01

THE VISION

Interactive worlds for embodied intelligence

In recent years, AI has advanced rapidly through a simple but powerful recipe: large-scale pretraining followed by reinforcement learning. Embodied intelligence, however, faces a much harder scaling problem. The physical world is continuous, dynamic, and expensive to interact with; robots must learn not only what they see, but also how objects move, respond to forces, and change through interaction. To bring embodied intelligence into the same scalable learning paradigm, we need environments where such experience can be generated at scale.

Science fiction has long imagined intelligence learning inside virtual worlds. In The Matrix, Neo acquires new abilities through interaction in a virtual environment. This idea may offer a promising direction for embodied intelligence.

Embodied intelligence needs worlds it can interact with, not just worlds it can see.

Real-to-sim-to-real provides a practical path toward this goal: reconstruct real environments in simulation, use them to generate large-scale data and interactive experience for pretraining and reinforcement learning, and transfer the resulting capabilities back to physical robots. However, building such environments remains difficult. Visual realism alone is not enough: reconstructed worlds must also support modification, interaction, articulation, and physical simulation. For embodied intelligence, reconstruction must therefore move beyond generating 3D assets toward building simulation-ready interactive worlds.

02

INTRODUCING NEOWORLD-3

Introducing NeoWorld-3

We introduce NeoWorld-3, an agentic framework for reconstructing simulation-ready interactive worlds from visual observations. While existing reconstruction systems have achieved impressive visual quality through direct prediction, reconstructing complex structures, interactions, and physical constraints remains challenging. The emergence of large vision-language models and coding agents creates a new opportunity to move beyond this paradigm.

NeoWorld-3 is designed around three core principles: simulation-ready reconstruction, coding-agent based world construction, and object-to-scene scaling. Simulation-ready reconstruction preserves the geometry, articulation, and physical validity required for downstream simulation. Coding-agent based reconstruction enables vision-language models to actively construct and refine worlds through tools. Object-to-scene reconstruction allows the same framework to scale from individual objects to complex environments.

03

AGENTIC WORLD CONSTRUCTION

Agentic World Construction with NeoMCP and NeoSDK

Most 3D reconstruction methods generate a final representation directly from visual observations. NeoWorld-3 takes a different route: reconstruction is carried out by coding agents that write modeling programs, invoke tools, inspect intermediate results, and modify only the parts that need improvement. This is especially useful for scene reconstruction, where errors are often local—a wrong object geometry or pose should not require regenerating the entire scene.

FIGURE 01NEOWORLD-3 RECONSTRUCTION WORKFLOW
THE RECONSTRUCTION ENGINE

Observe. Build. Refine.

01 SCENE-LEVEL RECONSTRUCTION
Scene-level feedback ↻
INPUT / MULTI-VIEW RGB-D

Real observations

Real kitchen: microwave and stoolsReal kitchen: sink and coffee machine

Images, depth & camera poses

COORDINATOR

Scene agent

Global scene state
PlanDelegateRevise
SHARED TOOLKIT

NeoMCP + NeoSDK

SDK

Geometry constructionDifferentiable execution

MCP

Visual inspectionCode editing & rendering

cube()   translate()   rotate()
RECONSTRUCTED WORLD

Real-Sim scene

Real kitchen sceneREAL
Reconstructed kitchen sceneSIM

Object handoff

Views · source · context

02
OBJECT SUBAGENTLocal edits. Iterative feedback. Shared tools.
OBJECT-LEVEL RECONSTRUCTION
01 PROGRAM

Author & revise

object.py
def build(θ):
  body = shape(θ)
  add_parts(body)
  return object

Editable modeling programs

02 GEOMETRY

Refine geometry

θ₁ θ₂ θ₃

Optimize shape parameters

03 FEEDBACK

Compare & improve

Real coffee machineREAL
Reconstructed coffee machineSIM

Real-Sim visual feedback

04 ARTICULATION

Make it interactive

Microwave with door closedMicrowave with door open

Add parts & joints

VALIDATION GATE

Scene integration

Validate object updates

✓ Accept↻ Revise
Object-level feedback ↻ Validated updates
03
DOWNSTREAM APPLICATIONSLearn in simulation. Transfer to the real world.
SIM-TO-REAL

Deploy to the real world

Optimized policyReal robot execution
LEARNING LOOP

Policy agent

TrainEvaluateImprove
SIMULATION

Policy optimization

Robot training inside the reconstructed kitchen
Candidate policiesTransfer policy
Reconstruction flow Iterative feedbackHover a step to trace its connections
Scene and object feedback loops refine the reconstructed world.Reconstruction → simulation policy optimization → sim-to-real deployment.

