and future embodied scientific systems.

arXiv AI
Oct 27

SceneAgent: An Agentic Pipeline from 3D and 4D Captures to Simulation Environments

SceneAgent is an agentic pipeline that transforms 3D and 4D visual captures—such as 3D Gaussian Splatting, photogrammetry, LiDAR, AI‑generated scenes, and dynamic 4D videos—into interactive simulation environments. It coordinates object reconstruction, physical modeling, part decomposition, articulation, and deformable simulation, and then generates diverse object variants and scripted demonstrations to support policy learning. In benchmark tests, SceneAgent outperforms SimFoundry on cluttered bin scenes and dramatically improves dynamic IoU on 4DCodeBench, while also enabling simulated interactions and preliminary real‑robot policy transfer.

By Luke Hollis, Tianxing Fan, Heng Yang
arXiv Computer Vision
Sep 7

TourPhysics: Bringing Physics to World Models for Exploration and Manipulation from a Single Image

TourPhysics is an online framework that builds physics‑grounded visual world models from a single image and a declarative physical configuration. It integrates deterministic simulation with video generation, separating simulator state, geometric evidence, generator controls, and appearance memory to produce consistent observations for exploration and manipulation. The system preserves the input scene, follows prescribed camera and object trajectories more closely than baselines, and reduces appearance drift during long‑horizon revisits.

By Xin Zhang, Yabo Chen, Zixuan Duan, Haibin Huang, Chi Zhang, Feng Xu, Xuelong Li
arXiv AI
Jun 12

An Embodied Simulation Platform, Benchmark, and Data-Efficient Augmentation Framework for Wet-Lab Robotics

arXiv:2606. 12936v1 Announce Type: cross Abstract: Wet-lab robots can improve the reproducibility, throughput, and safety of biomedical experiments, but scaling their learning requires customizable simulators for safe and reproducible task generation, open editable laboratory assets, and efficient pipelines that turn limited demonstrations into usable training data.

By Zhe Liu, Huanbo Jin, Zhaohui Du, Zhe Wang, He Xu, Peijia Li, Jiaming Gu, Quan Lu, Qi Wang, Bin Ji, Ting Xiao
arXiv Computer Vision
Aug 27

4DStreamCtrl: Interactive Video Generation with Online 4D Control

The paper introduces 4DStreamCtrl, a system that unifies camera motion, object trajectories, and depth into a single 3D point‑track representation, enabling joint control, depth editing, and motion transfer in a single forward pass. By mining in‑the‑wild video for 3D motion supervision and encoding it with a lightweight Geometric Motion Head, the authors train a causal streaming student that can generate arbitrarily long videos in just four denoising steps, achieving 20 FPS on a single high‑end GPU for 480p video. This approach outperforms prior camera‑only, 2D, and offline‑3D methods in motion‑control precision while maintaining temporal coherence over hundreds of frames, thereby enabling interactive 4D‑controllable streaming generation for the first time.

By Shiqian Li, Chenguo Lin, Zhiguang Liu, Yu Tang, Jiarong Ou, Rui Chen, Yixin Zhu
arXiv Computer Vision
Oct 26

WorldMirror: Agentic Real-to-Sim Generation of Interactive Worlds from In-the-Wild Robot Demonstrations

WorldMirror is a real‑to‑sim framework that builds interactive digital twins from real‑world robot demonstrations by iteratively refining an executable world program. A coding agent decomposes the observed scene, plans reconstruction steps, and coordinates image and 3D generation tools, using verification feedback to correct errors. The resulting camera‑pose‑anchored scene representation preserves spatial relationships and enables physically consistent interaction and trajectory replay, as shown on the DROID dataset.

By Tianling Xu, Weijie Wan, Honghao Su, Kailun Su, Junyuan Tang, Huichi Zhou, Haozheng Zhang, Qi Xiong, Ping Luo, Wenbo Ding, Tianxing Chen, Yue Chen
arXiv Computer Vision
Oct 8

Video2World: Benchmarking Coding Agents for Interactive World Modeling from Embodied Videos

arXiv:2610.04432v2 Announce Type: replace Abstract: Building interactive simulators from real-world observations is a promising way to scale embodied data, but current pipelines still rely heavily on...

By Jinzhou Tang, Zijun Zhang, Jing Yang, Yuchen Yan, Kun Zhou, Lingjun Mao, Ruobing Han, Jinglin Cao, Wenpeng Xu, Lukun He, Minghao Fu, Fan Feng, Biwei Huang
arXiv AI
Jun 29

HAT-4D: Lifting Monocular Video for 4D Multi-Object Interactions via Human-Agent Collaboration

arXiv:2606. 28215v1 Announce Type: cross Abstract: Extracting dynamic 4D object interactions from massive, in-the-wild monocular videos offers a highly efficient data collection pathway for scaling Embodied AI and training VLAs.

By Jiaxin Li, Yuxiang Wu, Zhenkai Zhang, Xinrui Shi, Haoyuan Wang, Yichen Zhao, Su Linxiang, Chenyang Yu, Mingyu Zhang, Yifan Ding, Boran Wen, Li Zhang, Ruiyang Liu, Yong-Lu Li