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Text2Sim

Research in progress

From language to worlds we can test.

I am building a text-driven scene system in CyberWorld: turning room descriptions into structured layouts, assembling reusable 3D assets, and checking them in Unreal Engine before exporting aligned visual observations and geometry.

ACTUAL UE CAPTURE · KINEMATIC DEMO
G1 turns, walks toward the coffee table, then stops facing it.10.75 s · 24 fps · 960 × 720
6Room types on display
35Source models used · R2J
5Chair models in rooms
9Table models in rooms

Six types now include meeting, reading and storage rooms. Model counts refer to the nine-room R2J static pilot; the original synchronized-data batch remains separate.

01 G1 IN THE GENERATED SCENE

A robot enters the world we built.

The scene now hosts a Unitree G1. Starting with the official-source model in a standing pose, I integrated its articulated visual parts into the living room and created a short approach to the coffee table, with alternating steps and a final turn toward the table.

29Source hinge joints
1.54 mRoot translation along the route
258Actual UE frames in the clip
This is a joint-animated kinematic demonstration in Unreal Engine. Joint limits, foot placement and environment clearance were checked; robot collision remains disabled. Dynamic balance, learned locomotion and autonomous navigation have not been validated by this clip.

One robot entity, 35 visual parts. The environment library remains at 50 source models / 21 categories. My Unitree G1 practice ↗

02 SYSTEM OVERVIEW

A scene is more than an image.

For robotics and perception, a useful scene needs more than a convincing appearance. It needs geometry, scale, support relations, navigable space and annotations that agree with what the camera actually sees.

Start with intent.

A text description specifies the room, openings, furniture and spatial constraints. A language model produces a semantic room graph; a geometry-aware solver turns those proposals into a concrete assembly.

Keep the world measurable.

Modular architecture is combined with original-source assets and PBR materials. Native Unreal checks then verify the selected scene, while capture preserves one physical state across RGB, depth, masks and poses.

01

Language

Room dimensions, objects, style and relations

02

Semantic graph

Structured proposals and explicit constraints

03

3D assembly

Blender architecture and reusable real assets

04

Native simulation

UE Chaos, support, clearance and rendering

05

Aligned data

RGB-D, instance IDs, intrinsics and 6D poses

The scene collection now covers dining, office, living, meeting, reading and storage. Dining, office and living have completed synchronized-data qualification. The three newer types use authored functional profiles and deterministic assembly in static pilots; they have not yet extended the text planner or GT pipeline.
03 SCENE EXPLORER

More rooms. More ways to furnish them.

Explore 15 new static rooms with 30 actual UE views, from shared meeting tables to bookshelves and storage aisles. The original text-generated examples are also available in their own collection.

R2J / 02 · STATIC PILOT

Dining room

Source models
Source instances
Material preset

Inspect the recorded composition

04 GEOMETRY, PHYSICS & APPEARANCE

Built to stand, fit and be seen.

The assembly is checked against actual geometry. Rendering is then inspected with controlled, same-camera comparisons.

Actual UE scene with original PBR architectural materialsSame actual UE scene with flat architecture material ablationFlat architectureOriginal PBR

Actual paired UE captures: fixed component camera and physical state. Architecture-material ablation only; furniture keeps its original materials.

i.

Source scale & orientation

Real objects retain source scale 1.0. Asset-specific facing rules keep chairs directed toward their actual tables. The completed batch verifies 802 source instances and 169 chair-facing checks.

ii.

Support, stability & clearance

Native triangle queries check support surfaces; Chaos verifies the designated dynamic objects. Enclosure and continuous 70 cm capsule sweeps check room closure and a usable route.

iii.

Inspectable failure & repair

The 100 accepted rooms follow 116 native attempts, with 16 failures retained. A bounded repair ledger records changes before simulation; final poses are not manually corrected after settling.

05 SYNCHRONIZED OBSERVATIONS

One physical state. Aligned outputs.

