Newest papers

InfiniDream: Open-Ended Photorealistic 3D Worlds Through Procedural Generation

Yiyao Huang, Hao-Jen Chien, Zheng-Hui Huang, Yu-Lun Liu, Kaipeng Zhang, Zhixiang Wang · 2026 · arXiv (Cornell University)

DOI: 10.48550/arxiv.2610.26853 · cited by 0 works (OpenAlex) · open-access PDF

Japanese

プロセスベースのコード生成は、合成データの作成とゲーム開発において重要な役割を果たし、静的メッシュ表示よりもより大きなコントロール性、編集性、多様性を提供します。しかし、VLMベースのコード生成はしばしば比較的単純な3D資産を生成するが、複雑な光現実的なプロセスシステムは幅広いマニュアル開発を必要とします。既存のVLMガイドされたプロセス生成方法は、既存のプロセスアルゴリズムを活用して、新しく定義された工場やAPIによって制限されており、新しい資産タイプを作成する能力を制限します。第二に、我々はオープンエンドのプロセス3Dワールド生産のためのVL

Machine translation (Meta M2M100); the English original follows.

Abstract

Procedural generation plays a key role in synthetic data creation and game development, offering greater controllability, editability, and diversity than static mesh representations. However, VLM-based code generation often produces relatively simple 3D assets, while sophisticated photorealistic procedural systems require extensive manual development. Existing VLM-guided procedural methods remain largely constrained by predefined factories and APIs, limiting their ability to create novel asset types. We introduce InfiniDream, a VLM-driven framework for open-ended procedural 3D world generation. First, we propose Symbolically Constrained Asset Generation, which leverages existing procedural algorithms to create novel, photorealistic assets while preserving editability and seed-based diversity. Second, we develop an end-to-end text-to-world pipeline that combines semantic scene planning with Deterministic Frustum-Guided Grid Placement to construct large-scale 3D worlds with precise object placement, procedural population, and animation. Extensive evaluations on 100 object and 20 scene generation tasks demonstrate improvements across four perceptual metrics. Diversity analysis, ablation studies, and human preference evaluations further validate the effectiveness of our framework. Project page: https://yichuanh.github.io/infinidream-page/

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Topics: Computer science, Procedural modeling, Grid, Object (grammar), Human–computer interaction, Key (lock)

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