Overview

The field studies how to turn sparse visual or language inputs into complete 3D assets, including geometry, textures, materials, parts, and motion. Common approaches adapt diffusion and flow models to 3D representations, combine 2D generative priors with multi-view rendering, or use retrieval, procedural code, and structured part-based generation. A growing focus is making assets editable and usable in animation, games, robotics, and simulation, where articulation, collisions, scale, and physical properties matter alongside appearance. The central challenge is balancing visual fidelity and fast generation with cross-view consistency, structural validity, and reliable evaluation of whether an asset works beyond rendered images.

Latest papers

167 papers25 papers in the last four weeks, up 108% on the four weeks before. 0.1% of all new papers.

May 1, 2026

Pose-Aware Diffusion for 3D Generation

Generating pose-aligned 3D objects is challenging due to the spatial mismatches and transformation ambiguities inherent in decoupled canonical-then-rotate paradigms. To this end, we introduce Pose-Aware Diffusion (PAD), a novel end-to-end diffusion framework that synthesizes 3D geometry directly within the observation space. By unprojecting monocular depth into a partial point cloud and explicitly injecting it as a 3D geometric anchor, PAD abandons canonical assumptions to enforce rigorous spatial supervision. This native generation intrinsically resolves pose ambiguity, producing high-fidelity pose-aligned assets. Extensive experiments demonstrate that PAD achieves superior geometric alignment and image-to-3D correspondence compared to state-of-the-art methods. Additionally, PAD naturally extends to compositional 3D scene reconstruction via a simple union of independently generated objects, highlighting its robust ability to preserve precise spatial layouts.
Apr 30, 2026

REVIVE 3D: Refinement via Encoded Voluminous Inflated prior for Volume Enhancement

Recent generative models have shown strong performance in generating diverse 3D assets from 2D images, a fundamental research topic in computer vision and graphics. However, these models still struggle to generate voluminous 3D assets when the input is a flat image that provides limited 3D cues. We introduce REVIVE 3D, a two-stage, plug-and-play pipeline for generating voluminous 3D assets from flat images. In Stage 1, we construct an Inflated Prior by inflating the foreground silhouette to recover global volume and superimposing part-aware details to capture local structure. In Stage 2, 3D Latent Refinement injects Gaussian noise into the Inflated Prior's latent and then denoises it, using the prior's geometric cues to leverage the backbone's pretrained 3D knowledge. Furthermore, our framework supports image-conditioned 3D editing. To quantify volume and surface flatness, we propose Compactness and Normal Anisotropy. We validate Compactness and Normal Anisotropy through a user study, showing that these metrics align with human perception of volume and quality. We show that REVIVE 3D achieves state-of-the-art performance on a challenging flat image dataset, based on extensive qualitative and quantitative evaluations.
Apr 29, 2026

ProcFunc: Function-Oriented Abstractions for Procedural 3D Generation in Python

We introduce ProcFunc, a library for Blender-based procedural 3D generation in Python. ProcFunc provides a library of easy-to-use Python functions, which streamline creating, combining, analyzing, and executing procedural generation code. ProcFunc makes it easy to create large-scale diverse training data, by combinatorial compositions of semantic components. VLMs can use ProcFunc to edit procedural material and geometry code and can create new procedural code with significantly fewer coding errors. Finally, as an example use case, we use ProcFunc to develop a new procedural generator of indoor rooms, which includes a collection of new compositional procedural materials. We demonstrate the detail, runtime efficiency, and diversity of this room generator, as well as its use for 3D synthetic data generation. Please visit https://github.com/princeton-vl/procfunc for source code.
Apr 29, 2026

3D Generation for Embodied AI and Robotic Simulation: A Survey

Embodied AI and robotic systems increasingly depend on scalable, diverse, and physically grounded 3D content for simulation-based training and real-world deployment. While 3D generative modeling has advanced rapidly, embodied applications impose requirements far beyond visual realism: generated objects must carry kinematic structure and material properties, scenes must support interaction and task execution, and the resulting content must bridge the gap between simulation and reality. This survey reviews 3D generation for embodied AI and organizes the literature around three roles that 3D generation plays in embodied systems. In Data Generator, 3D generation produces simulation-ready objects and assets, including articulated, physically grounded, and deformable content for downstream interaction; in Simulation Environments, it constructs interactive and task-oriented worlds, spanning structure-aware, controllable, and agentic scene generation; and in Sim2Real Bridge, it supports digital twin reconstruction, data augmentation, and synthetic demonstrations for downstream robot learning and real-world transfer. We also show that the field is shifting from visual realism toward interaction readiness, and we identify the main bottlenecks, including limited physical annotations, the gap between geometric quality and physical validity, fragmented evaluation, and the persistent sim-to-real divide, that must be addressed for 3D generation to become a dependable foundation for embodied intelligence. Our project page is at https://3dgen4robot.github.io.
Apr 24, 2026

