Papers for
virtual environment designers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
BodyBridge improves realistic pedestrian pose in simulated driving videos
BodyBridge: Grounded Body Layers for Sim-to-Real Translation of Vulnerable Road Users
Abstract: Simulation-to-real driving video diffusion models can translate photorealistic scenes, but they typically represent pedestrians and cyclists, vulnerable road users (VRUs), as generic object classes. This is insufficient for vulnerable road users whose safety-relevant appearance depends on articulated pose and identity. We present BodyBridge and Grounded Body Layers (GBL), a simulator-derived, pixel-aligned representation that combines scene geometry, canonical per-pixel body correspondence, and exact VRU masks. GBL provides explicit articulation to the video diffusion model, emphasizes VRU regions during control-branch post-training, and supports additive composition with scene-geometry control at inference. It also enables per-joint evaluation of generated VRUs and a failure taxonomy for identity errors. On CARLA-to-real translation, BodyBridge improves near-range PCK@0.5 by 22% over the released depth-conditioned baseline. Replacing normal-map body control with canonical correspondence reduces body flips by 18%, while composition reduces near-range facing flips by 27%. These results show that explicit body grounding complements scene-level control and improves pose-faithful VRU generation. All code, data, and model checkpoints will be made publicly available to support reproducible, pedestrian-aware autonomous driving research.
Adaptive architecture improves object navigation in robot environments
F2A-ObjectNav: An Adaptive Agentic Architecture for Object-Goal Navigation
Abstract: Object-goal navigation requires an embodied agent to explore an unfamiliar environment, identify a target object, navigate toward candidate instances, and reliably determine whether the observed object satisfies the mission goal. This work investigates this problem through a two-stage development process. In Stage I, a fixed modular framework is used to examine combinations of exploration, object detection, and target validation methods. The results reveal clear trade-offs among navigation performance, validation reliability, execution time, and model-related cost, with no single fixed configuration remaining preferable across all evaluated conditions. These observations motivate F2A-ObjectNav (Fixed-to-Adaptive Object-Goal Navigation), an adaptive agentic architecture in which a rule-based Supervisor coordinates specialized components for navigation and exploration, object detection, target validation, semantic guidance, and Mission Memory. The architecture uses event-driven recovery, strategy revision, candidate management, and conditional semantic guidance while retaining lightweight execution during normal operation. F2A-ObjectNav is evaluated over 25 episodes in each of AI2-THOR, RoboTHOR, and ProcTHOR, achieving success rate (SR) / success-weighted path length (SPL) values of 0.84/0.52, 0.40/0.22, and 0.44/0.37, respectively. In addition to task-level metrics, architecture-specific behavioral metrics are used to characterize semantic-guidance usage, strategy switching, recovery activation, memory-supported behavior, and decision stability. The results show different patterns of adaptive intervention across the three environments, with higher intervention frequencies observed in RoboTHOR and ProcTHOR than in AI2-THOR.
Multiplayer world models struggle to keep shared virtual worlds consistent
MultiWorldBench: Do Independently Controlled Views Describe One Shared World?
Abstract: Multiplayer world models must ensure that independently controlled views remain consistent with one shared and persistent world. We introduce MultiWorldBench, a diagnostic Minecraft benchmark containing 495 case configurations across seven task suites and ten capabilities, including independent control, cross-view motion, shared-state synchronization, persistence, structural reasoning, concurrent interaction, and delayed revisit. We evaluate Solaris, Gamma-World, and MineWorld, using Engine GT as a reference. Gamma-World achieves the highest ten-capability average among the generated systems at 21.39, followed by Solaris at 20.88 and MineWorld at 1.89, while Engine GT reaches 91.69. Gamma-World performs better on several control, shared-state, and revisit capabilities, whereas Solaris leads in cross-view motion and race-condition consistency. Nevertheless, all generated systems score at most 8.00 on state persistence and 1.33 on structural consistency, and none succeeds in spatial reasoning or building-identity preservation. Human preferences produce the same overall ranking and show strong alignment with the automatic evaluation, with a mean dimension-level Spearman correlation of 0.96. These results show that plausible individual views do not yet constitute a coherent multiplayer world.
ElasticFit improves 3D object placement by fitting objects precisely
ElasticFit: Fit-Aware 3D Object Insertion via VLM Reasoning and Generative Adaptation
Abstract: Inserting objects into existing 3D scenes requires more than selecting a plausible location: the inserted object must also fit local geometry while preserving semantic intent and physical plausibility. Although recent Vision-Language Models (VLMs) and generative models enable semantic reasoning and visual content creation, they offer limited 3D grounding and geometric control when an inserted object must fit into constrained local spaces. We introduce \textbf{ElasticFit}, a VLM-guided framework for fit-aware object insertion centered on a novel scene-grounded representation. Given a language instruction and rendered scene observations, ElasticFit infers structured fitting cues that specify where the object should be grounded, what volume it should occupy, how it should be oriented, and its adaptation mode (rigid placement, uniform scaling, or elastic fitting). These cues convert high-level VLM reasoning into explicit 3D constraints that condition object generation and guide downstream geometric fitting. ElasticFit then generates a scene-conditioned object prior, reconstructs it in 3D, and refines the mesh through mode-specific fitting while enforcing collision avoidance, contact consistency, and physical grounding. In fixed-asset baseline comparisons, ElasticFit improves spatial relation success from 50.8\% to 69.7\% and support success from 48.3\% to 91.7\% over the strongest baseline, while providing novel support for generative "make-it-fit" insertions in complex scenarios.