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SubscribeDesignDiffusion: High-Quality Text-to-Design Image Generation with Diffusion Models
In this paper, we present DesignDiffusion, a simple yet effective framework for the novel task of synthesizing design images from textual descriptions. A primary challenge lies in generating accurate and style-consistent textual and visual content. Existing works in a related task of visual text generation often focus on generating text within given specific regions, which limits the creativity of generation models, resulting in style or color inconsistencies between textual and visual elements if applied to design image generation. To address this issue, we propose an end-to-end, one-stage diffusion-based framework that avoids intricate components like position and layout modeling. Specifically, the proposed framework directly synthesizes textual and visual design elements from user prompts. It utilizes a distinctive character embedding derived from the visual text to enhance the input prompt, along with a character localization loss for enhanced supervision during text generation. Furthermore, we employ a self-play Direct Preference Optimization fine-tuning strategy to improve the quality and accuracy of the synthesized visual text. Extensive experiments demonstrate that DesignDiffusion achieves state-of-the-art performance in design image generation.
SuperRAG: Beyond RAG with Layout-Aware Graph Modeling
This paper introduces layout-aware graph modeling for multimodal RAG. Different from traditional RAG methods that mostly deal with flat text chunks, the proposed method takes into account the relationship of multimodalities by using a graph structure. To do that, a graph modeling structure is defined based on document layout parsing. The structure of an input document is retained with the connection of text chunks, tables, and figures. This representation allows the method to handle complex questions that require information from multimodalities. To confirm the efficiency of the graph modeling, a flexible RAG pipeline is developed using robust components. Experimental results on four benchmark test sets confirm the contribution of the layout-aware modeling for performance improvement of the RAG pipeline.
Enhancing Visually-Rich Document Understanding via Layout Structure Modeling
In recent years, the use of multi-modal pre-trained Transformers has led to significant advancements in visually-rich document understanding. However, existing models have mainly focused on features such as text and vision while neglecting the importance of layout relationship between text nodes. In this paper, we propose GraphLayoutLM, a novel document understanding model that leverages the modeling of layout structure graph to inject document layout knowledge into the model. GraphLayoutLM utilizes a graph reordering algorithm to adjust the text sequence based on the graph structure. Additionally, our model uses a layout-aware multi-head self-attention layer to learn document layout knowledge. The proposed model enables the understanding of the spatial arrangement of text elements, improving document comprehension. We evaluate our model on various benchmarks, including FUNSD, XFUND and CORD, and achieve state-of-the-art results among these datasets. Our experimental results demonstrate that our proposed method provides a significant improvement over existing approaches and showcases the importance of incorporating layout information into document understanding models. We also conduct an ablation study to investigate the contribution of each component of our model. The results show that both the graph reordering algorithm and the layout-aware multi-head self-attention layer play a crucial role in achieving the best performance.
Attribute-conditioned Layout GAN for Automatic Graphic Design
Modeling layout is an important first step for graphic design. Recently, methods for generating graphic layouts have progressed, particularly with Generative Adversarial Networks (GANs). However, the problem of specifying the locations and sizes of design elements usually involves constraints with respect to element attributes, such as area, aspect ratio and reading-order. Automating attribute conditional graphic layouts remains a complex and unsolved problem. In this paper, we introduce Attribute-conditioned Layout GAN to incorporate the attributes of design elements for graphic layout generation by forcing both the generator and the discriminator to meet attribute conditions. Due to the complexity of graphic designs, we further propose an element dropout method to make the discriminator look at partial lists of elements and learn their local patterns. In addition, we introduce various loss designs following different design principles for layout optimization. We demonstrate that the proposed method can synthesize graphic layouts conditioned on different element attributes. It can also adjust well-designed layouts to new sizes while retaining elements' original reading-orders. The effectiveness of our method is validated through a user study.
