PhysEditWorld: A Large-Scale Dataset Toward Physics-Editable World Models

TL;DR

PhysEditWorld, a UE5-based multimodal dataset, enables explicit control of physics (gravity) via matched replays, supporting physics-aware world modeling.

cs.CV 🔴 Advanced 2026-06-25 40 views
Bin Hu Yanwen Ma Jiehui Huang Ziliang Zhang Haoning Wu Ruicheng Zhang Yaokun Li Zijun Wang Yuechen Zhang Chun-Mei Tseng Hanhui Li Shengju Qian Jun Zhou Kaipeng Zhang Xiaodan Liang Jiaya Jia Xiu Li
physics modeling game datasets multi-modal controllable physics deep learning

Key Findings

Methodology

PhysEditWorld employs a UE5 replay-and-render pipeline, capturing 12 cinematic scenes with over 100 hours of gameplay and 60 million frames. Each sample records synchronized RGB, depth, normals, audio, action traces, camera trajectories, engine states, and explicit gravity labels. The core process involves fixing scene, action, and camera conditions, then rerunning scenarios under varied gravity configurations, producing matched replay groups. This setup isolates the effect of physical parameter changes, enabling models to learn and evaluate physics sensitivity. The dataset supports multimodal signals, facilitating research on physics-aware generation and editing.

Key Results

  • Models fine-tuned on PhysEditWorld demonstrate a significant increase in sensitivity to gravity variations, with the gravity alignment metric reaching 100% compared to 33% in zero-shot models. The fitted fall-speed slopes improve from near-zero to values consistent with requested gravity, confirming effective learning of physics parameters.
  • In first-person world modeling, models after fine-tuning generate gravity-dependent behaviors such as realistic free-fall and jumping, showing improved physical fidelity. Quantitative metrics like R2 scores on fall acceleration also confirm better physical response, validating the dataset’s utility.

Significance

PhysEditWorld addresses a critical gap in game and virtual environment modeling by providing a large-scale, multimodal dataset with explicit physical parameter control, especially gravity. It enables models to learn physics as an editable, controllable variable rather than an implicit regularity. This breakthrough supports more realistic, customizable virtual worlds, advancing applications in game design, VR, robotics, and physics simulation. The dataset’s multi-scene, multi-modal nature fosters robust research on physics-aware generative models, paving the way for more interactive and physically consistent virtual environments.

Technical Contribution

The paper introduces a UE5-based replay pipeline that ensures scene, action, and camera consistency across varied physical configurations. It synchronizes multimodal signals, including explicit gravity labels, enabling models to learn physics sensitivity explicitly. The dataset’s large scale, multi-scene setup, and multimodal annotations represent a significant step forward from prior datasets that lacked explicit physical parameter control. This framework facilitates training and evaluation of physics-aware generative and world models, opening new avenues for controllable virtual environment research.

Novelty

This is the first large-scale dataset organized around matched gameplay replays with explicit, controllable physical parameters, especially gravity. Unlike existing physics datasets or game environments, PhysEditWorld emphasizes scene consistency, multimodal synchronization, and the ability to vary physics parameters systematically. Its innovative use of UE5’s replay system to generate matched variants under different physical conditions sets it apart, enabling direct evaluation of physics sensitivity and controllability in generative models.

Limitations

  • Currently limited to gravity as the physical parameter; future work should incorporate additional attributes like friction, air resistance, and wind for comprehensive physical editing.
  • The reliance on UE5 engine constrains scene complexity and scalability, potentially limiting large-scale data collection.
  • Model understanding of complex physical interactions remains imperfect; integrating explicit physics engines could improve fidelity.

Future Work

Future efforts will expand to include multiple physical attributes, integrate physics engines for explicit simulation, and diversify scene types. Developing more efficient data collection pipelines and extending to real-time interactive environments are also planned. These advancements aim to enable more comprehensive, physically controllable virtual worlds for gaming, VR, robotics, and scientific simulation.

AI Executive Summary

The evolution of virtual environment modeling has reached a point where controllable physical parameters are essential for realistic and customizable worlds. Existing models often implicitly learn physics from data, limiting their ability to support explicit editing of physical laws such as gravity. To address this, the authors introduce PhysEditWorld, a large-scale, multimodal dataset built upon Unreal Engine 5, designed specifically for physics-aware world modeling.

