Three-dimensional content generation has progressed from producing isolated, visually plausible shapes to constructing structured assets that can be deployed in real-time interactive environments. This trajectory is driven by converging demands from game development, embodied AI, world simulation, digital twins, and spatial computing, all of which require 3D content that goes beyond surface appearance to satisfy engine-level constraints on topology, UV parameterization, physically based materials, skeletal rigging, and physics-aware scene layout. Despite rapid advances in generative modeling, a persistent gap separates the outputs of current methods from the production-ready standard expected by interactive applications. This survey addresses that gap by organizing the literature around the asset production pipeline rather than algorithmic families. Along the horizontal axis we distinguish three asset tiers, namely general objects, characters, and scenes, while the vertical axis traces each tier through the full production lifecycle from data foundations and geometry synthesis through topology optimization, UV unwrapping, PBR appearance, rigging, and scene assembly. Through this two-dimensional taxonomy we assess not only what current methods can generate but whether their outputs are directly usable in downstream engines and simulation platforms. We further consolidate evaluation metrics and protocols that span geometric fidelity, appearance quality, asset usability, and scene-level physical plausibility. The survey concludes by identifying open challenges in data quality, generation controllability, end-to-end assetization, and physically grounded generation, and by situating production-ready 3D content as foundational infrastructure for emerging interactive world models and embodied intelligent systems.
翻译:三维内容生成已从生成孤立的、视觉上合理的形状,发展到构建可部署于实时交互环境中的结构化资产。这一演进过程受到来自游戏开发、具身人工智能、世界模拟、数字孪生及空间计算等领域日益增长的需求驱动,这些领域均要求三维内容超越表面外观,满足引擎层面对拓扑结构、UV参数化、基于物理的材质、骨骼绑定及物理感知场景布局的约束。尽管生成式建模技术快速进步,当前方法的输出结果与交互式应用所期望的生产就绪标准之间仍存在显著差距。本综述围绕资产生产管线(而非算法类别)组织文献,旨在弥合这一差距。在横向维度上,我们区分三种资产层级,即通用物体、角色和场景;在纵向维度上,我们追溯每个层级经历完整生产生命周期:从数据基础和几何合成,到拓扑优化、UV展开、PBR外观、绑定及场景装配。通过这一二维分类体系,我们不仅评估当前方法的生成能力,更考察其输出能否直接用于下游引擎和仿真平台。我们进一步整合了跨越几何保真度、外观质量、资产可用性及场景级物理合理性的评估指标与协议。最后,本综述指出了数据质量、生成可控性、端到端资产化及物理基础生成中的开放挑战,并将生产就绪的三维内容定位为新兴交互式世界模型与具身智能系统的基础设施。