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StateFlow: 프리비주얼라이제이션을 위한 3D 월드 상태 구축, 진화 및 접근
StateFlow: 프리비주얼라이제이션을 위한 3D 월드 상태 구축, 진화 및 접근
초록
프리비주얼라이제이션은 영화, 게임, 건축 및 도시 설계에서 아이디어와 실제 제작 사이를 잇는 중간 계층이다. 이를 통해 창작자는 장면, 액션, 카메라, 시공간적 역학을 반복적으로 다듬을 수 있다. 그러나 기존 생성 방식은 단순한 프롬프트에 의존하여 이러한 모든 요소를 일회성 이미지 또는 비디오 합성을 통해 공동 제어하므로, 제어 가능성이 약하고 반복 편집에 대한 지원이 제한적이다. 근본적으로 하나의 월드는 기하 구조, 외형 및 기타 속성을 지닌 여러 요소와 카메라로 구성된다. 서로 다른 프레임은 이 공유된 상태에 대한 국소적 수정이나 재조합을 통해 생성되며, 그 외의 상태는 대부분 재사용된다. 따라서 우리는 부재한 구성 요소가 명시적이고 지속적인 작업 상태라고 주장한다. 이 문제를 해결하기 위해 우리는 생성적 프리비주얼라이제이션을 위한 상태 중심 프레임워크인 StateFlow를 제시한다. StateFlow는 비디오를 한 번에 생성하는 대신, 편집 가능한 3D 월드를 사용하여 장면 구조, 진화 및 카메라를 구성하고, 더 높은 충실도가 필요할 때는 기성 비디오 모델이 시각적 품질을 향상시킨다. 이 월드는 장면 요소와 카메라 구성에 대한 지속적인 구조화된 3D 상태로 유지되며, 프리비주얼라이제이션의 핵심 작업 표현 역할을 한다. 이러한 통찰을 바탕으로 StateFlow는 월드 상태를 구축, 진화 및 접근하는 세 단계로 구성된다. 상태 구축은 사전 정보 기반의 충돌 인식 이중 뷰 초기화를 통해 생성된 2D 콘텐츠를 일관된 3D 월드로 변환한다. 상태 진화는 월드 메모리를 보존하면서 사용자 의도를 구조화된 상태 전환으로 변환하여, 편집 시 전체 장면을 재생성하는 것을 방지한다. 상태 접근은 렌더-피드백 반영을 사용하여 카메라 계획을 시각적으로 실현 가능한 궤적으로 정제함으로써 VLM 의미론에만 의존하는 것을 피한다. 실험 결과 StateFlow는 비디오 제작 및 게임과 유사한 프로토타이핑을 위한 고품질 3D 월드를 생성하는 것으로 나타났다.
One-sentence Summary
Researchers from Beijing Jiaotong University, Mootion AI, and other institutions propose StateFlow, a state-centric previsualization framework that maintains an explicit, persistent, editable 3D world state and employs a three-stage process of constructing, evolving, and accessing it through prior-guided, conflict-aware dual-view initialization, structured state transitions that preserve world memory, and render-feedback camera planning, thus enabling iterative, controllable scene editing for video creation and game prototyping.
Key Contributions
- The paper presents StateFlow, a state-centric generative previsualization framework that maintains a persistent, editable 3D world state of object geometry, poses, semantics, and cameras instead of generating videos in one shot.
- StateFlow contributes a three-stage pipeline: prior-guided conflict-aware dual-view initialization constructs coherent 3D scenes from generated 2D content; intent-guided state transitions evolve scenes while preserving world memory; and render-feedback reflection converts camera plans into visually feasible trajectories.
- Experiments demonstrate that StateFlow produces high-quality 3D worlds for video creation and game-like prototyping, with coherent spatial layout, stable scene structure, and editable object-level organization.
