3D Asset Generation
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17 papers in the last four weeks, up 325% on the four weeks before. 0.2% of all new papers.
Latest papers 112
High-quality 3D scene assets are critical for embodied applications such as robotic manipulation, navigation, and simulation. Despite their strong object priors, recent single-image 3D generation models such as SAM3D remain insufficient for real-world scenes, where severe occlusions, redundant observations, and cross-view inconsistencies make reliable scene generation challenging. We introduce Scene-SAM3D, a training-free framework that extends SAM3D from single-view object generation to calibrated multi-view scene asset generation. Scene-SAM3D selects a compact set of complementary views, reducing observation redundancy while providing additional evidence for regions occluded in individual views. Based on the selected views, it performs step-efficient latent velocity fusion to integrate multi-view evidence and suppress cross-view conflicts in canonical space. Finally, a lightweight rigid-object Gaussian optimization refines the scene layout within 200 iterations while preserving the generated object geometry. Experiments on Replica and ScanNet++ demonstrate consistent improvements at both instance and scene levels, with our method reducing scene-level CD by 43.8% on Replica and 30.9% on ScanNet++, while cutting flow-model sampling FLOPs and wall-time latency by nearly 20% under the same multi-view setting. Code will be released at https://github.com/xibi777/Scene-SAM3D.
Clarify Before Executing: A Self-Evolving Agent for Resolving Intent Asymmetry in 3D Tool Orchestration
A fundamental intent asymmetry plagues modern 3D asset creation: while state-of-the-art 3D toolchains demand precise, executable parameters, ordinary users typically provide vague, underspecified instructions. Current 3D agents treat this ambiguity as noise, defaulting to blind execution under a single-turn assumption. To address this limitation, we introduce CLARE, a clarification-aware and evolutionary 3D agent that treats intent asymmetry not as an execution error, but as an opportunity for strategic dialogue. By decoupling the generation pipeline into four specialized cognitive roles, CLARE intercepts and resolves underspecified instructions before invoking computationally expensive 3D tools to seamlessly execute tasks across five diverse domains: text-to-3D generation, single-view reconstruction, multi-view reconstruction, point cloud editing, and post-processing. Crucially, rather than relying on rigid manual rules, CLARE self-evolves its clarification policy via simulated multi-turn interactions. By optimizing a Multi-turn Reward, the agent internalizes the delicate balance between interaction efficiency and task completion. To rigorously test this, we construct 3D-Clarify, a comprehensive benchmark comprising 620 interaction scenarios with systematically injected ambiguity, missing information, and mistaken details. CLARE achieves state-of-the-art performance, with 60.40% and 43.34% success rates on single-step and multi-step tasks, respectively, more than doubling existing baselines. Both quantitative and qualitative results demonstrate that proactive clarification is the missing key to robust 3D execution. Code is available at https://github.com/xyzhu1225/CLARE.
Reflecting Process Expertise in Procedural Material Generation
Procedural material creation underpins applications in digital content creation, visual effects, and 3D asset design. Achieving high-quality results requires more than reproducing node graphs -- it demands understanding the process by which experts construct materials. We formulate procedural material generation as retrieval-time process reasoning over expert demonstrations, elevating process to a first-class representation beyond graph-only synthesis. Concretely, we represent expert workflows as process traces: textual records of construction steps, parameters, and design intent. To instantiate this idea, we use a pretrained LLM-based ProcessSynthesizer to synthesize a process trace aligned with a user's intent and a pretrained LLM-based Compiler to ground the process trace into an executable Blender material graph. Because procedural expertise is most naturally conveyed through demonstrations, we leverage tutorial videos as a source of process knowledge and extract textual, LLM-compatible traces using automated video analysis tools. In an expert study with five Blender artists (avg. 7.5 years of experience), materials generated by reflecting expert demonstrations were found to produce workflows requiring fewer edits, and more closely match professional design strategies than methods operating solely on static artifacts. A user study with 150 participants further shows that our approach achieves superior generation and editing performance compared to prior procedural systems. All code, models, and data will be available at https://materialapprentice.github.io
Compos3D: Interactive Part-Based Composition for Creative Control in Generative 3D Models
While generative AI has unlocked new opportunities for 3D content creation, current workflows often rely on multiple regenerations, which provides limited control and unpredictable outcomes. We present Compos3D, a system that introduces a compositional workflow for generative 3D modeling through remixing. Instead of repeatedly regenerating models, users generate multiple candidates from text or image prompts, select parts of interest via 2D image regions or 3D mesh segments, and assemble them into a coherent design. The system synthesizes these compositions into a refined 3D model, preserving high-level intent while resolving low-level geometry. To evaluate this approach, we conducted a controlled user study comparing remixing and regeneration workflows across both 2D and 3D modalities. Results show that the remixing workflow provides participants with greater creative control, stronger alignment with their intent, and higher satisfaction. We conclude with design recommendations for future AI-assisted 3D modeling workflows.
