Dream-Cubed: Controllable Generative Modeling in Minecraft by Training on Billions of Cubes

arXiv cs.CV / 4/28/2026

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Key Points

  • The paper introduces Dream-Cubed, a large-scale Minecraft voxel dataset and a set of compositional generative models that use “cubes” to build efficient interactive 3D environments.
  • Dream-Cubed is built from tens of billions of tokens combining carefully curated procedural biome terrain with high-quality human-authored maps, enabling controllable, semantically grounded generation.
  • The authors perform the first large-scale study of 3D diffusion models for voxel generation, comparing discrete vs. continuous diffusion formulations, different data compositions, and architectural choices.
  • Their models generate directly in block space and support interactive workflows such as inpainting and outpainting conditioned on user-authored blocks.
  • For evaluation, they adapt the FID metric to measure semantic differences between real and generated world renderings, corroborating results with a human preference study, and they release the full dataset, code, and pretrained models.

Abstract

We introduce Dream-Cubed, a large-scale dataset of Minecraft worlds at voxel resolution, and a family of models using cubes as powerful compositional units for efficient generation of interactive 3D environments. Dream-Cubed comprises tens of billions of tokens from a carefully curated mixture of procedural biome terrain and high-quality human-authored maps. We use this dataset to conduct the first large-scale study of 3D diffusion models for voxel generation, analyzing discrete and continuous diffusion formulations, data compositions, and architectural design choices. Our models operate directly in the space of blocks, enabling efficient and semantically grounded generation while supporting interactive user workflows such as inpainting and outpainting from user-authored blocks. To quantitatively evaluate our models, we adapt the FID metric to assess semantic differences between real and generated world renderings, and validate generation quality through a human preference study. We release the full dataset, code, and all our pretrained models, which we hope will provide a foundation for future research in efficient generative modeling for structured, interactive 3D environments.