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arXiv:2507.12762

World Model-Based End-to-End Scene Generation for Accident Anticipation in Autonomous Driving

Reliable anticipation of traffic accidents is essential for advancing autonomous driving systems. However, this objective is limited by two fundamental challenges: the scarcity of diverse, high-quality training data and the frequent absence of crucial object-level cues due to environmental disruptions or sensor deficiencies. To tackle these issues, we propose a comprehensive framework combining generative scene augmentation with adaptive temporal reasoning. Specifically, we develop a video generation pipeline that utilizes a world model guided by domain-informed prompts to create high-resolution, statistically consistent driving scenarios, particularly enriching the coverage of edge cases and complex interactions. In parallel, we construct a dynamic prediction model that encodes spatio-temporal relationships through strengthened graph convolutions and dilated temporal operators, effectively addressing data incompleteness and transient visual noise. Furthermore, we release a new benchmark dataset designed to better capture diverse real-world driving risks. Extensive experiments on public and newly released datasets confirm that our framework enhances both the accuracy and lead time of accident anticipation, offering a robust solution to current data and modeling limitations in safety-critical autonomous driving applications.

arXiv:2507.09144공식 코드 · Papers with Code

$I^{2}$-World: Intra-Inter Tokenization for Efficient Dynamic 4D Scene Forecasting

Forecasting the evolution of 3D scenes and generating unseen scenarios via occupancy-based world models offers substantial potential for addressing corner cases in autonomous driving systems. While tokenization has revolutionized image and video generation, efficiently tokenizing complex 3D scenes remains a critical challenge for 3D world models. To address this, we propose $I^{2}$-World, an efficient framework for 4D occupancy forecasting. Our method decouples scene tokenization into intra-scene and inter-scene tokenizers. The intra-scene tokenizer employs a multi-scale residual quantization strategy to hierarchically compress 3D scenes while preserving spatial details. The inter-scene tokenizer residually aggregates temporal dependencies across timesteps. This dual design preserves the compactness of 3D tokenizers while retaining the dynamic expressiveness of 4D tokenizers. Unlike decoder-only GPT-style autoregressive models, $I^{2}$-World adopts an encoder-decoder architecture. The encoder aggregates spatial context from the current scene and predicts a transformation matrix to enable high-level control over scene generation. The decoder, conditioned on this matrix and historical tokens, ensures temporal consistency during generation. Experiments demonstrate that $I^{2}$-World achieves state-of-the-art performance, outperforming existing methods by 25.1\% in mIoU and 36.9\% in IoU for 4D occupancy forecasting while exhibiting exceptional computational efficiency: it requires merely 2.9 GB of training memory and achieves real-time inference at 37.0 FPS. Our code is available on https://github.com/lzzzzzm/II-World.

arXiv:2507.04183

Voyaging into Unbounded Dynamic Scenes from a Single View

This paper studies the problem of generating an unbounded dynamic scene from a single view, which has wide applications in augmented/virtual reality and robotics. Since the scene is changing over time, different generated views need to be consistent with the underlying 3D motions. While previous works learn such consistency by training from multiple views, the generated scene regions are bounded to be close to the training views with limited camera movements. To address this issue, we propose DynamicVoyager that reformulates the dynamic scene generation as a scene outpainting process for new dynamic content. As 2D outpainting models can hardly generate 3D consistent motions from only 2D pixels at a single view, we consider pixels as rays to enrich the pixel input with the ray context, so that the 3D motion consistency can be learned from the ray information. More specifically, we first map the single-view video input to a dynamic point cloud with the estimated video depths. Then we render the partial video at a novel view and outpaint the video with ray contexts from the point cloud to generate 3D consistent motions. We employ the outpainted video to update the point cloud, which is used for scene outpainting from future novel views. Experiments show that our model is able to generate unbounded scenes with consistent motions along fly-through cameras, and the generated contents can be controlled with scene prompts.