Switch between modalities from one recorded frame. Each accepted scene contributes a close and a context view, sharing the same measured scene state.

100Qualified scenes
400UE beauty views
200Synchronized GT frames
1,604Object pose records

Original R2E batch, including logged repairs. The new R2I / R2J static rooms add RGB views, with no new Chaos runs or GT frames.

r2e_001 / full_close_v1 · 640 × 480

CAPTURE CHANNEL

Rendered RGB

Fixed physics stateNative camera intrinsics
2 / sceneClose + context views; minimum measured spacing 1.012 m.
0.0594 mmMaximum independently sampled native-ray depth discrepancy in this batch.
328Invisible pose records preserved, rather than silently dropped.
Inspect one actual camera / pose record

Translations are in meters. Axes use the preserved source canonical frame; category-level or human canonical approval is a separate step. Depth colors, axes and 3D boxes are derived from recorded data. Boxes use native mesh-local bounds; dashed edges indicate the back of each box, not depth-tested occlusion.

06 REUSABLE ASSET LIBRARY

More variety, from real source assets.

The expanded library is now being exercised in rooms. Nine furniture-diversity scenes use 35 source models across 18 categories and 97 instances: dining tables, desks, coffee tables, five chair models, and objects such as clocks, plates, teapots and plant pots.

50Models in the library
21Library categories
Five chairs, visibly different. Actual in-scene crops, with source IDs.R2J · Measured facing per model

Actual Blender Cycles previews of selected admitted source assets.

The library remains at 50 models / 21 categories; the latest work expands actual usage, not the catalog count. Five chair models and nine table models retain original geometry, PBR materials and scale 1.0. New scenes pass static support, enclosure and 70 cm route checks; dynamic contact and pose-training admission remain separate.
See all nine table models in their rooms

Three dining tables, three desks and three coffee tables, in actual UE captures.

View all 21 categories and model counts
07 CONSISTENCY & DIAGNOSTICS

Does the image match the language?

I evaluate visual-text consistency separately from geometric correctness. Current CLIP experiments distinguish coarse room retrieval, object-category retrieval and scene-level category presence.

The following results use the frozen original R2E corpus and its 11-model palette. The 15 new static rooms have not received new retrieval scores or GT annotations.

62.07%

Room family + style R-Precision

R2G · CLIP ViT-B/32

R-Precision = relevant scenes in top-R / R

6 fixed English queries · 100 scene candidates · 4 views per scene · R = 16 or 17. Random expectation: 16.67%.

This tests coarse family/style labels. It does not establish fine-grained object counts, spatial relations or the full-text 85% research target.

What changes when we look at objects?

A paired diagnostic compares whole-frame input against RGB crops located using ground-truth instance masks. Use the tabs to inspect the different tasks.

Whole frame
GT-box crop

The useful distinction. Crops help identify individual objects in this corpus, but crop-only scene retrieval falls from 76.44% to 74.43%. Local detail and global context are complementary research questions. These are GT-box-assisted diagnostics, not results from an automatic detector.
Mug, bottle and bowl examples. Boxes and labels appear only in this explanatory figure, not in encoder inputs.
Evaluation protocol, full numbers and limits
R2H taskWhole frameGT-box cropChange (pp)
Object R-Precision · macro 1115.30%76.14%+60.84
Object Top-1 · micro14.57%79.82%+65.25
Scene R-Precision · macro 776.44%74.43%−2.01

R2H uses 200 original 640 × 480 GT RGB frames, 659 visibly eligible objects and 1,271 crops. The paired whole-frame baseline uses letterboxing and the same eligible views. There is one source model per class across 11 object classes; unseen-model generalization is untested.

Scene presence retrieval keeps invisible positives. Four universally present classes are excluded from its primary seven-class mean. R2G and R2H use different views, queries and tasks and should not be treated as a before/after comparison. Protocols were frozen before scoring.

