3D Assets

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2 papers in the last 28 days · 0.0% of indexed attention

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Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in 3D Assets.

49 papers

Latest in 3D Assets

Sep 9, 2026cs.CV

Guiding Image-to-3D Generation with Test-Time Partial Observations

Image-to-3D models can generate visually compelling 3D assets from a single RGB image, but their geometry is often only loosely constrained by the available observations, limiting their use in applications that require geometric fidelity. In many real-world settings, however, partial geometric observations of the object may be available at test time. We introduce a training-free framework for incorporating such evidence into pretrained image-to-3D generative models without retraining or finetuning. To do this, we guide generation using a ray-consistent observation likelihood defined over the model's occupancy representation, combining surface occupancy and free-space evidence. Applied to SAM 3D and its multi-view extension, our approach substantially improves geometric fidelity across different levels of observability, as well as visual quality. Our results demonstrate that pretrained image-to-3D models can effectively integrate partial geometric observations through explicit test-time guidance, complementing their learned generative priors without modifying the underlying model.
Jerred Chen, Simon Weber, Ronald Clark
Aug 30, 2026cs.CV

OrnaStyler: Ornament-Aware Latent Editing for Content-Preserving 3D Stylization

Text-guided style editing of 3D assets is essential for adapting existing objects to diverse visual aesthetics in digital content creation. Despite rapid progress in 3D shape modeling, faithfully stylizing an existing asset remains challenging when the desired stylization involves fine-grained structural ornamentation, which requires the model to preserve the source geometry and object identity, while coherently integrating new style-specific details. We propose \textbf{OrnaStyler}, a zero-shot framework for text-guided ornament-aware 3D stylization. Built upon rectified flow-based generative modeling, OrnaStyler introduces an inversion-guided editing strategy that recovers content-aware latent representations at both geometry and appearance levels in a staged manner to facilitate faithful editing. Our core idea is to explicitly model the spatial configuration of stylistic elements, thereby mitigating the fundamental tension between content preservation and style expression in the voxel space. Specifically, at the geometry level, we manipulate voxel representations through flow inversion to synthesize ornament-enhanced structures while preserving the spatial identity of the source asset. Then, at the appearance level, we introduce an adjacency-aware feature inpainting mechanism to harmonize newly generated ornaments with the original content, yielding coherent geometry-appearance integration. Our approach operates solely in the inference phase and enables selective editing over geometric augmentation or appearance stylization. Extensive experiments on both generated and real-world 3D assets against prior methods demonstrate that OrnaStyler achieves state-of-the-art editing performance in terms of content preservation, style fidelity, and overall visual realism. Code is available at: https://github.com/tomohiro0427/OrnaStyler
Tomohiro Aizawa, Shigeru Kuriyama, Chunzhi Gu
Aug 8, 2026cs.RO

PhysX-CoT: Structured Physical Reasoning from a Single Image to Simulation-Ready 3D Assets

Simulation-ready 3D assets are central to robotics and embodied AI. Generating them from a single image is usually framed as a vision-language model that emits a serialized asset for a decoder to turn into geometry and physical fields, leaving the image-to-3D reasoning implicit. We argue the limiting factor is this output-centric view: part placement and local shape are entangled in one global-coordinate token stream, and the intermediate physical states are never exposed for supervision, conditioning, or verification. PhysX-CoT instead casts single-image asset generation as an explicit structured physical reasoning process, an ordered and machine-parseable trajectory of part-level states covering decomposition, 2D and 3D grounding, relations, coarse geometry, and surface cues that we separately supervise, use to condition geometry, and treat as reward targets. Geometry is factorized so that 3D boxes carry placement and local codes carry shape, and CoT-aligned GRPO optimizes parse validity, grounding, geometry, placement, and physical consistency. Under a unified protocol that retrains all learned baselines on the same backbone, data, and frozen decoder, PhysX-CoT outperforms the closest full-task baseline across geometry, scale, and physical-attribute metrics. Oracle, token-matched, and state-order controls show the explicit states are functional rather than cosmetic, and in Unreal Engine~5 the generated assets parse, collide, and articulate at high validity.
Jie Huang, Xiaohe Li, Jiahao Li +6
Aug 4, 2026cs.CV