GenAssets: Generating in-the-wild 3D Assets in Latent Space

High-quality 3D assets for traffic participants are critical for multi-sensor simulation, which is essential for the safe end-to-end development of autonomy. Building assets from in-the-wild data is key for diversity and realism, but existing neural-rendering based reconstruction methods are slow and generate assets that render well only from viewpoints close to the original observations, limiting their usefulness in simulation. Recent diffusion-based generative models build complete and diverse assets, but perform poorly on in-the-wild driving scenes, where observed actors are captured under sparse and limited fields of view, and are partially occluded. In this work, we propose a 3D latent diffusion model that learns on in-the-wild LiDAR and camera data captured by a sensor platform and generates high-quality 3D assets with complete geometry and appearance. Key to our method is a "reconstruct-then-generate" approach that first leverages occlusion-aware neural rendering trained over multiple scenes to build a high-quality latent space for objects, and then trains a diffusion model that operates on the latent space. We show our method outperforms existing reconstruction and generation based methods, unlocking diverse and scalable content creation for simulation.
Apr 24, 2026

BrickNet: Graph-Backed Generative Brick Assembly

We train a language model to generate LEGO-brick build sequences. While prior work has been restricted to discrete, voxel-like towers, we consider a much broader set of pieces, encompassing thousands of part types with diverse connection semantics. To enable this, we first collect a large-scale dataset of over 100,000 human-designed LDraw brick objects and scenes. The complexity of our setting makes it challenging to autoregressively assemble structures that satisfy physical constraints. When predicting block pose directly, build sequences quickly become invalid after a small number of steps. Although pieces are placed in 3D space, it is the spatial relationships of the parts which define the whole. With this in mind, we design a graph-based program representation that parametrizes structure through connectivity, improving the physical grounding of generated sequences. To enable future applications, we make our dataset and models available for research purposes. https://kulits.github.io/BrickNet
Apr 22, 2026

Seed3D 2.0: Advancing High-Fidelity Simulation-Ready 3D Content Generation

We present Seed3D 2.0, an advanced 3D content generation system built on Seed3D 1.0, with substantial improvements across generation fidelity, simulation-ready capabilities, and application coverage. For geometry, a coarse-to-fine two-stage pipeline decouples global structure learning from high-frequency detail recovery, while a locality-aware VAE achieves higher spatial compression and more efficient decoding. For texture and material generation, we replace the cascaded pipeline of Seed3D 1.0 with a unified PBR model that directly generates multi-view albedo and metallic-roughness maps, enhanced by Mixture-of-Experts scaling and VLM-based semantic conditioning for improved material precision and visual fidelity. Beyond single-object generation, Seed3D 2.0 introduces a simulation-ready model suite comprising scene layout planning, part-aware decomposition, and training-free articulation generation, enabling coherent scene construction and part-level physical interaction across physics and graphics engines. A large-scale human preference study against five recent commercial models shows that Seed3D 2.0 achieves consistent win rates of 69.0% to 89.9% in textured 3D asset generation. Seed3D 2.0 is available on https://exp.volcengine.com/ark/vision?_vtm_=0.0.c70961.d701978.0&mode=vision&modelId=doubao-seed3d-2-0-260328&tab=Gen3D
Apr 21, 2026

Unposed-to-3D: Learning Simulation-Ready Vehicles from Real-World Images

Creating realistic and simulation-ready 3D assets is crucial for autonomous driving research and virtual environment construction. However, existing 3D vehicle generation methods are often trained on synthetic data with significant domain gaps from real-world distributions. The generated models often exhibit arbitrary poses and undefined scales, resulting in poor visual consistency when integrated into driving scenes. In this paper, we present Unposed-to-3D, a novel framework that learns to reconstruct 3D vehicles from real-world driving images using image-only supervision. Our approach consists of two stages. In the first stage, we train an image-to-3D reconstruction network using posed images with known camera parameters. In the second stage, we remove camera supervision and use a camera prediction head that directly estimates the camera parameters from unposed images. The predicted pose is then used for differentiable rendering to provide self-supervised photometric feedback, enabling the model to learn 3D geometry purely from unposed images. To ensure simulation readiness, we further introduce a scale-aware module to predict real-world size information, and a harmonization module that adapts the generated vehicles to the target driving scene with consistent lighting and appearance. Extensive experiments demonstrate that Unposed-to-3D effectively reconstructs realistic, pose-consistent, and harmonized 3D vehicle models from real-world images, providing a scalable path toward creating high-quality assets for driving scene simulation and digital twin environments.
Apr 20, 2026

