3D Software Synthesis Driven by Constraint-Expressive Intermediate Representation
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Abstract (arXiv)
Graphical user interface (UI) software has undergone a fundamental transformation from traditional two-dimensional (2D) desktop/web/mobile interfaces to spatial three-dimensional (3D) environments. While existing work has made remarkable success in automated 2D software generation, such as HTML/CSS and mobile app interface code synthesis, the generation of 3D software still remains under-explored. Current methods for 3D software generation usually generate the 3D environments as a whole and cannot modify or control specific elements in the software. Furthermore, these methods struggle to handle the complex spatial and semantic constraints inherent in the real world. To address the challenges, we present Scenethesis, a novel requirement-sensitive 3D software synthesis approach that maintains formal traceability between user specifications and generated 3D software. Scenethesis is built upon ScenethesisLang, a domain-specific language that serves as a granular constraint-aware intermediate representation (IR) to bridge natural language requirements and executable 3D software. It serves both as a comprehensive scene description language enabling fine-grained modification of 3D software elements and as a formal constraint-expressive specification language capable of expressing complex spatial constraints. By decomposing 3D software synthesis into stages operating on ScenethesisLang, Scenethesis enables independent verification, targeted modification, and systematic constraint satisfaction. Our evaluation demonstrates that Scenethesis accurately captures over 80% of user requirements and satisfies more than 90% of hard constraints while handling over 100 constraints simultaneously. Furthermore, Scenethesis achieves a 42.8% improvement in BLIP-2 visual evaluation scores compared to the state-of-the-art method.
Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). Builds on 41 of its 93 references that are in the map. First posted on arXiv 24 Jul 2025.
Builds on
41 of 93 references.
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29 more
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Built on by
Citing papers per year: 2025: 1; 2026: 3.
4 papers.
- 2026MAGIC: Transition-Aware Generation of Navigable Multi-Scene Game Worlds with Large Language Modelscited by 1
- 2025Runtime Failure Hunting for Physics Engine Based Software Systems: How Far Can We Go?cited by 0
- 2026Frozen Scenes, Shifting Winners: Configuration Fragility in Text-to-3D Evaluationcited by 0
- 2026VIGOR: Verifiable Industrial Geometry Optimization and Repair in Scene Programscited by 0
- 2026VIGOR: Verifiable Industrial Geometry Optimization and Repair in Scene Programs9 Oct 2026
- 2026Frozen Scenes, Shifting Winners: Configuration Fragility in Text-to-3D Evaluation30 Sep 2026
- 2026MAGIC: Transition-Aware Generation of Navigable Multi-Scene Game Worlds with Large Language Models13 Jul 2026
- 2025Runtime Failure Hunting for Physics Engine Based Software Systems: How Far Can We Go?29 Jul 2025