PhysForge: Generating Physics-Grounded 3D Assets for Interactive Virtual World
Abstract: Synthesizing physics-grounded 3D assets is a critical bottleneck for interactive virtual worlds and embodied AI. Existing methods predominantly focus on static geometry, overlooking the functional properties essential for interaction. We propose that interactive asset generation must be rooted in functional logic and hierarchical physics. To bridge this gap, we introduce PhysForge, a decoupled two-stage framework supported by PhysDB, a large-scale dataset of 150,000 assets with four-tier physical annotations. First, a VLM acts as a "physical architect" to plan a "Hierarchical Physical Blueprint" defining material, functional, and kinematic constraints. Second, a physics-grounded diffusion model realizes this blueprint by synthesizing high-fidelity geometry alongside precise kinematic parameters via a novel KineVoxel Injection (KVI) mechanism. Experiments demonstrate that PhysForge produces functionally plausible, simulation-ready assets, providing a robust data engine for interactive 3D content and embodied agents.
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What is this paper about?
This paper introduces PhysForge, a system that can turn a single picture of an object (like a lamp or a faucet) into a 3D model that not only looks real but also “works” in a virtual world. “Works” here means the object is built with physics in mind: parts are separate, have materials and mass, and can move in the right ways (like doors that hinge or knobs that twist). These models can be used in games, simulations, and by robots that need to interact with objects.
What questions were the researchers trying to answer?
- How can we generate 3D objects that aren’t just pretty shapes, but also have realistic physics and moving parts?
- Can we plan an object’s parts and functions (like what moves, what it’s made of, and how it’s used) before actually building the 3D shape?
- Can a computer system go from one image to a full, interactive 3D model that’s ready for simulation?
How did they do it?
Think of building furniture:
- First, an architect draws a clear blueprint: what parts exist, what each part does, how they connect, and how they move.
- Then, builders use that blueprint to actually craft the object.
PhysForge follows the same “plan first, build second” idea:
Stage 1: Planning (the “architect”)
- The system uses a powerful AI that understands images and language (a Vision-LLM, or VLM) to create a “Hierarchical Physical Blueprint.”
- From a single input image, the VLM plans:
- Which parts the object has and how big they are (like bounding boxes around each part).
- Each part’s material (metal, plastic), mass, and function (e.g., “controls water flow”).
- How parts are connected and what kind of joint they use (hinge, slider, fixed, etc.), plus simple “states” like [open, closed] or [on, off].
- Analogy: It’s like the AI writes a parts list and a step-by-step manual saying what each piece does and how it moves.
Stage 2: Building (the “craftsman”)
- A different AI model (a diffusion model, which is good at making detailed shapes) builds the 3D geometry and textures and also fills in the precise movement details (like the exact axis a door rotates around).
- A new trick called Kine Voxel Injection (KVI) acts like placing special “sticky notes” inside the 3D grid that tell the system where the joint starts, which direction it moves, and how far it can move. These movement notes are generated together with the shape so everything matches.
The data that makes it work: PhysDB
- The team built a big dataset called PhysDB with 150,000 3D objects.
- Each object has four layers of information: 1) Whole-object info (size, category, room type), 2) Part info (labels, material, mass), 3) Function info (what each part does and its possible states), 4) Interaction info (how it moves and how you can use it—like “grasp,” “push,” or “rotate”).
- This teaches the system not just what things look like, but how they behave.
What did they find, and why is it important?
The researchers show that PhysForge:
- Makes high-quality 3D models from a single image that include correct parts, materials, and movement.
- Plans parts better when it also thinks about physics and function (it splits objects into meaningful parts even without extra hints).
- Predicts movement details (like the hinge axis of a door) more accurately than past methods.
- Produces models that can go straight into simulators and game engines, where robots or players can interact with them realistically.
Why it matters:
- Most older systems made “hollow shells” that look good but can’t be used in realistic interactions. PhysForge creates simulation-ready assets, which is crucial for training robots, building interactive games, and creating virtual worlds that behave like the real one.
What could this lead to?
- Faster content creation for games and VR: Designers can turn images into interactive objects without manually rigging every part.
- Better robot training: Robots can practice with many realistic, physics-based objects to learn skills like opening drawers or turning knobs.
- Smarter AI agents: Because the system also outputs a text-like “blueprint” of how things work, AI agents can read and plan interactions in natural language.
- A step toward virtual worlds where everything isn’t just visible—it’s usable, controllable, and behaves according to real-world rules.