Asset Harvester: Extracting 3D Assets from Autonomous Driving Logs for Simulation

Closed-loop simulation is a core component of autonomous vehicle (AV) development, enabling scalable testing, training, and safety validation before real-world deployment. Neural scene reconstruction converts driving logs into interactive 3D environments for simulation, but it does not produce complete 3D object assets required for agent manipulation and large-viewpoint novel-view synthesis. To address this challenge, we present Asset Harvester, an image-to-3D model and end-to-end pipeline that converts sparse, in-the-wild object observations from real driving logs into complete, simulation-ready assets. Rather than relying on a single model component, we developed a system-level design for real-world AV data that combines large-scale curation of object-centric training tuples, geometry-aware preprocessing across heterogeneous sensors, and a robust training recipe that couples sparse-view-conditioned multiview generation with 3D Gaussian lifting. Within this system, SparseViewDiT is explicitly designed to address limited-angle views and other real-world data challenges. Together with hybrid data curation, augmentation, and self-distillation, this system enables scalable conversion of sparse AV object observations into reusable 3D assets.
Apr 15, 2026

ReConText3D: Replay-based Continual Text-to-3D Generation

Continual learning enables models to acquire new knowledge over time while retaining previously learned capabilities. However, its application to text-to-3D generation remains unexplored. We present ReConText3D, the first framework for continual text-to-3D generation. We first demonstrate that existing text-to-3D models suffer from catastrophic forgetting under incremental training. ReConText3D enables generative models to incrementally learn new 3D categories from textual descriptions while preserving the ability to synthesize previously seen assets. Our method constructs a compact and diverse replay memory through text-embedding k-Center selection, allowing representative rehearsal of prior knowledge without modifying the underlying architecture. To systematically evaluate continual text-to-3D learning, we introduce Toys4K-CL, a benchmark derived from the Toys4K dataset that provides balanced and semantically diverse class-incremental splits. Extensive experiments on the Toys4K-CL benchmark show that ReConText3D consistently outperforms all baselines across different generative backbones, maintaining high-quality generation for both old and new classes. To the best of our knowledge, this work establishes the first continual learning framework and benchmark for text-to-3D generation, opening a new direction for incremental 3D generative modeling. Project page is available at: https://mauk95.github.io/ReConText3D/.
Apr 15, 2026

Beyond Voxel 3D Editing: Learning from 3D Masks and Self-Constructed Data

3D editing refers to the ability to apply local or global modifications to 3D assets. Effective 3D editing requires maintaining semantic consistency by performing localized changes according to prompts, while also preserving local invariance so that unchanged regions remain consistent with the original. However, existing approaches have significant limitations: multi-view editing methods incur losses when projecting back to 3D, while voxel-based editing is constrained in both the regions that can be modified and the scale of modifications. Moreover, the lack of sufficiently large editing datasets for training and evaluation remains a challenge. To address these challenges, we propose a Beyond Voxel 3D Editing (BVE) framework with a self-constructed large-scale dataset specifically tailored for 3D editing. Building upon this dataset, our model enhances a foundational image-to-3D generative architecture with lightweight, trainable modules, enabling efficient injection of textual semantics without the need for expensive full-model retraining. Furthermore, we introduce an annotation-free 3D masking strategy to preserve local invariance, maintaining the integrity of unchanged regions during editing. Extensive experiments demonstrate that BVE achieves superior performance in generating high-quality, text-aligned 3D assets, while faithfully retaining the visual characteristics of the original input.
Apr 13, 2026

Towards Realistic 3D Emission Materials: Dataset, Baseline, and Evaluation for Emission Texture Generation