Toward Inclusive Avatar Design with Limb Differences Through Artificial Intelligence
As extended reality becomes more popular for social interaction and entertainment, 3D avatars must represent the full diversity of body types. Most 3D avatar systems only support normative bodies and do not accurately depict people with limb differences, amputations, or other morphological variations. This paper reviews emerging technical approaches for inclusive 3D avatar customization for this group and current guidelines that promote respectful and accurate representation. We highlight persistent challenges, including the scarcity of diverse datasets and the limitations in animation for non-normative anatomies. This paper positions artificial intelligence as a promising path to overcoming these limitations and advancing inclusive 3D avatar generation.
DreamCharacter-1: From 3D Generative Foundation Models to Product-Ready Character Generation
We present DreamCharacter-1, a lightweight post-adaptation framework that calibrates pretrained 3D foundation models toward high-fidelity, production-ready 3D character generation. Building upon a 3D foundation backbone, our pipeline incorporates three task-oriented components: (1) geometry post-training, which enhances fine-grained surface details through geometric preference optimization; (2) texture post-training, which synthesizes high-resolution textures and refines the appearance of occluded regions; and (3) inference acceleration, which enables scalable deployment. Extensive quantitative and qualitative experiments demonstrate that DreamCharacter-1 produces visually compelling and structurally robust 3D character assets, consistently surpassing state-of-the-art character generation methods.
EmbodiedGen V2: An Agentic, Simulation-Ready 3D World Engine for Embodied AI
We present EmbodiedGen V2, a generative 3D world engine for building executable policy-ready environments for embodied intelligence. Sim-ready 3D asset generation has advanced rapidly, yet assembling such assets into policy-ready task environments remains largely manual, limiting scalable closed-loop learning. EmbodiedGen V2 addresses this gap through a unified sim-ready representation that connects cross-simulator assets, interaction affordances, task-driven worlds, large-scale multi-room scenes, and stateful Vibe Coding into a generative, editable, and reusable simulation pipeline. The generated environments support manipulation, navigation, mobile manipulation, cross-simulator deployment, and embodied policy training. In evaluation, the asset pipeline achieves 96.5% human acceptance and 98.6% collision success, and 83.3% of task-driven worlds are directly usable for downstream simulation without manual modification. Online reinforcement learning with generated environments further improves simulation success from 9.7% to 79.8%, and transfers to real robots with task success increasing from 21.7% to 75.0%. These results establish EmbodiedGen V2 as scalable simulation infrastructure for training, evaluating, and deploying embodied policies.
How to Build Digital Humans? From Priors to Photorealistic Avatars
This state-of-the-art report provides an overview of controllable 3D human avatar creation. We describe current 3D avatar systems, which typically consist of three stages: (i) learning priors of human appearance and motion, (ii) creating a personalized avatar, and (iii) animating the avatar. To limit the scope, we focus on the prior learning and avatar creation stages. We define current avatar representations and introduce a taxonomy that categorizes existing work along multiple axes, including body regions and employed priors. We review methods for full-body and head avatars, as well as layered representations that decompose the body into components such as hands, hair, and garments. Finally, we outline common underlying principles, reference key literature for newcomers, and discuss open challenges and future research directions.
CoGen3D: An Agentic Human-AI Co-Design Pipeline for 3D Asset Generation for Virtual Reality
Creating 3D assets for virtual reality requires modeling expertise, which restricts the authorship of immersive experiences. Existing generative AI tools rely on unconstrained, command-driven prompting, lacking the conversational scaffolding needed for users to articulate their intent and validate designs prior to rendering. To address this, we introduce CoGen3D, an agentic human-AI co-design pipeline that proactively guides users through conversational intent elicitation, a concept image confirmation, and image-to-3D generation that directly deploys to immersive scenes. We evaluated this system through a user study (N=120) across six affectively diverse immersive scenes, observing 60 Design group participants who co-created 3D assets for the scenes, and 60 Validation group participants who experienced the scenes with generated assets. Our findings show that co-designed assets are associated with higher scene engagement and shifted affective responses, while participants generally preferred concept images over the final 3D assets, with no increased leniency toward degradation in their own creations. Analysis of the human-AI conversations further shows that target environments shape users' conversational patterns. Our results suggest that our staged, intent-based co-design can democratize virtual reality authoring and shift immersive content creation from technical execution toward collaborative spatial design.