Rethinking The Training And Evaluation of Rich-Context Layout-to-Image Generation
Recent advancements in generative models have significantly enhanced their capacity for image generation, enabling a wide range of applications such as image editing, completion and video editing. A specialized area within generative modeling is layout-to-image (L2I) generation, where predefined layouts of objects guide the generative process. In this study, we introduce a novel regional cross-attention module tailored to enrich layout-to-image generation. This module notably improves the representation of layout regions, particularly in scenarios where existing methods struggle with highly complex and detailed textual descriptions. Moreover, while current open-vocabulary L2I methods are trained in an open-set setting, their evaluations often occur in closed-set environments. To bridge this gap, we propose two metrics to assess L2I performance in open-vocabulary scenarios. Additionally, we conduct a comprehensive user study to validate the consistency of these metrics with human preferences.
Ctrl-Room: Controllable Text-to-3D Room Meshes Generation with Layout Constraints
Text-driven 3D indoor scene generation could be useful for gaming, film industry, and AR/VR applications. However, existing methods cannot faithfully capture the room layout, nor do they allow flexible editing of individual objects in the room. To address these problems, we present Ctrl-Room, which is able to generate convincing 3D rooms with designer-style layouts and high-fidelity textures from just a text prompt. Moreover, Ctrl-Room enables versatile interactive editing operations such as resizing or moving individual furniture items. Our key insight is to separate the modeling of layouts and appearance. %how to model the room that takes into account both scene texture and geometry at the same time. To this end, Our proposed method consists of two stages, a `Layout Generation Stage' and an `Appearance Generation Stage'. The `Layout Generation Stage' trains a text-conditional diffusion model to learn the layout distribution with our holistic scene code parameterization. Next, the `Appearance Generation Stage' employs a fine-tuned ControlNet to produce a vivid panoramic image of the room guided by the 3D scene layout and text prompt. In this way, we achieve a high-quality 3D room with convincing layouts and lively textures. Benefiting from the scene code parameterization, we can easily edit the generated room model through our mask-guided editing module, without expensive editing-specific training. Extensive experiments on the Structured3D dataset demonstrate that our method outperforms existing methods in producing more reasonable, view-consistent, and editable 3D rooms from natural language prompts.
ROPE: Reading Order Equivariant Positional Encoding for Graph-based Document Information Extraction
Natural reading orders of words are crucial for information extraction from form-like documents. Despite recent advances in Graph Convolutional Networks (GCNs) on modeling spatial layout patterns of documents, they have limited ability to capture reading orders of given word-level node representations in a graph. We propose Reading Order Equivariant Positional Encoding (ROPE), a new positional encoding technique designed to apprehend the sequential presentation of words in documents. ROPE generates unique reading order codes for neighboring words relative to the target word given a word-level graph connectivity. We study two fundamental document entity extraction tasks including word labeling and word grouping on the public FUNSD dataset and a large-scale payment dataset. We show that ROPE consistently improves existing GCNs with a margin up to 8.4% F1-score.
Reading Order Matters: Information Extraction from Visually-rich Documents by Token Path Prediction
Recent advances in multimodal pre-trained models have significantly improved information extraction from visually-rich documents (VrDs), in which named entity recognition (NER) is treated as a sequence-labeling task of predicting the BIO entity tags for tokens, following the typical setting of NLP. However, BIO-tagging scheme relies on the correct order of model inputs, which is not guaranteed in real-world NER on scanned VrDs where text are recognized and arranged by OCR systems. Such reading order issue hinders the accurate marking of entities by BIO-tagging scheme, making it impossible for sequence-labeling methods to predict correct named entities. To address the reading order issue, we introduce Token Path Prediction (TPP), a simple prediction head to predict entity mentions as token sequences within documents. Alternative to token classification, TPP models the document layout as a complete directed graph of tokens, and predicts token paths within the graph as entities. For better evaluation of VrD-NER systems, we also propose two revised benchmark datasets of NER on scanned documents which can reflect real-world scenarios. Experiment results demonstrate the effectiveness of our method, and suggest its potential to be a universal solution to various information extraction tasks on documents.