3D texture generation is receiving increasing attention, as it enables the creation of realistic and aesthetic texture materials for untextured 3D meshes. However, existing 3D texture generation methods are limited to producing only a few types of non-emissive PBR materials (e.g., albedo, metallic maps and roughness maps), making them difficult to replicate highly popular styles, such as cyberpunk, failing to achieve effects like realistic LED emissions. To address this limitation, we propose a novel task, emission texture generation, which enables the synthesized 3D objects to faithfully reproduce the emission materials from input reference images. Our key contributions include: first, We construct the Objaverse-Emission dataset, the first dataset that contains 40k 3D assets with high-quality emission materials. Second, we propose EmissionGen, a novel baseline for the emission texture generation task. Third, we define detailed evaluation metrics for the emission texture generation task. Our results demonstrate significant potential for future industrial applications. Dataset will be available at https://github.com/yx345kw/EmissionGen.
Apr 10, 2026

Hitem3D 2.0: Multi-View Guided Native 3D Texture Generation

Although recent advances have improved the quality of 3D texture generation, existing methods still struggle with incomplete texture coverage, cross-view inconsistency, and misalignment between geometry and texture. To address these limitations, we propose Hitem3D 2.0, a multi-view guided native 3D texture generation framework that enhances texture quality through the integration of 2D multi-view generation priors and native 3D texture representations. Hitem3D 2.0 comprises two key components: a multi-view synthesis framework and a native 3D texture generation model. The multi-view generation is built upon a pre-trained image editing backbone and incorporates plug-and-play modules that explicitly promote geometric alignment, cross-view consistency, and illumination uniformity, thereby enabling the synthesis of high-fidelity multi-view images. Conditioned on the generated views and 3D geometry, the native 3D texture generation model projects multi-view textures onto 3D surfaces while plausibly completing textures in unseen regions. Through the integration of multi-view consistency constraints with native 3D texture modeling, Hitem3D 2.0 significantly improves texture completeness, cross-view coherence, and geometric alignment. Experimental results demonstrate that Hitem3D 2.0 outperforms existing methods in terms of texture detail, fidelity, consistency, coherence, and alignment.
Apr 9, 2026

AniGen: Unified S3S^3 Fields for Animatable 3D Asset Generation

Animatable 3D assets, defined as geometry equipped with an articulated skeleton and skinning weights, are fundamental to interactive graphics, embodied agents, and animation production. While recent 3D generative models can synthesize visually plausible shapes from images, the results are typically static. Obtaining usable rigs via post-hoc auto-rigging is brittle and often produces skeletons that are topologically inconsistent with the generated geometry. We present AniGen, a unified framework that directly generates animate-ready 3D assets conditioned on a single image. Our key insight is to represent shape, skeleton, and skinning as mutually consistent S3S^3 Fields (Shape, Skeleton, Skin) defined over a shared spatial domain. To enable the robust learning of these fields, we introduce two technical innovations: (i) a confidence-decaying skeleton field that explicitly handles the geometric ambiguity of bone prediction at Voronoi boundaries, and (ii) a dual skin feature field that decouples skinning weights from specific joint counts, allowing a fixed-architecture network to predict rigs of arbitrary complexity. Built upon a two-stage flow-matching pipeline, AniGen first synthesizes a sparse structural scaffold and then generates dense geometry and articulation in a structured latent space. Extensive experiments demonstrate that AniGen substantially outperforms state-of-the-art sequential baselines in rig validity and animation quality, generalizing effectively to in-the-wild images across diverse categories including animals, humanoids, and machinery. Homepage: https://yihua7.github.io/AniGen-web/
Apr 6, 2026

Part-Level 3D Gaussian Vehicle Generation with Joint and Hinge Axis Estimation

Simulation is essential for autonomous driving, yet current frameworks often model vehicles as rigid assets and fail to capture part-level articulation. With perception algorithms increasingly leveraging dynamics such as wheel steering or door opening, realistic simulation requires animatable vehicle representations. Existing CAD-based pipelines are limited by library coverage and fixed templates, preventing faithful reconstruction of in-the-wild instances. We propose a generative framework that, from a single image or sparse multi-view input, synthesizes an animatable 3D Gaussian vehicle. Our method addresses two challenges: (i) large 3D asset generators are optimized for static quality but not articulation, leading to distortions at part boundaries when animated; and (ii) segmentation alone cannot provide the kinematic parameters required for motion. To overcome this, we introduce a part-edge refinement module that enforces exclusive Gaussian ownership and a kinematic reasoning head that predicts joint positions and hinge axes of movable parts. Together, these components enable faithful part-aware simulation, bridging the gap between static generation and animatable vehicle models.
Apr 6, 2026