PWM-ArtGen: Part World Model for Articulated Object Generation
The key challenge in articulated 3D object generation from a single image is accurately predicting the underlying kinematic structure. Existing methods either infer kinematic parameters directly from a static image that lacks dynamic part-level kinematic relationships, or estimate parameters from visual dynamics generated from a single image, which is prone to accumulated errors of two steps. Moreover, the limited scale and diversity of existing annotated datasets further hinder generalization to complex, real-world objects. To overcome these limitations, we propose to learn the joint distribution of visual dynamics and kinematic parameters. Recognizing that articulated objects can be formulated as dynamic systems, we propose a unified Part World Model called PWM-ArtGen. To leverage unannotated data, this model couples action diffusion and image diffusion with independent diffusion timesteps, which enables visual branch co-training. We further curate a photorealistic dataset of 19.7k part-level image pairs without kinematic annotations, to support co-training. Experiments demonstrate that PWM-ArtGen substantially outperforms existing baselines in the resting state and exhibits strong zero-shot generalization to out-of-distribution objects.
Mirror Illusion Art
Mirror Illusion Art is a novel reflection-conditioned 3D illusion where one object yields two target appearances (front and mirror). The task is formulated as inverse design from two target 2D images (front and mirror) to a printable 3D object with geometry and texture. Prior topology-driven and shadow-based approaches demand substantial manual effort, optimize shape only, and often yield non-smooth or incomplete geometry. To address these challenges, we propose AutoMIA, an automated Mirror Illusion Art design pipeline that jointly optimizes shape and color. To stabilize optimization and suppress artifacts, four mechanisms are introduced: (1) projection-alignment component (PAC) selection to reduce surface noise, (2) position-weighted adaptive (PWA) suppression for background noise, (3) internal voxel preservation (IVP) to prevent internal fractures, and (4) shape-color decoupled (SCD) optimization that balance shape and color optimization. AutoMIA generate diverse smooth Mirror Illusion artworks successfully both in the digital and physical world, with only around 76s design time and 2.6 GB memory on average using a single RTX 3090, advancing inverse graphics and computational design. Our code is available at https://github.com/zxp555/AutoMIA.
PixGS: Pixel-Space Diffusion for Direct 3D Gaussian Splat Generation
Recent advances in 3D content generation from text or images have achieved impressive results, yet view inconsistency from 2D generators and the scarcity of high-quality 3D data remain significant bottlenecks. Existing solutions typically adapt large-scale pre-trained text-to-image latent diffusion models to generate 3D Gaussian Splats (3DGS). However, these approaches often rely on training complex cascade pipelines that are computationally expensive and scalability-limited. Most critically, the quality of generated 3D assets is inherently constrained by each component capacity and compressed latent space, leading to decoding artifacts and accumulated errors. To address these limitations, we propose PixGS, a single-stage pipeline for direct high-quality 3DGS generation, which leverages recent advances in pixel-space diffusion to bypass lossy latent compression while still benefiting from the vast 2D generative priors. By directly denoising 3D Gaussian attributes at each timestep, our method enables precise, splat-level regularization of both appearance and geometry. Furthermore, we introduce a comprehensive supervision strategy that incorporates surface normals, depth, and high-frequency structural information, which is often overlooked in prior works. Experiments demonstrate that PixGS outperforms current state-of-the-art methods while maintaining a fast inference speed (1s on a single A100 GPU), offering a robust and efficient alternative to multi-stage generation pipelines.
Ink3D: Sculpting 3D Assets with Extremely Complex Textures via Video Generative Models
Recent 3D generative models can synthesize high-quality geometry but often struggle to reproduce intricate textures from reference images, largely due to the scarcity of large-scale 3D training data with rich surface appearance. In contrast, visual generative models are trained on datasets several orders of magnitude larger and excel at modeling complex visual patterns. Motivated by this gap, we introduce Ink3D, a framework that bridges 3D generation with large-scale video generative models to synthesize extremely complex textures. Ink3D first reconstructs a white-mesh geometry using an off-the-shelf 3D generation model. It then employs OrbitPainter, a conditional video generative model, to produce dense orbit-scan videos capturing object appearance across viewpoints. To convert these views into coherent textures, we introduce TextureOptimizer, a neural baking module that integrates dense multi-view observations while mitigating geometry inconsistencies arising from video generation. By decoupling geometry and texture synthesis and leveraging large-scale pretrained video priors, Ink3D enables significantly richer and more faithful texture generation than prior approaches.
