“Minecraft to 3D: A Pipeline for High-Fidelity Reconstruction of Minecraft Worlds” by Lewis – ACM SIGGRAPH HISTORY ARCHIVES

“Minecraft to 3D: A Pipeline for High-Fidelity Reconstruction of Minecraft Worlds” by Lewis

  • 2025 Posters_Lewis_Minecraft to 3D

Conference:


Type(s):


Title:

    Minecraft to 3D: A Pipeline for High-Fidelity Reconstruction of Minecraft Worlds

Session/Category Title:

    3D & Geometry

Presenter(s)/Author(s):



Abstract:


    Minecraft to 3D automatically converts any Minecraft world into an engine-ready, fully textured 3D scene—recognising default structures, smoothing voxel terrain, and swapping structures for high-quality models—so educators, indie developers, and artists can transform their in-game prototypes into production environments in minutes.

References:


    [1] Michael Cerny Green, Christoph Salge, and Julian Togelius. 2019. Organic Building Generation in Minecraft. arxiv:https://arXiv.org/abs/1906.05094 [cs.HC] https://arxiv.org/abs/1906.05094
    [2] Xuanchi Ren, Jiahui Huang, Xiaohui Zeng, Ken Museth, Sanja Fidler, and Francis Williams. 2024. XCube: Large-Scale 3D Generative Modeling using Sparse Voxel Hierarchies. arxiv:https://arXiv.org/abs/2312.03806 [cs.CV] https://arxiv.org/abs/2312.03806
    [3] Xiuyu Yang, Yunze Man, Jun-Kun Chen, and Yu-Xiong Wang. 2024. SceneCraft: Layout-Guided 3D Scene Generation. arxiv:https://arXiv.org/abs/2410.09049 [cs.CV] https://arxiv.org/abs/2410.09049


ACM Digital Library Publication:



Overview Page:



Submit a story:

If you would like to submit a story about this presentation, please contact us: historyarchives@siggraph.org