NuiWorld: Exploring a Scalable Framework for End-to-End Controllable World Generation
Han-Hung Lee, Cheng-Yu Yang, Yu-Lun Liu, Angel X. Chang
TL;DR
NuiWorld tackles the twin challenges of scalability and data scarcity in open-domain world generation by coupling a generative bootstrapping pipeline with a scalable, end-to-end sketch-conditioned model. It builds on NuiScene’s chunk-based vector-set representation and quad chunk diffusion to maintain fidelity across scene sizes, while introducing a training pipeline that bootstraps from a few input images to synthesize diverse 3D scenes. A sketch-to-world model conditioned on pseudo sketches enables end-to-end controllable generation, with a size-prediction module to adapt token counts to scene layout. The approach demonstrates improved scalability and controllability over prior training-free and voxel-based methods, though it acknowledges limitations in generalization and final scene coherence that invite further scaling and decomposition work.
Abstract
World generation is a fundamental capability for applications like video games, simulation, and robotics. However, existing approaches face three main obstacles: controllability, scalability, and efficiency. End-to-end scene generation models have been limited by data scarcity. While object-centric generation approaches rely on fixed resolution representations, degrading fidelity for larger scenes. Training-free approaches, while flexible, are often slow and computationally expensive at inference time. We present NuiWorld, a framework that attempts to address these challenges. To overcome data scarcity, we propose a generative bootstrapping strategy that starts from a few input images. Leveraging recent 3D reconstruction and expandable scene generation techniques, we synthesize scenes of varying sizes and layouts, producing enough data to train an end-to-end model. Furthermore, our framework enables controllability through pseudo sketch labels, and demonstrates a degree of generalization to previously unseen sketches. Our approach represents scenes as a collection of variable scene chunks, which are compressed into a flattened vector-set representation. This significantly reduces the token length for large scenes, enabling consistent geometric fidelity across scenes sizes while improving training and inference efficiency.