3D-Fixer: Coarse-to-Fine In-place Completion for 3D Scenes from a Single Image

Compositional 3D scene generation from a single view requires the simultaneous recovery of scene layout and 3D assets. Existing approaches mainly fall into two categories: feed-forward generation methods and per-instance generation methods. The former directly predict 3D assets with explicit 6DoF poses through efficient network inference, but they generalize poorly to complex scenes. The latter improve generalization through a divide-and-conquer strategy, but suffer from time-consuming pose optimization. To bridge this gap, we introduce 3D-Fixer, a novel in-place completion paradigm. Specifically, 3D-Fixer extends 3D object generative priors to generate complete 3D assets conditioned on the partially visible point cloud at the original locations, which are cropped from the fragmented geometry obtained from the geometry estimation methods. Unlike prior works that require explicit pose alignment, 3D-Fixer uses fragmented geometry as a spatial anchor to preserve layout fidelity. At its core, we propose a coarse-to-fine generation scheme to resolve boundary ambiguity under occlusion, supported by a dual-branch conditioning network and an Occlusion-Robust Feature Alignment (ORFA) strategy for stable training. Furthermore, to address the data scarcity bottleneck, we present ARSG-110K, the largest scene-level dataset to date, comprising over 110K diverse scenes and 3M annotated images with high-fidelity 3D ground truth. Extensive experiments show that 3D-Fixer achieves state-of-the-art geometric accuracy, which significantly outperforms baselines such as MIDI and Gen3DSR, while maintaining the efficiency of the diffusion process. Code and data will be publicly available at https://zx-yin.github.io/3dfixer.
Apr 1, 2026

RecGen3D: Reconstruction-Guided 3D Generation in a Shared Canonical Space

Sparse-view 3D modeling represents a fundamental tension between reconstruction fidelity and generative plausibility. While feed-forward reconstruction excels in efficiency and input alignment, it often lacks the global priors needed for structural completeness. Conversely, diffusion-based generation provides rich geometric details but struggles with multi-view consistency. We present RecGen3D, a framework that combines these two paradigms into a cooperative system. To overcome inherent conflicts in coordinate spaces, 3D representations, and training objectives, we align both models within a shared canonical space. We employ decoupled cooperative learning, which maintains stable training while enabling seamless collaboration during inference. Specifically, the reconstruction module is adapted to provide canonical geometric anchors, while the diffusion generator leverages latent-augmented conditioning to refine and complete the geometric structure. Experimental results demonstrate that RecGen3D achieves superior fidelity and robustness, outperforming existing methods in creating complete and consistent 3D models from sparse observations.
Apr 1, 2026

ARGS: Auto-Regressive Gaussian Splatting via Parallel Progressive Next-Scale Prediction

Auto-regressive frameworks for next-scale prediction of 2D images have demonstrated strong potential for producing diverse and sophisticated content by progressively refining a coarse input. However, extending this paradigm to 3D object generation remains largely unexplored. In this paper, we introduce auto-regressive Gaussian splatting (ARGS), a framework for making next-scale predictions in parallel for generation according to levels of detail. We propose a Gaussian simplification strategy and reverse the simplification to guide next-scale generation. Benefiting from the use of hierarchical trees, the generation process requires only O(log⁡n)\mathcal{O}(\log n) steps, where nn is the number of points. Furthermore, we propose a tree-based transformer to predict the tree structure auto-regressively, allowing leaf nodes to attend to their internal ancestors to enhance structural consistency. Extensive experiments demonstrate that our approach effectively generates multi-scale Gaussian representations with controllable levels of detail, visual fidelity, and a manageable time consumption budget.
Mar 24, 2026

SIMART: Decomposing Monolithic Meshes into Sim-ready Articulated Assets via MLLM

High-quality articulated 3D assets are indispensable for embodied AI and physical simulation, yet 3D generation still focuses on static meshes, leaving a gap in "sim-ready" interactive objects. Most recent articulated object creation methods rely on multi-stage pipelines that accumulate errors across decoupled modules. Alternatively, unified MLLMs offer a single-stage path to joint static asset understanding and sim-ready asset generation. However dense voxel-based 3D tokenization yields long 3D token sequences and high memory overhead, limiting scalability to complex articulated objects. To address this, we propose SIMART, a unified MLLM framework that jointly performs part-level decomposition and kinematic prediction. By introducing a Sparse 3D VQ-VAE, SIMART reduces token counts by 70% vs. dense voxel tokens, enabling high-fidelity multi-part assemblies. SIMART achieves state-of-the-art performance on PartNet-Mobility and in-the-wild AIGC datasets, and enables physics-based robotic simulation.
Mar 24, 2026