CORGI: Consistency-Aware 3D Dog Reconstruction from a Single Image in the Wild
Reconstructing high-fidelity 3D models of highly articulated animals, such as dogs, from a single in-the-wild image remains a formidable challenge. In this paper, we introduce CORGI, a novel framework for consistency-aware 3D dog reconstruction from a single unconstrained image that completely eliminates the need for 3D supervision. To overcome generative inconsistencies and the lack of multi-view capture, our pipeline introduces three core components. First, we propose a Canonical-Driven Orbital Generation (CDOG) strategy, utilizing specialized Canonical and Orbit LoRAs to normalize arbitrary input poses and synthesize reliable 360-degree video observations. Second, we design a Consistency-aware Deformable 3DGS (CA-3DGS) module that anchors on a D-SMAL prior, explicitly modeling per-view generative errors through dedicated neural deformation fields to learn accurate vertex-level displacements. Finally, to eliminate structural distortions and recover high-frequency details, we introduce a self-supervised Deformation-Conditioned Generative Repair (DCGR) module. Extensive experiments demonstrate that CORGI achieves state-of-the-art performance, generalizing seamlessly across diverse dog breeds to produce geometrically accurate, visually coherent, and fully animatable 3D assets ready for downstream applications.
ShellMaker: Language-Guided Exterior Completion under Structural Constraints
Despite advances in indoor scene generation, synthesizing coherent building exteriors consistent with generated interiors remains largely unexplored. Existing methods can generate floor plans and wall layouts but typically stop at a structural shell, lacking stylistically consistent facades and roofs. Completing these exteriors is challenging because the footprint, wall geometry, and opening semantics must remain fixed-constraints that unconstrained generative models often violate. We introduce ShellMaker, a language-guided exterior completion framework that operates under these structural constraints. Given a building scaffold and a text style prompt, ShellMaker generates a complete exterior mesh with PBR materials by combining parametric roof generation, LLM-based part-aware prompt refinement, joint wall-roof material retrieval, and geometry-aware assembly. Operating on a format agnostic scaffold representation, ShellMaker generalizes to indoor generators, CityGML, and CAD inputs, while maintaining structural consistency and improving architectural coherence over retrieval and unconstrained generative baselines. The project page is available at https://ruiqixu37.github.io/ShellMaker_web/
Home3D 1.0: A High-Fidelity Image-to-3D Asset Generation System for Interior Design
We present Home3D 1.0, a modular image-to-3D generation system that produces high-quality 3D assets from a single reference image, targeting interior design and e-commerce applications. Given a photograph of a furniture or decor item, the system outputs a mesh with physically-based rendering (PBR) materials, and the mesh can be decomposed into material-specific components. The pipeline is organized into four tightly coupled modules: Geometry reconstructs a watertight mesh through latent SDF modelling with a geometry VAE and a coarse-to-fine flow-matching DiT; Texture predicts multiview albedo observations, reprojects them onto the mesh, and completes unseen surface regions with a 3D texture field; Material uses MatWeaver to obtain component masks through video-based segmentation and UV-space voting, then retrieves and bakes PBR maps from a curated material library through hierarchical multi-modal matching; and Parts generates material-editable semantic part meshes with a PartVAE and PartDiT, decoding multi-head part-specific SDF fields in one pass. Each module is evaluated independently with dedicated metrics, highlighting both the current system capability and the remaining gaps toward broader deployment.
