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SciVisAgentBench: A Benchmark for Evaluating Scientific Data Analysis and Visualization Agents

arXiv:2603.29139v1 Announce Type: new Abstract: Recent advances in large language models (LLMs) have enabled agentic systems that translate natural language intent into executable scientific visualization (SciVis) tasks. Despite rapid progress, the community lacks a principled and reproducible benchmark for evaluating these emerging SciVis agents in realistic, multi-step analysis settings. We present SciVisAgentBench, a comprehensive and extensible benchmark for evaluating scientific data analysis and visualization agents. Our benchmark is grounded in a structured taxonomy spanning four dimensions: application domain, data type, complexity level, and visualization operation. It currently comprises 108 expert-crafted cases covering diverse SciVis scenarios. To enable reliable assessment, we introduce a multimodal outcome-centric evaluation pipeline that combines LLM-based judging with deterministic evaluators, including image-based metrics, code checkers, rule-based verifiers, and case-specific evaluators. We also conduct a validity study with 12 SciVis experts to examine the agreement between human and LLM judges. Using this framework, we evaluate representative SciVis agents and general-purpose coding agents to establish initial baselines and reveal capability gaps. SciVisAgentBench is designed as a living benchmark to support systematic comparison, diagnose failure modes, and drive progress in agentic SciVis. The benchmark is available at https://scivisagentbench.github.io/.

WorldFlow3D: Flowing Through 3D Distributions for Unbounded World Generation

arXiv:2603.29089v1 Announce Type: cross Abstract: Unbounded 3D world generation is emerging as a foundational task for scene modeling in computer vision, graphics, and robotics. In this work, we present WorldFlow3D, a novel method capable of generating unbounded 3D worlds. Building upon a foundational property of flow matching - namely, defining a path of transport between two data distributions - we model 3D generation more generally as a problem of flowing through 3D data distributions, not limited to conditional denoising. We find that our latent-free flow approach generates causal and accurate 3D structure, and can use this as an intermediate distribution to guide the generation of more complex structure and high-quality texture - all while converging more rapidly than existing methods. We enable controllability over generated scenes with vectorized scene layout conditions for geometric structure control and visual texture control through scene attributes. We confirm the effectiveness of WorldFlow3D on both real outdoor driving scenes and synthetic indoor scenes, validating cross-domain generalizability and high-quality generation on real data distributions. We confirm favorable scene generation fidelity over approaches in all tested settings for unbounded scene generation. For more, see https://light.princeton.edu/worldflow3d.

Turbo4DGen: Ultra-Fast Acceleration for 4D Generation

arXiv:2603.29572v1 Announce Type: cross Abstract: 4D generation, or dynamic 3D content generation, integrates spatial, temporal, and view dimensions to model realistic dynamic scenes, playing a foundational role in advancing world models and physical AI. However, maintaining long-chain consistency across both frames and viewpoints through the unique spatio-camera-motion (SCM) attention mechanism introduces substantial computational and memory overhead, often leading to out-of-memory (OOM) failures and prohibitive generation times. To address these challenges, we propose Turbo4DGen, an ultra-fast acceleration framework for diffusion-based multi-view 4D content generation. Turbo4DGen introduces a spatiotemporal cache mechanism that persistently reuses intermediate attention across denoising steps, combined with dynamically semantic-aware attention pruning and an adaptive SCM chain bypass scheduler, to drastically reduce redundant SCM attention computation. Our experimental results show that Turbo4DGen achieves an average 9.7$\times$ speedup without quality degradation on the ObjaverseDy and Consistent4D datasets. To the best of our knowledge, Turbo4DGen is the first dedicated acceleration framework for 4D generation.

Learn2Fold: Structured Origami Generation with World Model Planning

arXiv:2603.29585v1 Announce Type: cross Abstract: The ability to transform a flat sheet into a complex three-dimensional structure is a fundamental test of physical intelligence. Unlike cloth manipulation, origami is governed by strict geometric axioms and hard kinematic constraints, where a single invalid crease or collision can invalidate the entire folding sequence. As a result, origami demands long-horizon constructive reasoning that jointly satisfies precise physical laws and high-level semantic intent. Existing approaches fall into two disjoint paradigms: optimization-based methods enforce physical validity but require dense, precisely specified inputs, making them unsuitable for sparse natural language descriptions, while generative foundation models excel at semantic and perceptual synthesis yet fail to produce long-horizon, physics-consistent folding processes. Consequently, generating valid origami folding sequences directly from text remains an open challenge. To address this gap, we introduce Learn2Fold, a neuro-symbolic framework that formulates origami folding as conditional program induction over a crease-pattern graph. Our key insight is to decouple semantic proposal from physical verification. A large language model generates candidate folding programs from abstract text prompts, while a learned graph-structured world model serves as a differentiable surrogate simulator that predicts physical feasibility and failure modes before execution. Integrated within a lookahead planning loop, Learn2Fold enables robust generation of physically valid folding sequences for complex and out-of-distribution patterns, demonstrating that effective spatial intelligence arises from the synergy between symbolic reasoning and grounded physical simulation.

