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Nov 20

Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing

We present a novel differentiable point-based rendering framework for material and lighting decomposition from multi-view images, enabling editing, ray-tracing, and real-time relighting of the 3D point cloud. Specifically, a 3D scene is represented as a set of relightable 3D Gaussian points, where each point is additionally associated with a normal direction, BRDF parameters, and incident lights from different directions. To achieve robust lighting estimation, we further divide incident lights of each point into global and local components, as well as view-dependent visibilities. The 3D scene is optimized through the 3D Gaussian Splatting technique while BRDF and lighting are decomposed by physically-based differentiable rendering. Moreover, we introduce an innovative point-based ray-tracing approach based on the bounding volume hierarchy for efficient visibility baking, enabling real-time rendering and relighting of 3D Gaussian points with accurate shadow effects. Extensive experiments demonstrate improved BRDF estimation and novel view rendering results compared to state-of-the-art material estimation approaches. Our framework showcases the potential to revolutionize the mesh-based graphics pipeline with a relightable, traceable, and editable rendering pipeline solely based on point cloud. Project page:https://nju-3dv.github.io/projects/Relightable3DGaussian/.

  • 7 authors
·
Nov 27, 2023

IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing

We present IntrinsicAvatar, a novel approach to recovering the intrinsic properties of clothed human avatars including geometry, albedo, material, and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However, these methods bake intrinsic properties such as albedo, material, and environment lighting into a single entangled neural representation. On the other hand, only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work, we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process, and combine ray tracing with body articulation. Our approach can recover high-quality geometry, albedo, material, and lighting properties of clothed humans from a single monocular video, without requiring supervised pre-training using ground truth materials. Furthermore, since we explicitly model the volumetric scattering process and ray tracing, our model naturally generalizes to novel poses, enabling animation of the reconstructed avatar in novel lighting conditions.

  • 4 authors
·
Dec 8, 2023

RTMV: A Ray-Traced Multi-View Synthetic Dataset for Novel View Synthesis

We present a large-scale synthetic dataset for novel view synthesis consisting of ~300k images rendered from nearly 2000 complex scenes using high-quality ray tracing at high resolution (1600 x 1600 pixels). The dataset is orders of magnitude larger than existing synthetic datasets for novel view synthesis, thus providing a large unified benchmark for both training and evaluation. Using 4 distinct sources of high-quality 3D meshes, the scenes of our dataset exhibit challenging variations in camera views, lighting, shape, materials, and textures. Because our dataset is too large for existing methods to process, we propose Sparse Voxel Light Field (SVLF), an efficient voxel-based light field approach for novel view synthesis that achieves comparable performance to NeRF on synthetic data, while being an order of magnitude faster to train and two orders of magnitude faster to render. SVLF achieves this speed by relying on a sparse voxel octree, careful voxel sampling (requiring only a handful of queries per ray), and reduced network structure; as well as ground truth depth maps at training time. Our dataset is generated by NViSII, a Python-based ray tracing renderer, which is designed to be simple for non-experts to use and share, flexible and powerful through its use of scripting, and able to create high-quality and physically-based rendered images. Experiments with a subset of our dataset allow us to compare standard methods like NeRF and mip-NeRF for single-scene modeling, and pixelNeRF for category-level modeling, pointing toward the need for future improvements in this area.

  • 12 authors
·
May 14, 2022

Real-Time Neural Appearance Models

We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.

  • 10 authors
·
May 4, 2023 1

PS-GS: Gaussian Splatting for Multi-View Photometric Stereo

Integrating inverse rendering with multi-view photometric stereo (MVPS) yields more accurate 3D reconstructions than the inverse rendering approaches that rely on fixed environment illumination. However, efficient inverse rendering with MVPS remains challenging. To fill this gap, we introduce the Gaussian Splatting for Multi-view Photometric Stereo (PS-GS), which efficiently and jointly estimates the geometry, materials, and lighting of the object that is illuminated by diverse directional lights (multi-light). Our method first reconstructs a standard 2D Gaussian splatting model as the initial geometry. Based on the initialization model, it then proceeds with the deferred inverse rendering by the full rendering equation containing a lighting-computing multi-layer perceptron. During the whole optimization, we regularize the rendered normal maps by the uncalibrated photometric stereo estimated normals. We also propose the 2D Gaussian ray-tracing for single directional light to refine the incident lighting. The regularizations and the use of multi-view and multi-light images mitigate the ill-posed problem of inverse rendering. After optimization, the reconstructed object can be used for novel-view synthesis, relighting, and material and shape editing. Experiments on both synthetic and real datasets demonstrate that our method outperforms prior works in terms of reconstruction accuracy and computational efficiency.