EditFlow3D: Automated Local Editing of 3D Assets with Trajectory Preservation

Controllable local editing of 3D assets requires precise target localization and appropriate visual guidance. However, existing methods lack a simple yet accurate way to obtain 3D masks and struggle to achieve the desired edit while faithfully preserving the structure and appearance of non-target regions. To address these challenges, we present EditFlow3D, a training-free framework for local 3D editing. Given a source asset and an edit instruction, a VLM-driven workflow interprets the editing intent and automatically constructs a visual guidance image and a refined 3D editing mask, enabling localized editing in the native representation space of a pretrained 3D generative model. Specifically, mask-guided differential flow focuses the edit on the target region, while step-wise trajectory preservation maintains consistency between non-target regions and the source asset without directly replacing intermediate features. Since the existing Edit3D-Bench covers only a limited range of local editing categories, we further introduce EditFlow-Bench as a complementary benchmark encompassing a broader variety of structural and appearance edits, and evaluate EditFlow3D on both benchmarks. Quantitative results, qualitative comparisons, and a user study demonstrate that EditFlow3D achieves more accurate target-region editing and better preserves non-target regions than existing 3D editing methods.
Rui Nie, Chuang Wang, Haitao Zhou +4
Jul 31, 2026cs.CV

Manifold-GS: Certified Hybrid Assets via Varifold-Conservative Gaussian Splatting

3D Gaussian Splatting (3DGS) gives high-quality novel-view synthesis, but its adaptive radiance primitives are not directly usable as structured assets: opacity is not an additive area measure, refinement can change the induced geometry, and watertight mesh extraction can hallucinate collision surfaces in unobserved regions. We introduce Manifold-GS, a certified hybrid asset layer for Gaussian scenes. The method separates appearance opacity from geometric quadrature mass, represents surface-like Gaussians as a discrete unoriented varifold, and exports only confidence-certified open surface patches while retaining uncertified content as residual splats. It provides refinement-conservative mass transport, local realizability diagnostics, source-preserving patch bindings, and conservative collision candidates. On three DTU scenes, a frozen asset benchmark shows zero patch-defined edit leakage, texture round-trip PSNR of 30.1/35.3/33.7 dB, and lower collision floater area than official 2DGS meshes on all scenes, with large gaps on two scenes. The result is a precision-coverage tradeoff rather than a universal reconstruction claim. External-region annotations, phantom-collision probes, and 5k-face simplification further support the certified asset interpretation, while RGB-only experiments show that local realizability is not sufficient for sparse-view surface identifiability.
Boyang Li
Jul 27, 2026cs.CV

DreamStyle3D: Efficient 3D Stylized Asset Generation via Dual-Attention Disentanglement

With the growth of gaming, animation, and virtual reality industries, the demand for efficient generation of stylized 3D assets is rapidly increasing. However, existing approaches still struggle to jointly preserve style fidelity, geometric consistency, and generation efficiency, as most of them still rely on indirect 2D-to-3D stylization pipelines. This motivates a native 3D stylization framework that can explicitly disentangle style from geometry while remaining efficient. To this end, we propose DreamStyle3D, an efficient framework for stylized 3D asset generation built on a Decoupled Dual Cross-Attention mechanism. Our method explicitly separates geometric and stylistic features to enable efficient style injection while preserving structural consistency, and further adopts a lightweight training strategy to enhance style consistency and model generalization. In addition, we build an automated data pipeline and construct a dataset of about 15K content-style-stylized triplets for training and evaluation. Extensive experiments demonstrate that our DreamStyle3D can generate high-fidelity, geometrically consistent stylized 3D assets within 10 seconds, substantially improving efficiency while maintaining superior style quality and offering a new solution for 3D content creation. The project is available at https://github.com/NK-JittorCV/nk-3D/tree/main/models/DreamStyle3D.
Kai Wang, Ziheng Ouyang, Xuying Zhang +2
Jul 23, 2026cs.CV