In short, PhysForge brings 3D objects to life by combining smart planning (what parts do and how they move) with careful building (detailed shapes and precise joints), all from a single picture.
Knowledge Gaps
Knowledge gaps, limitations, and open questions
Below is a consolidated list of what remains missing, uncertain, or unexplored in the paper, phrased to guide concrete future work.
- Dataset kinematics gap: PhysDB deliberately avoids precise numerical joint axes and limits, relying on PartNet-Mobility/Infinite-Mobility for this—leaving unclear how the system performs when such precise kinematic supervision is absent or noisy at scale.
- Limited joint taxonomy: Only fixed, revolute, prismatic, and continuous joints are modeled; multi-DOF (e.g., ball/spherical), planar, screw, gear, closed kinematic loops, and coupled/constraint-based mechanisms are not supported or evaluated.
- Missing dynamic parameters: Critical dynamics (friction, restitution, damping, stiffness, joint friction/backlash, motor/torque limits) and true mass properties (densities, inertia tensors, center-of-mass) are not estimated or validated, despite being essential for “simulation-ready” assets.
- Material-to-physics mapping: The pipeline predicts semantic materials, but does not define or validate how those labels are mapped to physical engine parameters (e.g., friction coefficients, restitution) across engines.
- Mechanical tolerances and manufacturability: The geometry–kinematics consistency (clearances, hinge pin seats, gear meshing, thread pitch for screw-like joints) is not checked; it is unknown whether predicted joints can move without collision/penetration or excessive constraint violations.
- Deformable/soft-body and fluid interactions: Only rigid-body kinematics are addressed; objects with deformable parts (cloth, rubber) or fluidic functions (valves with seals, containers holding liquids) are out of scope.
- Functional validity beyond kinematics: The blueprint includes functions and state machines (e.g., “to contain,” “[on, off]”), but there is no test that the generated geometry and kinematics realize the intended function under physics (e.g., a kettle that can actually pour or a faucet that can route water).
- Affordance grounding: Atomic affordances (e.g., pushable, graspable) are predicted but not empirically validated via grasp success, force–motion outcomes, or task completion rates in simulation.
- Scale and mass realism: While real-world scale and mass are predicted, the source of ground truth for mass and the realism of mass distributions/inertia are not assessed against physical references, leaving overall dynamic fidelity unverified.
- Single-view ambiguity: The method depends on a single input image (plus optional mask and TRELLIS voxels); the robustness to occlusions, truncation, heavy clutter, or unobserved backside geometry is not systematically evaluated.
- Dependency on TRELLIS voxels: The blueprint planner relies on voxel features from TRELLIS; it is unclear how sensitive planning is to errors/coarseness in these inputs, or how performance degrades without them.
- Generalization outside curated categories: Objects were selected from Objaverse with “meaningful” part structure; coverage of long-tail or atypical objects (toys, DIY, ad-hoc mechanisms) and category transfer is not quantified.
- Annotation noise and bias: PhysDB uses LLM-initialized, human-corrected annotations; the rate, structure, and impact of residual label noise (materials, mass, functions, affordances) are not measured.
- Limit accuracy metrics: Although the model predicts joint limits, evaluation only reports axis and pivot errors; there is no metric or analysis for limit accuracy, which is critical for functional movement ranges.
- Uncertainty estimation: The system outputs deterministic kinematic and physical properties without confidence estimates, making it hard to filter unreliable assets or drive active verification.
- Cross-engine portability: “Simulation-ready” claims are demonstrated but not benchmarked across multiple engines (e.g., PhysX, Bullet, MuJoCo, Unity, Unreal) for consistency of import, stability, and behavior.
- Collision shapes and runtime performance: There is no discussion of generating simplified collision proxies, LODs, or runtime costs (inference time, memory) for large-scale integration in games or robot simulation.
- Scene- and multi-object interactions: The work addresses single assets; interactions that depend on other assets (e.g., doors with latches, drawers with rails, plug–socket, gear trains) and scene-level constraints are not handled.
- Editing and controllability: The framework does not expose mechanisms for user-guided editing of the blueprint (e.g., changing joint type/limits, part granularity) with guarantees that updated assets remain physically consistent.
- Part granularity vs. function: While physics-guided planning helps with part ambiguity, there is no formal criterion for when parts should be merged or split based on function, nor an evaluation against function-annotated ground truth part decompositions.
