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EmbodiedGen: Towards a Generative 3D World Engine for Embodied Intelligence

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arxiv 2506.10600 v2 pith:ZBQ2YYCA submitted 2025-06-12 cs.RO cs.CV

EmbodiedGen: Towards a Generative 3D World Engine for Embodied Intelligence

classification cs.RO cs.CV
keywords embodiedgenerationassetsembodiedgenintelligenceevaluationgenerativetasks
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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Constructing a physically realistic and accurately scaled simulated 3D world is crucial for the training and evaluation of embodied intelligence tasks. The diversity, realism, low cost accessibility and affordability of 3D data assets are critical for achieving generalization and scalability in embodied AI. However, most current embodied intelligence tasks still rely heavily on traditional 3D computer graphics assets manually created and annotated, which suffer from high production costs and limited realism. These limitations significantly hinder the scalability of data driven approaches. We present EmbodiedGen, a foundational platform for interactive 3D world generation. It enables the scalable generation of high-quality, controllable and photorealistic 3D assets with accurate physical properties and real-world scale in the Unified Robotics Description Format (URDF) at low cost. These assets can be directly imported into various physics simulation engines for fine-grained physical control, supporting downstream tasks in training and evaluation. EmbodiedGen is an easy-to-use, full-featured toolkit composed of six key modules: Image-to-3D, Text-to-3D, Texture Generation, Articulated Object Generation, Scene Generation and Layout Generation. EmbodiedGen generates diverse and interactive 3D worlds composed of generative 3D assets, leveraging generative AI to address the challenges of generalization and evaluation to the needs of embodied intelligence related research. Code is available at https://horizonrobotics.github.io/robot_lab/embodied_gen/index.html.

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Cited by 21 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. One Video, One World: Turning Monocular Video into Physical 4D Scenes

    cs.CV 2026-06 unverdicted novelty 8.0

    OVOW reconstructs instance-level, simulation-ready 4D mesh scenes from monocular video via a four-stage training-free pipeline and introduces a new benchmark for structured Video-to-4D evaluation.

  2. GTA: Advancing Image-to-3D World Generation via Geometry Then Appearance Video Diffusion

    cs.CV 2026-05 unverdicted novelty 7.0

    GTA generates 3D worlds from single images via a two-stage video diffusion process that prioritizes geometry before appearance to improve structural consistency.

  3. 3D Generation for Embodied AI and Robotic Simulation: A Survey

    cs.RO 2026-04 accept novelty 7.0

    3D generation for embodied AI is shifting from visual realism toward interaction readiness, organized into data generation, simulation environments, and sim-to-real bridging roles.

  4. SimFoundry: Modular and Automated Scene Generation for Policy Learning and Evaluation

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    An automated real-to-sim pipeline builds digital twins and affordance-preserving cousins from video, yielding sim evaluations that correlate with real robot policy success and zero-shot sim-to-real gains.

  5. SimFoundry: Modular and Automated Scene Generation for Policy Learning and Evaluation

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    SimFoundry automates zero-shot real-to-sim scene generation from video, producing digital twins and cousins that enable policy training with 0.911 mean Pearson correlation to real-world results and 17-40% success gain...

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  7. RankQ: Offline-to-Online Reinforcement Learning via Self-Supervised Action Ranking

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    RankQ adds a self-supervised ranking loss to Q-learning to learn structured action orderings, yielding competitive or better performance than prior methods on D4RL benchmarks and large gains in vision-based robot fine-tuning.

  8. PhysForge: Generating Physics-Grounded 3D Assets for Interactive Virtual World

    cs.CV 2026-05 unverdicted novelty 6.0

    PhysForge generates physics-grounded 3D assets via a VLM-planned Hierarchical Physical Blueprint and a KineVoxel Injection diffusion model, backed by the new PhysDB dataset of 150,000 annotated assets.