  • 6 authors
·
Jul 24

Polarization aberrations in next-generation Giant Segmented Mirror Telescopes (GSMTs). II. Influence of segment-to-segment coating variations on high-contrast imaging and polarimetry

Direct exo-Earth imaging is a key science goal for astronomy in the next decade. This ambitious task imposes a target contrast of ~10^-7 at wavelengths from I to J-band. In our prior study, we determined that polarization aberrations can limit the achievable contrast to 10^-5 to 10^-6 in the infrared. However, these results assumed a perfect coronagraph coupled to a telescope with an ideal coating on each of the mirrors. In this study we seek to understand the influence of polarization aberrations from segment-to-segment coating variations on coronagraphy and polarimetry. We use the Poke open-source polarization ray tracing package to compute the Jones pupil of each GSMT with spatially-varying coatings applied to the segments. The influence of the resultant polarization aberrations is simulated by propagating the Jones pupil through physical optics models of coronagraphs using HCIPy. After applying wavefront control from an ideal adaptive optics system, we determine that the segment-to-segment variations applied limit the performance of coronagraphy to a raw contrast of approximately 10^-8 in I-band, which is 2-3 orders of magnitude lower the target performance for high-contrast imaging systems on the ground. This is a negligible addition to the nominal polarization aberrations for ground-based systems. We further observe negligible degradation in polarimetric imaging of debris disks from segment-to-segment aberrations above and beyond the impact of nominal polarization aberration.

  • 11 authors
·
Jan 7

RADIANCE: Radio-Frequency Adversarial Deep-learning Inference for Automated Network Coverage Estimation

Radio-frequency coverage maps (RF maps) are extensively utilized in wireless networks for capacity planning, placement of access points and base stations, localization, and coverage estimation. Conducting site surveys to obtain RF maps is labor-intensive and sometimes not feasible. In this paper, we propose radio-frequency adversarial deep-learning inference for automated network coverage estimation (RADIANCE), a generative adversarial network (GAN) based approach for synthesizing RF maps in indoor scenarios. RADIANCE utilizes a semantic map, a high-level representation of the indoor environment to encode spatial relationships and attributes of objects within the environment and guide the RF map generation process. We introduce a new gradient-based loss function that computes the magnitude and direction of change in received signal strength (RSS) values from a point within the environment. RADIANCE incorporates this loss function along with the antenna pattern to capture signal propagation within a given indoor configuration and generate new patterns under new configuration, antenna (beam) pattern, and center frequency. Extensive simulations are conducted to compare RADIANCE with ray-tracing simulations of RF maps. Our results show that RADIANCE achieves a mean average error (MAE) of 0.09, root-mean-squared error (RMSE) of 0.29, peak signal-to-noise ratio (PSNR) of 10.78, and multi-scale structural similarity index (MS-SSIM) of 0.80.