- Geometry quality for articulation: Mesh validity (watertightness, manifoldness, self-intersections) and how these affect articulation and simulation robustness are not reported.
- Robustness to domain shift: Qualitative “in-the-wild” results are shown, but there is no quantitative stress-test for lighting changes, camera intrinsics, backgrounds, or photoreal vs. stylized inputs.
- Downstream task impact: There is no systematic evaluation of how these assets affect embodied learning or planning (e.g., robot task success rates, sample efficiency improvements, RL benchmarks).
- Data efficiency and scaling laws: The relationship between dataset size/quality and performance (for both VLM planning and KVI diffusion) is not explored, leaving data requirements unclear.
- Failure modes and diagnostics: The paper does not categorize typical failure cases (e.g., misaligned axes, wrong parent-child, implausible materials) or provide tools to diagnose and repair them.
- Safety/ethics considerations: The dataset includes weapons and potentially sensitive items; the paper does not address governance, misuse, or release policies for generating interactive weapon-like assets.
Practical Applications
Immediate Applications
Below are practical use cases that can be deployed now or with minimal integration work, leveraging PhysForge’s two-stage “VLM Planning + Diffusion Realization,” Kine Voxel Injection (KVI), and the PhysDB dataset.
- Game and XR asset production from concept art or screenshots
- Sector: Software, gaming, AR/VR
- What: Turn a single image into a simulation-ready, part-aware, rigged asset (materials, mass, joints, state machines), reducing manual modeling and rigging time.
- Potential tools/products/workflows: Unity/Unreal plug-in that ingests an image and exports a prefab/blueprint with collision, joints, and interaction scripts; batch “interactive kitbashing” for prototyping levels; physics-grounded asset QA checker that validates materials, mass, and joint axes before shipping.
- Assumptions/dependencies: Engine importers (e.g., FBX/GLTF/USD) must preserve joint definitions; license compliance for Objaverse-derived content; quality varies with category coverage; GPU access for inference.
- Robotics simulation datasets and task authoring
- Sector: Robotics, embodied AI, education
- What: Rapidly generate diverse, articulated, physics-grounded objects for manipulation training, curriculum design, and benchmarking; use the textual “Hierarchical Physical Blueprint” to script tasks.
- Potential tools/products/workflows: ROS/Isaac/MuJoCo/RoboTwin asset packs; scenario generators that vary articulation limits and materials; language-to-task pipelines where an agent queries the blueprint to plan grasps, twists, pulls.
- Assumptions/dependencies: Sim-to-real requires domain randomization; kinematic accuracy is strong but not guaranteed for all categories; control stacks must align units/scales with simulators.
- Previsualization for film/TV and interactive previz
- Sector: Media and entertainment
- What: Turn references into interactive props with functional parts for quick blocking, stunt planning, and effects pretests (e.g., doors that swing with correct pivots).
- Potential tools/products/workflows: DCC plug-in (Maya/Blender) to auto-rig mechanical parts from a photo; “physics-aware prop library” that directors can explore in VR.
- Assumptions/dependencies: Exporters must retain kinematic constraints; studios need IP clearance; not a substitute for hero assets requiring bespoke detailing.
- E-commerce product demos and help content
- Sector: Retail, customer support
- What: Create lightweight, interactive 3D demos (open/close, rotate, twist) from catalogue images to explain functions and parts; generate guided “how it works” animations based on the blueprint.
- Potential tools/products/workflows: WebGL viewer with inferred state machines for try-before-buy interactions; auto-generated support tutorials that use the asset’s articulated parts.
- Assumptions/dependencies: Product accuracy and tolerances must be validated; brand/IP permissions; category coverage (articulation types common in appliances, furniture).
- STEM and vocational education in virtual labs
- Sector: Education
- What: Build interactive physics labs (valves, levers, hinges) from textbook images; students explore affordances like grasp, push, twist and observe constraints/limits.
- Potential tools/products/workflows: Classroom VR modules where teachers drop in photos to get functional apparatus; assessment activities tied to the blueprint’s state machines.
- Assumptions/dependencies: Safety-critical fidelity not guaranteed; requires educator curation; school device performance constraints.
- QA tooling for 3D pipelines
- Sector: Software tooling, content operations
- What: Use the VLM planner as a “physical architect” to auto-check part granularity, material mismatches, and missing kinematics; flag “hollow shell” assets.
- Potential tools/products/workflows: CI checks for asset repositories; “affordance linter” that enforces part labels, materials, and joint presence per category guidelines.