  9. Embody4D: A Generalist Data Engine for Embodied 4D World Modeling

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    Embody4D generates novel-view videos from monocular robot videos via a 3D-aware synthesis pipeline, confidence-aware expert modulation, and interaction-aware attention for embodied 4D world modeling.

  10. SceneCritic: A Symbolic Evaluator for 3D Indoor Scene Synthesis

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    SceneCritic is a symbolic, ontology-grounded evaluator for floor-plan layouts that identifies specific semantic, orientation, and geometric violations and aligns better with human judgments than VLM-based scorers.

  11. Rein3D: Reinforced 3D Indoor Scene Generation with Panoramic Video Diffusion Models

    cs.CV 2026-04 unverdicted novelty 6.0

    Rein3D generates photorealistic, globally consistent 3D indoor scenes by using a restore-and-refine process where radial panoramic videos are restored via diffusion models and then used to update a 3D Gaussian field.

  12. Real2Sim via Active Perception with Behavior Trees Automatically Generated by VLMs

    cs.RO 2026-01 unverdicted novelty 6.0

    An intent-driven Real2Sim framework uses VLMs for semantic task decomposition to identify missing physical parameters and generates reactive behavior trees to acquire them via contact-rich robotic interactions on a Fr...

  13. HoloAgent-0: A Unified Embodied Agent Framework with 3D Spatial Memory

    cs.RO 2026-06 unverdicted novelty 5.0

    HoloAgent-0 is a unified embodied agent framework with Embodied AgentOS, 3D spatial memory, and embodied skills, deployed and evaluated on real robot hardware for navigation and manipulation tasks.

  14. GASE: Gaussian Splatting-Based Automated System for Reconstructing Embodied-Simulation Environments

    cs.RO 2026-06 unverdicted novelty 5.0

    GASE automates high-fidelity simulation scene reconstruction from multi-view panoramic videos via Gaussian splatting, object extraction, and inpainting, yielding robot policies with under 10% performance gap versus re...

  15. Artiverse: A Diverse and Physically Grounded Dataset for Articulated Objects

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  16. RankQ: Offline-to-Online Reinforcement Learning via Self-Supervised Action Ranking

    cs.AI 2026-05 unverdicted novelty 5.0

    RankQ augments temporal-difference Q-learning with a multi-term self-supervised ranking loss to enforce structured action ordering, yielding competitive or better results than prior methods on D4RL and large gains in ...

  17. Embody4D: A Generalist Data Engine for Embodied 4D World Modeling

    cs.CV 2026-05 unverdicted novelty 5.0

    Embody4D generates high-fidelity, view-consistent novel views from monocular videos for embodied scenarios via 3D-aware data synthesis, adaptive noise injection, and interaction-aware attention.

  18. Genie Sim PanoRecon: Fast Immersive Scene Generation from Single-View Panorama

    cs.RO 2026-04 unverdicted novelty 4.0

    A feed-forward Gaussian-splatting system reconstructs photo-realistic 3D scenes from single-view panoramas in seconds via cube-map decomposition and depth-aware fusion for robotic simulation use.

  19. 3D Generation for Embodied AI and Robotic Simulation: A Survey

    cs.RO 2026-04 unverdicted novelty 3.0

    The survey organizes 3D generation for embodied AI into data generators for assets, simulation environments for interaction, and sim-to-real bridges, noting a shift toward interaction readiness and listing bottlenecks...

  20. Towards Interactive Video World Modeling: Frontiers, Challenges, Benchmarks, and Future Trends

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    This survey reviews trends, challenges, benchmarks, and future directions in action-conditioned interactive world modeling for video and 3D generation.

  21. 3D Generation for Embodied AI and Robotic Simulation: A Survey

    cs.RO 2026-04 unverdicted novelty 2.0

    The paper surveys 3D generation techniques for embodied AI and robotics, categorizing them into data generation, simulation environments, and sim-to-real bridging while identifying bottlenecks in physical validity and...