  • 3 authors
·
Aug 21, 2023

GENIE: Gaussian Encoding for Neural Radiance Fields Interactive Editing

Neural Radiance Fields (NeRF) and Gaussian Splatting (GS) have recently transformed 3D scene representation and rendering. NeRF achieves high-fidelity novel view synthesis by learning volumetric representations through neural networks, but its implicit encoding makes editing and physical interaction challenging. In contrast, GS represents scenes as explicit collections of Gaussian primitives, enabling real-time rendering, faster training, and more intuitive manipulation. This explicit structure has made GS particularly well-suited for interactive editing and integration with physics-based simulation. In this paper, we introduce GENIE (Gaussian Encoding for Neural Radiance Fields Interactive Editing), a hybrid model that combines the photorealistic rendering quality of NeRF with the editable and structured representation of GS. Instead of using spherical harmonics for appearance modeling, we assign each Gaussian a trainable feature embedding. These embeddings are used to condition a NeRF network based on the k nearest Gaussians to each query point. To make this conditioning efficient, we introduce Ray-Traced Gaussian Proximity Search (RT-GPS), a fast nearest Gaussian search based on a modified ray-tracing pipeline. We also integrate a multi-resolution hash grid to initialize and update Gaussian features. Together, these components enable real-time, locality-aware editing: as Gaussian primitives are repositioned or modified, their interpolated influence is immediately reflected in the rendered output. By combining the strengths of implicit and explicit representations, GENIE supports intuitive scene manipulation, dynamic interaction, and compatibility with physical simulation, bridging the gap between geometry-based editing and neural rendering. The code can be found under (https://github.com/MikolajZielinski/genie)

  • 4 authors
·
Aug 4 2

Geo2SigMap: High-Fidelity RF Signal Mapping Using Geographic Databases

Radio frequency (RF) signal mapping, which is the process of analyzing and predicting the RF signal strength and distribution across specific areas, is crucial for cellular network planning and deployment. Traditional approaches to RF signal mapping rely on statistical models constructed based on measurement data, which offer low complexity but often lack accuracy, or ray tracing tools, which provide enhanced precision for the target area but suffer from increased computational complexity. Recently, machine learning (ML) has emerged as a data-driven method for modeling RF signal propagation, which leverages models trained on synthetic datasets to perform RF signal mapping in "unseen" areas. In this paper, we present Geo2SigMap, an ML-based framework for efficient and high-fidelity RF signal mapping using geographic databases. First, we develop an automated framework that seamlessly integrates three open-source tools: OpenStreetMap (geographic databases), Blender (computer graphics), and Sionna (ray tracing), enabling the efficient generation of large-scale 3D building maps and ray tracing models. Second, we propose a cascaded U-Net model, which is pre-trained on synthetic datasets and employed to generate detailed RF signal maps, leveraging environmental information and sparse measurement data. Finally, we evaluate the performance of Geo2SigMap via a real-world measurement campaign, where three types of user equipment (UE) collect over 45,000 data points related to cellular information from six LTE cells operating in the citizens broadband radio service (CBRS) band. Our results show that Geo2SigMap achieves an average root-mean-square-error (RMSE) of 6.04 dB for predicting the reference signal received power (RSRP) at the UE, representing an average RMSE improvement of 3.59 dB compared to existing methods.

  • 4 authors
·
Dec 21, 2023

RadioDiff-3D: A 3D$\times$3D Radio Map Dataset and Generative Diffusion Based Benchmark for 6G Environment-Aware Communication

Radio maps (RMs) serve as a critical foundation for enabling environment-aware wireless communication, as they provide the spatial distribution of wireless channel characteristics. Despite recent progress in RM construction using data-driven approaches, most existing methods focus solely on pathloss prediction in a fixed 2D plane, neglecting key parameters such as direction of arrival (DoA), time of arrival (ToA), and vertical spatial variations. Such a limitation is primarily due to the reliance on static learning paradigms, which hinder generalization beyond the training data distribution. To address these challenges, we propose UrbanRadio3D, a large-scale, high-resolution 3D RM dataset constructed via ray tracing in realistic urban environments. UrbanRadio3D is over 37times3 larger than previous datasets across a 3D space with 3 metrics as pathloss, DoA, and ToA, forming a novel 3Dtimes33D dataset with 7times3 more height layers than prior state-of-the-art (SOTA) dataset. To benchmark 3D RM construction, a UNet with 3D convolutional operators is proposed. Moreover, we further introduce RadioDiff-3D, a diffusion-model-based generative framework utilizing the 3D convolutional architecture. RadioDiff-3D supports both radiation-aware scenarios with known transmitter locations and radiation-unaware settings based on sparse spatial observations. Extensive evaluations on UrbanRadio3D validate that RadioDiff-3D achieves superior performance in constructing rich, high-dimensional radio maps under diverse environmental dynamics. This work provides a foundational dataset and benchmark for future research in 3D environment-aware communication. The dataset is available at https://github.com/UNIC-Lab/UrbanRadio3D.

