mlsanityData to 14 Oct 2026

Wanderland: Geometrically Grounded Simulation for Open-World Embodied AI

arXiv 2511.20620 ↗First posted 25 Nov 2025cs.CV cs.ROcited by 3

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Abstract (arXiv)

Reproducible closed-loop evaluation remains a major bottleneck in Embodied AI such as visual navigation. A promising path forward is high-fidelity simulation that combines photorealistic sensor rendering with geometrically grounded interaction in complex, open-world urban environments. Although recent video-3DGS methods ease open-world scene capturing, they are still unsuitable for benchmarking due to large visual and geometric sim-to-real gaps. To address these challenges, we introduce Wanderland, a real-to-sim framework that features multi-sensor capture, reliable reconstruction, accurate geometry, and robust view synthesis. Using this pipeline, we curate a diverse dataset of indoor-outdoor urban scenes and systematically demonstrate how image-only pipelines scale poorly, how geometry quality impacts novel view synthesis, and how all of these adversely affect navigation policy learning and evaluation reliability. Beyond serving as a trusted testbed for embodied navigation, Wanderland's rich raw sensor data further allows benchmarking of 3D reconstruction and novel view synthesis models. Our work establishes a new foundation for reproducible research in open-world embodied AI. Project website is at https://ai4ce.github.io/wanderland/.

Key facts. Cited by 3 papers in the map (data through 14 Oct 2026). Builds on 85 of its 96 references that are in the map. First posted on arXiv 25 Nov 2025.

Builds on

85 of 96 references.

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38 more
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Citing papers per year: 2026: 3.

3 papers.