# ESG: Generating Physically Consistent Dynamic 3D Scenes from Text Descriptions

arXiv: https://arxiv.org/abs/2609.15392 · HTML: https://mlsanity.com/paper/2609.15392/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 27 of its 39 references that are in the map.
- First posted on arXiv 14 Sep 2026.

## Builds on (most cited first, 27 of 27)

- [Structured 3D Latents for Scalable and Versatile 3D Generation](https://mlsanity.com/paper/2412.01506/) (2024)
- [3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics](https://mlsanity.com/paper/2011.09127/) (2020)
- [Holodeck: Language Guided Generation of 3D Embodied AI Environments](https://mlsanity.com/paper/2312.09067/) (2023)
- [DiffTaichi: Differentiable Programming for Physical Simulation](https://mlsanity.com/paper/1910.00935/) (2019)
- [ATISS: Autoregressive Transformers for Indoor Scene Synthesis](https://mlsanity.com/paper/2110.03675/) (2021)
- [DiffuScene: Denoising Diffusion Models for Generative Indoor Scene Synthesis](https://mlsanity.com/paper/2303.14207/) (2023)
- [SceneFormer: Indoor Scene Generation with Transformers](https://mlsanity.com/paper/2012.09793/) (2020)
- [PAC-NeRF: Physics Augmented Continuum Neural Radiance Fields for Geometry-Agnostic System Identification](https://mlsanity.com/paper/2303.05512/) (2023)
- [SceneCraft: An LLM Agent for Synthesizing 3D Scene as Blender Code](https://mlsanity.com/paper/2403.01248/) (2024)
- [Unconstrained Scene Generation with Locally Conditioned Radiance Fields](https://mlsanity.com/paper/2104.00670/) (2021)
- [InstructScene: Instruction-Driven 3D Indoor Scene Synthesis with Semantic Graph Prior](https://mlsanity.com/paper/2402.04717/) (2024)
- [Fast and Flexible Indoor Scene Synthesis via Deep Convolutional Generative Models](https://mlsanity.com/paper/1811.12463/) (2018)
- [Graph-to-3D: End-to-End Generation and Manipulation of 3D Scenes Using Scene Graphs](https://mlsanity.com/paper/2108.08841/) (2021)
- [WorldArena: A Unified Benchmark for Evaluating Perception and Functional Utility of Embodied World Models](https://mlsanity.com/paper/2602.08971/) (2026)
- [DiffPD: Differentiable Projective Dynamics](https://mlsanity.com/paper/2101.05917/) (2021)
- [GPT4Motion: Scripting Physical Motions in Text-to-Video Generation via Blender-Oriented GPT Planning](https://mlsanity.com/paper/2311.12631/) (2023)
- [SceneWeaver: All-in-One 3D Scene Synthesis with an Extensible and Self-Reflective Agent](https://mlsanity.com/paper/2509.20414/) (2025)
- [SceneGraphNet: Neural Message Passing for 3D Indoor Scene Augmentation](https://mlsanity.com/paper/1907.11308/) (2019)
- [CommonScenes: Generating Commonsense 3D Indoor Scenes with Scene Graph Diffusion](https://mlsanity.com/paper/2305.16283/) (2023)
- [NeuPhysics: Editable Neural Geometry and Physics from Monocular Videos](https://mlsanity.com/paper/2210.12352/) (2022)
- [Director3D: Real-world Camera Trajectory and 3D Scene Generation from Text](https://mlsanity.com/paper/2406.17601/) (2024)
- [SceneCraft: Layout-Guided 3D Scene Generation](https://mlsanity.com/paper/2410.09049/) (2024)
- [The Scene Language: Representing Scenes with Programs, Words, and Embeddings](https://mlsanity.com/paper/2410.16770/) (2024)
- [DSO: Aligning 3D Generators with Simulation Feedback for Physical Soundness](https://mlsanity.com/paper/2503.22677/) (2025)
- [PAT3D: Physics-Augmented Text-to-3D Scene Generation](https://mlsanity.com/paper/2511.21978/) (2025)
- [SimWorld: An Open-ended Realistic Simulator for Autonomous Agents in Physical and Social Worlds](https://mlsanity.com/paper/2512.01078/) (2025)
- [FATE: Closed-Loop Feasibility-Aware Task Generation with Active Repair for Physically Grounded Robotic Curricula](https://mlsanity.com/paper/2603.01505/) (2026)

## Abstract (arXiv)

Recent progress in image and 3D scene generation has enabled increasingly realistic static environments, yet most methods remain confined to such static configurations. Generating dynamic scenes from natural language is fundamentally challenging: it requires joint reasoning over scene structure, temporal evolution, and physical feasibility, while ensuring reliable execution in modern physics engines. We present a unified framework for generating physically consistent dynamic 3D scenes from text, with outputs directly executable in Unreal Engine. Central to our approach is the Evolutive Scene Graph (ESG), which specifies entities with physical attributes, spatial relations, and event-driven timelines in a machine-checkable form. Given a prompt, a large language model constructs and validates a complete ESG; spatial layouts are grounded via energy-minimized gradient optimization; timeline-constrained physical parameters are then optimized through differentiable simulation to satisfy user-specified events; and the resulting scene is compiled into an engine-executable class. Experiments on 10 scenes across three complexity levels show that our method achieves 16.4/18 mean event completion, outperforming Scene Language, the strongest engine-executable baseline (SimWorld), and our ablation without physical optimization by a clear margin in event completion and parameter accuracy.