Introduction
Previsualization is an essential planning phase in filmmaking, game development, and architectural design, where creators iteratively explore scene layout, object placement, motion, and camera setups to communicate creative intent before final production. Existing generative approaches are largely one-shot: a single prompt must simultaneously specify all scene content, layout, motion, and cameras, with no persistent state to support local edits or consistent multi-view access, leading to spatiotemporal inconsistency and identity drift. While 3D scene assembly methods can build coherent static scenes, they treat construction as an endpoint and do not jointly model the world’s evolution or repeated camera-controlled access needed for previsualization. The authors introduce StateFlow, a state-centric framework that reformulates generative previsualization as building and interacting with an editable, evolvable 3D world state. The framework uses prior-guided dual-view initialization to construct the scene, intent-guided state transitions to evolve it, and render-feedback camera planning to access it, enabling downstream applications such as video creation and 3D game prototyping.
Method
The authors present StateFlow, a state-centric framework for previsualization that treats the process not as one-shot output generation, but as maintaining a persistent world state. They formulate previsualization as a state-based process where a system builds an initial world state from input conditions, updates it over time, and produces observations under controllable access:
W0=Fbuild(C),Wt+1=Fevolve(Wt),yt=Faccess(Wt)Here, Wt denotes the world state at time t, and yt is the resulting observation. This formulation separates the world state, its evolution, and the rendered observation, which is crucial for creators who repeatedly modify the same world and inspect it from different viewpoints.
StateFlow instantiates Wt as an object-centric structured 3D state. At time t, the world is represented as:
Wt={oit}i=1Nt,oit=(git,pit,sit)Here, oit denotes the i-th object entity represented by its geometry git, spatial placement pit, and semantic attributes sit. Built on this representation, the framework contains three stages: State Construction, State Evolution, and State Access.
As shown in the figure below:
The State Construction stage initializes the first world state W0 by estimating object geometry and global spatial layout. To combine complementary cues, the authors generate a front-view image for object assets and a bird's-eye view (BEV) image for spatial layout. Since these views are generated independently, they use a Vision-Language Model (VLM) to reconcile cross-view conflicts through a Prior-Guided Conflict-Aware Dual-View Initialization process. The front view serves as the appearance source, while the BEV acts as the spatial source. To lift BEV layouts into 3D placements, the VLM predicts a grounding prior γi∈{grounded, floating} for each object. Given a BEV box r^iBEV and a size prior sˉi, they initialize a 3D box using a grounding-aware lifting operator:
bi(0)=Liftγi(r^iBEV,sˉi)Finally, they refine the retained boxes with a lightweight inference-time objective:
B⋆=argBminLfront+λbLbev+λvLvlm+λpLphysThis optimization updates only box parameters, keeping the construction lightweight and training-free. The resulting optimized 3D boxes, combined with geometry from an image-to-3D model and semantic attributes, form the initial world state W0.
The State Evolution stage updates the world state into Wt+1 according to user intent via an Intent-Guided Structured State Transition. Instead of relying on a video renderer to hallucinate dynamics, a VLM queries the structured state table and predicts a compact transition plan Δt specifying the objects or scene attributes to update. At the scene level, this supports global evolution like scene expansion and style changes. At the object level, it performs category-aware updates over the object state, handling character pose updates, rigid object motion, or event-level asset substitution for complex deformations. Formally, the next state is obtained by applying the plan to the structured state table:
Δt=PlanVLM(Wt,ut),Wt+1=Apply(Wt,Δt)={oit+1}i=1Nt+1The State Access stage determines how the constructed world is used for downstream tasks, primarily through camera trajectories. The authors introduce World-State Camera Planning with Render-Feedback Reflection to combine VLM semantic reasoning with geometric evidence. For each segment, the VLM acts as a semantic proposer to generate an initial trajectory from the world state, rendered observations V, and director intent di:
πi0=ProposeVLM(Wt,V,di)They then execute the proposal in the 3D world through low-cost rendering and evaluate the result:
Rik=Render(Wt,πik),eik=Eval(Rik,πik,di,Wt)Reflection converts discrepancies like intent mismatch or collision risks into local repair candidates Δm over camera parameters. These repairs generate a compact candidate set, from which the best trajectory is selected:
Pik={πik+Δm}m=1M,πik+1=argπ∈PikminJ(π;di,Wt,Rik)This local proposal-and-verification loop iterates until no significant issue is detected, providing state access for keyframe generation and free-view exploration while remaining grounded in the persistent 3D world state.