FigAgent: Towards Automatic Method Illustration Figure Generation for AI Scientific Papers

arXiv:2603.29590v1 Announce Type: cross Abstract: Method illustration figures (MIFs) play a crucial role in conveying the core ideas of scientific papers, yet their generation remains a labor-intensive process. In this paper, we identify three key characteristics that substantially influence MIF generation quality, i.e., \emph{compositional complexity}, \emph{component similarity}, and \emph{design dynamics}. To handle these characteristics, we take inspiration from human authors' drawing practices and propose \textbf{FigAgent}, a novel multi-agent framework for automatically generating high-quality MIFs. Through multi-agent collaboration, our FigAgent distills drawing experiences across similar components of MIFs and encapsulates them into reusable tools that can be invoked during MIF generation, while evolving these tools to adapt to dynamic design requirements. Besides, a novel Explore-and-Select drawing strategy is introduced to mimic the human-like trial-and-error manner for gradually constructing MIFs with complex structures. Extensive experiments show the efficacy of our method. Project is available \href{https://zhuolingli.github.io/FigAgent-page-project/}{here}.

IMAGAgent: Orchestrating Multi-Turn Image Editing via Constraint-Aware Planning and Reflection

arXiv:2603.29602v1 Announce Type: cross Abstract: Existing multi-turn image editing paradigms are often confined to isolated single-step execution. Due to a lack of context-awareness and closed-loop feedback mechanisms, they are prone to error accumulation and semantic drift during multi-turn interactions, ultimately resulting in severe structural distortion of the generated images. For that, we propose \textbf{IMAGAgent}, a multi-turn image editing agent framework based on a "plan-execute-reflect" closed-loop mechanism that achieves deep synergy among instruction parsing, tool scheduling, and adaptive correction within a unified pipeline. Specifically, we first present a constraint-aware planning module that leverages a vision-language model (VLM) to precisely decompose complex natural language instructions into a series of executable sub-tasks, governed by target singularity, semantic atomicity, and visual perceptibility. Then, the tool-chain orchestration module dynamically constructs execution paths based on the current image, the current sub-task, and the historical context, enabling adaptive scheduling and collaborative operation among heterogeneous operation models covering image retrieval, segmentation, detection, and editing. Finally, we devise a multi-expert collaborative reflection mechanism where a central large language model (LLM) receives the image to be edited and synthesizes VLM critiques into holistic feedback, simultaneously triggering fine-grained self-correction and recording feedback outcomes to optimize future decisions. Extensive experiments on our constructed \textbf{MTEditBench} and the MagicBrush dataset demonstrate that IMAGAgent achieves performance significantly superior to existing methods in terms of instruction consistency, editing precision, and overall quality. The code is available at https://github.com/hackermmzz/IMAGAgent.git.

VectorGym: A Multitask Benchmark for SVG Code Generation, Sketching, and Editing

arXiv:2603.29852v1 Announce Type: cross Abstract: We introduce VectorGym, a comprehensive benchmark suite for Scalable Vector Graphics (SVG) that spans generation from text and sketches, complex editing, and visual understanding. VectorGym addresses the lack of realistic, challenging benchmarks aligned with professional design workflows. Our benchmark comprises four tasks with expert human-authored annotations: the novel Sketch2SVG task (VG-Sketch); a new SVG editing dataset (VG-Edit) featuring complex, multi-step edits with higher-order primitives; Text2SVG generation (VG-Text); and SVG captioning (VG-Cap). Unlike prior benchmarks that rely on synthetic edits, VectorGym provides gold-standard human annotations that require semantic understanding and design intent. We also propose a multi-task reinforcement learning approach that jointly optimizes across all four tasks using rendering-based rewards. Our method, built on GRPO with curriculum learning, trains a Qwen3-VL 8B model that achieves state-of-the-art performance among open-source models, surpassing much larger models including Qwen3-VL 235B and matching GPT-4o. We also introduce a VLM-as-a-Judge metric for SVG generation, validated through human correlation studies. Our evaluation of frontier VLMs reveals significant performance gaps, positioning VectorGym as a rigorous framework for advancing visual code generation. VectorGym is publicly available on huggingface.co/datasets/ServiceNow/VectorGym.

GENIE: Gram-Eigenmode INR Editing with Closed-Form Geometry Updates

arXiv:2603.29860v1 Announce Type: cross Abstract: Implicit Neural Representations (INRs) provide compact models of geometry, but it is unclear when their learned shapes can be edited without retraining. We show that the Gram operator induced by the INR's penultimate features admits deformation eigenmodes that parameterize a family of realizable edits of the SDF zero level set. A key finding is that these modes are not intrinsic to the geometry alone: they are reliably recoverable only when the Gram operator is estimated from sufficiently rich sampling distributions. We derive a single closed-form update that performs geometric edits to the INR without optimization by leveraging the deformation modes. We characterize theoretically the precise set of deformations that are feasible under this one-shot update, and show that editing is well-posed exactly within the span of these deformation modes.

MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines

arXiv:2603.06679v2 Announce Type: replace Abstract: Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable experiences, and shared inference where players hold influence over a common world. To address these limitations, we introduce an explicit external memory into the system, a persistent state operating independent of the model's context window, that is continually updated by user actions and queried throughout the generation roll-out. Unlike conventional diffusion game engines that operate as next-frame predictors, our approach decomposes generation into Memory, Observation, and Dynamics modules. This design gives users direct, editable control over environment structure via an editable memory representation, and it naturally extends to real-time multiplayer rollouts with coherent viewpoints and consistent cross-player interactions.
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