NTH

InfiniDream: Open-Ended Photorealistic 3D Worlds Through Procedural Generation

AuthorsYi-Chuan Huang, Hao-Jen Chien, Zheng-Hui Huang, Yu-Lun Liu, Kaipeng Zhang, Zhixiang Wang

Affiliations[

October 27, 2026 2 min read
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The one-line take

InfiniDream uses language-guided procedural tools to build editable, photorealistic 3D assets and populate expansive worlds.

Key results

30.07
Object-level CLIP

Best score on the 100-task object-generation evaluation.

29.64
Scene-level CLIP

Best score on the 20-task scene-generation evaluation.

7.8%
Unreadable-object rate

Full placement pipeline; agent-based placement scored 50.9%.

83.2%
Overall scene preference

Human preference study.

0.6704
Pairwise DINOv2 distance

Visual diversity score; TRELLIS.2 scored 0.6084.

What the paper found

InfiniDream turns text prompts into editable, photorealistic 3D worlds by extending procedural generators rather than limiting generation to their predefined asset factories. Its Symbolically Constrained Editing method maps an existing generator’s code, plans bounded changes, then refines assets using rendered feedback while preserving seed-based variation. A scene planner specifies what to add and where; Deterministic Frustum-Guided Grid Placement searches camera-aligned positions and filters them for visibility, collisions, surface suitability, and projected size without repeated VLM coordinate calls. Evaluated on 100 object tasks and 20 scene tasks, InfiniDream achieved CLIP scores of 30.07 for objects and 29.64 for scenes, leading the compared methods across four perceptual metrics. In placement ablations, its unreadable-object rate was 7.8%, compared with 50.9% for agent-based placement, and its overall scene preference reached 83.2% in a human study. For procedural diversity, it scored 0.6704 in pairwise DINOv2 distance, above TRELLIS.2’s 0.6084. The implementation uses Anthropic’s Claude Opus 4.8, with Google’s Gemini 3 Pro Image used to create reference images.

Original abstract

Procedural generation plays a key role in synthetic data creation and game development, offering greater controllability, editability, and diversity than static mesh representations. However, VLM-based code generation often produces relatively simple 3D assets, while sophisticated photorealistic procedural systems require extensive manual development. Existing VLM-guided procedural methods remain largely constrained by predefined factories and APIs, limiting their ability to create novel asset types. We introduce InfiniDream, a VLM-driven framework for open-ended procedural 3D world generation. First, we propose Symbolically Constrained Asset Generation, which leverages existing procedural algorithms to create novel, photorealistic assets while preserving editability and seed-based diversity. Second, we develop an end-to-end text-to-world pipeline that combines semantic scene planning with Deterministic Frustum-Guided Grid Placement to construct large-scale 3D worlds with precise object placement, procedural population, and animation. Extensive evaluations on 100 object and 20 scene generation tasks demonstrate improvements across four perceptual metrics. Diversity analysis, ablation studies, and human preference evaluations further validate the effectiveness of our framework. Project page: https://yichuanh.github.io/infinidream-page/

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