Language Conditioned Traffic Generation
Simulation forms the backbone of modern self-driving development. Simulators help develop, test, and improve driving systems without putting humans, vehicles, or their environment at risk. However, simulators face a major challenge: They rely on realistic, scalable, yet interesting content. While recent advances in rendering and scene reconstruction make great strides in creating static scene assets, modeling their layout, dynamics, and behaviors remains challenging. In this work, we turn to language as a source of supervision for dynamic traffic scene generation. Our model, LCTGen, combines a large language model with a transformer-based decoder architecture that selects likely map locations from a dataset of maps, and produces an initial traffic distribution, as well as the dynamics of each vehicle. LCTGen outperforms prior work in both unconditional and conditional traffic scene generation in terms of realism and fidelity. Code and video will be available at https://ariostgx.github.io/lctgen.
GlobalMapper: Arbitrary-Shaped Urban Layout Generation
Modeling and designing urban building layouts is of significant interest in computer vision, computer graphics, and urban applications. A building layout consists of a set of buildings in city blocks defined by a network of roads. We observe that building layouts are discrete structures, consisting of multiple rows of buildings of various shapes, and are amenable to skeletonization for mapping arbitrary city block shapes to a canonical form. Hence, we propose a fully automatic approach to building layout generation using graph attention networks. Our method generates realistic urban layouts given arbitrary road networks, and enables conditional generation based on learned priors. Our results, including user study, demonstrate superior performance as compared to prior layout generation networks, support arbitrary city block and varying building shapes as demonstrated by generating layouts for 28 large cities.
SPATIALGEN: Layout-guided 3D Indoor Scene Generation
Creating high-fidelity 3D models of indoor environments is essential for applications in design, virtual reality, and robotics. However, manual 3D modeling remains time-consuming and labor-intensive. While recent advances in generative AI have enabled automated scene synthesis, existing methods often face challenges in balancing visual quality, diversity, semantic consistency, and user control. A major bottleneck is the lack of a large-scale, high-quality dataset tailored to this task. To address this gap, we introduce a comprehensive synthetic dataset, featuring 12,328 structured annotated scenes with 57,440 rooms, and 4.7M photorealistic 2D renderings. Leveraging this dataset, we present SpatialGen, a novel multi-view multi-modal diffusion model that generates realistic and semantically consistent 3D indoor scenes. Given a 3D layout and a reference image (derived from a text prompt), our model synthesizes appearance (color image), geometry (scene coordinate map), and semantic (semantic segmentation map) from arbitrary viewpoints, while preserving spatial consistency across modalities. SpatialGen consistently generates superior results to previous methods in our experiments. We are open-sourcing our data and models to empower the community and advance the field of indoor scene understanding and generation.
360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming
3D Gaussian Splatting (3D-GS) has recently attracted great attention with real-time and photo-realistic renderings. This technique typically takes perspective images as input and optimizes a set of 3D elliptical Gaussians by splatting them onto the image planes, resulting in 2D Gaussians. However, applying 3D-GS to panoramic inputs presents challenges in effectively modeling the projection onto the spherical surface of {360^circ} images using 2D Gaussians. In practical applications, input panoramas are often sparse, leading to unreliable initialization of 3D Gaussians and subsequent degradation of 3D-GS quality. In addition, due to the under-constrained geometry of texture-less planes (e.g., walls and floors), 3D-GS struggles to model these flat regions with elliptical Gaussians, resulting in significant floaters in novel views. To address these issues, we propose 360-GS, a novel 360^{circ} Gaussian splatting for a limited set of panoramic inputs. Instead of splatting 3D Gaussians directly onto the spherical surface, 360-GS projects them onto the tangent plane of the unit sphere and then maps them to the spherical projections. This adaptation enables the representation of the projection using Gaussians. We guide the optimization of 360-GS by exploiting layout priors within panoramas, which are simple to obtain and contain strong structural information about the indoor scene. Our experimental results demonstrate that 360-GS allows panoramic rendering and outperforms state-of-the-art methods with fewer artifacts in novel view synthesis, thus providing immersive roaming in indoor scenarios.