Experiment
The system is evaluated through scene generation comparisons against 3D baselines, video creation comparisons against leading video generation models, and a user study with MLLM-based assessment. Ablation studies further validate the importance of bird's-eye-view layout grounding, conflict resolution, structured state transitions, and render-feedback camera planning. Results show that constructing a persistent 3D world state yields more coherent spatial layouts, better object consistency, and more stable camera trajectories, making StateFlow particularly suitable for previsualization tasks.
The proposed method attains the highest average VBench score, outperforming all compared video generation approaches. It leads in subject consistency, background consistency, motion smoothness, and flicker, indicating superior temporal stability and scene structure preservation. While some baselines show higher aesthetic and imaging quality, these metrics reflect low-level visual preferences, and the method excels on the structural and temporality dimensions most critical for controllable scene generation. the method achieves the best average score (0.8484) and top performance in subject consistency, background consistency, motion smoothness, and flicker. Animaker scores highest on aesthetic quality (0.6795), but its subject consistency and background consistency are notably lower than ours. Wan2.2 and Seedance2.0 show strong background consistency, yet still trail the method on that metric and on motion smoothness. Imaging quality is comparable between the method and the top baselines, with Seedance2.0 and MovieAgent only marginally ahead. The results highlight a trade-off: the method prioritizes structural and temporal coherence over low-level visual appeal, unlike baselines that favor aesthetic or imaging scores.
StateFlow attains the highest CLIP-I and CLIP-T scores, demonstrating strong visual and textual alignment with prompts. SynCity leads in HPS and Q-Align Aesthetics, though the paper notes these metrics may favor colorfulness and visual style. Other baselines, particularly SAM3D, show weaker text alignment despite relatively high quality scores. StateFlow achieves the best CLIP-I and CLIP-T, indicating superior image and text alignment compared to all baselines. SynCity records the highest HPS and Q-Align Aesthetics, which may be inflated by the metrics' preference for colorful and stylized outputs. SAM3D produces relatively high Q-Align scores but the lowest CLIP-T, revealing a gap between aesthetic quality and text alignment.
StateFlow outperforms baselines at the scene level across prompt alignment, layout plausibility, completeness, geometric quality, coherence, previsualization usefulness, and overall quality. In video-level evaluation, it also achieves the highest overall score with clear advantages in spatial consistency, identity consistency, camera quality, and previsualization usefulness. Ablations indicate that BEV layout grounding, conflict resolution, structured state updates, and render-feedback camera planning all contribute to coherent, controllable, and production-oriented results. StateFlow achieves the best scene-level performance across all evaluated dimensions, including layout plausibility, coherence, and overall quality. Video-level results show StateFlow leads in spatial consistency, identity consistency, camera quality, and previsualization usefulness, while some baselines remain competitive mainly on prompt or story alignment.
The experiments evaluate the proposed StateFlow method against video generation baselines using automated metrics and human assessments. StateFlow achieves the highest average VBench score and the best CLIP-I and CLIP-T results, demonstrating strong structural consistency, temporal smoothness, and visual text alignment, while some baselines score higher on aesthetic or imaging quality but show weaker consistency and alignment. Scene level and video level evaluations further show StateFlow leading in layout plausibility, coherence, spatial and identity consistency, camera quality, and previsualization usefulness. Ablations confirm that BEV layout grounding, conflict resolution, structured state updates, and render feedback camera planning each contribute to coherent and controllable generation.