PolyFlow: Continuous Topology Embedding Flow Matching for Artist-style Mesh Generation
Autoregressive Transformers dominate high-quality mesh generation by producing artist-worthy topologies, yet their inherent sequential decoding induces substantial computational overhead, falling orders of magnitude slower than parallel generative models. On the other hand, while continuous diffusion and flow-matching methods support efficient parallel synthesis across a variety of domains, they cannot be directly applied to meshes: mesh connectivity is inherently discrete and incompatible with standard continuous noise injection and denoising operations. To resolve this fundamental incompatibility, we introduce a compact topology embedder that projects discrete mesh vertex positions and normals into continuous per-vertex embeddings, where the original discrete adjacency information can be faithfully recovered via spacetime distance thresholding. After pretraining and freezing this embedder, any raw mesh can be fully converted into a continuous per-vertex state space unifying position, normal, and implicit topological attributes. Built upon this novel continuous mesh representation, we present PolyFlow, a Transformer-based flow-matching framework that achieves fully parallel vertex state denoising conditioned on extracted point-cloud features. During inference, our model completes generation rapidly via an ODE solver, and supports explicit, precise control over output mesh resolution by directly specifying the target vertex count. Extensive evaluations on the Toys4K benchmark demonstrate that PolyFlow surpasses state-of-the-art autoregressive baselines in both Chamfer Distance and Hausdorff Distance.
HiFiVe: High-Fidelity Vehicle Generation Leveraging Auto-Regressive 2D Generative Priors
Existing 3D vehicle generation methods often suffer from low geometric fidelity and blurry textures, hindering their downstream applications. While recent works adopt multi-view diffusion models for high-fidelity texture, they are often constrained by fixed viewpoints, limited resolution, and a reliance on costly fine-tuning to achieve cross-view consistency. In this paper, we propose HiFiVe, a training-free framework for high-fidelity vehicle modeling through joint texture and geometry enhancement by imposing 3D geometric constraints to anchor 2D generative priors. Specifically, we propose an auto-regressive texture refinement pipeline that progressively synthesizes high-resolution textures from arbitrary viewpoints. To ensure cross-view consistency, the coarse geometry serves as a synchronization prior, conditioning each generation step on previously synthesized frames via depth-based warping and multi-view texture fusion. Moreover, the inherent symmetry of vehicles is exploited to mitigate error accumulation. Finally, high-frequency surface details are recovered by refining the mesh geometry using normal maps estimated from the enhanced textures. Extensive experiments on synthetic and real-world vehicle datasets demonstrate that our method significantly improves both geometric detail and texture quality compared to state-of-the-art baselines. Project page: https://honglixiao.github.io/hifive.github.io/.
FLUX3D: High-Fidelity 3D Gaussian Generation with Diffusion-Aligned Sparse Representation
Sparse voxel representation has emerged as a scalable foundation for image-to-3D Gaussian Splatting (3DGS) generation, yet current methods struggle to preserve high-frequency visual details of input images due to two structural bottlenecks. First, they adopt discriminative 2D features optimized for semantic abstraction to construct sparse voxel latents, which suppress reconstructive cues and induce a representation bottleneck. Second, in the generation stage, standard diffusion transformers lack effective mechanisms to align dense 2D image tokens with sparse 3D voxel latents, resulting in a cross-modal correspondence bottleneck. To address these issues, we propose FLUX3D, a scalable image-to-3DGS framework that boosts both representation learning and cross-modal alignment during generation. We first revisit 2D feature selection for sparse-voxel-based 3D representation learning, propose Diffusion-Aligned Structured Latents (DA-SLAT) and couple it with a decoder-only architecture to improve 3DGS reconstruction fidelity. We also design a sparse-structure-aware diffusion framework, which integrates the Sparse-structure Multimodal Diffusion Transformer (SMDiT) and Modal-Aware Rotary Positional Embedding (MARoPE) to achieve geometry-agnostic 2D-3D alignment. Extensive benchmark experiments demonstrate that FLUX3D yields substantial improvements in appearance fidelity and significantly outperforms all state-of-the-art (SOTA) methods in generating high-quality 3DGS assets.
MM-TRELLIS: Point-Cloud Guided Multi-Modal 3D Vehicle Generation in Autonomous Driving
Recovering realistic 3D vehicle models from autonomous driving scenes is crucial for synthesizing training data and building simulation environment. However, most existing vehicle generation methods fail to fully exploit multimodal sensors i.e. multi-view images and LiDAR point clouds) and rely on neural rendering based reconstruction, leading to low-quality mesh. Recently, native 3D generative models have made significant progress, yet they are not built for arbitrary multi-view inputs and often struggle with in-the-wild driving images. In this work, we present MM-TRELLIS, a multi-modal version of TRELLIS for in-the-wild 3D vehicle generation that integrates LiDAR and image sensors from autonomous driving datasets into native 3D generative models. Specifically, multi-view images are cycled as conditioning inputs, while LiDAR point clouds provide test-time guidance to ensure geometric accuracy and cross-view consistency. During denoising, we first align the guidance point cloud with the model priors, then enforce consistency between the generated geometry and the guidance point cloud. Finally, we introduce a voxel filtering strategy based on the opacity of 3D Gaussian Splatting to suppress floaters and produce clean meshes. Comprehensive experiments on Waymo dataset demonstrate our method outperforms existing methods in high-fidelity 3D vehicle generation. Code is available at https://github.com/HongliXiao/MM-TRELLIS.