arXiv:2507.10446

Acquiring and Adapting Priors for Novel Tasks via Neural Meta-Architectures

The ability to transfer knowledge from prior experiences to novel tasks stands as a pivotal capability of intelligent agents, including both humans and computational models. This principle forms the basis of transfer learning, where large pre-trained neural networks are fine-tuned to adapt to downstream tasks. Transfer learning has demonstrated tremendous success, both in terms of task adaptation speed and performance. However there are several domains where, due to lack of data, training such large pre-trained models or foundational models is not a possibility - computational chemistry, computational immunology, and medical imaging are examples. To address these challenges, our work focuses on designing architectures to enable efficient acquisition of priors when large amounts of data are unavailable. In particular, we demonstrate that we can use neural memory to enable adaptation on non-stationary distributions with only a few samples. Then we demonstrate that our hypernetwork designs (a network that generates another network) can acquire more generalizable priors than standard networks when trained with Model Agnostic Meta-Learning (MAML). Subsequently, we apply hypernetworks to 3D scene generation, demonstrating that they can acquire priors efficiently on just a handful of training scenes, thereby leading to faster text-to-3D generation. We then extend our hypernetwork framework to perform 3D segmentation on novel scenes with limited data by efficiently transferring priors from earlier viewed scenes. Finally, we repurpose an existing molecular generative method as a pre-training framework that facilitates improved molecular property prediction, addressing critical challenges in computational immunology

arXiv:2506.19798

CoCo4D: Comprehensive and Complex 4D Scene Generation

Existing 4D synthesis methods primarily focus on object-level generation or dynamic scene synthesis with limited novel views, restricting their ability to generate multi-view consistent and immersive dynamic 4D scenes. To address these constraints, we propose a framework (dubbed as CoCo4D) for generating detailed dynamic 4D scenes from text prompts, with the option to include images. Our method leverages the crucial observation that articulated motion typically characterizes foreground objects, whereas background alterations are less pronounced. Consequently, CoCo4D divides 4D scene synthesis into two responsibilities: modeling the dynamic foreground and creating the evolving background, both directed by a reference motion sequence. Given a text prompt and an optional reference image, CoCo4D first generates an initial motion sequence utilizing video diffusion models. This motion sequence then guides the synthesis of both the dynamic foreground object and the background using a novel progressive outpainting scheme. To ensure seamless integration of the moving foreground object within the dynamic background, CoCo4D optimizes a parametric trajectory for the foreground, resulting in realistic and coherent blending. Extensive experiments show that CoCo4D achieves comparable or superior performance in 4D scene generation compared to existing methods, demonstrating its effectiveness and efficiency. More results are presented on our website https://colezwhy.github.io/coco4d/.

arXiv:2506.19117

PrITTI: Primitive-based Generation of Controllable and Editable 3D Semantic Scenes

Large-scale 3D semantic scene generation has predominantly relied on voxel-based representations, which are memory-intensive, bound by fixed resolutions, and challenging to edit. In contrast, primitives represent semantic entities using compact, coarse 3D structures that are easy to manipulate and compose, making them an ideal representation for this task. In this paper, we introduce PrITTI, a latent diffusion-based framework that leverages primitives as the main foundational elements for generating compositional, controllable, and editable 3D semantic scene layouts. Our method adopts a hybrid representation, modeling ground surfaces in a rasterized format while encoding objects as vectorized 3D primitives. This decomposition is also reflected in a structured latent representation that enables flexible scene manipulation of ground and object components. To overcome the orientation ambiguities in conventional encoding methods, we introduce a stable Cholesky-based parameterization that jointly encodes object size and orientation. Experiments on the KITTI-360 dataset show that PrITTI outperforms a voxel-based baseline in generation quality, while reducing memory requirements by up to $3\times$. In addition, PrITTI enables direct instance-level manipulation of objects in the scene and supports a range of downstream applications, including scene inpainting, outpainting, and photo-realistic street-view synthesis.

arXiv:2506.21416공식 코드 · Papers with Code

XVerse: Consistent Multi-Subject Control of Identity and Semantic Attributes via DiT Modulation