NeoWorld-3 organizes this process with a hierarchical reconstruction harness. A scene-level coordinator maintains the global scene and decomposes it into scoped object tasks. Each object is handled by a fresh worker with access to its relevant observations and editable state. NeoMCP exposes reconstruction operations to the agent, while NeoSDK provides the underlying geometry, rendering, and optimization primitives. Object reconstruction can therefore be developed and refined independently while remaining grounded in the shared scene.

Before an object update is merged back, the candidate is inspected against its visual evidence and scene context; unsuccessful changes can be revised or rejected. The updated scene then becomes the context for subsequent tasks. In practice, this lets NeoWorld-3 improve complex scenes incrementally, preserving successful reconstructions while concentrating computation and agent reasoning on the parts that remain incorrect.

04

DIFFERENTIABLE REFINEMENT

Reasoning Meets Gradients: Differentiable Refinement

One challenge in reconstruction is that vision-language models are strong at understanding visual concepts and structural relationships, but precise geometric parameter prediction remains difficult. Even when a model understands what an object should look like, directly predicting highly accurate geometry from numerical parameters is challenging.

NeoWorld-3 addresses this limitation through Differentiable Refinement. The agent first constructs an initial reconstruction, then refines it through differentiable rendering. The rendered result is compared with the original observation, image similarity serves as the optimization objective, and parameters in the generated geometric representation are updated through gradient-based optimization.

This creates a natural division of labor between reasoning and optimization. The vision-language model provides semantic understanding, decomposition strategies, and reconstruction programs, while differentiable optimization provides the numerical precision needed for high-fidelity geometry. Rather than relying on prediction alone, NeoWorld-3 can continuously improve reconstruction through visual feedback.

05

PHYSICAL VALIDITY

From Geometry to Interaction: Watertightness and Articulation

A visually accurate reconstruction is not necessarily a structurally valid one. Generated geometry can contain open boundaries, self-intersections, or inconsistent connections between parts, while movable components may lack explicit articulation structure. These issues are easy to overlook visually, but they prevent reconstructed objects from becoming reliable interactive assets.

NeoWorld-3 addresses these problems through explicit geometry validation and repair. The system inspects boundaries directly on the native indexed geometry, applies targeted repairs to invalid regions while preserving existing surface attributes, and re-inspects the repaired mesh to verify watertightness rather than relying on implicit remeshing. In parallel, the agent reconstructs articulation by identifying object parts, establishing joint relationships, estimating motion axes and ranges, and correcting invalid configurations.

This produces assets that are not only visually reconstructed, but also geometrically valid and explicitly articulated. The watertight pipeline preserves the original reconstruction while repairing structural defects, and the articulation pipeline captures how individual parts are connected and allowed to move. Together, they turn a reconstructed shape into a structured, interactive 3D asset.

06

SCENE RECONSTRUCTION

From observations to a reconstructed world

The floor-completed Scene 01 is shown without the ALOHA robot. The video pairs camera-matched excerpts from the original capture with renders of the revised scene.

SCENE 01 / FLOOR-COMPLETED REAL–SIM VIDEONO ROBOT
Left: original captureRight: floor-completed reconstruction

INTERACTIVE SCENE 01

Explore the revised world and its structure.

The floor-completed scene opens with its materials and no robot. Click any object to reveal the transparent scene structure and the recorded construction operations behind that object.

SCENE 01 · loading model
Preparing the interactive kitchen…

click an object for X-ray + code · drag to rotate · scroll to zoom

SIM2REAL TRANSFER

From the simulation twin back to the real robot

This example connects real-world scanning, policy execution in the simulation twin, and the corresponding action on the physical robot.