SceneCraft: Layout-Guided 3D Scene Generation
The creation of complex 3D scenes tailored to user specifications has been a tedious and challenging task with traditional 3D modeling tools. Although some pioneering methods have achieved automatic text-to-3D generation, they are generally limited to small-scale scenes with restricted control over the shape and texture. We introduce SceneCraft, a novel method for generating detailed indoor scenes that adhere to textual descriptions and spatial layout preferences provided by users. Central to our method is a rendering-based technique, which converts 3D semantic layouts into multi-view 2D proxy maps. Furthermore, we design a semantic and depth conditioned diffusion model to generate multi-view images, which are used to learn a neural radiance field (NeRF) as the final scene representation. Without the constraints of panorama image generation, we surpass previous methods in supporting complicated indoor space generation beyond a single room, even as complicated as a whole multi-bedroom apartment with irregular shapes and layouts. Through experimental analysis, we demonstrate that our method significantly outperforms existing approaches in complex indoor scene generation with diverse textures, consistent geometry, and realistic visual quality. Code and more results are available at: https://orangesodahub.github.io/SceneCraft
Re-HOLD: Video Hand Object Interaction Reenactment via adaptive Layout-instructed Diffusion Model
Current digital human studies focusing on lip-syncing and body movement are no longer sufficient to meet the growing industrial demand, while human video generation techniques that support interacting with real-world environments (e.g., objects) have not been well investigated. Despite human hand synthesis already being an intricate problem, generating objects in contact with hands and their interactions presents an even more challenging task, especially when the objects exhibit obvious variations in size and shape. To tackle these issues, we present a novel video Reenactment framework focusing on Human-Object Interaction (HOI) via an adaptive Layout-instructed Diffusion model (Re-HOLD). Our key insight is to employ specialized layout representation for hands and objects, respectively. Such representations enable effective disentanglement of hand modeling and object adaptation to diverse motion sequences. To further improve the generation quality of HOI, we design an interactive textural enhancement module for both hands and objects by introducing two independent memory banks. We also propose a layout adjustment strategy for the cross-object reenactment scenario to adaptively adjust unreasonable layouts caused by diverse object sizes during inference. Comprehensive qualitative and quantitative evaluations demonstrate that our proposed framework significantly outperforms existing methods. Project page: https://fyycs.github.io/Re-HOLD.
HiCo: Hierarchical Controllable Diffusion Model for Layout-to-image Generation
The task of layout-to-image generation involves synthesizing images based on the captions of objects and their spatial positions. Existing methods still struggle in complex layout generation, where common bad cases include object missing, inconsistent lighting, conflicting view angles, etc. To effectively address these issues, we propose a Hierarchical Controllable (HiCo) diffusion model for layout-to-image generation, featuring object seperable conditioning branch structure. Our key insight is to achieve spatial disentanglement through hierarchical modeling of layouts. We use a multi branch structure to represent hierarchy and aggregate them in fusion module. To evaluate the performance of multi-objective controllable layout generation in natural scenes, we introduce the HiCo-7K benchmark, derived from the GRIT-20M dataset and manually cleaned. https://github.com/360CVGroup/HiCo_T2I.
LayoutDETR: Detection Transformer Is a Good Multimodal Layout Designer
Graphic layout designs play an essential role in visual communication. Yet handcrafting layout designs is skill-demanding, time-consuming, and non-scalable to batch production. Generative models emerge to make design automation scalable but it remains non-trivial to produce designs that comply with designers' multimodal desires, i.e., constrained by background images and driven by foreground content. We propose LayoutDETR that inherits the high quality and realism from generative modeling, while reformulating content-aware requirements as a detection problem: we learn to detect in a background image the reasonable locations, scales, and spatial relations for multimodal foreground elements in a layout. Our solution sets a new state-of-the-art performance for layout generation on public benchmarks and on our newly-curated ad banner dataset. We integrate our solution into a graphical system that facilitates user studies, and show that users prefer our designs over baselines by significant margins. Our code, models, dataset, graphical system, and demos are available at https://github.com/salesforce/LayoutDETR.
