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arXiv cs.GR
arXiv cs.GR Research
· 9 months, 1 week ago • Zixuan Bian, Ruohan Ren, Yue Yang, Chris Callison-Burch

HOLODECK 2.0: Vision-Language-Guided 3D World Generation with Editing

Briefing

HOLODECK 2.0 is a vision-language-guided pipeline for generating editable 3D worlds, aimed squarely at the pain point of hand-building large scene sets. The system uses VLMs to identify the objects implied by a text prompt, then generates assets with modern 3D generative models before arranging them into a coherent scene through spatial constraints.

What makes it relevant for game teams is the emphasis on iteration rather than one-shot output. The framework supports interactive editing based on human feedback, including layout refinement and style-consistent object edits, which is the part most procedural tools still struggle with in production. It also claims support for both indoor and open-domain environments, so it is not limited to tidy room-scale demos.

The generated scenes span realistic, cartoon, anime, and cyberpunk looks, with the goal of matching fine-grained descriptions more closely than prior baselines. Human and model evaluations reportedly show stronger semantic fidelity and better results across indoor and open-domain scenarios. The paper also points to a procedural game modeling use case, where the system is positioned as a way to speed up environment creation without fully replacing artist direction.

The code is available, which makes this more than a concept piece for studios experimenting with AI-assisted level dressing or rapid prototyping. The practical question for developers is whether the editing loop is stable enough to fit into existing art and design workflows, especially once you factor in asset consistency, collision, performance budgets,...

“interactive scene editing based on human feedback”

— HOLODECK 2.0 authors · Core capability of the system
Original source
Read on arXiv cs.GR
At a glance
what
HOLODECK 2.0 is a vision-language-guided 3D world generation system with interactive editing.
who
The work is by Zixuan Bian, Ruohan Ren, Yue Yang, and Chris Callison-Burch.
when
First submitted on 7 Aug 2025, with a revised version posted on 28 Jul 2026.
impact
It could speed up blockout, dressing, and procedural environment creation for game teams.
Signal Mixed

Promising for iteration, but production reliability is still the big question.

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