NEOWORLD STUDIO / SIM2REALView Studio ↗
Simulation-twin policyReal-world robot action
07

ARTICULATED ASSETS

Object articulation

Compare each source image with its interactive reconstruction, then inspect part hierarchies and joint limits using the controls below.

Scissors reference image
REFERENCE / IMAGE 03SCISSORS / 10449
RECONSTRUCTIONSCISSORS / 10449

Loading object…

Revolute joints: degrees · Prismatic joints: normalized scene unitsInteractive kinematic demonstration

08

QUANTITATIVE RESULTS

Experiments

We compare object and scene reconstruction using visual fidelity, geometric agreement, and multi-object scene quality. DINOv3 is reported for both object and scene reconstruction.

EXPERIMENT 01 / OBJECT LEVEL3DCodeBench 3 higher ↑ · 1 lower ↓
DINOv3Visual representation similarityhigher ↑
  1. 01NeoWorld-3 OURS0.6606
  2. 02VIGA 20260.6351
  3. 03Codex+BlenderMCP 20250.6245
  4. 04Articraft 20260.5692
Framed IoUAligned silhouette overlaphigher ↑
  1. 01NeoWorld-3 OURS0.7550
  2. 02VIGA 20260.6547
  3. 03Codex+BlenderMCP 20250.5736
  4. 04Articraft 20260.5692
Chamfer DistanceReference-geometry agreementlower is better ↓
  1. 01NeoWorld-3 OURS0.0365
  2. 02VIGA 20260.0680
  3. 03Articraft 20260.0719
  4. 04Codex+BlenderMCP 20250.0747
Uni3D 3D–3DMultimodal semantic alignmenthigher ↑
  1. 01NeoWorld-3 OURS0.6229
  2. 02VIGA 20260.5803
  3. 03Codex+BlenderMCP 20250.5658
  4. 04Articraft 20260.5618

Bars show the measured value relative to the largest value in each metric; labels report original values.For Chamfer Distance, a shorter bar and lower value rank higher.

EXPERIMENT 02 / AGENT & TOOLING ANALYSISRoboCasa365 2 higher ↑ · 2 lower ↓
DINOv3Multi-view visual similarityhigher ↑
  1. 01NeoWorld-3 (full) OURS0.8142
  2. 02NeoWorld-3 w/ BlenderMCP0.7644
  3. 03Codex0.7513
  4. 04Direct GPT0.6817
MLLM OverallMean of Complete · Layout · Functionhigher ↑
  1. 01NeoWorld-3 (full) OURS4.7222
  2. 02NeoWorld-3 w/ BlenderMCP4.4444
  3. 03Codex4.2111
  4. 04Direct GPT3.4722
P-PenPenetration percentage (%)lower is better ↓
  1. 01NeoWorld-3 (full) OURS0.67%
  2. 02Codex11.61%
  3. 03NeoWorld-3 w/ BlenderMCP45.41%
  4. 04Direct GPT45.68%
Object Center DistanceObject center distance (cm)lower is better ↓
  1. 01NeoWorld-3 (full) OURS25.9445 cm
  2. 02NeoWorld-3 w/ BlenderMCP47.4549 cm
  3. 03Codex47.6677 cm
  4. 04Direct GPT107.8875 cm

MLLM Overall = mean of Complete, Layout, and Function (rounded to 4 decimals).Bars show value / largest value in each metric. For P-Pen and OCD, shorter bars rank higher. Labels show original values.

09

LOOKING AHEAD

Looking Ahead

Language models evolved from generating text to using tools and writing code. We believe 3D reconstruction is undergoing a similar transition. Coding-agent based reconstruction moves beyond directly predicting a final mesh: agents can reason about structure, construct representations, invoke tools, inspect intermediate results, and iteratively refine them.

NeoWorld-3 is a step toward this future. As foundation models improve, we aim to scale this approach from individual objects to complex real-world environments, turning visual observations into simulation-ready worlds for embodied learning and physical interaction. More broadly, we see reconstruction as a key layer in the embodied intelligence stack, connecting the physical world with scalable simulation. If this process can be made scalable, every real-world observation can become the starting point of a new training environment for intelligent agents.

Our long-term vision is to build the foundation for the next generation of embodied intelligence: A world where AI systems can not only perceive and understand, but also interact with and learn within it.