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PAL / UPDATE—12Release

Scene reconstruction for robot simulation, now in closed beta

Reconstruct indoor scenes from photos, egocentric and walkthrough videos, and spatial scans.

Scene reconstruction for robot simulation, now in closed beta

What is Palatial scene generation?

Robots rarely deal with one object at a time. They open the drawer under the counter, move between the table and the shelf, and reach past whatever is in the way. To train and test that, you need the whole room.

Scene generation builds that room. Start from a description, a few photos, a walkthrough video, a 360 capture, a floor plan or a scan, and you get back an editable scene you can load straight into your simulator. The objects come from the same pipeline as asset generation, our open SimReady asset library, and your existing workspace assets, meaning that with use over time, the cost per scene generation will go down.

You can ask for a brand-new space or a close copy of a real one. If your footage only covers half a room, the director can fill in the rest.

Meet the scene director

Every scene is built by a scene director, an agent that plans the work, checks its own output and keeps going until it’s satisfied with the results.

The scene director works in drafts. The first drafts block out the scene, setting the position and rough shape of walls, openings, and large furniture. Each later draft adds smaller objects, materials, lights, and other high-fidelity details.

You can preview each draft as it’s made and give feedback in the agent chat. The director works your feedback into the next draft.

Navigating through your 3D scene

Flying around a 3D scene every time you check on it gets old quickly. Instead, the scene director sets up a few saved views, like an overview, interior shots and close-ups, and every draft comes with a rendered preview from each one.

Each saved view stays at the same camera position across every draft, which makes it easy to compare draft three with draft seven. For reconstructions, each draft is also shown next to your original frames, so you can see what still doesn’t match.

How are scenes optimized for simulation?

The output is USD, allowing for Omniverse-based sensors along with ovrtx-enabled rendering. Similarly, a scene isn’t useful if it stutters in simulation, so we optimize every one.

Sensors

Sensors are fit and calibrated to allow for realistic simulations.

Instancing

Repeated objects like dining chairs, shelving or a row of identical cabinets are made once and placed as instances. They all match, and the file stays small. If the same object shows up several times in your footage, it’s merged into one design automatically.

Moving parts by default

Drawers slide, doors swing and cabinets open. The director decides which parts of each object should move.

Lighter, same look

The scene director simplifies background props, merges duplicate materials and shrinks oversized textures, while keeping every joint and moving part intact. It compares renders before and after, and if the lighter version looks worse, the full-detail version is kept.

What can you use it for?

Scenes can be generated from a variety of sources, including egocentric videos, Gaussian splats, and large-scale walkthroughs. Here are some ways to use them:

  • Train mobile manipulators in homes and workplaces where the drawers and cabinets actually open.
  • Test a policy in a copy of the room your robot will work in, built from a walkthrough video.
  • Start from one generated scene and vary the layout and objects for more robust training.
  • Produce perception training data with consistent layouts and object identities across views.
  • Build the environment around a new task instead of modeling it by hand.

What are the limitations?

  • It’s a closed beta, so quality, speed and the review tools will continue changing.
  • Indoor scenes are the current focus. Outdoor scenes work too, but we haven’t tuned or optimized them as much yet.
  • Without a size reference, like printed markers, known dimensions or a floor plan, scale is estimated.
  • Anything the director fills in, like the far side of a room your video never shows, is plausible rather than measured. The scene records which parts were observed and which were generated.
  • Large scenes with many objects can take several hours to generate and use more tokens.
FAQ

Frequently asked questions

How can I join the closed beta?

Request access from the “Create” button on the dashboard, or from this link. Once access is granted, we’ll add 100 additional tokens to your workspace.

What works best right now?

Indoor spaces like homes, kitchens, offices, labs and stores. The best inputs are video walkthroughs, point clouds or splats, and photos taken from several angles around the space.

Is there a size limit?

No. Larger scenes take longer and use more tokens.

What is the scene director?

The AI agent that builds your scene. It plans the work, refines the scene over several drafts and stops when it’s satisfied.

Can I edit a scene after it’s delivered?

Yes. Give the director new instructions, or add more photos or 3D files.

What do I get?

A full-detail USD scene ready for simulation, plus the individual SimReady assets that make up the scene.

Do the objects have physics?

Yes. They have collision geometry and physical properties, and anything that should move has working joints. Individual assets within a scene can be inspected via the Scene Assets panel.