Keywords: Exchangeability, Hierachy, 3D world Generation
TL;DR: We generate large scale interactive 3D worlds through the use of a probability measure over the parameter space of a top level parametric family in a hierarchical model.
Abstract: We present Worldcraft, a hybrid implicit method for generating vast, interactive 3D worlds at unprecedented scale and speed by modeling them as exchangeable sequences of latent 3D objects. In contrast to existing methods that produce limited scenes, Worldcraft's novel approach constructs expansive environments comprising thousands of elements, extending to over a million objects in seconds, on a single GPU. The resulting created worlds
are defined in terms of possessing certain essential properties: Object Individuality, Collective Semantics, and Expandability. To achieve this with both speed and scale, we conceptualize world generation as a set generation problem, introducing three key technical innovations: (i) Hierarchical and Exchangeable Sequence Modeling ensures Object Individuality while capturing Collective Semantics; (ii) Hybrid Implicit Generation Method enables rapid creation of vast worlds, supporting both Scale and Expandability; and (iii) Multi-level Indexing Functions allow efficient manipulation across scales, reinforcing Collective Semantics and enabling on-demand generation for Speed and Expandability. We demonstrate Worldcraft's capabilities using Minecraft as a test-bed, generating complex, interactive environments that users can explore. However, this approach is applicable to any suitable platform, potentially revolutionizing various applications in 3D environment generation.
Primary Area: generative models
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Submission Number: 11537
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