Know3D: Prompting 3D Generation with Knowledge from Vision-Language Models

Recent advances in 3D generation have improved the fidelity and geometric details of synthesized 3D assets. However, due to the inherent ambiguity of single-view observations and the lack of robust global structural priors caused by limited 3D training data, the unseen regions generated by existing models are often stochastic and difficult to control, which may sometimes fail to align with user intentions or produce implausible geometries. In this paper, we propose Know3D, a novel framework that incorporates rich knowledge from multimodal large language models into 3D generative processes via latent hidden-state injection, enabling language-controllable generation of the back-view for 3D assets. We utilize a VLM-diffusion-based model, where the VLM is responsible for semantic understanding and guidance. The diffusion model acts as a bridge that transfers semantic knowledge from the VLM to the 3D generation model. In this way, we successfully bridge the gap between abstract textual instructions and the geometric reconstruction of unobserved regions, transforming the traditionally stochastic back-view hallucination into a semantically controllable process, demonstrating a promising direction for future 3D generation models.
Mar 23, 2026

From Part to Whole: 3D Generative World Model with an Adaptive Structural Hierarchy

Single-image 3D generation lies at the core of vision-to-graphics models in the real world. However, it remains a fundamental challenge to achieve reliable generalization across diverse semantic categories and highly variable structural complexity under sparse supervision. Existing approaches typically model objects in a monolithic manner or rely on a fixed number of parts, including recent part-aware models such as PartCrafter, which still require a labor-intensive user-specified part count. Such designs easily lead to overfitting, fragmented or missing structural components, and limited compositional generalization when encountering novel object layouts. To this end, this paper rethinks single-image 3D generation as learning an adaptive part-whole hierarchy in the flexible 3D latent space. We present a novel part-to-whole 3D generative world model that autonomously discovers latent structural slots by inferring soft and compositional masks directly from image tokens. Specifically, an adaptive slot-gating mechanism dynamically determines the slot-wise activation probabilities and smoothly consolidates redundant slots within different objects, ensuring that the emergent structure remains compact yet expressive across categories. Each distilled slot is then aligned to a learnable, class-agnostic prototype bank, enabling powerful cross-category shape sharing and denoising through universal geometric prototypes in the real world. Furthermore, a lightweight 3D denoiser is introduced to reconstruct geometry and appearance via unified diffusion objectives. Experiments show consistent gains in cross-category transfer and part-count extrapolation, and ablations confirm complementary benefits of the prototype bank for shape-prior sharing as well as slot-gating for structural adaptation.
Mar 22, 2026

Text-Image Conditioned 3D Generation

High-quality 3D assets are essential for VR/AR, industrial design, and entertainment, motivating growing interest in generative models that create 3D content from user prompts. Most existing 3D generators, however, rely on a single conditioning modality: image-conditioned models achieve high visual fidelity by exploiting pixel-aligned cues but suffer from viewpoint bias when the input view is limited or ambiguous, while text-conditioned models provide broad semantic guidance yet lack low-level visual detail. This limits how users can express intent and raises a natural question: can these two modalities be combined for more flexible and faithful 3D generation? Our diagnostic study shows that even simple late fusion of text- and image-conditioned predictions outperforms single-modality models, revealing strong cross-modal complementarity. We therefore formalize Text-Image Conditioned 3D Generation, which requires joint reasoning over a visual exemplar and a textual specification. To address this task, we introduce TIGON, a minimalist dual-branch baseline with separate image- and text-conditioned backbones and lightweight cross-modal fusion. Extensive experiments show that text-image conditioning consistently improves over single-modality methods, highlighting complementary vision-language guidance as a promising direction for future 3D generation research. Project page: https://jumpat.github.io/tigon-page
Mar 19, 2026