Achieving fine-grained control over subject identity and semantic attributes (pose, style, lighting) in text-to-image generation, particularly for multiple subjects, often undermines the editability and coherence of Diffusion Transformers (DiTs). Many approaches introduce artifacts or suffer from attribute entanglement. To overcome these challenges, we propose a novel multi-subject controlled generation model XVerse. By transforming reference images into offsets for token-specific text-stream modulation, XVerse allows for precise and independent control for specific subject without disrupting image latents or features. Consequently, XVerse offers high-fidelity, editable multi-subject image synthesis with robust control over individual subject characteristics and semantic attributes. This advancement significantly improves personalized and complex scene generation capabilities.

arXiv:2506.17213공식 코드 · Papers with Code

Long-term Traffic Simulation with Interleaved Autoregressive Motion and Scenario Generation

An ideal traffic simulator replicates the realistic long-term point-to-point trip that a self-driving system experiences during deployment. Prior models and benchmarks focus on closed-loop motion simulation for initial agents in a scene. This is problematic for long-term simulation. Agents enter and exit the scene as the ego vehicle enters new regions. We propose InfGen, a unified next-token prediction model that performs interleaved closed-loop motion simulation and scene generation. InfGen automatically switches between closed-loop motion simulation and scene generation mode. It enables stable long-term rollout simulation. InfGen performs at the state-of-the-art in short-term (9s) traffic simulation, and significantly outperforms all other methods in long-term (30s) simulation. The code and model of InfGen will be released at https://orangesodahub.github.io/InfGen

arXiv:2506.17206

DreamCube: 3D Panorama Generation via Multi-plane Synchronization

3D panorama synthesis is a promising yet challenging task that demands high-quality and diverse visual appearance and geometry of the generated omnidirectional content. Existing methods leverage rich image priors from pre-trained 2D foundation models to circumvent the scarcity of 3D panoramic data, but the incompatibility between 3D panoramas and 2D single views limits their effectiveness. In this work, we demonstrate that by applying multi-plane synchronization to the operators from 2D foundation models, their capabilities can be seamlessly extended to the omnidirectional domain. Based on this design, we further introduce DreamCube, a multi-plane RGB-D diffusion model for 3D panorama generation, which maximizes the reuse of 2D foundation model priors to achieve diverse appearances and accurate geometry while maintaining multi-view consistency. Extensive experiments demonstrate the effectiveness of our approach in panoramic image generation, panoramic depth estimation, and 3D scene generation.

arXiv:2506.13558

X-Scene: Large-Scale Driving Scene Generation with High Fidelity and Flexible Controllability

Diffusion models are advancing autonomous driving by enabling realistic data synthesis, predictive end-to-end planning, and closed-loop simulation, with a primary focus on temporally consistent generation. However, the generation of large-scale 3D scenes that require spatial coherence remains underexplored. In this paper, we propose X-Scene, a novel framework for large-scale driving scene generation that achieves both geometric intricacy and appearance fidelity, while offering flexible controllability. Specifically, X-Scene supports multi-granular control, including low-level conditions such as user-provided or text-driven layout for detailed scene composition and high-level semantic guidance such as user-intent and LLM-enriched text prompts for efficient customization. To enhance geometrical and visual fidelity, we introduce a unified pipeline that sequentially generates 3D semantic occupancy and the corresponding multiview images, while ensuring alignment between modalities. Additionally, we extend the generated local region into a large-scale scene through consistency-aware scene outpainting, which extrapolates new occupancy and images conditioned on the previously generated area, enhancing spatial continuity and preserving visual coherence. The resulting scenes are lifted into high-quality 3DGS representations, supporting diverse applications such as scene exploration. Comprehensive experiments demonstrate that X-Scene significantly advances controllability and fidelity for large-scale driving scene generation, empowering data generation and simulation for autonomous driving.

arXiv:2506.18839

4Real-Video-V2: Fused View-Time Attention and Feedforward Reconstruction for 4D Scene Generation

