arXiv AI

Lucida: Parse, Generate, and Place for Composable Real-to-Sim Scene Modeling

arXiv Computer Vision
3d ago

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 Computer Vision
Sep 18

SceneTeract: Probing and Improving Agent-Aware Activity Reasoning in 3D Indoor Scenes

SceneTeract is a verification interface that separates semantic action understanding from physical feasibility in indoor 3D scenes. It decomposes activities into atomic actions and performs explicit geometric checks to determine executability, providing diagnostic traces for failures. The system reveals widespread functional and accessibility issues in synthetic scenes, shows that existing VLMs over‑predict action feasibility, and improves VLM performance through post‑training with verifier feedback, with benefits that generalize to real‑world scenes.

By L\'eopold Maillard, Francis Engelmann, Tom Durand, Boxiao Pan, Yang You, Leonidas Guibas, Maks Ovsjanikov
arXiv Computer Vision
Oct 12

Splat2Act: From Captured Scenes to Personalized VLA Manipulation

Splat2Act is an automated real‑to‑sim‑to‑real pipeline that personalizes a pretrained vision‑language‑action policy for a specific indoor scene using only a handheld phone scan and images of the user’s objects. It constructs a photorealistic digital twin with 3D Gaussian splatting, discovers receptacles, generates over 68,000 pickup demonstrations via a simulation oracle, and fine‑tunes the policy in two stages—first on public objects, then on the user’s own items—achieving up to 62.5% pickup success in target scenes. The approach demonstrates that such personalization can be achieved without costly real‑world demonstrations, with a real Stretch 3 robot matching simulated success rates on a 12‑task subset.

By Xiaomeng Ye, Krishna Jaganathan, Gyubeum Lim, Gunjan Chhablani, Muhammad Zubair Irshad, Zsolt Kira
arXiv Computer Vision
Sep 7

WorldSculpt: Generating Compositional Worlds from Grounded Videos

WorldSculpt presents a method for generating compositional 3D representations of cluttered scenes with hundreds of objects by adapting a single-object 3D generative prior to multi-view observations. The approach, built on Pixal3D with a multi-view conditioning pathway, can generalize to highly occluded scenes without scene-level training. The authors also introduce the UE-MeshyScene benchmark and demonstrate that their method outperforms prior approaches across various evaluation settings, including converting existing 3DGS worlds into compositional mesh scenes.

By Muyao Niu, Jixuan He, Ruihan Yu, Lian Fu, Yonghao Yu, Zheng-Hui Huang, Yifan Zhan, Fengbo Lan, Yongtao Ge, Yinqiang Zheng, Kaipeng Zhang, Zhixiang Wang
arXiv AI
Jul 22

Agentic Real2Sim: Physics-based World Modeling with Vision-Language Agents

arXiv:2607. 19190v1 Announce Type: cross Abstract: Real-to-sim conversion for robotic interaction with objects remains labor-intensive because it requires more than visual reconstruction: a streamlined real2sim process must recover scene geometries and object states, infer physical parameters, and assemble actors, objects, cameras, poses, and trajectories into a runnable physical simulation.

By Guanxiong Chen, Qianjun Xia, Jiawei Peng, Heng Zhang, Bole Ma, Justin Qian, Ziyi Jiao, Bingyang Zhou, Luoxin Ye, Kaifeng Zhang, Kunyi Wang, Weijia Zeng, Yunuo Chen, Pengzhi Yang, Ziqiu Zeng, Huamin Wang, Chao Liu, Alan Yuille, Fan Shi, Changxi Zheng, Yunzhu Li, Chenfanfu Jiang, Peter Yichen Chen