SearcharxivSearch

arXiv subjects

Mengqi Zhou

Publications and source records attributed to Mengqi Zhou.

6 recordsLinked to original sources

Procedura: Agentic 3D Modeling with Procedural Control

Native 3D generators now recover impressive mesh geometry from a single image. However, a dense mesh stays soft where a machined object should be sharp, it carries no part decomposition, and it exposes no parameter a user could edit. To address this, we explore the paradigm of 3D shape as code, leveraging and scaling the coding ability of an LLM for 3D modeling. We introduce Procedura, a novel 3D modeling agent framework that writes an object as a procedural assembly, a parametric program whose named parts are joined by typed, machine-checkable mates. From a text prompt, the agent plans the object as an assembly graph and writes the program part by part, solving each placement from the mated frames rather than guessing it, and admitting a part only once compile, mate, and connectivity checks pass. A decoupled vision critic then refines the assembly one diagnosed fix at a time. Moreover, the same graph carries per-part materials and a simulator-validated articulation. We evaluate on P3D-Bench under its assembly judge, and with the same judge on MechBench-36, our hard-surface benchmark. On both, Procedura outperforms state-of-the-art native 3D generators and every prior 3D-code agent on judged quality, produces the sharpest edges of any method we evaluate, and is the only one whose output is an editable, part-structured program.

cs.CV

P3D-Bench: Benchmarking MLLMs for Parametric 3D Generation and Structural Reasoning

Multimodal large language models can write code to produce complex programs as well as use programs to do 3D modeling, which opens up a new avenue for 3D generation powered by their priors, world knowledge and reasoning. Yet existing benchmarks rarely evaluate 3D modeling through code. Such modeling demands more than runnable code: from a text or visual specification, a model must generate a parametric 3D program that is geometrically precise, semantically aligned and assembly-consistent. We introduce P3D-Bench, a benchmark for parametric 3D generation. Unlike a 3D mesh, a parametric 3D program exposes explicit dimensions, construction operations and part relations, revealing whether a model recovers a design's structure, not just its appearance. Under a unified protocol, P3D-Bench covers three task families (Text-to-3D, Image-to-3D and Assembly-3D) and scores each output for executability, geometric fidelity, topology, text-grounded constraints, multiview semantic alignment and part-level structure. We evaluate frontier MLLMs and text-only LLMs on 400 text cases, 400 image cases and 203 annotated assemblies, with domain-specific models as reference points. Our extensive evaluation yields three findings. First, assemblies are the hardest setting, where models still fail to compose multiple parts into a coherent structure. Second, models can often recover the global shape and semantic identity of the target object, yet fail to reproduce the precise parametric geometry specified by the input. Third, part-level modeling remains weak on assemblies, where models recover neither the geometry of each part nor the right number of parts. These results position P3D-Bench as a benchmark for evaluating precise parametric geometry and part-level structure in parametric 3D generation.

cs.CV

HLG: Comprehensive 3D Room Construction via Hierarchical Layout Generation

Realistic 3D indoor scene generation is crucial for virtual reality, interior design, embodied intelligence, and scene understanding. While existing methods have made progress in coarse-scale furniture arrangement, they struggle to capture fine-grained object placements, limiting the realism and utility of generated environments. This gap hinders immersive virtual experiences and detailed scene comprehension for embodied AI applications. To address these issues, we propose Hierarchical Layout Generation (HLG), a novel method for fine-grained 3D scene generation. HLG is the first to adopt a coarse-to-fine hierarchical approach, refining scene layouts from large-scale furniture placement to intricate object arrangements. Specifically, our fine-grained layout alignment module constructs a hierarchical layout through vertical and horizontal decoupling, effectively decomposing complex 3D indoor scenes into multiple levels of granularity. Additionally, our trainable layout optimization network addresses placement issues, such as incorrect positioning, orientation errors, and object intersections, ensuring structurally coherent and physically plausible scene generation. We demonstrate the effectiveness of our approach through extensive experiments, showing superior performance in generating realistic indoor scenes compared to existing methods. This work advances the field of scene generation and opens new possibilities for applications requiring detailed 3D environments. We will release our code upon publication to encourage future research.