R2G family-only auxiliary R-Precision is 89.96% (3 queries, random expectation 33.33%). This auxiliary result is not the complete 85% text-to-scene target. Sim-to-real training improvement remains unverified.

08 RESEARCH PROGRESS

From one room to a broader scene collection.

The checked generation pipeline now sits alongside pilots for new functions and furniture. The next step is to bring this wider variety into the planner, synchronized capture and semantic evaluation.

Foundation
R2A → R2B

An enclosed room and reusable components

Build a complete dining room, correct chair facing, preserve original object scale, and qualify reusable architecture and source assets.

Generation
R2C → R2D

Structured layouts and synchronized observations

20 development prompts produce 18 positive layouts and 2 correct infeasibility rejections. The 18-room pilot exports 36 full-scene GT frames.

Engineering batch
R2E · 100

A bounded, audited 100-scene run

Complete native scene checks, 400 beauty views and 200 synchronized frames, with all failures and repair records retained. Expansion to 1,000 is on hold pending storage capacity and further diversity work.

Library & evaluation
R2F → R2H

Asset diversity and visual consistency

Expand to a 50-model static library, inspect three enriched rooms, and diagnose room- and object-level CLIP retrieval on the original frozen corpus.

New functions
R2I · 6

Meeting, reading and storage rooms

Three new functional types, each in two material presets. Six static rooms and 12 UE views retain original source scale and pass native support, enclosure and route checks.

Furniture variety
R2J · 9

Furniture variety becomes visible

Nine rooms and 18 new UE views exercise 35 source models across 18 categories. Five chair models and nine table models keep their source geometry and materials, with facing measured for each seating model. These pilots add no new Chaos runs, GT or retrieval scores.

Latest work
R2K → R2L

G1 joins the scene, then approaches a table

Integrate the official-source G1 model, preserve its 29-joint hierarchy and original scale, then capture a 10.75-second kinematic approach in UE. Alternating steps, turns and the final facing pose are replayable in a native Level Sequence.

Next: qualify the broader variety

Extend the planner schema to new room functions, qualify synchronized annotations for additional models, then freeze tests of category, count and relative position. Current new-room images remain static pilots.

Toward sim-to-real perception

Use qualified synthetic observations to study real-world pose learning after the source-frame and category bridges are validated. Training is currently deferred; the planned 30% relative improvement is not yet established.

Also explore my Unitree G1 practice
09 SOURCES & CREDITS

Built from traceable evidence.

Room imagery on this page comes from actual CyberWorld / Unreal Engine captures. Asset previews come from recorded Blender Cycles renders. Depth colors, mask colors, pose axes and 3D bounding boxes visualize original saved annotations. Scene pictures have only been resized and compressed for the web.

Asset sources: Amazon Berkeley Objects · Google Scanned Objects · Poly Haven. Powered by Poly Haven.

G1 source model: MuJoCo Menagerie / Unitree G1 · BSD-3-Clause. Derived from the Unitree Robotics model description; pinned source revision. The video is the original UE capture sequence encoded as WebM, with no generated or composited imagery.

Project snapshot: 29 October 2026. Results are tied to their stated corpus and protocol. This page is a research progress record; it makes no publication, benchmark-leadership or production-readiness claim.

Source model references and recorded licenses

Recorded model-level references for the 50-model library. Scene images combine these sources with authored architecture and materials.

    Evidence behind this page

    R2E: final_report_v1.json · R2F: final_report_v1.json / asset_catalog_v1.json · R2G: results_v1.json · R2H: summary_v1.json · R2I / R2J: final_report_v1.json / native_rooms_*.json / RGB_progress_v1.json / independent_verification_v1.json · R2K / R2L: final_report_v1.json / media_verification_v1.json / independent_verification_v1.json. Image and video sources are retained with this project snapshot. Numerical results follow the stated batches and protocols; this page does not run those experiments.