3DCarGen: Scalable 3D Car Generation via 3D-consistent Multi-view Synthesis
High-quality 3D vehicle assets are essential for autonomous driving simulation. Although multi-view diffusion-based paradigms enable controllable single-image reconstruction, they typically produce limited viewpoints and exhibit cross-view geometric inconsistencies, thereby reducing reconstruction fidelity in real-world scenarios. In this work, we introduce 3DCarGen, a scalable single-view 3D car generation framework designed for real-world images by synthesizing an arbitrary number of 3D-consistent multi-view images. Specifically, given a single image as input, we first synthesize a set of images from fixed viewpoints. These images are then fed into a feed-forward reconstruction model, resulting in a coarse 3D representation based on 3D Gaussian Splatting. Conditioned on this explicit 3D prior, our multi-view diffusion model generates 3D-consistent images from arbitrary camera viewpoints. We further extend a fast mesh reconstruction algorithm by incorporating color-normal joint optimization to recover detailed and coherent 3D vehicle models from the synthesized dense views. Extensive experiments on synthetic and real-world datasets demonstrate that our approach achieves robust geometric consistency and reconstruction fidelity compared to existing methods. Project page: https://honglixiao.github.io/3dcargen.github.io/.
FiCA: Feed-forward instant Gaussian Codec Avatars from a Single Portrait Image
We introduce FiCA, a Feed-forward, instant Gaussian Codec Avatar generation pipeline that creates lifelike avatars from a single portrait image. Generating a photorealistic and drivable avatar from just a single image is significantly challenging due to the limited visual information available to accurately infer the 3D appearance and geometry of human heads. To address this, we develop a novel system that combines human-centric vision foundation models with a diffusion model. This system is designed to fully exploit partial visual observations to generate lifelike human avatars. Our proposed diffusion model learns a generative mapping from these partial observations to complete and authentic 3D mesh reconstruction. Additionally, we introduce a feed-forward mesh refinement network that enhances the fidelity and identity preservation of the generated avatars, eliminating the need for person-specific test-time optimization. By leveraging a universal prior model that decodes a generated mesh into a set of 3D Gaussians, we generate a photorealistic 3D Gaussian avatar, capable of being driven with novel expressions in real-time. Our experiments demonstrate that the avatars generated by our feed-forward approach faithfully represent diverse identities and surpass the visual quality of avatars produced by recent competing methods.
Inclusive Interactive Collisions for Multi-View Consistent Compositional 3D Generation
Recent breakthroughs in 3D generation have advanced notably with the development of text-to-image diffusion model. However, existing methods remain two practical challenges: (1) They primarily generate single 3D object, but struggle to generate multi-object compositional 3D assets due to the lack of the modeling for Gaussian primitives in reasonable interactions. (2) They often suffer from cross-view inconsistency during 3D optimization, as Score Distillation Sampling inherently performs on each single view, inevitably resulting in cross-view hallucinations. To solve above issues, we propose I2C-3D, a novel optimization-based method to generate multi-view consistent compositional 3D assets with reasonable interactions. Specifically, we propose an Inclusive Interactive Collisions strategy to guide Gaussian primitives appearing in reasonable interaction regions naturally, thereby ensuring objects in the compositional scene interact in a physically plausible and visually coherent way. Additionally, to enhance multi-view consistency, Multi-View Adaptive Score Distillation Sampling is devised to distill multi-view consistency prior and layout prior from pre-trained diffusion model by modulating attention map of instance token and spatial token across viewpoints. Benefiting from above elaborate designs, I2C-3D not only generates high-fidelity multi-view consistent compositional 3D assets but also supports 3D editing flexibly, facilitating complex scene generation. Extensive experiments demonstrate our I2C-3D outperforms existing methods in generation quality and multi-view consistency.