We propose the first framework capable of computing a 4D spatio-temporal grid of video frames and 3D Gaussian particles for each time step using a feed-forward architecture. Our architecture has two main components, a 4D video model and a 4D reconstruction model. In the first part, we analyze current 4D video diffusion architectures that perform spatial and temporal attention either sequentially or in parallel within a two-stream design. We highlight the limitations of existing approaches and introduce a novel fused architecture that performs spatial and temporal attention within a single layer. The key to our method is a sparse attention pattern, where tokens attend to others in the same frame, at the same timestamp, or from the same viewpoint. In the second part, we extend existing 3D reconstruction algorithms by introducing a Gaussian head, a camera token replacement algorithm, and additional dynamic layers and training. Overall, we establish a new state of the art for 4D generation, improving both visual quality and reconstruction capability.

arXiv:2506.20590

WonderFree: Enhancing Novel View Quality and Cross-View Consistency for 3D Scene Exploration

Interactive 3D scene generation from a single image has gained significant attention due to its potential to create immersive virtual worlds. However, a key challenge in current 3D generation methods is the limited explorability, which cannot render high-quality images during larger maneuvers beyond the original viewpoint, particularly when attempting to move forward into unseen areas. To address this challenge, we propose WonderFree, the first model that enables users to interactively generate 3D worlds with the freedom to explore from arbitrary angles and directions. Specifically, we decouple this challenge into two key subproblems: novel view quality, which addresses visual artifacts and floating issues in novel views, and cross-view consistency, which ensures spatial consistency across different viewpoints. To enhance rendering quality in novel views, we introduce WorldRestorer, a data-driven video restoration model designed to eliminate floaters and artifacts. In addition, a data collection pipeline is presented to automatically gather training data for WorldRestorer, ensuring it can handle scenes with varying styles needed for 3D scene generation. Furthermore, to improve cross-view consistency, we propose ConsistView, a multi-view joint restoration mechanism that simultaneously restores multiple perspectives while maintaining spatiotemporal coherence. Experimental results demonstrate that WonderFree not only enhances rendering quality across diverse viewpoints but also significantly improves global coherence and consistency. These improvements are confirmed by CLIP-based metrics and a user study showing a 77.20% preference for WonderFree over WonderWorld enabling a seamless and immersive 3D exploration experience. The code, model, and data will be publicly available.

arXiv:2506.20367

DreamAnywhere: Object-Centric Panoramic 3D Scene Generation

Recent advances in text-to-3D scene generation have demonstrated significant potential to transform content creation across multiple industries. Although the research community has made impressive progress in addressing the challenges of this complex task, existing methods often generate environments that are only front-facing, lack visual fidelity, exhibit limited scene understanding, and are typically fine-tuned for either indoor or outdoor settings. In this work, we address these issues and propose DreamAnywhere, a modular system for the fast generation and prototyping of 3D scenes. Our system synthesizes a 360{\deg} panoramic image from text, decomposes it into background and objects, constructs a complete 3D representation through hybrid inpainting, and lifts object masks to detailed 3D objects that are placed in the virtual environment. DreamAnywhere supports immersive navigation and intuitive object-level editing, making it ideal for scene exploration, visual mock-ups, and rapid prototyping -- all with minimal manual modeling. These features make our system particularly suitable for low-budget movie production, enabling quick iteration on scene layout and visual tone without the overhead of traditional 3D workflows. Our modular pipeline is highly customizable as it allows components to be replaced independently. Compared to current state-of-the-art text and image-based 3D scene generation approaches, DreamAnywhere shows significant improvements in coherence in novel view synthesis and achieves competitive image quality, demonstrating its effectiveness across diverse and challenging scenarios. A comprehensive user study demonstrates a clear preference for our method over existing approaches, validating both its technical robustness and practical usefulness.