Spatial Mental Modeling from Limited Views
Can Vision Language Models (VLMs) imagine the full scene from just a few views, like humans do? Humans form spatial mental models, internal representations of unseen space, to reason about layout, perspective, and motion. Our new MindCube benchmark with 21,154 questions across 3,268 images exposes this critical gap, where existing VLMs exhibit near-random performance. Using MindCube, we systematically evaluate how well VLMs build robust spatial mental models through representing positions (cognitive mapping), orientations (perspective-taking), and dynamics (mental simulation for "what-if" movements). We then explore three approaches to help VLMs approximate spatial mental models, including unseen intermediate views, natural language reasoning chains, and cognitive maps. The significant improvement comes from a synergistic approach, "map-then-reason", that jointly trains the model to first generate a cognitive map and then reason upon it. By training models to reason over these internal maps, we boosted accuracy from 37.8% to 60.8% (+23.0%). Adding reinforcement learning pushed performance even further to 70.7% (+32.9%). Our key insight is that such scaffolding of spatial mental models, actively constructing and utilizing internal structured spatial representations with flexible reasoning processes, significantly improves understanding of unobservable space.
CC3D: Layout-Conditioned Generation of Compositional 3D Scenes
In this work, we introduce CC3D, a conditional generative model that synthesizes complex 3D scenes conditioned on 2D semantic scene layouts, trained using single-view images. Different from most existing 3D GANs that limit their applicability to aligned single objects, we focus on generating complex scenes with multiple objects, by modeling the compositional nature of 3D scenes. By devising a 2D layout-based approach for 3D synthesis and implementing a new 3D field representation with a stronger geometric inductive bias, we have created a 3D GAN that is both efficient and of high quality, while allowing for a more controllable generation process. Our evaluations on synthetic 3D-FRONT and real-world KITTI-360 datasets demonstrate that our model generates scenes of improved visual and geometric quality in comparison to previous works.
SpatialLM: Training Large Language Models for Structured Indoor Modeling
SpatialLM is a large language model designed to process 3D point cloud data and generate structured 3D scene understanding outputs. These outputs include architectural elements like walls, doors, windows, and oriented object boxes with their semantic categories. Unlike previous methods which exploit task-specific network designs, our model adheres to the standard multimodal LLM architecture and is fine-tuned directly from open-source LLMs. To train SpatialLM, we collect a large-scale, high-quality synthetic dataset consisting of the point clouds of 12,328 indoor scenes (54,778 rooms) with ground-truth 3D annotations, and conduct a careful study on various modeling and training decisions. On public benchmarks, our model gives state-of-the-art performance in layout estimation and competitive results in 3D object detection. With that, we show a feasible path for enhancing the spatial understanding capabilities of modern LLMs for applications in augmented reality, embodied robotics, and more.
FormNet: Structural Encoding beyond Sequential Modeling in Form Document Information Extraction
Sequence modeling has demonstrated state-of-the-art performance on natural language and document understanding tasks. However, it is challenging to correctly serialize tokens in form-like documents in practice due to their variety of layout patterns. We propose FormNet, a structure-aware sequence model to mitigate the suboptimal serialization of forms. First, we design Rich Attention that leverages the spatial relationship between tokens in a form for more precise attention score calculation. Second, we construct Super-Tokens for each word by embedding representations from their neighboring tokens through graph convolutions. FormNet therefore explicitly recovers local syntactic information that may have been lost during serialization. In experiments, FormNet outperforms existing methods with a more compact model size and less pre-training data, establishing new state-of-the-art performance on CORD, FUNSD and Payment benchmarks.
Lay-Your-Scene: Natural Scene Layout Generation with Diffusion Transformers
We present Lay-Your-Scene (shorthand LayouSyn), a novel text-to-layout generation pipeline for natural scenes. Prior scene layout generation methods are either closed-vocabulary or use proprietary large language models for open-vocabulary generation, limiting their modeling capabilities and broader applicability in controllable image generation. In this work, we propose to use lightweight open-source language models to obtain scene elements from text prompts and a novel aspect-aware diffusion Transformer architecture trained in an open-vocabulary manner for conditional layout generation. Extensive experiments demonstrate that LayouSyn outperforms existing methods and achieves state-of-the-art performance on challenging spatial and numerical reasoning benchmarks. Additionally, we present two applications of LayouSyn. First, we show that coarse initialization from large language models can be seamlessly combined with our method to achieve better results. Second, we present a pipeline for adding objects to images, demonstrating the potential of LayouSyn in image editing applications.