  • 8 authors
·
Jul 16

GenLit: Reformulating Single-Image Relighting as Video Generation

Manipulating the illumination of a 3D scene within a single image represents a fundamental challenge in computer vision and graphics. This problem has traditionally been addressed using inverse rendering techniques, which involve explicit 3D asset reconstruction and costly ray-tracing simulations. Meanwhile, recent advancements in visual foundation models suggest that a new paradigm could soon be possible -- one that replaces explicit physical models with networks that are trained on large amounts of image and video data. In this paper, we exploit the physical world understanding of a video diffusion model, particularly Stable Video Diffusion, to relight a single image. We introduce GenLit, a framework that distills the ability of a graphics engine to perform light manipulation into a video-generation model, enabling users to directly insert and manipulate a point light in the 3D world within a given image, and generate results directly as a video sequence. We find that a model fine-tuned on only a small synthetic dataset generalizes to real-world scenes, enabling single-image relighting with plausible and convincing shadows. Our results highlight the ability of video foundation models to capture rich information about lighting, material, and, shape and our findings indicate that such models, with minimal training, can be used to perform relighting without explicit asset reconstruction or complex ray tracing. Project page: https://genlit.is.tue.mpg.de/.

  • 5 authors
·
Dec 15, 2024

UniVoxel: Fast Inverse Rendering by Unified Voxelization of Scene Representation

Typical inverse rendering methods focus on learning implicit neural scene representations by modeling the geometry, materials and illumination separately, which entails significant computations for optimization. In this work we design a Unified Voxelization framework for explicit learning of scene representations, dubbed UniVoxel, which allows for efficient modeling of the geometry, materials and illumination jointly, thereby accelerating the inverse rendering significantly. To be specific, we propose to encode a scene into a latent volumetric representation, based on which the geometry, materials and illumination can be readily learned via lightweight neural networks in a unified manner. Particularly, an essential design of UniVoxel is that we leverage local Spherical Gaussians to represent the incident light radiance, which enables the seamless integration of modeling illumination into the unified voxelization framework. Such novel design enables our UniVoxel to model the joint effects of direct lighting, indirect lighting and light visibility efficiently without expensive multi-bounce ray tracing. Extensive experiments on multiple benchmarks covering diverse scenes demonstrate that UniVoxel boosts the optimization efficiency significantly compared to other methods, reducing the per-scene training time from hours to 18 minutes, while achieving favorable reconstruction quality. Code is available at https://github.com/freemantom/UniVoxel.

  • 5 authors
·
Jul 28, 2024

Vision-Only Robot Navigation in a Neural Radiance World

Neural Radiance Fields (NeRFs) have recently emerged as a powerful paradigm for the representation of natural, complex 3D scenes. NeRFs represent continuous volumetric density and RGB values in a neural network, and generate photo-realistic images from unseen camera viewpoints through ray tracing. We propose an algorithm for navigating a robot through a 3D environment represented as a NeRF using only an on-board RGB camera for localization. We assume the NeRF for the scene has been pre-trained offline, and the robot's objective is to navigate through unoccupied space in the NeRF to reach a goal pose. We introduce a trajectory optimization algorithm that avoids collisions with high-density regions in the NeRF based on a discrete time version of differential flatness that is amenable to constraining the robot's full pose and control inputs. We also introduce an optimization based filtering method to estimate 6DoF pose and velocities for the robot in the NeRF given only an onboard RGB camera. We combine the trajectory planner with the pose filter in an online replanning loop to give a vision-based robot navigation pipeline. We present simulation results with a quadrotor robot navigating through a jungle gym environment, the inside of a church, and Stonehenge using only an RGB camera. We also demonstrate an omnidirectional ground robot navigating through the church, requiring it to reorient to fit through the narrow gap. Videos of this work can be found at https://mikh3x4.github.io/nerf-navigation/ .

