Programmable world models separate executable dynamics from visual generation, offering a promising foundation for next-generation game engines. However, their visual adherence to explicit rules and interactions remains insufficiently evaluated. Existing benchmarks assess visual quality, controllability, and instructio...
Zheng-Hui Huang, Gui-Xu Lin, Yu-Ju Tsai et al.· 0 citations
Native 3D generators turn one image into a single mesh. TRELLIS.2 and its peers deliver high-fidelity non-watertight geometry with materials, but the output is one fused object, while downstream work such as editing, rigging and simulation operates on part-level assets. A naive idea is to run a 3D segmentation network...
Rui-Han Yu, Lian Fu, Mu-Yao Niu et al.· 0 citations
We study the problem of generating a compositional 3D representation of a cluttered scene containing hundreds of objects. The goal is to represent the scene as a collection of individual object meshes placed in a shared world frame, as required by downstream applications such as gaming, AR/VR, simulation, and robotics....
Mu-Yao Niu, Ji-Xuan He, Rui-Han Yu et al.· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.