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Developing comprehensive explicit world models is crucial for understanding and simulating real-world scenarios. Recently, Procedural Controllable Generation (PCG) has gained significant attention in large-scale scene generation by enabling…

Computer Vision and Pattern Recognition · Computer Science 2024-12-18 Mengqi Zhou , Yuxi Wang , Jun Hou , Shougao Zhang , Yiwei Li , Chuanchen Luo , Junran Peng , Zhaoxiang Zhang

The automated generation of interactive 3D cities is a critical challenge with broad applications in autonomous driving, virtual reality, and embodied intelligence. While recent advances in generative models and procedural techniques have…

Computer Vision and Pattern Recognition · Computer Science 2026-03-02 Zishan Liu , Zecong Tang , RuoCheng Wu , Xinzhe Zheng , Jingyu Hu , Ka-Hei Hui , Haoran Xie , Bo Dai , Zhengzhe Liu

Task environments developed in Minecraft are becoming increasingly popular for artificial intelligence (AI) research. However, most of these are currently constructed manually, thus failing to take advantage of procedural content generation…

Artificial Intelligence · Computer Science 2023-01-09 Adarsh Pyarelal , Aditya Banerjee , Kobus Barnard

Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative…

Computer Vision and Pattern Recognition · Computer Science 2024-12-11 Yixuan Li , Xingjian Ran , Linning Xu , Tao Lu , Mulin Yu , Zhenzhi Wang , Yuanbo Xiangli , Dahua Lin , Bo Dai

The recent surge in interest in city layout generation underscores its significance in urban planning and smart city development. The task involves procedurally or automatically generating spatial arrangements for urban elements such as…

Computer Vision and Pattern Recognition · Computer Science 2025-04-14 Jie Deng , Wenhao Chai , Jianshu Guo , Qixuan Huang , Junsheng Huang , Wenhao Hu , Shengyu Hao , Jenq-Neng Hwang , Gaoang Wang

Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…

Artificial Intelligence · Computer Science 2022-08-16 Zehua Jiang , Sam Earle , Michael Cerny Green , Julian Togelius

Understanding, navigating, and exploring the 3D physical real world has long been a central challenge in the development of artificial intelligence. In this work, we take a step toward this goal by introducing GenEx, a system capable of…

Computer Vision and Pattern Recognition · Computer Science 2025-01-22 Taiming Lu , Tianmin Shu , Junfei Xiao , Luoxin Ye , Jiahao Wang , Cheng Peng , Chen Wei , Daniel Khashabi , Rama Chellappa , Alan Yuille , Jieneng Chen

Authoring realistic behaviors to populate a large virtual city can be a cumbersome, time-consuming and error-prone task. Believable crowds require the effort of storytellers and programming experts working together for long periods of time.…

Graphics · Computer Science 2018-11-27 O. Rogla , N. Pelechano , G. Patow

3D city generation is a desirable yet challenging task, since humans are more sensitive to structural distortions in urban environments. Additionally, generating 3D cities is more complex than 3D natural scenes since buildings, as objects…

Computer Vision and Pattern Recognition · Computer Science 2024-06-07 Haozhe Xie , Zhaoxi Chen , Fangzhou Hong , Ziwei Liu

Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges…

Artificial Intelligence · Computer Science 2023-09-21 Arthur van der Staaij , Jelmer Prins , Vincent L. Prins , Julian Poelsma , Thera Smit , Matthias Müller-Brockhausen , Mike Preuss

Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over space. We argue that this limits controllability and…

Artificial Intelligence · Computer Science 2026-02-24 Kaijie Xu , Clark Verbrugge

Cities, as the essential environment of human life, encompass diverse physical elements such as buildings, roads and vegetation, which continuously interact with dynamic entities like people and vehicles. Crafting realistic, interactive 3D…

Computer Vision and Pattern Recognition · Computer Science 2024-10-23 Yu Shang , Yuming Lin , Yu Zheng , Hangyu Fan , Jingtao Ding , Jie Feng , Jiansheng Chen , Li Tian , Yong Li

City scene generation has gained significant attention in autonomous driving, smart city development, and traffic simulation. It helps enhance infrastructure planning and monitoring solutions. Existing methods have employed a two-stage…

Computer Vision and Pattern Recognition · Computer Science 2024-06-10 Jie Deng , Wenhao Chai , Junsheng Huang , Zhonghan Zhao , Qixuan Huang , Mingyan Gao , Jianshu Guo , Shengyu Hao , Wenhao Hu , Jenq-Neng Hwang , Xi Li , Gaoang Wang

Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game researches. Among a variety of PCG techniques, search-based approaches overwhelmingly dominate PCG development at…

Artificial Intelligence · Computer Science 2013-10-10 Jonathan Roberts , Ke Chen

We address the problem of generating a 3D-consistent, navigable environment that is spatially grounded: a simulation of a real location. Existing video generative models can produce a plausible sequence that is consistent with a text (T2V)…

Computer Vision and Pattern Recognition · Computer Science 2026-04-22 Gene Chou , Charles Herrmann , Kyle Genova , Boyang Deng , Songyou Peng , Bharath Hariharan , Jason Y. Zhang , Noah Snavely , Philipp Henzler

Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or…

Graphics · Computer Science 2025-06-30 Kaisei Fukaya , Damon Daylamani-Zad , Harry Agius

We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are not trying to reproduce existing cities, but to generate artificial cities that are convincing and plausible by capturing developmental…

Graphics · Computer Science 2025-07-28 Thomas Lechner , Ben Watson , Uri Wilensky , Martin Felsen

Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game…

Artificial Intelligence · Computer Science 2025-02-06 Mahdi Farrokhi Maleki , Richard Zhao

3D scene generation has garnered growing attention in recent years and has made significant progress. Generating 4D cities is more challenging than 3D scenes due to the presence of structurally complex, visually diverse objects like…

Computer Vision and Pattern Recognition · Computer Science 2025-09-03 Haozhe Xie , Zhaoxi Chen , Fangzhou Hong , Ziwei Liu

Recent advances in world models have greatly enhanced interactive environment simulation. Existing methods mainly fall into two categories: (1) static world generation models, which construct 3D environments without active agents, and (2)…

Computer Vision and Pattern Recognition · Computer Science 2025-12-22 Yitong Wang , Fangyun Wei , Hongyang Zhang , Bo Dai , Yan Lu
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