This dataset captures 12 cinematic scenes with over 100 hours of gameplay and more than 60 million frames. Each scene is replayed under multiple gravity configurations, with synchronized multimodal signals including RGB, depth, normals, audio, action traces, camera trajectories, engine states, and explicit gravity labels. The core innovation lies in fixing scene, action, and camera conditions while varying physical parameters, enabling direct attribution of behavioral differences to physics edits.

Experimental results show that models trained or fine-tuned on PhysEditWorld exhibit significantly improved sensitivity to gravity changes, accurately generating physics-consistent behaviors. For instance, the fitted fall-speed slopes and gravity alignment metrics confirm the models’ enhanced physical understanding. This work provides a foundational platform for future research in controllable physics modeling, virtual environment customization, and game design.

Overall, PhysEditWorld bridges a critical gap in physics-aware data resources, supporting the development of more realistic, editable, and interactive virtual worlds. Its scalable, multimodal design paves the way for advances in game development, VR, robotics, and scientific simulation, fostering a new era of physically controllable virtual environments.

Deep Analysis

Background

Research in game world modeling has progressed from early neural simulators like GameGAN and Playable Video Generation to sophisticated systems such as Genie, DIAMOND, and GameNGen, supporting action-conditioned generation, exploration, and long-horizon consistency. However, these models typically learn physics implicitly, without explicit control over physical parameters. Existing datasets like MineRL, Sekai, and YUME focus on exploration and interaction but lack matched physical interventions. Physics benchmarks (PHYRE, CLEVRER) evaluate reasoning and plausibility but do not support direct manipulation of physical variables. Simulation platforms like UE and CARLA offer high-fidelity environments but are limited in scale and physical editing capabilities. The gap remains in datasets that enable explicit, controllable physical parameter variation within interactive scenarios, crucial for advancing editable world models.

Core Problem

Current game and simulation models lack the ability to explicitly control physical parameters like gravity within the same scene and interaction context. This impairs the development of editable virtual worlds where designers can tune physics to achieve desired behaviors. Existing datasets do not provide matched replays under varied physical conditions, making it difficult for models to learn sensitivity and respond accurately to physical edits. Consequently, models can generate visually plausible scenes but fail to reflect changes in physical laws, limiting their utility in game design, physics research, and virtual prototyping. Addressing this requires a dataset that supports systematic variation and evaluation of physical parameters in interactive scenarios.

Innovation

The key innovation is leveraging UE5’s replay system to generate matched replays across different physical configurations, fixing scene, actions, and camera conditions while varying physical parameters like gravity. This approach ensures direct comparability of behaviors under different physics settings. The dataset integrates multimodal signals—RGB, depth, normals, audio, engine states—and explicit gravity labels, enabling models to learn and respond to physical variations explicitly. The pipeline automates scenario setup, action recording, controlled replays, synchronized data export, and semantic annotation, creating a scalable platform for physics-aware modeling. This combination of scene consistency, multimodal richness, and explicit physical control distinguishes PhysEditWorld from prior resources.

Methodology

  • �� Convert artist-designed UE5 levels into replayable scenarios via an in-editor plugin, registering scene assets, controllers, cameras.
  • �� Record interaction actions using UE5’s Enhanced Input System, capturing semantic action sequences.
  • �� During simulation, fix scene, action, and camera conditions, then vary physical parameters (e.g., gravity) to generate multiple matched replays.
  • �� Use UE5’s replay system to ensure scene and interaction consistency, while changing only physical variables.
  • �� Synchronize multimodal signals—RGB, depth, normals, audio, engine logs—across all variants.
  • �� Export data using Movie Render Queue, aligning frames with engine logs for precise temporal correspondence.
  • �� Annotate each replay with semantic captions and physical labels, filtering out failures.
  • �� Organize data into matched groups, enabling direct comparison of behaviors under different physics settings.

Experiments

Models are trained and evaluated on PhysEditWorld’s datasets, with splits ensuring scene and interaction consistency across gravity variants. Fine-tuning is performed with LoRA on attention modules, using 5-second clips at 30 FPS. Evaluation metrics include fall-speed proxies derived from VGGT trajectories, measuring the model’s sensitivity to gravity changes. Experiments compare zero-shot models with fine-tuned versions, demonstrating substantial improvements in gravity alignment and physical response. Additional tests involve first-person world models, verifying whether models can generate gravity-dependent behaviors like free-fall. Ablation studies assess the impact of multimodal signals and explicit labels, confirming the dataset’s effectiveness in enhancing physics awareness.

