pith. sign in

arxiv: 2606.01649 · v2 · pith:T43H4N5Lnew · submitted 2026-06-01 · 💻 cs.CV

PhyScene3D: Physically Consistent Interactive 3D Tabletop Scene Generation

classification 💻 cs.CV
keywords interactivephyscene3dphysicalphysicallysceneaddressconsistentgeneration
0
0 comments X
read the original abstract

Generating physically consistent 3D tabletop scenes is a fundamental yet underexplored problem for interactive and generalist robotic learning. The challenge stems from dense object hierarchies and irregular affordances. Here, an interactive scene denotes a physically valid, collision-free environment directly loadable into physics simulators. Existing methods, ranging from decoupled symbolic solvers to end-to-end regression models, often suffer from error propagation or overfitting to noisy supervision containing widespread physical violations. To address these limitations, we introduce PhyScene3D, a framework that reformulates generation as a Human-Mimetic Constructive Process. The proposed Cognitive Topological Reasoning Chain (CTRC) factorizes scene synthesis into a sequential, anchor-conditioned process. It employs a 3D AABB-based placement scheme that imposes a strong structural inductive bias. To address imperfect supervision and physical infeasibility, we introduce Physics-Aware Denoising Alignment (PADA). It integrates a differentiable Signed Distance Field (SDF) with Test-Time Optimization (TTO) to project generated scenes onto a physics-feasible manifold while preserving semantic intent. Experiments demonstrate that PhyScene3D outperforms state-of-the-art approaches in both semantic accuracy and physical validity, achieving a 40% reduction in scene-wise collision rate relative to the human-annotated training data.

This paper has not been read by Pith yet.

discussion (0)

Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.