Texture++: Elevating 3D Asset Texture Resolution with a Region-Aware Diffusion Model

Numerous 3D assets are discarded due to low texture resolution, while current super-resolution models ignore texture maps and focus on natural images. An efficient and generalizable texture super-resolution model can revitalize a large corpus of aging yet valuable assets across industries such as film and video games. We present Texture++, a novel framework for texture super-resolution, which enhances the low-resolution textures of assets to produce high-resolution, high-quality results. Specifically, we reformulate the task of super-resolution in UV space into performing it across multiple rendered views and merging the outputs. Firstly, to achieve more complete and continuous textures in the view space, we propose an adaptive view selection strategy to integrate textures dispersed across UV texture patches. Furthermore, we introduce a quadtree-based texture region organization method for combining super-resolved textures from different viewpoints, providing masks to distinguish regions that require improvement. Finally, we design a diffusion-based super-resolution model that enhances the texture resolution for specified masked regions, seamlessly integrating with surrounding regions. Through comprehensive evaluations, we demonstrate that our approach yields textures with substantially improved detail and coherence over existing methods.
Shuaiwei Wang, Shi Li, Jieting Xu +4
Jul 22, 2026cs.GR

Nova3D: Code-Native Generation of Programmable 3D Assets

Current 3D generative models mostly produce a final surface: a visually strong but largely opaque mesh. Interactive 3D worlds need more than a surface. They need named parts, an assembly hierarchy, measurable constraints, local edit handles, and joints for articulation. We present Nova3D, a system that generates 3D assets as executable Blender source code; the compiled mesh, a binary glTF (GLB), is treated as the artifact, not the asset. Because the output is a program, semantic handles exist at generation time rather than being recovered afterward by segmentation or rigging. We evaluate on Nova3D-Bench, a frozen, spec-grounded benchmark of 54 items across six domains and three difficulty levels with text and image inputs, against eleven baselines in four families (mesh-native, part-structured, code-native, and CAD) plus a same-LLM ablation. Nova3D produces an executable program and a valid artifact for 54/54 items. Every asset exposes named parts organized in a parent-child assembly tree; no mesh-native, CAD, or segmentation baseline exposes either. It satisfies 51/52 prompt-stated numeric and count constraints (best baseline: 11/52), passes 14/18 blinded local edits with locality preserved in 18/18, and articulates 59 joints across 12 assets at 98.3% geometric validity, where every baseline exposes zero native joints. Its geometry is competitive: it wins the structured domains in a pairwise shape-quality tournament and is second only to the strongest mesh-native model, while conceding texture realism to baked-PBR systems. The central result is representational: code-native generation turns a generated 3D object from an opaque surface into a programmable asset that downstream systems can inspect, measure, edit, and animate.
Nimra Noor, Muhammad Bilal, Abdullah Hussain +1
Jul 15, 2026cs.CV

