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.

Mar 14, 2026

URDF-Anything+: End-to-End Generation for Simulation-Ready Articulated Assets

Articulated objects are fundamental for robotics, simulation of physics, and interactive virtual environments. However, recovering them from visual observations is inherently challenging, as images provide only partial and ambiguous cues about both part geometry and their underlying kinematic structure. Existing approaches typically rely on multi-stage pipelines, retrieval from asset libraries, or explicit part segmentation. We present URDF-Anything+, an end-to-end autoregressive diffusion framework that generates simulation-ready URDF models directly from a single RGB image. Conditioned on visual observations and object geometry, URDF-Anything+ operates in a structured latent space and jointly models part geometry and articulation in a unified generation process. Specifically, the model sequentially predicts each articulated part together with its associated joint parameters, while a termination token dynamically determines the number of parts. This design enables direct generation of fully executable URDFs without external retrieval or post-processing stages. Experiments on large-scale articulated object benchmarks demonstrate that URDF-Anything+ outperforms prior methods in geometric reconstruction quality, joint parameter estimation, and physical executability, while being substantially more efficient than existing multi-stage approaches. Furthermore, the generated URDFs serve as faithful digital twins, enabling the zero-shot transfer of manipulation policies trained purely in simulation.
Mar 13, 2026

MotionAnymesh: Physics-Grounded Articulation for Simulation-Ready Digital Twins

Converting static 3D meshes into interactable articulated assets is crucial for embodied AI and robotic simulation. However, existing zero-shot pipelines struggle with complex assets due to a critical lack of physical grounding. Specifically, ungrounded Vision-Language Models (VLMs) frequently suffer from kinematic hallucinations, while unconstrained joint estimation inevitably leads to catastrophic mesh inter-penetration during physical simulation. To bridge this gap, we propose MotionAnymesh, an automated zero-shot framework that seamlessly transforms unstructured static meshes into simulation-ready digital twins. Our method features a kinematic-aware part segmentation module that grounds VLM reasoning with explicit SP4D physical priors, effectively eradicating kinematic hallucinations. Furthermore, we introduce a geometry-physics joint estimation pipeline that combines robust type-aware initialization with physics-constrained trajectory optimization to rigorously guarantee collision-free articulation. Extensive experiments demonstrate that MotionAnymesh significantly outperforms state-of-the-art baselines in both geometric precision and dynamic physical executability, providing highly reliable assets for downstream applications.
Mar 12, 2026

Hoi3DGen: Generating High-Quality Human-Object-Interactions in 3D

Modeling and generating 3D human-object interactions from text is crucial for applications in AR, XR, and gaming. Existing approaches often rely on score distillation from text-to-image models, but their results suffer from the Janus problem and do not follow text prompts faithfully due to the scarcity of high-quality interaction data. We introduce Hoi3DGen, a framework that generates high-quality textured meshes of human-object interaction that follow the input interaction descriptions precisely. We first curate realistic and high-quality interaction data leveraging multimodal large language models, and then create a full text-to-3D pipeline, which achieves orders-of-magnitude improvements in interaction fidelity. Our method surpasses baselines by 4-15x in text consistency and 3-7x in 3D model quality, exhibiting strong generalization to diverse categories and interaction types, while maintaining high-quality 3D generation.
Mar 9, 2026

GarmentPainter: Efficient 3D Garment Texture Synthesis with Character-Guided Diffusion Model

Generating high-fidelity, 3D-consistent garment textures remains a challenging problem due to the inherent complexities of garment structures and the stringent requirement for detailed, globally consistent texture synthesis. Existing approaches either rely on 2D-based diffusion models, which inherently struggle with 3D consistency, require expensive multi-step optimization or depend on strict spatial alignment between 2D reference images and 3D meshes, which limits their flexibility and scalability. In this work, we introduce GarmentPainter, a simple yet efficient framework for synthesizing high-quality, 3D-aware garment textures in UV space. Our method leverages a UV position map as the 3D structural guidance, ensuring texture consistency across the garment surface during texture generation. To enhance control and adaptability, we introduce a type selection module, enabling fine-grained texture generation for specific garment components based on a character reference image, without requiring alignment between the reference image and the 3D mesh. GarmentPainter efficiently integrates all guidance signals into the input of a diffusion model in a spatially aligned manner, without modifying the underlying UNet architecture. Extensive experiments demonstrate that GarmentPainter achieves state-of-the-art performance in terms of visual fidelity, 3D consistency, and computational efficiency, outperforming existing methods in both qualitative and quantitative evaluations.
Mar 8, 2026

DogWeave: High-Fidelity 3D Canine Reconstruction from a Single Image via Normal Fusion and Conditional Inpainting

