cs.GRJul 22, 2026

Nova3D: Code-Native Generation of Programmable 3D Assets

Authors: Nimra NoorMuhammad BilalAbdullah HussainHassan Baig

Organizations: 1Raresense Inc · University of Edinburgh

Abstract

Current 3D generative models mostly produce a final surface: a visually strong but largely opaque mesh. Interactive 3D worlds need more than a surface. They need named parts, an assembly hierarchy, measurable constraints, local edit handles, and joints for articulation. We present Nova3D, a system that generates 3D assets as executable Blender source code; the compiled mesh, a binary glTF (GLB), is treated as the artifact, not the asset. Because the output is a program, semantic handles exist at generation time rather than being recovered afterward by segmentation or rigging. We evaluate on Nova3D-Bench, a frozen, spec-grounded benchmark of 54 items across six domains and three difficulty levels with text and image inputs, against eleven baselines in four families (mesh-native, part-structured, code-native, and CAD) plus a same-LLM ablation. Nova3D produces an executable program and a valid artifact for 54/54 items. Every asset exposes named parts organized in a parent-child assembly tree; no mesh-native, CAD, or segmentation baseline exposes either. It satisfies 51/52 prompt-stated numeric and count constraints (best baseline: 11/52), passes 14/18 blinded local edits with locality preserved in 18/18, and articulates 59 joints across 12 assets at 98.3% geometric validity, where every baseline exposes zero native joints. Its geometry is competitive: it wins the structured domains in a pairwise shape-quality tournament and is second only to the strongest mesh-native model, while conceding texture realism to baked-PBR systems. The central result is representational: code-native generation turns a generated 3D object from an opaque surface into a programmable asset that downstream systems can inspect, measure, edit, and animate.

Explore similar work

May 27, 2026cs.AI

CubePart: An Open-Vocabulary Part-Controllable 3D Generator

Interactive 3D assets used in games and simulation are typically decomposed into specific semantic parts to support animation, physics, and scripted behaviors, yet most generative 3D models produce either monolithic meshes or arbitrary part decompositions that cannot be aligned with application-specific requirements. We present CubePart, a generative framework for open-vocabulary, part-controllable 3D mesh generation that exposes part structure as an explicit inference-time control signal. Given a global text prompt and a user-defined parts schema expressed as an open-ended list of part names, our method generates a set of meshes - one per schema element - that assemble into a coherent object while respecting the specified semantic structure. To enable this capability, we introduce a scalable data pipeline to construct a large open-vocabulary, part-labeled 3D dataset, along with a two-stage generative architecture that separates global shape synthesis from part-level decoding. We demonstrate that the resulting assets can be directly integrated into game engines and driven by animation and behavior scripts without manual post-processing. Project Page: https://cubepart.github.io/
Yiheng Zhu, Kangle Deng, Jean-Philippe Fauconnier +9
May 22, 2026cs.GR

AssetGen: Deployable 3D Asset Generation at Interactive Speed

While 3D generation is progressing rapidly, recent work has often focused on obtaining high-resolution assets, leaving user experience and deployability as afterthoughts. We present AssetGen, a 3D generator that focuses instead on these two aspects. Given one reference image, in 30 seconds it produces a high-quality mesh with baked normals, a color texture, and a controlled polygon budget suitable for real-time rendering, including mobile use cases. The AssetGen Flash variant further reduces latency to 14 seconds for interactive and agentic creation loops. Our model generates the object geometry with a coarse-to-refine VecSet framework, which implements mesh simplification, cleaning, and normal baking on the GPU, and a fast parallel UV unwrapping. It then generates textures in a multi-view fashion, followed by backprojection and 3D inpainting. Model distillation, kernel optimization, and pipeline parallelization are co-designed to accelerate the system end-to-end. We introduce numerous automated and blind human evaluations and demonstrate competitive visual quality against leading commercial solutions in 30 seconds and preview-quality results in less than 15 seconds. The final result is a system that supports AI-assisted, deployable 3D content creation in interactive workflows.
Dilin Wang, Xiaoyu Xiang, Kihyuk Sohn +14
May 1, 2026cs.CV

BlenderRAG: High-Fidelity 3D Object Generation via Retrieval-Augmented Code Synthesis

Automatic generation of executable Blender code from natural language remains challenging, with state-of-the-art LLMs producing frequent syntactic errors and geometrically inconsistent objects. We present BlenderRAG, a retrieval-augmented generation system that operates on a curated multimodal dataset of 500 expert-validated examples (text, code, image) across 50 object categories. By retrieving semantically similar examples during generation, BlenderRAG improves compilation success rates from 40.8% to 70.0% and semantic normalized alignment from 0.41 to 0.77 (CLIP similarity) across four state-of-the-art LLMs, without requiring fine-tuning or specialized hardware, making it immediately accessible for deployment. The dataset and code will be available at https://github.com/MaxRondelli/BlenderRAG.
Massimo Rondelli, Francesco Pivi, Maurizio Gabbrielli