- Assumptions/dependencies: Policy and style guides must define acceptable affordances; occasional false positives/negatives require human review.
- Research benchmarks and data engines for affordances and articulation
- Sector: Academia (CV, robotics, HCI)
- What: Generate controlled families of objects varying function, material, mass, and joint limits to evaluate perception and manipulation policies; compare planners with and without physics-grounded planning.
- Potential tools/products/workflows: Benchmarks that measure grasp success across joint-limit distributions; ablation suites to probe the synergy of function labels with part decomposition.
- Assumptions/dependencies: Reproducibility depends on dataset versioning (PhysDB) and evaluation protocols; compute availability for generation at scale.
- Natural-language agent planning with explicit blueprints
- Sector: Software, robotics, AI agents
- What: Let VLAs/LLM agents query the textual blueprint (parts, functions, state machines) to plan multi-step interactions (e.g., “grasp handle, twist 30°, pull”).
- Potential tools/products/workflows: Agent tool that fetches blueprint JSON and emits manipulation programs or game scripts; tutorial bots embedded in XR experiences that explain and actuate parts.
- Assumptions/dependencies: Action grounding to simulator or engine APIs; prompt safety and guardrails; accuracy of affordance tags.
- Rapid prototyping for makers and hobbyists
- Sector: Daily life, creator economy
- What: Convert a photo of a gadget into an interactive 3D model for visualization, instruction sharing, or VR demos.
- Potential tools/products/workflows: Lightweight desktop app that outputs a manipulable model with labeled parts and motions; community libraries of interactive teaching objects.
- Assumptions/dependencies: Not manufacturing-grade geometry; must be labeled “not for fabrication.”
Long-Term Applications
The following require further research, scaling, integration with standards, or validation beyond current capabilities.
- End-to-end “world engines” for embodied AI and games
- Sector: Software, gaming, robotics
- What: From a few reference images, synthesize entire interactive scenes with consistent part taxonomies, materials, and articulation—serving as a generative data engine for agents and content.
- Potential tools/products/workflows: World-level planners that extend the blueprint to room layouts; auto-generated quest and puzzle logic using state machines; continual asset refresh for open-ended training.
- Assumptions/dependencies: Scene-scale physical consistency, long-horizon planning, performance optimization; standardized interchange formats for physics metadata.
- CAD/PLM integration and function-aware conceptual design
- Sector: Manufacturing, industrial design
- What: Bridge photo-based, function-grounded assets to parametric CAD for early-stage ideation (auto-infer mechanism type, axes, and limits from references).
- Potential tools/products/workflows: “Blueprint-to-CAD” translators that map KVI joint parameters into constraints; design assistants proposing alternative joint types or materials based on intended function.
- Assumptions/dependencies: Robust NURBS/solid modeling conversion; tolerance and load validation; IP and design safety reviews.
- Industrial digital twins and training simulators
- Sector: Energy, manufacturing, logistics
- What: Populate plant/facility twins with accurate, interactive equipment from field imagery, enabling operator training, maintenance rehearsal, and safety drills.
- Potential tools/products/workflows: Pipeline that ingests site photos and outputs device twins with verified kinematics and state machines; scenario authoring for lockout/tagout and failure modes.
- Assumptions/dependencies: High-fidelity validation of kinematics and mass/inertia; conformance with safety standards; integration with CMMS and sensor data.
- AR shopping and “try-and-operate-before-buy”
- Sector: Retail, e-commerce
- What: Consumers interact with articulated models in their environment, testing reach, clearances, and operational feel (e.g., cabinet doors, appliance knobs).
- Potential tools/products/workflows: Mobile AR that loads physics-grounded assets and simulates motions within detected spaces; accessibility checks (handle force/angle).
- Assumptions/dependencies: Accurate scale and physics perception on-device; product-specific ground-truth calibration; latency and battery constraints.
- Household robot training and sim-to-real transfer at scale
- Sector: Robotics
- What: Use procedurally generated, physics-grounded assets to train universal manipulation policies; systematically vary materials and kinematics to cover long tails.
- Potential tools/products/workflows: Curriculum generators sampling joint limits and affordances; policy distillation pipelines leveraging blueprint text for goal decomposition.
- Assumptions/dependencies: Closing sim-to-real gaps (sensing, contact, friction); safety and reliability in unstructured homes; dataset diversity and bias mitigation.