UniPhysGen: Unified Physical Grounding for Simulation-Ready 3D Assets

Physically grounded 3D assets are increasingly important for embodied AI and robotic simulation. However, most existing 3D assets lack unified physical semantics, including articulation semantics and intrinsic physical properties, required for realistic interaction. Current approaches either treat these semantics independently or rely on canonicalized object structures, limiting robustness across heterogeneous 3D assets. We present UniPhys, a scalable framework for automatically transforming raw 3D assets into simulation-ready assets with unified physical semantics. Based on UniPhys, we construct UniPhys-40K, a large-scale physically grounded dataset, together with UniPhys-Bench, a carefully verified benchmark for unified physical grounding evaluation. We further introduce UniPhysGen, a unified physical grounding model that jointly reasons over articulation semantics and intrinsic physical properties. UniPhysGen incorporates geometry-robust articulation grounding to mitigate geometric shortcut bias under heterogeneous part decompositions. Extensive experiments demonstrate state-of-the-art performance across articulation grounding and intrinsic physical property estimation tasks, while the resulting assets can be directly deployed in robotic simulation environments for realistic physical interaction. Our code and dataset will be available at https://github.com/breezexian/UniPhysGen.
Xian Li, Rong Wei, Lujie Yang +6
Jul 14, 2026cs.CV

RealSkin: Spatio-Spectral Partial Neural Adjoint Maps for Image-to-3D Attribute Transfer

Creating photorealistic 3D assets requires bridging the appearance gap between real-world observations and synthetic models. A promising approach is to transfer visual attributes from real images onto synthetic 3D surfaces. Traditional methods struggle with resolution mismatch and the inherent discreteness of point correspondences. In contrast, resolution-robust functional maps enable smooth attribute propagation but rely on near-isometry assumptions and topological consistency. To address these limitations, we propose RealSkin, a self-supervised framework that performs correspondence optimization in a learned spectral domain, guided by spatial correspondences. We first introduce a spatial-guided registration algorithm to establish coarse correspondences under severe topological discrepancies. To relax strict isometric assumptions and handle partial correspondences, we further design a spectral-aware neural adjoint network that incorporates partial correspondences into a neural function space and models non-isometric residuals for correspondence refinement. Experimental results demonstrate that our method achieves state-of-the-art performance on challenging real-to-synthetic scenarios. The code will be publicly released.
Jing Li, Yawei Luo, Xiangze Meng +3
Jul 6, 2026cs.CV

SynCity 3000: Bootstrapping Scene-Scale 3D Diffusion

We present SynCity 3000, a framework for generating 3D scenes that are globally coherent while enabling fine-grained layout control. Building on the ability of current image-to-3D generators to produce complex 3D assets from a single image, we extend this capability to the scale of entire scenes by adapting the generator to be applicable as a convolutional operator. We achieve this by fine-tuning the model on scene-like data generated by a new synthetic data engine, which we propose to address the scarcity of 3D scene data for training. The convolutional generator is then applied to a dimetric image of the entire scene, generated from the user prompt, resulting in 3D scenes of arbitrary size and complexity. Across diverse prompts and layouts, SynCity 3000 produces large, coherent, and detailed scenes, addressing the shortcomings of prior approaches to 3D scene generation.
Paul Engstler, Iro Laina, Christian Rupprecht +1
Jul 4, 2026cs.HC

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.
Weiwei Jiang, Wanyu He, Zheyu Tan +5
Jul 1, 2026cs.CV

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.
Yue Han, Chong Li, Zhening Liu +5
Jun 30, 2026cs.CV

DriveWeaver: Point-Conditioned Video Inpainting for Controllable Vehicle Insertion in Autonomous Driving Simulation

A pivotal step in autonomous driving simulation involves inserting foreground vehicles with predefined trajectories into simulated scenes. This process enhances scene diversity and facilitates the creation of various corner cases for testing and improving autonomous driving models. However, existing methods often rely on pre-reconstructed 3D assets, which frequently lead to lighting inconsistencies between the inserted foreground and the background. Moreover, the reliance on limited, manually-curated 3D assets hinders large-scale deployment. To address these challenges, we propose DriveWeaver, a novel framework for controllable vehicle insertion in autonomous driving simulation. Specifically, for a masked target insertion area, DriveWeaver performs video inpainting conditioned on vehicle point clouds to generate high-quality, temporally consistent vehicles. This video-inpainting-based approach ensures seamless blending between the foreground and background, while the readily available point cloud conditions enable superior generalization. To support long-term generation, we further design a global-to-local hierarchical inpainting strategy, ensuring the consistent identity and appearance of the inserted vehicles. Meanwhile, we extract explicit 3D Gaussian representations of the inserted vehicles through an urban reconstruction pipeline to enable real-time rendering for autonomous driving simulation. Extensive experiments across diverse datasets demonstrate that our method outperforms existing baselines in visual realism and geometric consistency, providing a robust tool for scalable autonomous driving scene augmentation.
Junzhe Jiang, Zipei Ma, Zijie Pan +1
Jun 30, 2026cs.CV

