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| language: | |
| - en | |
| - zh | |
| pipeline_tag: image-to-3d | |
| tags: | |
| - 3d-reconstruction | |
| - real-to-sim | |
| - embodied-ai | |
| - robotics | |
| - visual-inertial-slam | |
| - agentic-ai | |
| - blender | |
| - glb | |
| # AWSM: Agentic World Simulation and Mapping | |
| *Pronounced “awesome”. From real spaces to worlds phygital agents can use (phygital = physical + digital).* | |
| **📖 Read the full interactive article: [phygital-ai.github.io/agentic-world-simulation-and-mapping](https://phygital-ai.github.io/agentic-world-simulation-and-mapping/)** | |
| (中文版: [zh.html](https://phygital-ai.github.io/agentic-world-simulation-and-mapping/zh.html)) | |
|  | |
| AWSM uses large-model agents to turn visual observations into **editable 3D scenes**, grounded by camera-pose and depth estimates, including IMU-informed visual–inertial constraints that tie geometry to physical scale. This repository holds the four frozen reconstructions (Blender `.blend` + `.glb`) from the study, their manifests, and the full metric tables. | |
| | Headline result (M1 → M4) | Before | After | Relative change | | |
| |---|---|---|---| | |
| | Bidirectional surface error | 0.376 m | 0.072 m | ≈ −81% | | |
| | Model-depth AbsRel (180 views) | 16.44% | 7.60% | ≈ −54% | | |
| These are complete-pipeline comparisons in one controlled NVIDIA Isaac Sim scene (World Lobby), not an isolated IMU ablation. | |
| ## A scene can look plausible and still be spatially wrong | |
| A reconstruction agent can assemble a convincing room while getting a corner, a distance, or a passage wrong. For an embodied agent those errors change where a destination lies and which route a body can follow. AWSM asks how geometric evidence (pose, depth, metric constraints) can constrain agentic modeling so the result is a usable spatial reference, not just a good-looking render. | |
| ## One agentic workflow, four reconstruction routes | |
| The reconstruction agent runs a shared **observe → build → verify → freeze → evaluate** loop: it inspects the evidence, writes Blender Python to build named objects, materials, cameras and collision proxies, renders review views, revises, and freezes the scene before any ground truth is shown. | |
| | Route | Inputs | Geometry source | | |
| |---|---|---| | |
| | **M1** | 180 sampled RGB frames | Visual inference only, no metric scale | | |
| | **M2** | Full RGB video | ViPE RGB-only poses → pose-conditioned Depth Anything 3 | | |
| | **M3** | Video + IMU + camera–IMU calibration | ORB-SLAM3 monocular-inertial poses → pose-conditioned DA3 | | |
| | **M4** | Video + GT camera poses (diagnostic) | GT poses → pose-conditioned DA3 | | |
| ## Results | |
| ### 1. Better pose does not mechanically imply better native depth | |
| | Route | ATE (m) | Rotation (°) | Native depth AbsRel | Model depth AbsRel | | |
| |---|---|---|---|---| | |
| | M1 | — | — | — | 16.44% † | | |
| | M2 | 0.167 | 0.31 | 19.06% | 9.29% | | |
| | M3 | 0.121 | 0.19 | 20.38% | 8.37% | | |
| | M4 | GT | GT | 18.87% | 7.60% | | |
| † M1 uses a GT-assisted Sim(3) alignment and is diagnostic only. | |
| M3 has a better trajectory than M2, yet slightly worse native depth. After object-level modeling the order flips: M3's final scene is closer to GT. | |
|  | |
| ### 2. Geometric evidence turns a plausible layout into a more faithful space | |
| | Route | Model → GT (m) | GT → model (m) | **Bidirectional mean (m)** | | |
| |---|---|---|---| | |
| | M1 | 0.345 | 0.407 | **0.376** | | |
| | M2 | 0.132 | 0.103 | **0.118** | | |
| | M3 | 0.069 | 0.095 | **0.082** | | |
| | M4 | 0.069 | 0.074 | **0.072** | | |
|  | |
| ### 3. Inspect the scenes, not just the scores | |
| | M4 frozen model (view 72) | Input GT RGB (view 72) | | |
| |---|---| | |
| |  |  | | |
|  | |
| The interactive article lets you orbit and zoom each frozen scene side by side with GT. | |
| ## Beyond the lobby: a phone-captured Office Café | |
| A qualitative real-capture case study: an object-centric scene, a solved camera trajectory, and physics replays in one artifact. Every object is interactable; the shake replay shows the physical response under strong shaking. | |
| | Procedural model | Strong-shake replay | | |
| |---|---| | |
| |  |  | | |
| ## Map-based embodied demo | |
| In NVIDIA Isaac Sim, the reception desk is marked on the reconstructed map, routes are set, and a drone, humanoid, quadruped and wheeled robot navigate there and line up. Routes are predefined and localization uses simulator pose. The demo illustrates downstream use, not a navigation benchmark. | |
| | Planned routes | Navigation | | |
| |---|---| | |
| |  |  | | |
| ▶ Watch the demo video in the [article](https://phygital-ai.github.io/agentic-world-simulation-and-mapping/). | |
| ## Files | |
| ``` | |
| scenes/M1..M4/scene.blend frozen Blender scene (editable objects, materials, cameras) | |
| scenes/M1..M4/scene.glb the same scene as GLB | |
| scenes/M1..M4/manifest.json route manifest with hashes and registration | |
| tables_1_7.json all seven frozen metric tables and evaluation protocols | |
| awsm.bib citation | |
| ``` | |
| Download one route: | |
| ```bash | |
| hf download AWSM01/AWSM --include "scenes/M3/*" --local-dir awsm | |
| ``` | |
| ## Limitations | |
| - One synthetic scene and one engineering run per route; no claim of general superiority or statistical significance. | |
| - The four routes are complete systems, not a single-variable ablation; M2 vs. M3 cannot be attributed to IMU alone. | |
| - M4 uses GT camera poses and is diagnostic, not deployable. | |
| - The 100-view depth and appearance sets contain modeling RGB inputs; they are not a held-out novel-view benchmark. | |
| - The robot demo uses predefined routes and simulator pose. | |
| ## Citation | |
| ```bibtex | |
| @misc{awsm_2026, | |
| title = {{AWSM}: Agentic World Simulation and Mapping}, | |
| author = {{Phygital AI}}, | |
| year = {2026}, | |
| howpublished = {Interactive research article}, | |
| url = {https://phygital-ai.github.io/agentic-world-simulation-and-mapping/}, | |
| note = {Reconstruction benchmarks, editable scene assets, and map-based embodied demonstration} | |
| } | |
| ``` | |