Creating interactive digital environments for gaming, robotics, and simulation relies on articulated 3D objects whose functionality emerges from their part geometry and kinematic structure. However, existing approaches remain fundamentally limited: optimization-based reconstruction methods require slow, per-object joint fitting and typically handle only simple, single-joint objects, while retrieval-based methods assemble parts from a fixed library, leading to repetitive geometry and poor generalization. To address these challenges, we introduce ArtLLM, a novel framework for generating high-quality articulated assets directly from complete 3D meshes. At its core is a 3D multimodal large language model trained on a large-scale articulation dataset curated from both existing articulation datasets and procedurally generated objects. Unlike prior work, ArtLLM autoregressively predicts a variable number of parts and joints, inferring their kinematic structure in a unified manner from the object's point cloud. This articulation-aware layout then conditions a 3D generative model to synthesize high-fidelity part geometries. Experiments on the PartNet-Mobility dataset show that ArtLLM significantly outperforms state-of-the-art methods in both part layout accuracy and joint prediction, while generalizing robustly to real-world objects. Finally, we demonstrate its utility in constructing digital twins, highlighting its potential for scalable robot learning.
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cs.CV · cs.CL
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Diffusion policies have emerged as a powerful paradigm for robot learning, but their inherent multi-modality can lead to a diverse set of plausible--though not always optimal--actions from a single observation. We posit that for a given task, an optimal action exists within this distribution. Inspired by negative prompting in generative models, we introduce a novel method that leverages an error detector to identify out-of-distribution (OOD) execution histories and uses them to construct negative action prompts. This allows our policy to steer away from suboptimal behaviors and converge towards higher-performance actions. We present a comprehensive ablation study demonstrating the effectiveness of positive, and negative prompts, and validate our approach on a suite of simulated benchmarks and real-world robotic tasks. Our results show that the proposed Negative-Prompt-guided Diffusion Policy achieves significant improvement in task performance by effectively filtering undesirable action modes.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Inter-object relations underpin spatial intelligence, yet existing representations--linguistic prepositions or object-level scene graphs--are too coarse to specify which regions actually support, contain, or contact one another, leading to ambiguous and physically inconsistent layouts. To address these ambiguities, a part-level formulation is needed; therefore, we introduce PARSE, a framework that explicitly models how object parts interact to determine feasible and spatially grounded scene configurations. PARSE centers on the Part-centric Assembly Graph (PAG), which encodes geometric relations between specific object parts, and a Part-Aware Spatial Configuration Solver that converts these relations into geometric constraints to assemble collision-free, physically valid scenes. Using PARSE, we build PARSE-10K, a dataset of 10,000 3D indoor scenes constructed from real-image layout priors and a curated part-annotated shape database, each with dense contact structures and a part-level contact graph. With this structured, spatially grounded supervision, fine-tuning Qwen3-VL on PARSE-10K yields stronger object-level layout reasoning and more accurate part-level relation understanding; furthermore, leveraging PAGs as structural priors in 3D generation models leads to scenes with substantially improved physical realism and structural complexity. Together, these results show that PARSE significantly advances geometry-grounded spatial reasoning and supports the generation of physically consistent 3D scenes.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Automated 3D scene generation is pivotal for applications spanning virtual reality, digital content creation, and Embodied AI. While computer graphics prioritizes aesthetic layouts, vision and robotics demand scenes that mirror real-world complexity which current data-driven methods struggle to achieve due to limited unstructured training data and insufficient spatial and physical modeling. We propose SPREAD, a diffusion-based framework that jointly learns spatial and physical relationships through a graph transformer, explicitly conditioning on posed scene point clouds for geometric awareness. Moreover, our model integrates differentiable guidance for collision avoidance, relational constraint, and gravity, ensuring physically coherent scenes without sacrificing relational context. Our experiments on 3D-FRONT and ProcTHOR datasets demonstrate state-of-the-art performance in spatial-relational reasoning and physical metrics. Moreover, our method significantly outperforms baselines in scene consistency and stability during pre- and post-physics simulation, proving its capability to generate simulation-ready environments for embodied AI agents.
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cs.CV · cs.AI
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表