Structured3D: A Large Photo-realistic Dataset for Structured 3D Modeling
Recently, there has been growing interest in developing learning-based methods to detect and utilize salient semi-global or global structures, such as junctions, lines, planes, cuboids, smooth surfaces, and all types of symmetries, for 3D scene modeling and understanding. However, the ground truth annotations are often obtained via human labor, which is particularly challenging and inefficient for such tasks due to the large number of 3D structure instances (e.g., line segments) and other factors such as viewpoints and occlusions. In this paper, we present a new synthetic dataset, Structured3D, with the aim of providing large-scale photo-realistic images with rich 3D structure annotations for a wide spectrum of structured 3D modeling tasks. We take advantage of the availability of professional interior designs and automatically extract 3D structures from them. We generate high-quality images with an industry-leading rendering engine. We use our synthetic dataset in combination with real images to train deep networks for room layout estimation and demonstrate improved performance on benchmark datasets.
From Codicology to Code: A Comparative Study of Transformer and YOLO-based Detectors for Layout Analysis in Historical Documents
Robust Document Layout Analysis (DLA) is critical for the automated processing and understanding of historical documents with complex page organizations. This paper benchmarks five state-of-the-art object detection architectures on three annotated datasets representing a spectrum of codicological complexity: The e-NDP, a corpus of Parisian medieval registers (1326-1504); CATMuS, a diverse multiclass dataset derived from various medieval and modern sources (ca.12th-17th centuries) and HORAE, a corpus of decorated books of hours (ca.13th-16th centuries). We evaluate two Transformer-based models (Co-DETR, Grounding DINO) against three YOLO variants (AABB, OBB, and YOLO-World). Our findings reveal significant performance variations dependent on model architecture, data set characteristics, and bounding box representation. In the e-NDP dataset, Co-DETR achieves state-of-the-art results (0.752 [email protected]:.95), closely followed by YOLOv11X-OBB (0.721). Conversely, on the more complex CATMuS and HORAE datasets, the CNN-based YOLOv11x-OBB significantly outperforms all other models (0.564 and 0.568, respectively). This study unequivocally demonstrates that using Oriented Bounding Boxes (OBB) is not a minor refinement but a fundamental requirement for accurately modeling the non-Cartesian nature of historical manuscripts. We conclude that a key trade-off exists between the global context awareness of Transformers, ideal for structured layouts, and the superior generalization of CNN-OBB models for visually diverse and complex documents.
IMAGHarmony: Controllable Image Editing with Consistent Object Quantity and Layout
Recent diffusion models have advanced image editing by enhancing visual quality and control, supporting broad applications across creative and personalized domains. However, current image editing largely overlooks multi-object scenarios, where precise control over object categories, counts, and spatial layouts remains a significant challenge. To address this, we introduce a new task, quantity-and-layout consistent image editing (QL-Edit), which aims to enable fine-grained control of object quantity and spatial structure in complex scenes. We further propose IMAGHarmony, a structure-aware framework that incorporates harmony-aware attention (HA) to integrate multimodal semantics, explicitly modeling object counts and layouts to enhance editing accuracy and structural consistency. In addition, we observe that diffusion models are susceptible to initial noise and exhibit strong preferences for specific noise patterns. Motivated by this, we present a preference-guided noise selection (PNS) strategy that chooses semantically aligned initial noise samples based on vision-language matching, thereby improving generation stability and layout consistency in multi-object editing. To support evaluation, we construct HarmonyBench, a comprehensive benchmark covering diverse quantity and layout control scenarios. Extensive experiments demonstrate that IMAGHarmony consistently outperforms state-of-the-art methods in structural alignment and semantic accuracy. The code and model are available at https://github.com/muzishen/IMAGHarmony.
