arXiv AI

GREP: Grounding Generated Room Evaluation in Principles

The paper introduces GREP, a framework for evaluating AI-generated furnished rooms that moves beyond specific questions to a three-tier philosophy: basic physical validity, visual coherence, and human-use logic. An autonomous evaluation agent applies these principles to identify scene issues, produce scores, and generate reports, enabling reliable, scene-specific judgments. Experiments demonstrate GREP’s high agreement with human preferences, its ability to improve scene quality through feedback, and insights into how future models might better balance planning and constraint adaptation.

arXiv Computer Vision
Oct 19

Scene-Designer: Learning Design Intelligence for Agentic 3D Scene Generation

Scene-Designer is an agentic framework that learns design intelligence for generating 3D indoor scenes from natural language. It introduces two datasets—Scene-OTA-35K for design and error correction, and Scene-OTC-15K for quality critique—and a Critic-guided GRPO framework (Scene-GRPO) that refines design decisions. Experiments show that Scene-Designer outperforms existing methods in physical validity, functional correctness, and layout coherence, and that its learned Critic provides effective guidance during test time.

By Xuanyu Liu, Hongyan Feng, Miao Pan, Sunlai Chen, Lizhou Liang, Bing Sun, Wenqi Zhang, Xuhong Zhang
arXiv AI
Oct 15

RealityBench: Simulated Environments to Evaluate a Vision Language Model's Ability to Document Human Physical Work

arXiv:2610.14397v2 Announce Type: cross Abstract: Augmenting worker capabilities in the physical world through guidance has been a decades-long goal for AI agents. One key supporting capability is to...

By Andrew Perrault (Relantic, Inc., Columbus, OH, USA), Anmol Takiar (Relantic, Inc., Columbus, OH, USA), Dominik Winecki (Relantic, Inc., Columbus, OH, USA), Arnab Nandi (Relantic, Inc., Columbus, OH, USA)
arXiv Computation and Language
Sep 1

PlanCraft: Sketch, Refine, and Furnish for Architect-Inspired Progressive 3D Residential Scene Generation

PlanCraft introduces a progressive approach to 3D residential scene generation that mirrors how architects design: starting with rough sketches and refining them over time. It leverages a large dataset of real floor plans to train a SketchPlan module that generates partial sketches at various completion levels, a PlanCraft‑Diff module that sharpens these sketches into precise vector floor plans, and a PlanCraft‑Agent that furnishes rooms within the established spatial contract. The method outperforms existing 2D and 3D baselines, achieving a 61.1% lower FID and a 15‑point lead in expert‑rated spatial rationality, even with only 25% sketch completion.

By Pengyu Zeng, Yuqin Dai, Jun Yin, Ziyang Han, Ng Cheuk Hei, Jing Zhong, Chaoyang Shi, ZhanXiang Jin, Maowei Jiang, Shuai Lu
arXiv Computer Vision
Oct 16

GRASE: Geometry-native Real-to-sim Agentic Scene Modeling from Video

GRASE is a new agentic framework for converting real-world video into editable 3D scenes while preserving geometry and layout. It treats captured multi‑view video as a persistent reference, revising intermediate hypotheses whenever rendered evidence conflicts with the capture. By iteratively refining architectural shells, asset placement, and geometry with cross‑view feedback, GRASE produces faithful, consistent scenes that outperform existing state‑of‑the‑art methods.

By Zhaorui Lin, Haohan Liu, Zhen Chen, Xiangru Huang
arXiv AI
Sep 30

Code4Scene: Benchmarking Coding Agents for Constructing and Editing 3D Scenes

Code4Scene is a benchmark that evaluates coding agents on constructing and editing 3D scenes in Unreal Engine. It tests agents on two tasks: construction, where they must build a scene from open‑ended language, and editing, where they must recover a target scene from reference images while preserving everything else. The benchmark measures task fulfillment, artifact integrity, and physical validity, revealing that construction and editing performance are correlated but not interchangeable, with agents struggling most with spatial composition and precise edits.

By Xiaokang Ye, Siddhant Hitesh Mantri, Zimeng Chen, Edward Zhang, Zhaoxu Zheng, Yuanheng Li, Yizhao Chen, Tianyang Huang, Lianhui Qin
arXiv AI
Sep 7

ARGOS: Who, Where, and When in Agentic Multi-Camera Person Search

ARGOS is a new benchmark and agent framework for multi‑camera person search that transforms the task from one‑shot retrieval into interactive reasoning using partial witness clues. The framework requires agents to plan questions, use spatial or temporal tools, and interpret ambiguous natural‑language responses within a limited turn budget, leveraging a Spatio‑Temporal Topology Graph that encodes camera connectivity and transition times. The benchmark includes 2,691 tasks across 14 real‑world scenarios, divided into semantic, spatial, and temporal tracks, and introduces Turn‑Weighted Success (TWS) as a metric that jointly measures correctness and turn efficiency, with current best agents achieving TWS scores of 0.383 and 0.590 on the spatial and temporal tracks respectively.

By Myungchul Kim, Kwanyong Park, Junmo Kim, In So Kweon
arXiv Computer Vision
Sep 23

HARMONY: Hierarchical Agentic Reasoning for MONocular Image-to-Scene Synthesis

HARMONY is a hierarchical chain-of-thought framework that reconstructs complete 3D indoor scenes from a single monocular image. It combines agentic reasoning with visual geometry foundation models, starting with camera calibration and semantic layout recovery, then placing objects hierarchically while refining geometry with point cloud estimations. The method achieves semantically consistent scenes that align perceptually with the input image, outperforming existing baselines on synthetic and real-world data.

By Shufan Sun, Chen Wang, Enxin Song, Jiatao Gu, Lingjie Liu