Monocular 3D animal reconstruction is challenging due to complex articulation, self-occlusion, and fine-scale details such as fur. Existing methods often produce distorted geometry and inconsistent textures due to the lack of articulated 3D supervision and limited availability of back-view images in 2D datasets, which makes reconstructing unobserved regions particularly difficult. To address these limitations, we propose DogWeave, a model-based framework for reconstructing high-fidelity 3D canine models from a single RGB image. DogWeave improves geometry by refining a coarsely-initiated parametric mesh into a detailed SDF representation through multi-view normal field optimization using diffusion-enhanced normals. It then generates view-consistent textures through conditional partial inpainting guided by structure and style cues, enabling realistic reconstruction of unobserved regions. Using only about 7,000 dog images processed via our 2D pipeline for training, DogWeave produces complete, realistic 3D models and outperforms state-of-the-art single image to 3d reconstruction methods in both shape accuracy and texture realism for canines.
Mar 7, 2026

CanoVerse: 3D Object Scalable Canonicalization and Dataset for Generation and Pose

3D learning systems implicitly assume that objects occupy a coherent reference frame. Nonetheless, in practice, every asset arrives with an arbitrary global rotation, and models are left to resolve directional ambiguity on their own. This persistent misalignment suppresses pose-consistent generation, and blocks the emergence of stable directional semantics. To address this issue, we construct \methodName{}, a massive canonical 3D dataset of 320K objects over 1,156 categories -- an order-of-magnitude increase over prior work. At this scale, directional semantics become statistically learnable: Canoverse improves 3D generation stability, enables precise cross-modal 3D shape retrieval, and unlocks zero-shot point-cloud orientation estimation even for out-of-distribution data. This is achieved by a new canonicalization framework that reduces alignment from minutes to seconds per object via compact hypothesis generation and lightweight human discrimination, transforming canonicalization from manual curation into a high-throughput data generation pipeline. The Canoverse dataset will be publicly released upon acceptance. Project page: https://github.com/123321456-gif/Canoverse
Mar 1, 2026

ArtLLM: Generating Articulated Assets via 3D LLM

Creating interactive digital environments for gaming, robotics, and simulation relies on articulated 3D objects whose functionality emerges from their part geometry and kinematic structure. However, existing approaches remain fundamentally limited: optimization-based reconstruction methods require slow, per-object joint fitting and typically handle only simple, single-joint objects, while retrieval-based methods assemble parts from a fixed library, leading to repetitive geometry and poor generalization. To address these challenges, we introduce ArtLLM, a novel framework for generating high-quality articulated assets directly from complete 3D meshes. At its core is a 3D multimodal large language model trained on a large-scale articulation dataset curated from both existing articulation datasets and procedurally generated objects. Unlike prior work, ArtLLM autoregressively predicts a variable number of parts and joints, inferring their kinematic structure in a unified manner from the object's point cloud. This articulation-aware layout then conditions a 3D generative model to synthesize high-fidelity part geometries. Experiments on the PartNet-Mobility dataset show that ArtLLM significantly outperforms state-of-the-art methods in both part layout accuracy and joint prediction, while generalizing robustly to real-world objects. Finally, we demonstrate its utility in constructing digital twins, highlighting its potential for scalable robot learning.
Feb 19, 2026

PartRAG: Retrieval-Augmented Part-Level 3D Generation and Editing

Single-image 3D generation with part-level structure remains challenging: learned priors struggle to cover the long tail of part geometries and maintain multi-view consistency, and existing systems provide limited support for precise, localized edits. We present PartRAG, a retrieval-augmented framework that integrates an external part database with a diffusion transformer to couple generation with an editable representation. To overcome the first challenge, we introduce a Hierarchical Contrastive Retrieval module that aligns dense image patches with 3D part latents at both part and object granularity, retrieving from a curated bank of 1,236 part-annotated assets to inject diverse, physically plausible exemplars into denoising. To overcome the second challenge, we add a masked, part-level editor that operates in a shared canonical space, enabling swaps, attribute refinements, and compositional updates without regenerating the whole object while preserving non-target parts and multi-view consistency. PartRAG achieves competitive results on Objaverse, ShapeNet, and ABO-reducing Chamfer Distance from 0.1726 to 0.1528 and raising F-Score from 0.7472 to 0.844 on Objaverse-with inference of 38s and interactive edits in 5-8s. Qualitatively, PartRAG produces sharper part boundaries, better thin-structure fidelity, and robust behavior on articulated objects. Code: https://github.com/AIGeeksGroup/PartRAG. Website: https://aigeeksgroup.github.io/PartRAG.
Feb 16, 2026