WorldGen: From Text to Traversable and Interactive 3D Worlds
We introduce WorldGen, a system that enables the automatic creation of large-scale, interactive 3D worlds directly from text prompts. Our approach transforms natural language descriptions into traversable, fully textured environments that can be immediately explored or edited within standard game engines. By combining LLM-driven scene layout reasoning, procedural generation, diffusion-based 3D generation, and object-aware scene decomposition, WorldGen bridges the gap between creative intent and functional virtual spaces, allowing creators to design coherent, navigable worlds without manual modeling or specialized 3D expertise. The system is fully modular and supports fine-grained control over layout, scale, and style, producing worlds that are geometrically consistent, visually rich, and efficient to render in real time. This work represents a step towards accessible, generative world-building at scale, advancing the frontier of 3D generative AI for applications in gaming, simulation, and immersive social environments.
Recent Advance in 3D Object and Scene Generation: A Survey
In recent years, the demand for 3D content has grown exponentially with intelligent upgrading of interactive media, extended reality (XR), and Metaverse industries. In order to overcome the limitation of traditional manual modeling approaches, such as labor-intensive workflows and prolonged production cycles, revolutionary advances have been achieved through the convergence of novel 3D representation paradigms and artificial intelligence generative technologies. In this survey, we conduct a systematically review of the cutting-edge achievements in static 3D object and scene generation, as well as establish a comprehensive technical framework through systematic categorization. Specifically, we initiate our analysis with mainstream 3D object representations, followed by in-depth exploration of two principal technical pathways in object generation: data-driven supervised learning methods and deep generative model-based approaches. Regarding scene generation, we focus on three dominant paradigms: layout-guided compositional synthesis, 2D prior-based scene generation, and rule-driven modeling. Finally, we critically examine persistent challenges in 3D generation and propose potential research directions for future investigation. This survey aims to provide readers with a structured understanding of state-of-the-art 3D generation technologies while inspiring researchers to undertake more exploration in this domain.
MetaFind: Scene-Aware 3D Asset Retrieval for Coherent Metaverse Scene Generation
We present MetaFind, a scene-aware tri-modal compositional retrieval framework designed to enhance scene generation in the metaverse by retrieving 3D assets from large-scale repositories. MetaFind addresses two core challenges: (i) inconsistent asset retrieval that overlooks spatial, semantic, and stylistic constraints, and (ii) the absence of a standardized retrieval paradigm specifically tailored for 3D asset retrieval, as existing approaches mainly rely on general-purpose 3D shape representation models. Our key innovation is a flexible retrieval mechanism that supports arbitrary combinations of text, image, and 3D modalities as queries, enhancing spatial reasoning and style consistency by jointly modeling object-level features (including appearance) and scene-level layout structures. Methodologically, MetaFind introduces a plug-and-play equivariant layout encoder ESSGNN that captures spatial relationships and object appearance features, ensuring retrieved 3D assets are contextually and stylistically coherent with the existing scene, regardless of coordinate frame transformations. The framework supports iterative scene construction by continuously adapting retrieval results to current scene updates. Empirical evaluations demonstrate the improved spatial and stylistic consistency of MetaFind in various retrieval tasks compared to baseline methods.
UniScene: Unified Occupancy-centric Driving Scene Generation
Generating high-fidelity, controllable, and annotated training data is critical for autonomous driving. Existing methods typically generate a single data form directly from a coarse scene layout, which not only fails to output rich data forms required for diverse downstream tasks but also struggles to model the direct layout-to-data distribution. In this paper, we introduce UniScene, the first unified framework for generating three key data forms - semantic occupancy, video, and LiDAR - in driving scenes. UniScene employs a progressive generation process that decomposes the complex task of scene generation into two hierarchical steps: (a) first generating semantic occupancy from a customized scene layout as a meta scene representation rich in both semantic and geometric information, and then (b) conditioned on occupancy, generating video and LiDAR data, respectively, with two novel transfer strategies of Gaussian-based Joint Rendering and Prior-guided Sparse Modeling. This occupancy-centric approach reduces the generation burden, especially for intricate scenes, while providing detailed intermediate representations for the subsequent generation stages. Extensive experiments demonstrate that UniScene outperforms previous SOTAs in the occupancy, video, and LiDAR generation, which also indeed benefits downstream driving tasks. Project page: https://arlo0o.github.io/uniscene/