- Standards and policy for physics-grounded digital assets
- Sector: Policy, standards, platform governance
- What: Define interoperable schemas for physical annotations (materials, masses, affordances, state machines, kinematics) across engines and simulators; content safety gates for harmful asset classes (e.g., weapons).
- Potential tools/products/workflows: An open “Physics Asset Schema” aligned with glTF/USD; certification tooling for platform marketplaces; provenance tracking for photo-to-asset pipelines.
- Assumptions/dependencies: Multi-stakeholder consensus (game engines, robotics, CAD vendors); legal clarity on dataset licensing and derivative works.
- Safety-critical training and assessment (healthcare, emergency response)
- Sector: Healthcare, public safety
- What: Interactive training environments with realistic device operation (valves, medical equipment panels) for skill acquisition and error analysis.
- Potential tools/products/workflows: Competency assessment using state machines and kinematic correctness; “what-if” failure simulations using parameterized joints and material properties.
- Assumptions/dependencies: Clinical/operational validation; manufacturer cooperation for ground-truth specifications; regulatory approvals.
- Accessible education and cognitive science of affordances
- Sector: Academia, EdTech
- What: Large-scale studies on how learners understand affordances and physical causality using controlled, function-grounded stimuli; personalized learning paths that adapt object complexity.
- Potential tools/products/workflows: Research platforms to manipulate functional tiers (static/functional/interactive) and measure learning outcomes; EdTech content that scaffolds from function labels to full interactions.
- Assumptions/dependencies: IRB and privacy compliance; alignment with curricula; longitudinal evidence of learning gains.
- Creator economy marketplaces for interactive, physics-true assets
- Sector: Platforms, media
- What: Marketplaces offering “simulation-grade” assets with validated materials, masses, and articulation; revenue models for functionally annotated content.
- Potential tools/products/workflows: Verification badges for physics quality; automated rig/affordance repair services; user-driven fine-tuning for niche categories.
- Assumptions/dependencies: Standardized QA metrics; royalty and provenance frameworks; moderation for sensitive categories.
Across all applications, feasibility hinges on a few cross-cutting dependencies: availability and licensing of PhysDB and base VLMs; export and preservation of kinematic metadata across formats; compute resources for inference; category coverage and bias; and human-in-the-loop validation where accuracy is safety-critical.
Glossary
- 3D autoencoder: A neural network that compresses 3D shapes into compact latent representations for generative modeling. "requires a powerful 3D autoencoder to compress shapes into a manageable latent space."
- axis-aligned bounding box (AABB): A rectangular box aligned with coordinate axes that encloses a 3D object or part. "Each 3D axis-aligned bounding box is thus represented by only 6 tokens"
- auto-regressive transformer: A transformer that generates outputs sequentially, conditioning each step on previous ones. "trains an auto-regressive transformer on part-level data for bounding box generation"
- BBox IoU: Intersection-over-Union computed for predicted vs. ground-truth bounding boxes, measuring overlap accuracy. "Following OmniPart, we use BBox IoU, Voxel Recall, and Voxel IoU"
- canonical space: A standardized coordinate space to which shapes are normalized for fair comparison. "normalize the ground-truth and predicted shapes into a canonical space of [-0.5,0.5]"
- Chamfer Distance (CD): A geometric distance metric between two point sets (often surfaces) used to evaluate 3D reconstruction/generation. "compute the Chamfer Distance (CD) and F1-Score."
- CLIP-Similarity: A text–image similarity score computed with CLIP to assess alignment between generated assets and textual descriptions. "and the CLIP-Similarity of text-based Function and Interaction."
- Conditional Flow Matching (CFM): A training objective for flow-based/diffusion models that matches predicted and target velocities under conditions. "The entire model is trained by minimizing the Conditional Flow Matching (CFM) objective"
- cross-attention: An attention mechanism allowing one sequence (e.g., queries) to attend to another (e.g., keys/values), used here for 3D set encoding. "introducing an encoding scheme that uses cross-attention for set-structured 3D data"
- denoising transformer: A transformer component within a diffusion pipeline that iteratively removes noise from latent representations. "before they are fed into the main denoising transformer."
- diffusion model: A generative model that synthesizes data by reversing a noise-adding process through iterative denoising. "a diffusion model, guided by the blueprint"
- F1-Score: The harmonic mean of precision and recall; here computed at geometric distance thresholds for 3D evaluation. "The F1-Score is assessed at two distance thresholds, CD < 0.1 and CD < 0.05."