CasaMaestro: Multi-View Panoramas for House-Scale 3D Reconstruction

The rise of home-deployed embodied AI systems is driving a growing need for fast, metric 3D reconstruction of residential spaces to support navigation, interaction, and long-horizon task execution. However, the commonly used pinhole-camera 3D reconstruction pipelines struggle to model large indoor residences efficiently due to their limited field of view, to which achieving full coverage across multiple rooms often requires thousands of images and incurs drift from long chains of incremental alignment. In this work, we present CasaMaestro (Spanish words meaning house'' and master''), a feedforward model that can take only twenty to fifty sparse multi-view indoor panoramas as input and directly predicts metric depth along with camera poses, allowing fast point-cloud reconstruction of the entire house with full coverage. CasaMaestro is the first model that supports house-scale reconstruction with multi-view panoramas. Experiments show that CasaMaestro can robustly provide high quality results in both real-world and synthetic scenes, which can serve as a strong foundation for acquiring house-scale 3D indoor assets to be applied in close-loop simulation.
Yuzhou Ji, Xiaotian Yang, Zhipeng Zhang
Jun 29, 2026cs.CV

Knowledge-Driven Dimension Estimation from a Single Image -3D Asset Generation Technology for Digital Twin Construction

In the verification of in-vehicle cameras, simulation technology using virtual spaces has advanced, enabling pre-evaluation of false detections and missed detections in various scenarios. However, discrepancies in the scale of the object being verified between the virtual and real environments can lead to a decrease in camera recognition performance. For traffic signs installed at high altitudes, distance measurement using LiDAR or stereo cameras is difficult, requiring size estimation from monocular images. This paper proposes a method for estimating the scale of an object by decomposing it into multiple structural elements and integrating external knowledge regarding design rules, geometric relationships, and conventional dimensions. Specifically, this method detects each component from a monocular image and estimates the size of each component by considering its structural relationships and dimensional consistency with surrounding elements. Furthermore, it generates a 3D asset of the object by reconstructing the estimated components. This method makes it possible to place 3D assets with a scale approximating the real environment within a digital twin space and is expected to contribute to improving the verification accuracy of in-vehicle cameras for autonomous driving in virtual environments.
Hidenori Sakaniwa, Akihito Akai, Akihiko Hyodo
Jun 28, 2026cs.CV

DR-GS: Physically-Based Deformable and Relightable 2D Gaussians

Gaussian splatting (GS) has garnered significant attention in VR/AR and digital content creation due to its explicit parameterization and efficient rendering capabilities. However, existing GS-based methods for deformable objects face two key limitations: (i) illumination is erroneously baked into textures, causing physically inconsistent responses under dynamic deformations and lighting changes; (ii) snapshot-based reconstruction restricts post-reconstruction material editing. To address these challenges, we propose Deformable and Relightable GS (DR-GS), a unified Gaussian framework that integrates physically-based inverse rendering, relighting, and deformation-aware manipulation. Through explicitly disentangling geometry, illumination, and material representations, DR-GS overcomes the limitations of static snapshots, resolving unrealistic appearance under varying conditions while enabling post-reconstruction parameter editing. Extensive experiments show that DR-GS achieves leading visual quality across static reconstruction, dynamic deformation, and relighting, reliably preserving reflections and specular highlights on glossy surfaces. It further establishes a fully decoupled geometry-illumination-material pipeline, enabling high-quality 3D asset creation and comprehensive post-editing.
Jiaxin Li, Tong Wu, Yi Wei +2
Jun 25, 2026cs.GR

