From Visual Synthesis to Interactive Worlds: Toward Production-Ready 3D Asset Generation
Jiafeng Wu, Zhuofan Lou, Jian Liu, Dazhao Du, Chunchao Guo, and Song Guo

TL;DR
This survey reviews the current state of 3D asset generation for interactive applications, emphasizing production readiness, asset lifecycle, and evaluation metrics across object, character, and scene tiers.
Contribution
It introduces a two-dimensional taxonomy organizing methods by asset tier and production stage, assessing their readiness for real-world deployment in interactive environments.
Findings
Current methods often lack production-ready quality.
Evaluation metrics cover geometric, appearance, and usability aspects.
Open challenges include data quality and controllability.
Abstract
Three-dimensional content generation has progressed from producing isolated, visually plausible shapes to constructing structured assets that can be deployed in real-time interactive environments. This trajectory is driven by converging demands from game development, embodied AI, world simulation, digital twins, and spatial computing, all of which require 3D content that goes beyond surface appearance to satisfy engine-level constraints on topology, UV parameterization, physically based materials, skeletal rigging, and physics-aware scene layout. Despite rapid advances in generative modeling, a persistent gap separates the outputs of current methods from the production-ready standard expected by interactive applications. This survey addresses that gap by organizing the literature around the asset production pipeline rather than algorithmic families. Along the horizontal axis we…
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