PAct: Part-Decomposed Single-View Articulated Object Generation

Articulated objects are central to interactive 3D applications, including embodied AI, robotics, and VR/AR, where functional part decomposition and kinematic motion are essential. Yet producing high-fidelity articulated assets remains difficult to scale because it requires reliable part decomposition and kinematic rigging. Existing approaches largely fall into two paradigms: optimization-based reconstruction or distillation, which can be accurate but often takes tens of minutes to hours per instance, and inference-time methods that rely on template or part retrieval, producing plausible results that may not match the specific structure and appearance in the input observation. We introduce a part-centric generative framework for articulated object creation that synthesizes part geometry, composition, and articulation under explicit part-aware conditioning. Our representation models an object as a set of movable parts, each encoded by latent tokens augmented with part identity and articulation cues. Conditioned on a single image, the model generates articulated 3D assets that preserve instance-level correspondence while maintaining valid part structure and motion. The resulting approach avoids per-instance optimization, enables fast feed-forward inference, and supports controllable assembly and articulation, which are important for embodied interaction. Experiments on common articulated categories (e.g., drawers and doors) show improved input consistency, part accuracy, and articulation plausibility over optimization-based and retrieval-driven baselines, while substantially reducing inference time.
Dec 6, 2025

AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars

The generation of high-fidelity, animatable 3D human avatars remains a core challenge in computer graphics and vision, with applications in VR, telepresence, and entertainment. Existing approaches based on implicit representations like NeRFs suffer from slow rendering and dynamic inconsistencies, while 3D Gaussian Splatting (3DGS) methods are typically limited to static head generation, lacking dynamic control. We bridge this gap by introducing AGORA, a novel framework that extends 3DGS within a generative adversarial network to produce animatable avatars. Our key contribution is a lightweight, FLAME-conditioned deformation branch that predicts per-Gaussian residuals, enabling identity-preserving, fine-grained expression control while allowing real-time inference. Identity is further preserved through spatial shape conditioning of the identity branch, and expression fidelity is enforced via a dual-discriminator training scheme leveraging synthetic renderings of the parametric mesh. AGORA generates avatars that are not only visually realistic but also precisely controllable. Quantitatively, we outperform state-of-the-art NeRF-based methods on expression accuracy while rendering at 250 FPS on a single GPU and, notably, at ∼\sim9 FPS under CPU-only inference -- to our knowledge the first demonstration of CPU-only animatable 3DGS avatar synthesis. This work represents a significant step toward practical, high-performance digital humans. Project website: https://ramazan793.github.io/AGORA/
Dec 5, 2025

SplatPainter: Interactive Authoring of 3D Gaussians from 2D Edits via Test-Time Training

The rise of 3D Gaussian Splatting has revolutionized photorealistic 3D asset creation, yet a critical gap remains for their interactive refinement and editing. Existing approaches based on diffusion or optimization are ill-suited for this task, as they are often prohibitively slow, destructive to the original asset's identity, or lack the precision for fine-grained control. To address this, we introduce SplatPainter, a state-aware feedforward model that enables continuous editing of 3D Gaussian assets from user-provided 2D view(s). Our method directly predicts updates to the attributes of a compact, feature-rich Gaussian representation and leverages Test-Time Training to create a state-aware, iterative workflow. The versatility of our approach allows a single architecture to perform diverse tasks, including high-fidelity local detail refinement, local paint-over, and consistent global recoloring, all at interactive speeds, paving the way for fluid and intuitive 3D content authoring.
Nov 24, 2025

NI-Tex: Non-isometric Image-based Garment Texture Generation

Existing industrial 3D garment meshes already cover most real-world clothing geometries, yet their texture diversity remains limited. To acquire more realistic textures, generative methods are often used to extract Physically-based Rendering (PBR) textures and materials from large collections of wild images and project them back onto garment meshes. However, most image-conditioned texture generation approaches require strict topological consistency between the input image and the input 3D mesh, or rely on accurate mesh deformation to match to the image poses, which significantly constrains the texture generation quality and flexibility. To address the challenging problem of non-isometric image-based garment texture generation, we construct 3D Garment Videos, a physically simulated, garment-centric dataset that provides consistent geometry and material supervision across diverse deformations, enabling robust cross-pose texture learning. We further employ Nano Banana for high-quality non-isometric image editing, achieving reliable cross-topology texture generation between non-isometric image-geometry pairs. Finally, we propose an iterative baking method via uncertainty-guided view selection and reweighting that fuses multi-view predictions into seamless, production-ready PBR textures. Through extensive experiments, we demonstrate that our feedforward dual-branch architecture generates versatile and spatially aligned PBR materials suitable for industry-level 3D garment design.
Nov 14, 2025

Sat2RealCity: Geometry-Aware and Appearance-Controllable 3D Urban Generation from Satellite Imagery