Results

Fine-tuned models show a jump in gravity alignment from 33% to 100%, with R2 scores on fall acceleration increasing from 0.066 to 0.57, indicating accurate physical response. Behaviorally, models generate realistic free-fall and jump behaviors under varied gravity, matching physical expectations. Quantitative metrics confirm improved sensitivity and response consistency. The dataset enables models to learn physics as an explicit, controllable variable, facilitating applications in game design, physics simulation, and virtual environment customization. These results demonstrate PhysEditWorld’s potential to advance physics-aware generative modeling significantly.

Applications

The dataset supports development of physics-sensitive generative models for game engines, VR environments, and robotics simulations. Developers can use it to create more realistic, physically controllable virtual worlds, enabling dynamic scene editing and physical parameter tuning. It also provides a benchmark for evaluating physics-aware generative and world models, fostering innovation in interactive AI, virtual prototyping, and scientific visualization. Long-term, this work could lead to fully editable virtual environments where physical laws are as malleable as visual assets, revolutionizing virtual reality experiences and automated scene generation.

Limitations & Outlook

Currently limited to gravity as the only explicit physical parameter; future work should incorporate friction, air resistance, and other physical attributes. The reliance on UE5 constrains scene complexity and scalability, impacting large-scale data collection. Model understanding of complex physical interactions remains imperfect; integrating explicit physics engines could improve fidelity. Additionally, the dataset focuses on controlled scenarios, and real-world complexity may pose challenges for generalization. Addressing these limitations will be crucial for broader applicability and robustness.

Plain Language Accessible to non-experts

想象你在玩一个遥控车游戏,你可以调节车的引擎力度(就像调节重力一样),让它跑得快或慢。以前的模型就像是你只知道车跑得快或慢,但不能随意改变引擎力度,也不知道不同力度会带来什么变化。而PhysEditWorld就像是给你一台可以调节引擎力度的遥控车,你可以在相同的场景下,试不同的力度,观察车的表现。这样,你就能理解,为什么车在不同力度下会跑得快或慢,也能让模型学会这些关系。它提供了很多不同场景和动作的数据,让模型学会在不同“力度”下,表现出符合物理规律的行为。这就像是在模拟真实世界中的重力变化,让虚拟环境变得更真实、更可控。

ELI14 Explained like you're 14

你知道玩电子游戏时,有时候你会想让角色跳得更高或者更快?其实,那就像是在调节一个神奇的“重力开关”。以前的游戏模型就像是一个黑盒子,只能告诉你“跳得高或低”,但不能让你随意改变重力,或者知道重力变化后,角色会怎么反应。现在,这个研究就像是发明了一台可以调节重力的机器,让你在相同的场景里试不同的重力效果,比如让角色跳得更远或更慢。通过这个方法,模型学会了理解重力的作用,就像你在现实中知道重力让东西掉下来一样。这样一来,游戏变得更真实,也更容易设计出各种有趣的场景。未来,开发者可以用这个技术,创造出更丰富、更逼真的虚拟世界,就像在虚拟世界中玩“重力调节器”一样!

Abstract

Recent game world models can synthesize visually plausible, action-conditioned rollouts. However, their interaction behaviors often remain limited to exploratory or wandering trajectories, and physical dynamics are typically learned as implicit correlations from data rather than as controllable variables. This limitation hinders their applicability to authored game environments, where physical rules are deliberately designed and require explicit manipulation. We introduce PhysEditWorld, a multimodal dataset with physical parameters, with a primary focus on gravity in this initial version. At its core, PhysEditWorld is built upon a replay paradigm implemented with a UE5 replay-and-rendering pipeline. Each scenario records a normalized action trace and replays the same initial state, character controller, action sequence, and camera policy under multiple gravity configurations, enabling controlled and attributable physical variation. PhysEditWorld contains 12 cinematic UE5 scenes, over 100 hours of gameplay interactions, and more than 60 million rendered rollout frames. Each sample provides synchronized multimodal signals, including RGB, depth, normals, audio, action traces, camera trajectory, engine states, semantic annotations, and explicit gravity labels. We further conduct initial utility studies on both generative video models and world understanding models, demonstrating that PhysEditWorld enables improved gravity-faithful dynamics modeling, enhances consistency under physical edits, and provides a scalable foundation for controllable world modeling research.

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