Towards Physically Grounded Articulated 3D Assets: A Multi-Agent Pipeline and Benchmark
Xudong Cai, Ruijie Zhu, Haoliang Shang, Ruining Li, Marc Pollefeys, Shangzhe Wu, Andrea Vedaldi, Chuanxia Zheng
Nanyang Technological University · ETH Zurich · University of Oxford · Microsoft · University of Cambridge
Published October 9, 2026 · on the feed October 12, 2026 · ▲ 23 · arXiv 2610.13947
The abstract
In this paper, we study physically grounded articulated 3D asset generation---moving the goal from reproducing how objects look to capturing how they move and function. Inspired by the literature on procedural and agentic generation, we present Artisan, a system that extends the latest method Articraft by introducing a multi-agent pipeline with physical simulation feedback, enabling comprehensive attributes beyond geometry, appearance, and physically plausible articulation, such as collision-free motion, stability under gravity, and accurate mass and material properties. Furthermore, we construct a unified benchmark spanning four key aspects: spatial fidelity, physical plausibility, downstream task performance, and overall quality. The benchmark encompasses 100 reference assets from ArtVIP and LightWheel, 50 stability prompts, and 50 ABO objects with reference masses, with protocols evaluating various metrics. Through extensive evaluation of more than 10 representative models, Artisan achieves competitive spatial fidelity while attaining the lowest collision rates and highest stability rates among the evaluated methods. Together, our system and benchmark establish insights for advancing 3D generation towards physically plausible, functionally usable assets.
The Brief
2:20A short podcast summary of the paper. Written and voiced by AI.
Transcript
Towards Physically Grounded Articulated 3D Assets. A Multi-Agent Pipeline and Benchmark. By Xudong Cai and seven others, from Nanyang Technological University, ETH Zurich, and three other institutions. Published on the ninth of October. Its code repository is worked out: about three hundred and fifty source files, with a readme and a licence.
Generating articulated 3D assets has mostly meant reproducing how objects look. The aim set out here is physically grounded generation: capturing how objects move and how they function. An asset can look right and still collide with itself when a part moves, fall over under gravity, or carry the wrong mass. For an asset meant to be opened, pushed or picked up, those failures matter as much as its shape. Matching appearance is no longer enough to call the job done.
Drawing on work in procedural and agentic generation, the authors present Artisan. It extends the recent method Articraft by introducing a multi-agent pipeline that receives feedback from physical simulation. Rather than judging an asset only by how it looks, the pipeline can see how it behaves when simulated.
That feedback lets the system reach attributes beyond geometry, appearance and plausible articulation. These include motion free of collisions, stability under gravity, and accurate mass and material properties. Alongside the system, the authors build a unified benchmark covering four aspects: spatial fidelity, physical plausibility, downstream task performance, and overall quality. It contains one hundred reference assets drawn from ArtVIP and LightWheel, fifty stability prompts, and fifty ABO objects with reference masses, with protocols for evaluating a range of metrics. Each part of the benchmark lines up with a physical property: the stability prompts with standing under gravity, the objects with reference masses with getting weight right.
More than ten representative models are evaluated. Artisan achieves competitive spatial fidelity, and among the methods evaluated it has the lowest collision rates and the highest stability rates. In other words, it keeps pace on how assets look while leading on the physical properties the simulation feedback was introduced to address.
The shift being argued for is in what counts as a finished asset. Shape and appearance remain part of it, but an object that is meant to be used should also move without collisions, stand up under gravity, and weigh what it should, and the benchmark is built to check exactly those.
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