arXiv:2506.20134

From 2D to 3D Cognition: A Brief Survey of General World Models

World models have garnered increasing attention in the development of artificial general intelligence (AGI), serving as computational frameworks for learning representations of the external world and forecasting future states. While early efforts focused on 2D visual perception and simulation, recent 3D-aware generative world models have demonstrated the ability to synthesize geometrically consistent, interactive 3D environments, marking a shift toward 3D spatial cognition. Despite rapid progress, the field lacks systematic analysis to categorize emerging techniques and clarify their roles in advancing 3D cognitive world models. This survey addresses this need by introducing a conceptual framework, providing a structured and forward-looking review of world models transitioning from 2D perception to 3D cognition. Within this framework, we highlight two key technological drivers, particularly advances in 3D representations and the incorporation of world knowledge, as fundamental pillars. Building on these, we dissect three core cognitive capabilities that underpin 3D world modeling: 3D physical scene generation, 3D spatial reasoning, and 3D spatial interaction. We further examine the deployment of these capabilities in real-world applications, including embodied AI, autonomous driving, digital twin, and gaming/VR. Finally, we identify challenges across data, modeling, and deployment, and outline future directions for advancing more robust and generalizable 3D world models.

arXiv:2506.14315

ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured Proxies

Automatic creation of 3D scenes for immersive VR presence has been a significant research focus for decades. However, existing methods often rely on either high-poly mesh modeling with post-hoc simplification or massive 3D Gaussians, resulting in a complex pipeline or limited visual realism. In this paper, we demonstrate that such exhaustive modeling is unnecessary for achieving compelling immersive experience. We introduce ImmerseGen, a novel agent-guided framework for compact and photorealistic world modeling. ImmerseGen represents scenes as hierarchical compositions of lightweight geometric proxies, i.e., simplified terrain and billboard meshes, and generates photorealistic appearance by synthesizing RGBA textures onto these proxies. Specifically, we propose terrain-conditioned texturing for user-centric base world synthesis, and RGBA asset texturing for midground and foreground scenery. This reformulation offers several advantages: (i) it simplifies modeling by enabling agents to guide generative models in producing coherent textures that integrate seamlessly with the scene; (ii) it bypasses complex geometry creation and decimation by directly synthesizing photorealistic textures on proxies, preserving visual quality without degradation; (iii) it enables compact representations suitable for real-time rendering on mobile VR headsets. To automate scene creation from text prompts, we introduce VLM-based modeling agents enhanced with semantic grid-based analysis for improved spatial reasoning and accurate asset placement. ImmerseGen further enriches scenes with dynamic effects and ambient audio to support multisensory immersion. Experiments on scene generation and live VR showcases demonstrate that ImmerseGen achieves superior photorealism, spatial coherence and rendering efficiency compared to prior methods. Project webpage: https://immersegen.github.io.

arXiv:2506.10600

EmbodiedGen: Towards a Generative 3D World Engine for Embodied Intelligence

Constructing a physically realistic and accurately scaled simulated 3D world is crucial for the training and evaluation of embodied intelligence tasks. The diversity, realism, low cost accessibility and affordability of 3D data assets are critical for achieving generalization and scalability in embodied AI. However, most current embodied intelligence tasks still rely heavily on traditional 3D computer graphics assets manually created and annotated, which suffer from high production costs and limited realism. These limitations significantly hinder the scalability of data driven approaches. We present EmbodiedGen, a foundational platform for interactive 3D world generation. It enables the scalable generation of high-quality, controllable and photorealistic 3D assets with accurate physical properties and real-world scale in the Unified Robotics Description Format (URDF) at low cost. These assets can be directly imported into various physics simulation engines for fine-grained physical control, supporting downstream tasks in training and evaluation. EmbodiedGen is an easy-to-use, full-featured toolkit composed of six key modules: Image-to-3D, Text-to-3D, Texture Generation, Articulated Object Generation, Scene Generation and Layout Generation. EmbodiedGen generates diverse and interactive 3D worlds composed of generative 3D assets, leveraging generative AI to address the challenges of generalization and evaluation to the needs of embodied intelligence related research. Code is available at https://horizonrobotics.github.io/robot_lab/embodied_gen/index.html.

