World2Minecraft: Occupancy-Driven Simulated Scenes Construction

Fuente: arXiv
Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Zhang, Lechao, Xu, Haoran, Gong, Jingyu, Wang, Xuhong, Xie, Yuan, Tan, Xin
Format: Preprint
Veröffentlicht: 2026
Schlagworte:
Online-Zugang:
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
_version_ 1866911635783811072
author Zhang, Lechao
Xu, Haoran
Gong, Jingyu
Wang, Xuhong
Xie, Yuan
Tan, Xin
author_facet Zhang, Lechao
Xu, Haoran
Gong, Jingyu
Wang, Xuhong
Xie, Yuan
Tan, Xin
contents Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose World2Minecraft to convert real-world scenes into structured Minecraft environments based on 3D semantic occupancy prediction. In the reconstructed scenes, we can effortlessly perform downstream tasks such as Vision-Language Navigation(VLN). However, we observe that reconstruction quality heavily depends on accurate occupancy prediction, which remains limited by data scarcity and poor generalization in existing models. We introduce a low-cost, automated, and scalable data acquisition pipeline for creating customized occupancy datasets, and demonstrate its effectiveness through MinecraftOcc, a large-scale dataset featuring 100,165 images from 156 richly detailed indoor scenes. Extensive experiments show that our dataset provides a critical complement to existing datasets and poses a significant challenge to current SOTA methods. These findings contribute to improving occupancy prediction and highlight the value of World2Minecraft in providing a customizable and editable platform for personalized embodied AI research. Project page:https://world2minecraft.github.io/.
format Preprint
id arxiv_https___arxiv_org_abs_2604_27578
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle World2Minecraft: Occupancy-Driven Simulated Scenes Construction
Zhang, Lechao
Xu, Haoran
Gong, Jingyu
Wang, Xuhong
Xie, Yuan
Tan, Xin
Computer Vision and Pattern Recognition
Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose World2Minecraft to convert real-world scenes into structured Minecraft environments based on 3D semantic occupancy prediction. In the reconstructed scenes, we can effortlessly perform downstream tasks such as Vision-Language Navigation(VLN). However, we observe that reconstruction quality heavily depends on accurate occupancy prediction, which remains limited by data scarcity and poor generalization in existing models. We introduce a low-cost, automated, and scalable data acquisition pipeline for creating customized occupancy datasets, and demonstrate its effectiveness through MinecraftOcc, a large-scale dataset featuring 100,165 images from 156 richly detailed indoor scenes. Extensive experiments show that our dataset provides a critical complement to existing datasets and poses a significant challenge to current SOTA methods. These findings contribute to improving occupancy prediction and highlight the value of World2Minecraft in providing a customizable and editable platform for personalized embodied AI research. Project page:https://world2minecraft.github.io/.
title World2Minecraft: Occupancy-Driven Simulated Scenes Construction
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2604.27578