SwiftTailor: Efficient 3D Garment Generation with Geometry Image Representation

Realistic and efficient 3D garment generation remains a longstanding challenge in computer vision and digital fashion. Existing methods typically rely on large vision- language models to produce serialized representations of 2D sewing patterns, which are then transformed into simulation-ready 3D meshes using garment modeling framework such as GarmentCode. Although these approaches yield high-quality results, they often suffer from slow inference times, ranging from 30 seconds to a minute. In this work, we introduce SwiftTailor, a novel two-stage framework that unifies sewing-pattern reasoning and geometry-based mesh synthesis through a compact geometry image representation. SwiftTailor comprises two lightweight modules: PatternMaker, an efficient vision-language model that predicts sewing patterns from diverse input modalities, and GarmentSewer, an efficient dense prediction transformer that converts these patterns into a novel Garment Geometry Image, encoding the 3D surface of all garment panels in a unified UV space. The final 3D mesh is reconstructed through an efficient inverse mapping process that incorporates remeshing and dynamic stitching algorithms to directly assemble the garment, thereby amortizing the cost of physical simulation. Extensive experiments on the Multimodal GarmentCodeData demonstrate that SwiftTailor achieves state-of-the-art accuracy and visual fidelity while significantly reducing inference time. This work offers a scalable, interpretable, and high-performance solution for next-generation 3D garment generation.
Mar 19, 2026

Points-to-3D: Structure-Aware 3D Generation with Point Cloud Priors

Recent progress in 3D generation has been driven largely by models conditioned on images or text, while readily available 3D priors are still underused. In many real-world scenarios, the visible-region point cloud are easy to obtain from active sensors such as LiDAR or from feed-forward predictors like VGGT, offering explicit geometric constraints that current methods fail to exploit. In this work, we introduce Points-to-3D, a diffusion-based framework that leverages point cloud priors for geometry-controllable 3D asset and scene generation. Built on a latent 3D diffusion model TRELLIS, Points-to-3D first replaces pure-noise sparse structure latent initialization with a point cloud priors tailored input formulation.A structure inpainting network, trained within the TRELLIS framework on task-specific data designed to learn global structural inpainting, is then used for inference with a staged sampling strategy (structural inpainting followed by boundary refinement), completing the global geometry while preserving the visible regions of the input priors. In practice, Points-to-3D can take either accurate point-cloud priors or VGGT-estimated point clouds from single images as input. Experiments on both objects and scene scenarios consistently demonstrate superior performance over state-of-the-art baselines in terms of rendering quality and geometric fidelity, highlighting the effectiveness of explicitly embedding point-cloud priors for achieving more accurate and structurally controllable 3D generation. Project page: https://jiatongxia.github.io/points2-3D/
Mar 18, 2026

TAPESTRY: From Geometry to Appearance via Consistent Turntable Videos

Automatically generating photorealistic and self-consistent appearances for untextured 3D models is a critical challenge in digital content creation. The advancement of large-scale video generation models offers a natural approach: directly synthesizing 360-degree turntable videos (TTVs), which can serve not only as high-quality dynamic previews but also as an intermediate representation to drive texture synthesis and neural rendering. However, existing general-purpose video diffusion models struggle to maintain strict geometric consistency and appearance stability across the full range of views, making their outputs ill-suited for high-quality 3D reconstruction. To this end, we introduce TAPESTRY, a framework for generating high-fidelity TTVs conditioned on explicit 3D geometry. We reframe the 3D appearance generation task as a geometry-conditioned video diffusion problem: given a 3D mesh, we first render and encode multi-modal geometric features to constrain the video generation process with pixel-level precision, thereby enabling the creation of high-quality and consistent TTVs. Building upon this, we also design a method for downstream reconstruction tasks from the TTV input, featuring a multi-stage pipeline with 3D-Aware Inpainting. By rotating the model and performing a context-aware secondary generation, this pipeline effectively completes self-occluded regions to achieve full surface coverage. The videos generated by TAPESTRY are not only high-quality dynamic previews but also serve as a reliable, 3D-aware intermediate representation that can be seamlessly back-projected into UV textures or used to supervise neural rendering methods like 3DGS. This enables the automated creation of production-ready, complete 3D assets from untextured meshes. Experimental results demonstrate that our method outperforms existing approaches in both video consistency and final reconstruction quality.
Mar 17, 2026