Sat2City v2: Native 3D City Asset Generation from a Single Satellite Image
Generating explicit textured 3D city assets from a single satellite image is important for urban simulation and digital twins. Most prior methods, however, learn 3D proxies optimized for rendering street-view images or videos over prescribed viewpoints and trajectories, rather than producing explicit 3D assets. Our previous framework, Sat2City, took a first step toward this goal with task-specific cascaded sparse-voxel latent diffusion conditioned on satellite-derived height maps. However, it relied on synthetic data and did not condition appearance on the satellite input. To address these limitations, we present Sat2City v2, a framework for generating explicit textured 3D city assets directly from real satellite images. We first construct a real-world dataset of 16,027 geographically matched but weakly aligned satellite-image-textured-mesh pairs, comprising 14,651 training pairs and 1,376 held-out test pairs. Building on this dataset, Sat2City v2 uses a native structured-latent 3D prior pretrained on curated assets to anchor geospatial adaptation to its asset manifold. We empirically demonstrate that weakly aligned satellite images and regional textured 3D meshes can support asset-level conditional generation: learned attention lets satellite tokens steer geometry generation without calibrated pixel-to-surface correspondence, while the generated geometry anchors satellite-guided material synthesis. Sat2City v2 ranks first among the evaluated baselines on every reported metric across geometry accuracy, generative mesh quality, and satellite-to-asset feature alignment.
Arbor: Explicit Geometric Conditioning for Controllable 3D Asset Generation
Text and image conditioned 3D models now generate convincing assets, but they still offer little direct control over the space an object should occupy or avoid. In authoring, this spatial intent is often known before generation starts. A chair should fit a seating envelope, a prop should leave clearance for motion, or a part should expose a contact surface. Prompts and image views are poor carriers for such constraints, requiring the need for an explicit control interface. We present Arbor, a trainable attachment for text conditioned latent 3D generation. Arbor introduces constraint meshes as a native 3D control interface. The interface uses hull regions where geometry should exist, avoidance regions that should remain empty, and touch regions the object should contact. Unlike completion or whole object scaffold control, these meshes are not target evidence. They are local typed requirements and can include regions where no surface should appear. Arbor keeps this signal as geometry by converting constraint meshes into tokens and learning a routed attachment inside a frozen denoiser. Each latent region can therefore receive the part of the constraint that matters for its spatial location. We evaluate Arbor on automatic and artist curated control benchmarks with hull, avoidance, and touch constraints, and compare the metric trends to a user preference study. Even without dedicated compliance losses, Arbor improves constraint obedience while preserving object quality and variation under fixed constraints.
Judging to Improve: A De-biased VLM-as-3D-Judge Protocol for Single-Image 3D Generation
A companion study established a de-biased, cross-model VLM-as-3D-judge that reliably ranks single-image-to-3D mesh quality where cheap geometry and CLIP proxies fall short. This paper asks: can that judge's preferences specialize a strong open generator, TRELLIS, on one asset class (furniture), cheaply and without human labels? Taking the judge from ranking to optimization is where the work lives. Pushing a VLM judge into the training and evaluation loop exposes failure modes ranking never triggered, so our contribution is an optimization-grade hardening of the judge: a training judge (Qwen2.5-VL-7B) held distinct from an evaluation judge (InternVL3-8B) to break circularity; position-bias correction; and fixes for three failure modes (image overload, geometry-hiding splat renders, and reference-free judging that rewards clean-but-wrong outputs), with calibration evidence (clear-gap win-rate 0.83-1.0; base-vs-base ~0.5). Using this protocol as an independent evaluator, and working only from public models and data with lightweight parameter-efficient adaptation, we find our methods match the strong base rather than exceed it. Independent base samples carry essentially no learnable preference (0.94 order-flip rate), so signal must be engineered by quality-contrastive construction. Across six adaptation methods, two input regimes, and a severity sweep, the most targeted - conditioner repair under severe degradation - reaches parity (0.50) with the base, while no method clears the >=65% win-rate target. The result is mechanistic: clean inputs saturate the judge, flow-DIT fine-tuning washes out through the sampler, and conditioning repair is the locus that moves geometry. Win-rates are directional at n=8 objects. Matching a strong public-data base with cheap adaptation is itself informative: exceeding it needs more than lightweight PEFT on public data, and the judge protocol is reusable.