arXiv:2506.10112

NnD: Diffusion-based Generation of Physically-Nonnegative Objects

Most natural objects have inherent complexity and variability. While some simple objects can be modeled from first principles, many real-world phenomena, such as cloud formation, require computationally expensive simulations that limit scalability. This work focuses on a class of physically meaningful, nonnegative objects that are computationally tractable but costly to simulate. To dramatically reduce computational costs, we propose nonnegative diffusion (NnD). This is a learned generative model using score based diffusion. It adapts annealed Langevin dynamics to enforce, by design, non-negativity throughout iterative scene generation and analysis (inference). NnD trains on high-quality physically simulated objects. Once trained, it can be used for generation and inference. We demonstrate generation of 3D volumetric clouds, comprising inherently nonnegative microphysical fields. Our generated clouds are consistent with cloud physics trends. They are effectively not distinguished as non-physical by expert perception.

arXiv:2506.07497

Genesis: Multimodal Driving Scene Generation with Spatio-Temporal and Cross-Modal Consistency

We present Genesis, a unified framework for joint generation of multi-view driving videos and LiDAR sequences with spatio-temporal and cross-modal consistency. Genesis employs a two-stage architecture that integrates a DiT-based video diffusion model with 3D-VAE encoding, and a BEV-aware LiDAR generator with NeRF-based rendering and adaptive sampling. Both modalities are directly coupled through a shared latent space, enabling coherent evolution across visual and geometric domains. To guide the generation with structured semantics, we introduce DataCrafter, a captioning module built on vision-language models that provides scene-level and instance-level supervision. Extensive experiments on the nuScenes benchmark demonstrate that Genesis achieves state-of-the-art performance across video and LiDAR metrics (FVD 16.95, FID 4.24, Chamfer 0.611), and benefits downstream tasks including segmentation and 3D detection, validating the semantic fidelity and practical utility of the generated data.

arXiv:2506.05449

AI-powered Contextual 3D Environment Generation: A Systematic Review

The generation of high-quality 3D environments is crucial for industries such as gaming, virtual reality, and cinema, yet remains resource-intensive due to the reliance on manual processes. This study performs a systematic review of existing generative AI techniques for 3D scene generation, analyzing their characteristics, strengths, limitations, and potential for improvement. By examining state-of-the-art approaches, it presents key challenges such as scene authenticity and the influence of textual inputs. Special attention is given to how AI can blend different stylistic domains while maintaining coherence, the impact of training data on output quality, and the limitations of current models. In addition, this review surveys existing evaluation metrics for assessing realism and explores how industry professionals incorporate AI into their workflows. The findings of this study aim to provide a comprehensive understanding of the current landscape and serve as a foundation for future research on AI-driven 3D content generation. Key findings include that advanced generative architectures enable high-quality 3D content creation at a high computational cost, effective multi-modal integration techniques like cross-attention and latent space alignment facilitate text-to-3D tasks, and the quality and diversity of training data combined with comprehensive evaluation metrics are critical to achieving scalable, robust 3D scene generation.

arXiv:2506.07657

PIG: Physically-based Multi-Material Interaction with 3D Gaussians

3D Gaussian Splatting has achieved remarkable success in reconstructing both static and dynamic 3D scenes. However, in a scene represented by 3D Gaussian primitives, interactions between objects suffer from inaccurate 3D segmentation, imprecise deformation among different materials, and severe rendering artifacts. To address these challenges, we introduce PIG: Physically-Based Multi-Material Interaction with 3D Gaussians, a novel approach that combines 3D object segmentation with the simulation of interacting objects in high precision. Firstly, our method facilitates fast and accurate mapping from 2D pixels to 3D Gaussians, enabling precise 3D object-level segmentation. Secondly, we assign unique physical properties to correspondingly segmented objects within the scene for multi-material coupled interactions. Finally, we have successfully embedded constraint scales into deformation gradients, specifically clamping the scaling and rotation properties of the Gaussian primitives to eliminate artifacts and achieve geometric fidelity and visual consistency. Experimental results demonstrate that our method not only outperforms the state-of-the-art (SOTA) in terms of visual quality, but also opens up new directions and pipelines for the field of physically realistic scene generation.