StateFlow: Building, Evolving, and Accessing 3D World States for Previsualization
Summary
StateFlow introduces a state-centric framework for generative previsualization, using a persistent 3D world state to support iterative, controllable scene and camera editing for film and game design.
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Paper page - StateFlow: Building, Evolving, and Accessing 3D World States for Previsualization
Source: https://huggingface.co/papers/2608.12314 Authors:
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Abstract
StateFlow introduces a persistent 3D world state to enable iterative, controllable previsualization for film and game design by constructing, evolving, and accessing structured scene and camera representations.
Previsualizationis an intermediate layer between ideas and production in film, games, architecture, and urban design. It lets creators iteratively refine scenes, actions, cameras, and spatial-temporal dynamics. Yet existing generative methods rely on simple prompts to jointly control all of these factors through one-shot image orvideo synthesis, offering weak controllability and limited support for iterative editing. Fundamentally, a world comprises multiple elements with geometry, appearance, and other attributes, together with cameras. Different frames are produced through local modifications or recombinations of this shared state, which is otherwise largely reused. Therefore, we argue that the missing component is an explicit and persistent working state. To address this, we present StateFlow, astate-centric frameworkforgenerative previsualization. Rather than generating videos in one shot, StateFlow uses an editable 3D world to organize scene structure, evolution, and cameras, while off-the-shelf video models enhance visual quality when higher fidelity is desired. This world is maintained as a persistent structured 3D state of scene elements and camera configurations, serving as the core working representation forprevisualization. Built on this insight, StateFlow has three stages to construct, evolve, and access the world state. State construction lifts generated 2D content into a coherent 3D world through prior-guided, conflict-awaredual-view initialization, while State evolution translates user intent intostructured state transitionswhile preserving world memory, avoiding full-scene regeneration for each edit. State access usesrender-feedback reflectionto refine camera plans into visually feasible trajectories, avoiding reliance on VLM semantics alone. Experiments show that StateFlow produces high-quality 3D worlds for video creation and game-like prototyping.
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