SearcharxivSearch

arXiv · 2609.15392

ESG: Generating Physically Consistent Dynamic 3D Scenes from Text Descriptions

Abstract

Recent progress in image and 3D scene generation has enabled increasingly realistic static environments, yet most methods remain confined to such static configurations. Generating dynamic scenes from natural language is fundamentally challenging: it requires joint reasoning over scene structure, temporal evolution, and physical feasibility, while ensuring reliable execution in modern physics engines. We present a unified framework for generating physically consistent dynamic 3D scenes from text, with outputs directly executable in Unreal Engine. Central to our approach is the \emph{Evolutive Scene Graph} (ESG), which specifies entities with physical attributes, spatial relations, and event-driven timelines in a machine-checkable form. Given a prompt, a large language model constructs and validates a complete ESG; spatial layouts are grounded via energy-minimized gradient optimization; timeline-constrained physical parameters are then optimized through differentiable simulation to satisfy user-specified events; and the resulting scene is compiled into an engine-executable class. Experiments on 10 scenes across three complexity levels show that our method achieves $16.4/18$ mean event completion, outperforming Scene Language, the strongest engine-executable baseline (SimWorld), and our ablation without physical optimization by a clear margin in event completion and parameter accuracy.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Xintong Fang, Zhiyuan Fang, Rengan Xie, Xuhong Zhang, Guoyuan An, Zeran Liu, Jingyan Zhang, Jiarui Guo, Yuchi Huo. 2026-09-14. ESG: Generating Physically Consistent Dynamic 3D Scenes from Text Descriptions. https://arxiv.org/abs/2609.15392

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Personalizing Causal Audio-Driven Facial Motion via Dynamic Multi-modal Retrieval

Audio-driven facial animation is essential for immersive digital interaction, yet existing frameworks struggle to reconcile real-time streaming with high-fidelity personalization. Current methods either rely on latency-inducing audio look-ahead, or ask users to record scripted calibration sequences to pre-encode static identity embeddings that fail to capture dynamic idiosyncrasies. We present an end-to-end framework for personalized audio-driven facial motion generation, supporting causal, zero-lookahead streaming. We introduce two key innovations: (1) a causal multi-resolution motion tokenizer that captures both global temporal context and high-frequency articulatory details, and (2) a multi-modal style retriever that extracts stylistic priors from unstructured reference libraries by jointly querying ongoing audio and motion. Unlike prior retrieval mechanisms restricted to curated, fixed-size, or audio-only style banks, our design accepts arbitrary footage of the target identity, enabling personalization from a handful of casually recorded clips. By integrating these components, our method outperforms state-of-the-art approaches in lip-sync accuracy, identity consistency, and perceived realism, while preserving the streaming constraints of real-time telepresence. Code is available at https://github.com/xg-chu/Fallingwater.

cs.GR

MultiCube: Compositional 3D Generation With Part-Level Semantic and Spatial Control

Digital 3D objects used in games and animation are often required to be compositional; that is, decomposed into semantically meaningful parts. Recent 3D generation methods can produce high-quality compositional objects conditioned on image or text prompts. Yet, such global conditioning lacks the precise part-level controllability required for professional creative workflows. To address this, we introduce MultiCube, a novel compositional 3D generation method that provides explicit, independent control over both the semantics and spatial arrangement of each part. MultiCube takes as input a global text prompt, a text schema specifying the desired parts, and a spatial layout indicating the bounding boxes of the parts in the given schema. It outputs a 3D object composed of distinct meshes, one per specified part, that adhere to the given semantic and spatial conditions. Our approach employs a two-stage diffusion process, first generating a schema- and layout-aligned monolithic mesh, then decomposing the mesh into individual parts simultaneously. A novel Part Layout Adapter is used to encode per-part conditions independently of the other parts. Experiments demonstrate that our method can generate high-quality compositional 3D objects with precise part-level control, including those with unique layouts difficult to achieve with text or image prompting alone. Project page: https://multi-cube.github.io

cs.GR

FootprintRAG: Visual Analytics for Evidence Context Refinement in RAG-based Scientific Literature Exploration

Retrieval-Augmented Generation (RAG) is increasingly used to ground large language model (LLM) outputs in scientific literature. However, in open-ended literature exploration, the evidence context used for generation is often produced through hidden retrieval, reranking, assessment, and filtering steps. Users may receive retrieval summaries without knowing how the system constructed the evidence context, which evidence units were retained or discarded, or whether potentially useful evidence was excluded before synthesis. We present FootprintRAG, an LLM-agent-powered visual analytics system for evidence context refinement in RAG-based scientific literature exploration. The core idea is to treat the RAG evidence context as an explicit, inspectable, and revisable analytical object before generation. FootprintRAG parses scientific literature into text and figure evidence units, expands an initial query into parallel query variants, retrieves and assesses evidence across iterative rounds, and surfaces ERS-ranked supplementary candidates from the corpus-level evidence space. Through coordinated views, the system connects retrieval trajectories, evidence-state revision, and provenance-aware summary generation into a user-steerable workflow. We evaluate FootprintRAG through two case studies, a user study, and a workflow-level comparison with representative RAG systems. The results show that FootprintRAG helps users compare retrieval directions, revise candidate evidence, recover potentially overlooked evidence, and trace generated summaries back to supporting evidence units. FootprintRAG is available at https://github.com/meteorshowering/FootprintRAGVA.git.

cs.GR