AnimaSpark: A Feed-Forward Method for Animating Arbitrary 3D Objects
While recent advancements in generative AI have substantially accelerated static 3D model creation workflows, the synthesis of category-agnostic 3D animations remains a significant bottleneck in 3D asset production. Current methods for category-agnostic animation generation exhibit critical limitations in inference speed, motion quality, and adherence to textual prompts, thereby leaving the process dependent on labor-intensive manual artistry. To address these challenges, this paper introduces AnimaSpark, a novel pipeline for category-agnostic 3D animation generation. Our approach is motivated by the key insight that for many fundamental motions in the 3D world, the corresponding joint transformations can often be effectively modeled within a two-dimensional subspace. The pipeline begins by rendering a rigged static 3D model into multi-layered image representations of its mesh and skeleton, which are subsequently fed into a video generation model. We then employ a keypoint tracking algorithm on the generated video to capture the motion of the skeletal joints projected onto the camera's viewing plane. In the final stage, we distill the planar translations and rotations from these tracked keypoints and lift them from the 2D domain into 3D space to animate the character. Comprehensive evaluations reveal that our method achieves superior performance over existing state-of-the-art techniques across key metrics, including text-motion alignment, quality of motion, and computational efficiency.
3D-CoS: A New 3D Reconstruction Paradigm Based on VLM Code Synthesis
Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically. In contrast, we propose and systematically evaluate a new 3D reconstruction paradigm, 3D Code Synthesis (3D-CoS), where 3D assets are constructed as executable Blender code, a programmatic and interpretable medium. To assess how well current VLMs can use code to represent 3D objects, we evaluate representative open-source and closed-source VLMs in code-based reconstruction under a unified protocol. We further introduce a suite of structured code-synthesis workflows, including blueprint-based planning, Retrieval-Augmented Generation (RAG) over Blender API documentation, few-shot geometric demonstrations, and a component-level Agent workflow for part-wise code generation. To demonstrate the unique advantages of this representation, we further evaluate localized text-driven modifications and compare our code-based edits with a point-cloud-based 3D editing baseline. Our study shows that code as a 3D representation offers strong controllability and locality, yielding stronger edit fidelity and better preservation of unedited regions in our targeted editing evaluation. Our work also analyzes the potential of this paradigm, delineates the current capability frontier of VLMs for programmatic 3D modeling, and highlights code synthesis as a promising direction for editable 3D reconstruction.
GuideCAD: A Lightweight Multimodal Framework for 3D CAD Model Generation via Prefix Embedding
Multi-modal approaches used for 3D CAD generation require substantial computational resources, necessitating efficient training. To address this, we propose GuideCAD, which leverages semantically rich visual-textual representations having only a small number of trainable parameters to generate 3D CAD models. Specifically, GuideCAD uses a mapping network that converts image embeddings into prefix embeddings, enabling a pretrained large language model to integrate visual and textual information. As a result, a transformer-based decoder predicts the construction sequence using the visual-textual embeddings in order to generate the 3D CAD model. For experimental evaluation, we construct a new dataset, referred to as GuideCAD, which consists of text-image pairs. Each pair includes a text prompt that represents a 3D CAD construction sequence and its corresponding 3D CAD image. Our experimental results show that GuideCAD generates comparably high-quality 3D CAD models while using approximately four times fewer parameters and achieving twice the training efficiency compared to fine-tuning approaches. We have released the source code and dataset for our method at: https://github.com/mskimS2/GuideCAD
SymTRELLIS: Symmetry-Enforced Voxel Latents for 3D Generation
Single-view 3D generative models have achieved impressive visual quality, yet they are not designed to satisfy structural or functional requirements, and in practice, often fall short. Symmetry is one such requirement: violations, even subtle ones, on symmetry can render a model physically unusable. We present SymTRELLIS, a method that enforces arbitrary finite point group symmetries (rotational, reflectional, and polyhedral) during the flow-based 3D generation of TRELLIS.2, without retraining the underlying VAE or flow model. Our key idea is to approximate the latent-space action of spatial transformations as a learned linear operator on voxel latents, implemented as a lightweight spatial-transform latent mapper trained on generic, non-symmetric 3D data. At generation time, we enforce symmetry by averaging predicted flow velocities across all symmetry-equivalent transformations at each ODE step, a process we call velocity symmetrization. The symmetry specification can be estimated automatically from an initial TRELLIS.2 generation or supplied by the user, enabling deliberate fold manipulation beyond what the input image suggests. On a curated benchmark of 266 strictly symmetric objects spanning 2- to 20-fold rotations and polyhedral symmetry groups, SymTRELLIS substantially reduces all symmetry error metrics compared to TRELLIS.2, Hunyuan3D-2.1, and TripoSG, while maintaining reconstruction accuracy comparable to the base model.