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WorldGrow: Generating Infinite 3D World

https://github.com/world-grow/WorldGrow
24•cdani•2h ago

Comments

jackdoe•1h ago
cant wait for the new diablo :)
speedgoose•14m ago
It looks more like the Stanley parable.
embedding-shape•1h ago
It is only a paper as of now:

> The code is being prepared for public release; pretrained weights and full training/inference pipelines are planned.

Any ideas of how it would different and better compared to "traditional" PCG? Seems like it'd give you more resource consumption, worse results and less control, neither of which seem like a benefit.

glenneroo•41m ago
The description in the linked YouTube video for some reason has more info than the github repo:

> We tackle the challenge of generating the infinitely extendable 3D world — large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.

Garlef•1h ago
I don't think generating virtual space is the issue.

It's about generating interesting virtual space!

james-bcn•56m ago
Yep. People have been doing this kind of stuff for computer games for decades. It's actually not that difficult. It's not clear what novel problem is being solved here.
jsheard•6m ago
Yeah but traditional procgen worlds don't use AI, and this does. They solved the problem of it not being AI enough. AI!
jpalomaki•15m ago
” The generated scenes are walkable and suitable for navigation/planning evaluation.”

Maybe the idea is to create environments for AI robotics traini ng.

rootlocus•14m ago
Or at least coherent.
gcr•1m ago
This could be a great way to make backrooms horror environments!

I've dreamed of a NeRF-powered backrooms walking simulator for quite a while now. This approach is "worse" because the mesh seems explicit rather than just the world becoming what you look at, but that's arguably better for real-world use cases of course.

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