WorldAct: Activating Monolithic 3D Worlds into Interactive-Ready Object-Centric Scenes
Recent 3D world modeling systems based on generative scene synthesis, such as Marble, can create coherent and explorable 3D environments, yet their outputs are typically static monolithic assets with limited editability and physical interaction. This restricts their use in immersive content creation and embodied simulation, where generated worlds must be actively modified and manipulated. To tackle this challenge, we present WorldAct, a framework that converts static generated 3D worlds into editable and interaction-ready scenes. WorldAct uses a multimodal agent to guide scene decomposition, identify actionable objects, reconstruct geometrically aligned object-level meshes for interaction, and restore the residual background via 3D inpainting. The resulting scenes support object-level editing, collision-aware manipulation, and embodied task execution while preserving global scene coherence. Experiments show that WorldAct enables richer interaction scenarios than the original generated scenes, suggesting a practical path toward editable and interactive 3D world models.
Code (0)
등록된 구현이 없습니다.
Similar Papers 제목 키워드 기반
HunyuanWorld 1.0: Generating Immersive, Explorable, and Interactive 3D Worlds from Words or Pixels
Creating immersive and playable 3D worlds from texts or images remains a fundamental challenge in computer vision and graphics. Existing world generation approaches typically fall into two categories: video-based methods…
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…
3D GenerationMoE-Prism: Disentangling Monolithic Experts for Elastic MoE Services via Model-System Co-Designs
Mixture-of-Experts (MoE) models, the state-of-the-art in large-scale AI, achieve high quality by sparsely activating parameters. However, their reliance on routing between a few monolithic experts via a top-k mechanism c…
Generating Interactive Worlds with Text
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangemen…
BIG-bench Machine LearningCommon Sense ReasoningIVIE: A Neuro-symbolic Approach to Incremental and Validated Generation of Interactive Fiction Worlds
Computational creativity in Interactive Fiction faces a fundamental tension: Large Language Models (LLM) may produce creative narratives but struggle with world coherence, while symbolic systems ensure consistency but la…