Appearance-Preserving Refinement of Generated 3D Assets for Monochromatic Fabrication

Recent advances in 3D mesh generation have enabled the creation of visually realistic assets. However, much of their visual fidelity is encoded in textures rather than geometry. When such assets are fabricated using monochromatic materials, texture information is largely lost, causing visually important details to disappear even when the original geometry is faithfully preserved. A key challenge is that the geometric perturbations required to recover texture-dependent appearance cues often introduce sharp local features and high-frequency surface structures, which may increase stress concentration and fabrication risk. In this paper, we present GenMF, an appearance-oriented geometry refinement framework for monochromatic fabrication. GenMF transforms texture-dependent visual cues into geometry-induced shading effects and formulates geometry refinement as a balance between appearance preservation and fabrication-oriented robustness. To discourage structurally and narrow the gap between simulation and physical manufacturing, we further introduce a differentiable stress-aware regularization based on a learned thermal-stress predictor. Experimental results demonstrate that GenMF significantly improves appearance preservation under monochromatic rendering while reducing stress concentration under a consistent thermo-mechanical simulation setting. Physical 3D printing examples further show that the refined geometries preserve more recognizable visual details while remaining suitable for fabrication. These results suggest that appearance-aware geometry refinement provides an effective bridge between generated 3D assets and fabrication-ready monochromatic objects.
Chentao Shen, Chen Jia, Mingjie Huang +3
Jun 24, 2026cs.CV

Follow Your Track: Precise Skeleton Animation Controlled by 3D Trajectories

4D generation aims to animate 3D objects with realistic motion, holding great promise for applications. Existing methods typically decouple 3D asset generation from motion synthesis: acquire a 3D asset, prepare a structural representation like mesh and Gaussians, and synthesize motion from text or video control signals. However, dense mesh and Gaussian representations incur high computational costs and are prone to temporal artifacts, limiting animation quality and duration to only short clips. Meanwhile, text lacks fine-grained spatial and temporal details such as timing and coordination, while video entangles motion with appearance and background. Together, these limitations result in 4D animations that suffer from poor temporal consistency, wrong identification, and limited controllability. We address these issues with \texttt{ACT}, a trajectory-conditioned framework for topology-general skeletal animation. ACT uses skeletons as a compact structured and compute-efficient representation and 3D point trajectories from monocular video as explicit motion guidance which provide detailed motion patterns without appearance entanglement. At the core of ACT is a Routed Trajectory Injector, which achieves accurate and robust trajectory-to-joint transfer through three complementary designs: prior-guided hard routing establishes precise skeleton-to-mesh correspondences, global routing enables holistic joint-track interaction for full-body motion awareness, and local windowed cross-attention enforces fine-grained temporal alignment, improving micro-timing and reducing motion misalignment across varying motion rates. Extensive experiments demonstrate that \texttt{ACT} significantly outperforms existing methods in fidelity and temporal consistency.
Yueting Liu, Yanqin Jiang, Nian Liu +4
Jun 23, 2026cs.CV

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.
Chang Liu, Mingwen Shao, Xiang Lv +5
Jun 23, 2026cs.CV

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.
Tongyan Hua, Dongli Wu, Jinjing Zhu +5
Jun 22, 2026cs.CV

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.
Jan-Niklas Dihlmann, Andreas Engelhardt, Simon Donne +2
Jun 19, 2026cs.GR