- Hierarchical Physical Blueprint: A structured plan specifying parts, their physical properties, and constraints for asset generation. "generates a 'Hierarchical Physical Blueprint' defining part structure and physical properties."
- human-in-the-loop: An annotation or training process involving iterative interaction between automated systems and human reviewers. "Our annotation pipeline involves a human-in-the-loop process."
- Joint Axis Error: A metric measuring the deviation between predicted and ground-truth joint axis directions. "we utilize Joint Axis Error and Joint Pivot Error to measure the accuracy of the generated kinematic parameters."
- Joint Pivot Error: A metric quantifying the deviation between predicted and ground-truth joint pivot (origin) positions. "we utilize Joint Axis Error and Joint Pivot Error to measure the accuracy of the generated kinematic parameters."
- joint type embedding: A learned vector encoding the qualitative joint type (e.g., revolute, prismatic) to guide kinematic prediction. "The joint type embedding serves as the critical interface between our two stages"
- Kine Voxel: A specialized voxel-encoded latent representation of kinematic parameters (origin, axis, limits). "We represent Pi as a 'Kine Voxel'"
- Kine Voxel Injection (KVI): A mechanism to inject kinematic latents into the diffusion process for joint synthesis of geometry and kinematics. "We innovatively propose a Kine Voxel Injection (KVI) mechanism."
- kinematic parameters: Numerical values defining part motion, including joint origin, axis, and limits. "synthesize high-fidelity geometry alongside precise kinematic parameters"
- latent diffusion: A diffusion approach operating in a compressed latent space rather than pixel/voxel space. "The dominant approach in this area is latent diffusion"
- latent space: A lower-dimensional representation space where complex data (e.g., shapes) are encoded for efficient modeling. "compress shapes into a manageable latent space"
- Mean Absolute Error (MAE): The average absolute difference between predicted and true values, used here for physical properties. "we compare the MAE of Absolute Scale, Material, Affordance"
- multi-view consistency: Ensuring generated or reconstructed 3D content is consistent across different rendered viewpoints. "via multi-view consistency."
- Objaverse: A large-scale dataset of annotated 3D objects used for sourcing training assets. "sourced from Objaverse (Deitke et al., 2023)"
- PartField: A method for 3D part segmentation and feature learning used as a baseline/encoder. "PartField is a point cloud segmentation method"
- PartNet-Mobility: A dataset providing ground-truth articulation for 3D objects, used to supervise kinematics. "supplement our training process with PartNet-Mobility (Xiang et al., 2020)"
- position-aware 3D convolutional network: A 3D CNN that encodes spatial position information for voxel features. "position-aware 3D convolutional network to downsample these features into a 512-dimensional voxel embedding."
- prismatic joint: A joint allowing linear sliding motion along an axis. "joint type (revolute, continuous, prismatic, or fixed)"
- Qwen2.5-VL: A vision-language foundation model used as the base VLM for planning. "We select Qwen2.5-VL (Bai et al., 2025) as our base model"
- revolute joint: A joint allowing rotation about a fixed axis (hinge-like motion). "joint type (revolute, continuous, prismatic, or fixed)"
- Score Distillation Sampling (SDS): A technique that uses gradients from a 2D diffusion model to optimize a 3D representation. "Score Distillation Sampling (SDS) pioneered by DreamFusion"
- state machine: A discrete set of states and transitions describing part or object functional modes. "state machines (e.g., [open, closed])."
- TRELLIS: A structured-latent 3D generative framework providing voxel features/stages for downstream tasks. "obtained from TRELLIS (Xiang et al., 2024) first stage"
- Vision-LLM (VLM): A model jointly processing visual and textual inputs to plan or reason about objects. "A VLM acts as a 'physical architect' to plan a 'Hierarchical Physical Blueprint'"
- VLA: Vision-Language-Action (agent) interface enabling natural language queries for manipulation plans. "An embodied agent (or VLA) can directly query our model in natural language"
- voxel: A volumetric pixel; a unit of 3D discretization used to represent geometry and features. "its corresponding 3D voxel representation V"
- Voxel IoU: Intersection-over-Union computed over voxelized predictions vs. ground truth, measuring volumetric overlap. "Following OmniPart, we use BBox IoU, Voxel Recall, and Voxel IoU"
- Voxel Recall: The fraction of ground-truth voxels correctly recovered by a predicted voxel set. "Following OmniPart, we use BBox IoU, Voxel Recall, and Voxel IoU"
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