3D urban generation from satellite imagery is an important task for scalable digital twins and real-world simulation environments. Existing approaches primarily rely on scene-level generation paradigms, which often require large-scale 3D city assets and struggle with controllability, geographic alignment, and realistic appearance grounding in real-world urban environments. To address these limitations, we present Sat2RealCity, a grounded urban generation framework that leverages object-level 3D generative priors for scalable city synthesis from satellite imagery. Our framework decomposes cities into geographically grounded building entities, enabling the reuse of pretrained object-level 3D generative priors while preserving real-world spatial structures. Supported by our constructed BuildVerse3D dataset, (1) we introduce an OpenStreetMap (OSM)-guided spatial grounding strategy to inject geospatial constraints into the 3D generation process; (2) we design an appearance-guided controllable generation mechanism for realistic architectural appearance and regional style consistency; and (3) we construct an MLLM-powered semantic pipeline for regional appearance understanding and semantic-aware appearance synthesis. Extensive experiments demonstrate that Sat2RealCity achieves strong geographic alignment, regional stylistic consistency, and plausible urban asset synthesis compared with existing urban generation and 3D asset generation approaches.
Jun 3, 2025

FlexPainter: Flexible and Multi-View Consistent Texture Generation

Texture map production is an important part of 3D modeling and determines the rendering quality. Recently, diffusion-based methods have opened a new way for texture generation. However, restricted control flexibility and limited prompt modalities may prevent creators from producing desired results. Furthermore, inconsistencies between generated multi-view images often lead to poor texture generation quality. To address these issues, we introduce FlexPainter, a novel texture generation pipeline that enables flexible multi-modal conditional guidance and achieves highly consistent texture generation. A shared conditional embedding space is constructed to perform flexible aggregation between different input modalities. Utilizing such embedding space, we present an image-based CFG method to decompose structural and style information, achieving reference image-based stylization. Leveraging the 3D knowledge within the image diffusion prior, we first generate multi-view images simultaneously using a grid representation to enhance global understanding. Meanwhile, we propose a view synchronization and adaptive weighting module during diffusion sampling to further ensure local consistency. Finally, a 3D-aware texture completion model combined with a texture enhancement model is used to generate seamless, high-resolution texture maps. Comprehensive experiments demonstrate that our framework significantly outperforms state-of-the-art methods in both flexibility and generation quality.
Apr 19, 2025

SEGA: Drivable 3D Gaussian Head Avatar from a Single Image

Creating photorealistic 3D head avatars from limited input has become increasingly important for applications in virtual reality, telepresence, and digital entertainment. While recent advances like neural rendering and 3D Gaussian splatting have enabled high-quality digital human avatar creation and animation, most methods rely on multiple images or multi-view inputs, limiting their practicality for real-world use. In this paper, we propose SEGA, a novel approach for Single-imagE-based 3D drivable Gaussian head Avatar creation that combines generalized prior models with a new hierarchical UV-space Gaussian Splatting framework. SEGA seamlessly combines priors derived from large-scale 2D datasets with 3D priors learned from multi-view, multi-expression, and multi-ID data, achieving robust generalization to unseen identities while ensuring 3D consistency across novel viewpoints and expressions. We further present a hierarchical UV-space Gaussian Splatting framework that leverages FLAME-based structural priors and employs a dual-branch architecture to disentangle dynamic and static facial components effectively. The dynamic branch encodes expression-driven fine details, while the static branch focuses on expression-invariant regions, enabling efficient parameter inference and precomputation. This design maximizes the utility of limited 3D data and achieves real-time performance for animation and rendering. Additionally, SEGA performs person-specific fine-tuning to further enhance the fidelity and realism of the generated avatars. Experiments show our method outperforms state-of-the-art approaches in generalization ability, identity preservation, and expression realism, advancing one-shot avatar creation for practical applications.
Mar 15, 2025

DecompDreamer: A Composition-Aware Curriculum for Structured 3D Asset Generation

Current text-to-3D methods excel at generating single objects but falter on compositional prompts. We argue this failure is fundamental to their optimization schedules, as simultaneous or iterative heuristics predictably collapse under a combinatorial explosion of conflicting gradients, leading to entangled geometry or catastrophic divergence. In this paper, we reframe the core challenge of compositional generation as one of optimization scheduling. We introduce DecompDreamer, a framework built on a novel staged optimization strategy that functions as an implicit curriculum. Our method first establishes a coherent structural scaffold by prioritizing inter-object relationships before shifting to the high-fidelity refinement of individual components. This temporal decoupling of competing objectives provides a robust solution to gradient conflict. Qualitative and quantitative evaluations on diverse compositional prompts demonstrate that DecompDreamer outperforms state-of-the-art methods in fidelity, disentanglement, and spatial coherence.
Apr 26, 2024

MaPa: Text-driven Photorealistic Material Painting for 3D Shapes

This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods. Project page: https://zju3dv.github.io/MaPa