  • 7 authors
·
Sep 30, 2021

Tracing the Physical Lineage of GRB 211211A: Population Constraints on NS-WD Merger Gamma-Ray Bursts

The peculiar long gamma-ray burst (GRB) event, GRB 211211A, is known for it is association with a kilonova feature. Whereas most long GRBs are thought to originate in the core collapse of massive stars, the presence of kilonova suggests GRB 211211A was instead produced by a merger of a compact object binary. Building on the interpretation put forward by Yang2022Natur.612..232Y--who argue that GRB 211211A was powered by a massive white-dwarf + neutron-star (WD-NS) merger--we adopt this WD-NS scenario as our observationally supported starting point. If the burst truly originates from that channel, its rarity must mirror the formation and merger rate of WD-NS binaries--a rate still largely unexplored in conventional massive-binary population studies. In this letter, we present a qualitative analysis based on binary evolution physics in order to understand the fraction of GRB 211211A in short GRBs (NS-WD/NS-NS fraction). Since the progenitors of massive WD-NS binaries occupy the initial mass function-preferred regime, where the zero-age main-sequence mass range of the assumed WD mass range (1.2-1.4,M_odot) is comparable to that of NSs, the NS-WD/NS-NS fraction emerging from our standard evolutionary path is expected to be sim14--37\%, far higher than the observed fraction (sim5\%). This discrepancy might imply a large, still-unidentified population of GRB 211211A-like events or an unusual origin of the NS-such as being hypernova-born or accretion-induced-collapse-born. Placing these results in a broader compact-binary context, implications for black-hole systems are also discussed.

  • 4 authors
·
Aug 14

Learning Multiple-Scattering Solutions for Sphere-Tracing of Volumetric Subsurface Effects

Accurate subsurface scattering solutions require the integration of optical material properties along many complicated light paths. We present a method that learns a simple geometric approximation of random paths in a homogeneous volume of translucent material. The generated representation allows determining the absorption along the path as well as a direct lighting contribution, which is representative of all scattering events along the path. A sequence of conditional variational auto-encoders (CVAEs) is trained to model the statistical distribution of the photon paths inside a spherical region in presence of multiple scattering events. A first CVAE learns to sample the number of scattering events, occurring on a ray path inside the sphere, which effectively determines the probability of the ray being absorbed. Conditioned on this, a second model predicts the exit position and direction of the light particle. Finally, a third model generates a representative sample of photon position and direction along the path, which is used to approximate the contribution of direct illumination due to in-scattering. To accelerate the tracing of the light path through the volumetric medium toward the solid boundary, we employ a sphere-tracing strategy that considers the light absorption and is able to perform statistically accurate next-event estimation. We demonstrate efficient learning using shallow networks of only three layers and no more than 16 nodes. In combination with a GPU shader that evaluates the CVAEs' predictions, performance gains can be demonstrated for a variety of different scenarios. A quality evaluation analyzes the approximation error that is introduced by the data-driven scattering simulation and sheds light on the major sources of error in the accelerated path tracing process.

  • 3 authors
·
Nov 5, 2020

CodeSense: a Real-World Benchmark and Dataset for Code Semantic Reasoning

Understanding and reasoning about code semantics is essential for enhancing code LLMs' abilities to solve real-world software engineering (SE) tasks. Although several code reasoning benchmarks exist, most rely on synthetic datasets or educational coding problems and focus on coarse-grained reasoning tasks such as input/output prediction, limiting their effectiveness in evaluating LLMs in practical SE contexts. To bridge this gap, we propose CodeSense, the first benchmark that makes available a spectrum of fine-grained code reasoning tasks concerned with the software engineering of real-world code. We collected Python, C and Java software projects from real-world repositories. We executed tests from these repositories, collected their execution traces, and constructed a ground truth dataset for fine-grained semantic reasoning tasks. We then performed comprehensive evaluations on state-of-the-art LLMs. Our results show a clear performance gap for the models to handle fine-grained reasoning tasks. Although prompting techniques such as chain-of-thought and in-context learning helped, the lack of code semantics in LLMs fundamentally limit models' capabilities of code reasoning. Besides dataset, benchmark and evaluation, our work produced an execution tracing framework and tool set that make it easy to collect ground truth for fine-grained SE reasoning tasks, offering a strong basis for future benchmark construction and model post training. Our code and data are located at https://codesense-bench.github.io/.

