artiscene composes LLM-generated articulated assets into scenes authored in USD, assigns per-link physical materials and per-joint drives, and validates the result in NVIDIA Isaac Sim.
Each clip is a fly-through of a scene generated from the prompt shown beneath it.
The three design stages each run a designer–critic–planner loop, in which the designer proposes, the critic scores, and the planner accepts, revises, or rolls back. The authoring stage is deterministic Python; no language model writes USD directly.
Plans the room box, openings and lighting, and selects wall and floor PBR textures by CLIP retrieval from the ambientCG catalog.
Retrieves articulated records from the Articraft catalog, places them, adds props and on-surface items.
Assigns per-slot mass, per-link friction and material, and per-joint drive parameters.
URDF → layered USD assets → composed scene_isaac.usda, gated by usdchecker.
Critic and planner score the authored scene from rendered previews; a scene that fails review is marked as degraded rather than discarded.
The pipeline authors the attributes PhysX reads, and verifies on the Isaac host that they arrive.
Each drawer and door carries a prismatic or revolute joint with limits,
drive force, and damping. The screenshot shows the composed scene open in
Isaac Sim, where the drawer joints resolve as
PhysicsPrismaticJoint prims with a 40 N linear drive.
From left to right: the visual mesh, a single convex hull, and the CoACD decomposition. A single hull seals a cabinet shut; convex decomposition preserves the cavities, so drawers can open under simulation.
Each furniture piece is authored as a layered USD package, so physics tuning and materials can be replaced without touching geometry.
slots/desk_with_drawer_00/ interface.usda # reference target, sublayers the rest physics.usda # links, joints, drives, mass physx.usda # PhysX tuning overlay materials.usda # per-link physics + visual materials geometries.usdc # binary mesh payloads instances.usda # collision/visual gprims + bindings
Furniture comes from Articraft, a catalog of URDF records with semantic parts and physical joints, retrieved by category. A retrieval miss degrades to a fallback asset and is recorded in the session trace.
The same composed scene at rest and with its joint drives actuated: drawers slide and doors swing under PhysX, using the drive parameters authored by the Physics stage.
The benchmark comprises thirty scenes across six domains (offices, kitchens, laboratories, robotics cells, studios and workshops), carrying on average 25 articulated assets and 106 movable joints each. Every scene passes through structural, spatial and simulation validation tiers.
Scenes passing usdchecker | 30 / 30 |
| Movable joints with complete drive and limit specification | 3,170 / 3,170 |
| Scenes loading in Isaac Sim 4.5 without fatal error | 30 / 30 |
| Isaac Asset Validator, PhysicsRules and RobotRules pass | 30 / 30 |
| Mean stable fraction under a fifteen-second gravity settle | 0.98 |
| Finite joints actuated to 95% of catalog range | 2,102 / 2,319 (90.6%) |
| Mean generation cost per scene | $3.22 |
A controlled incline test confirms that PhysX consumes the authored friction materials: a block carrying friction µ slides on a 30° incline only when µ falls below the slip threshold, at every value tested.
Two failure modes recur across the evaluation corpus.
Every session records a full trace: per-call LLM logs, per-stage checkpoints, and a cost ledger. Both cases above were diagnosed from those artifacts.