ManiTwin: Scaling Data-Generation-Ready Digital Object Dataset to 100K

Learning in simulation provides a useful foundation for scaling robotic manipulation capabilities. However, this paradigm often suffers from a lack of data-generation-ready digital assets, in both scale and diversity. In this work, we present ManiTwin, an automated and efficient pipeline for generating data-generation-ready digital object twins. Our pipeline transforms a single image into simulation-ready and semantically annotated 3D asset, enabling large-scale robotic manipulation data generation. Using this pipeline, we construct ManiTwin-100K, a dataset containing 100K high-quality annotated 3D assets. Each asset is equipped with physical properties, language descriptions, functional annotations, and verified manipulation proposals. Experiments demonstrate that ManiTwin provides an efficient asset synthesis and annotation workflow, and that ManiTwin-100K offers high-quality and diverse assets for manipulation data generation, random scene synthesis, and VQA data generation, establishing a strong foundation for scalable simulation data synthesis and policy learning. Our webpage is available at https://manitwin.github.io/.
Mar 17, 2026

VideoMatGen: PBR Materials through Joint Generative Modeling

We present a method for generating physically-based materials for 3D shapes based on a video diffusion transformer architecture. Our method is conditioned on input geometry and a text description, and jointly models multiple material properties (base color, roughness, metallicity, height map) to form physically plausible materials. We further introduce a custom variational auto-encoder which encodes multiple material modalities into a compact latent space, which enables joint generation of multiple modalities without increasing the number of tokens. Our pipeline generates high-quality materials for 3D shapes given a text prompt, compatible with common content creation tools.
Mar 17, 2026

Interact3D: Compositional 3D Generation of Interactive Objects

Recent breakthroughs in 3D generation have enabled the synthesis of high-fidelity individual assets. However, generating 3D compositional objects from single images--particularly under occlusions--remains challenging. Existing methods often degrade geometric details in hidden regions and fail to preserve the underlying object-object spatial relationships (OOR). We present a novel framework Interact3D designed to generate physically plausible interacting 3D compositional objects. Our approach first leverages advanced generative priors to curate high-quality individual assets with a unified 3D guidance scene. To physically compose these assets, we then introduce a robust two-stage composition pipeline. Based on the 3D guidance scene, the primary object is anchored through precise global-to-local geometric alignment (registration), while subsequent geometries are integrated using a differentiable Signed Distance Field (SDF)-based optimization that explicitly penalizes geometry intersections. To reduce challenging collisions, we further deploy a closed-loop, agentic refinement strategy. A Vision-Language Model (VLM) autonomously analyzes multi-view renderings of the composed scene, formulates targeted corrective prompts, and guides an image editing module to iteratively self-correct the generation pipeline. Extensive experiments demonstrate that Interact3D successfully produces promising collsion-aware compositions with improved geometric fidelity and consistent spatial relationships.
Mar 16, 2026

MV2UV: Generating High-quality UV Texture Maps with Multiview Prompts

Generating high-quality textures for 3D assets is a challenging task. Existing multiview texture generation methods suffer from the multiview inconsistency and missing textures on unseen parts, while UV inpainting texture methods do not generalize well due to insufficient UV data and cannot well utilize 2D image diffusion priors. In this paper, we propose a new method called MV2UV that combines 2D generative priors from multiview generation and the inpainting ability of UV refinement to get high-quality texture maps. Our key idea is to adopt a UV space generative model that simultaneously inpaints unseen parts of multiview images while resolving the inconsistency of multiview images. Experiments show that our method enables a better texture generation quality than existing methods, especially in unseen occluded and multiview-inconsistent parts.
Mar 14, 2026

SK-Adapter: Skeleton-Based Structural Control for Native 3D Generation

Native 3D generative models have achieved remarkable fidelity and speed, yet they suffer from a critical limitation: inability to prescribe precise structural articulations, where precise structural control within the native 3D space remains underexplored. This paper proposes SK-Adapter, a simple yet efficient and effective framework that unlocks precise skeletal manipulation for native 3D generation. Moving beyond text or image prompts, which can be ambiguous for precise structure, we treat the 3D skeleton as a first-class control signal. SK-Adapter is a lightweight structural adapter network that encodes joint coordinates and topology into learnable tokens, which are injected into the frozen 3D generation backbone via cross-attention. This design allows the model to not only effectively ``attend'' to specific 3D structural constraints but also preserve its original generative priors. To bridge the data gap, we contribute the Objaverse-TMS dataset, a large-scale dataset of 24k text-mesh-skeleton pairs. Extensive experiments confirm that our method achieves robust structural control while preserving the geometry and texture quality of the foundation model, significantly outperforming existing baselines. Furthermore, we extend this capability to local 3D editing, enabling region-specific editing of existing assets with skeletal guidance, which is unattainable by previous methods. Project page: https://sk-adapter.github.io/