cs.CV

RoomCraft: Controllable and Complete 3D Indoor Scene Generation

Generating realistic 3D indoor scenes from user inputs remains a challenging problem in computer vision and graphics, requiring careful balance of geometric consistency, spatial relationships, and visual realism. While neural generation methods often produce repetitive elements due to limited global spatial reasoning, procedural approaches can leverage constraints for controllable generation but struggle with multi-constraint scenarios. When constraints become numerous, object collisions frequently occur, forcing the removal of furniture items and compromising layout completeness. To address these limitations, we propose RoomCraft, a multi-stage pipeline that converts real images, sketches, or text descriptions into coherent 3D indoor scenes. Our approach combines a scene generation pipeline with a constraint-driven optimization framework. The pipeline first extracts high-level scene information from user inputs and organizes it into a structured format containing room type, furniture items, and spatial relations. It then constructs a spatial relationship network to represent furniture arrangements and generates an optimized placement sequence using a heuristic-based depth-first search (HDFS) algorithm to ensure layout coherence. To handle complex multi-constraint scenarios, we introduce a unified constraint representation that processes both formal specifications and natural language inputs, enabling flexible constraint-oriented adjustments through a comprehensive action space design. Additionally, we propose a Conflict-Aware Positioning Strategy (CAPS) that dynamically adjusts placement weights to minimize furniture collisions and ensure layout completeness. Extensive experiments demonstrate that RoomCraft significantly outperforms existing methods in generating realistic, semantically coherent, and visually appealing room layouts across diverse input modalities.

cs.CV

CityX: Controllable Procedural Content Generation for Unbounded 3D Cities

Urban areas, as the primary human habitat in modern civilization, accommodate a broad spectrum of social activities. With the surge of embodied intelligence, recent years have witnessed an increasing presence of physical agents in urban areas, such as autonomous vehicles and delivery robots. As a result, practitioners significantly value crafting authentic, simulation-ready 3D cities to facilitate the training and verification of such agents. However, this task is quite challenging. Current generative methods fall short in either diversity, controllability, or fidelity. In this work, we resort to the procedural content generation (PCG) technique for high-fidelity generation. It assembles superior assets according to empirical rules, ultimately leading to industrial-grade outcomes. To ensure diverse and self contained creation, we design a management protocol to accommodate extensive PCG plugins with distinct functions and interfaces. Based on this unified PCG library, we develop a multi-agent framework to transform multi-modal instructions, including OSM, semantic maps, and satellite images, into executable programs. The programs coordinate relevant plugins to construct the 3D city consistent with the control condition. A visual feedback scheme is introduced to further refine the initial outcomes. Our method, named CityX, demonstrates its superiority in creating diverse, controllable, and realistic 3D urban scenes. The synthetic scenes can be seamlessly deployed as a real-time simulator and an infinite data generator for embodied intelligence research. Our project page: https://cityx-lab.github.io.

cs.CV

SceneX: Procedural Controllable Large-scale Scene Generation

Developing comprehensive explicit world models is crucial for understanding and simulating real-world scenarios. Recently, Procedural Controllable Generation (PCG) has gained significant attention in large-scale scene generation by enabling the creation of scalable, high-quality assets. However, PCG faces challenges such as limited modular diversity, high expertise requirements, and challenges in managing the diverse elements and structures in complex scenes. In this paper, we introduce a large-scale scene generation framework, SceneX, which can automatically produce high-quality procedural models according to designers' textual descriptions. Specifically, the proposed method comprises two components, PCGHub and PCGPlanner. The former encompasses an extensive collection of accessible procedural assets and thousands of hand-craft API documents to perform as a standard protocol for PCG controller. The latter aims to generate executable actions for Blender to produce controllable and precise 3D assets guided by the user's instructions. Extensive experiments demonstrated the capability of our method in controllable large-scale scene generation, including nature scenes and unbounded cities, as well as scene editing such as asset placement and season translation.

cs.CV