titleWorld2Minecraft: Occupancy-Driven Simulated Scenes Construction
authorsLechao Zhang, Haoran Xu, Jingyu Gong, Xuhong Wang, Yuan Xie, Xin Tan
date2026-04-30
venuearXiv (preprint, not peer reviewed)
idarXiv:2604.27578
upvotes4 (Hugging Face Daily Papers, 2026-11-01)
linksabs pdf hf code
abstractEmbodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose World2Minecraft to convert real-world scenes into structured Minecraft environments based on 3D semantic occupancy prediction. In the reconstructed scenes, we can effortlessly perform downstream tasks such as Vision-Language Navigation(VLN). However, we observe that reconstruction quality heavily depends on accurate occupancy prediction, which remains limited by data scarcity and poor generalization in existing models. We introduce a low-cost, automated, and scalable data acquisition pipeline for creating customized occupancy datasets, and demonstrate its effectiveness through MinecraftOcc, a large-scale dataset featuring 100,165 images from 156 richly detailed indoor scenes. Extensive experiments show that our dataset provides a critical complement to existing datasets and poses a significant challenge to current SOTA methods. These findings contribute to improving occupancy prediction and highlight the value of World2Minecraft in providing a customizable and editable platform for personalized embodied AI research. Project page:https://world2minecraft.github.io/.

cite

@misc{zhang2026world,
  title={World2Minecraft: Occupancy-Driven Simulated Scenes Construction},
  author={Lechao Zhang and Haoran Xu and Jingyu Gong and Xuhong Wang and Yuan Xie and Xin Tan},
  year={2026},
  eprint={2604.27578},
  archivePrefix={arXiv},
  url={https://arxiv.org/abs/2604.27578}
}