  • 7 authors
·
May 31

SemCoder: Training Code Language Models with Comprehensive Semantics

Code Large Language Models (Code LLMs) have excelled at tasks like code completion but often miss deeper semantics such as execution effects and dynamic states. This paper aims to bridge the gap between Code LLMs' reliance on static text data and the need for thorough semantic understanding for complex tasks like debugging and program repair. We introduce a novel strategy to train Code LLMs with comprehensive semantics, encompassing high-level functional descriptions, local execution effects of individual statements, and overall input/output behavior, thereby linking static code text with dynamic execution states. We begin by collecting PyX, a clean code corpus of fully executable samples with functional descriptions and execution tracing. We propose training Code LLMs to write code and represent and reason about execution behaviors using natural language, mimicking human verbal debugging. This approach led to the development of SemCoder, a Code LLM with only 6.7B parameters, which shows competitive performance with GPT-3.5-turbo on code generation and execution reasoning tasks. SemCoder achieves 81.1% on HumanEval (GPT-3.5-turbo: 76.8%) and 54.5% on CRUXEval-I (GPT-3.5-turbo: 50.3%). We also study the effectiveness of SemCoder's monologue-style execution reasoning compared to concrete scratchpad reasoning, showing that our approach integrates semantics from multiple dimensions more smoothly. Finally, we demonstrate the potential of applying learned semantics to improve Code LLMs' debugging and self-refining capabilities.

  • 6 authors
·
Jun 3, 2024 2

Training for X-Ray Vision: Amodal Segmentation, Amodal Content Completion, and View-Invariant Object Representation from Multi-Camera Video

Amodal segmentation and amodal content completion require using object priors to estimate occluded masks and features of objects in complex scenes. Until now, no data has provided an additional dimension for object context: the possibility of multiple cameras sharing a view of a scene. We introduce MOVi-MC-AC: Multiple Object Video with Multi-Cameras and Amodal Content, the largest amodal segmentation and first amodal content dataset to date. Cluttered scenes of generic household objects are simulated in multi-camera video. MOVi-MC-AC contributes to the growing literature of object detection, tracking, and segmentation by including two new contributions to the deep learning for computer vision world. Multiple Camera (MC) settings where objects can be identified and tracked between various unique camera perspectives are rare in both synthetic and real-world video. We introduce a new complexity to synthetic video by providing consistent object ids for detections and segmentations between both frames and multiple cameras each with unique features and motion patterns on a single scene. Amodal Content (AC) is a reconstructive task in which models predict the appearance of target objects through occlusions. In the amodal segmentation literature, some datasets have been released with amodal detection, tracking, and segmentation labels. While other methods rely on slow cut-and-paste schemes to generate amodal content pseudo-labels, they do not account for natural occlusions present in the modal masks. MOVi-MC-AC provides labels for ~5.8 million object instances, setting a new maximum in the amodal dataset literature, along with being the first to provide ground-truth amodal content. The full dataset is available at https://huggingface.co/datasets/Amar-S/MOVi-MC-AC ,

  • 5 authors
·
Jun 30 1

SIMS-V: Simulated Instruction-Tuning for Spatial Video Understanding

Despite impressive high-level video comprehension, multimodal language models struggle with spatial reasoning across time and space. While current spatial training approaches rely on real-world video data, obtaining diverse footage with precise spatial annotations remains a bottleneck. To alleviate this bottleneck, we present SIMS-V -- a systematic data-generation framework that leverages the privileged information of 3D simulators to create spatially-rich video training data for multimodal language models. Using this framework, we investigate which properties of simulated data drive effective real-world transfer through systematic ablations of question types, mixes, and scales. We identify a minimal set of three question categories (metric measurement, perspective-dependent reasoning, and temporal tracking) that prove most effective for developing transferable spatial intelligence, outperforming comprehensive coverage despite using fewer question types. These insights enable highly efficient training: our 7B-parameter video LLM fine-tuned on just 25K simulated examples outperforms the larger 72B baseline and achieves competitive performance with proprietary models on rigorous real-world spatial reasoning benchmarks. Our approach demonstrates robust generalization, maintaining performance on general video understanding while showing substantial improvements on embodied and real-world spatial tasks.