Scene-Level Heterogeneous Physics Simulation with 3D Gaussian Splats

3D Gaussian Splatting (3DGS) has achieved state-of-the-art photorealistic rendering, but the representation gap prevents these assets from being physically interactive. Production-grade physics engines do not understand the 3DGS representation, while prior physics-for-3DGS methods are monolithic silos. These prior works are fundamentally limited, demonstrating only object-centric physics in isolated environments, such as on an ideal plane. They are incapable of interacting with complex static collision geometry or heterogeneous assets. We propose a novel framework that, for the first time, bridges this gap by enabling 3DGS assets to participate in scene-level, heterogeneous, multi-solver physical simulations. Our core contribution is a Representation Abstraction Framework that translates all diverse assets, including 3DGS, virtual meshes, and fluids, into a unified physical particle set. This abstraction is key to enabling complex behaviors, such as the non-rigid deformation of 3DGS assets, within a unified physics pipeline. This particle set, along with the static scene collision boundaries derived from scene capture, is processed within a solver-agnostic physics kernel. The physical results are then mapped back to drive each asset's specific visual reconstruction. This architecture unlocks capabilities impossible with prior art. We demonstrate complex, two-way interactions between deformable 3DGS assets, standard CG assets such as fluids and meshes, and large-scale captured static environments, showcasing realistic coupled phenomena that were previously unattainable.
Xiaoyang Liu, Shangzhe Wu, Kai Han
Jun 16, 2026cs.CV

Human-in-the-Loop Atlas-Based 3D Asset Segmentation for Interactive Content Workflows

Segmenting 3D assets into meaningful regions remains challenging, especially when segmentation criteria are application-dependent and require user control. We present a human-in-the-loop pipeline for generating a segmented 2D parameterized atlas from a 3D model for interactive media, game, and XR content workflows. Our method first selects a compact set of rendered views using a greedy set cover strategy over sampled surface points, and then supports interactive segmentation of these views with SAM~2 and Label Studio. The resulting masks are back-projected onto the model's UV parameterization to produce a unified segmented atlas that supports downstream production tasks such as segment-wise material assignment, style transfer, and semantic labeling. We assess the pipeline through a demonstration-based technical evaluation on eight cultural heritage objects. The results show that the approach can generate usable segmented atlases across diverse geometries while revealing recurring sources of manual correction, particularly fine structures, cavities, and weak appearance boundaries.
Paul Julius Kühn, Saptarshi Neil Sinha, Jakob Hansen +1
Jun 16, 2026cs.RO

AnnotateAnything: Automatic Annotation of 3D Assets for Robot Manipulation

Simulation enables scalable robot data collection, but raw 3D assets provide only geometry, lacking the semantic, interactive, and physical knowledge needed to specify where and how robots should act. In this work, we present AnnotateAnything, a general automatic annotation framework that converts passive 3D assets into manipulation-ready assets with structured, diverse, and executable manipulation labels. AnnotateAnything is built around two complementary pipelines. First, a unified visual-language annotation pipeline using vision-language reasoning to infer object semantics, interaction constraints, and 3D-grounded cues, providing human-prior guidance for identifying meaningful interaction regions. Second, a fully automatic and massively parallel physics annotation pipeline grounds these priors in each asset's geometry and physical constraints through candidate generation, geometry optimization and trajectory generation. This pipeline produces diverse and executable action annotations, including grasp poses, dexterous contacts, articulation waypoints, insertion directions, hanging affordances, and navigation targets. Using the generated annotations, we further build an asynchronous parallel simulation data-collection system across diverse objects, tasks, and robot embodiments. Experiments demonstrate that AnnotateAnything achieves superior annotation efficiency, data-collection efficiency, and task success rates over existing annotation and data-generation pipelines, while also supporting downstream tasks such as affordance detection, robotic VQA, and visual instruction finetuning. We provide project materials on the project page and plan to release the full code, annotations, and benchmark to facilitate future research. Videos, code, demo assets, and annotations are provided in supplementary materials Project page: https://tourmaline-caramel-169490.netlify.app.
Haoran Lu, Mutian Shen, Shuyang Yu +9
Jun 15, 2026cs.CV

Rotational Symmetry based Object Pose Estimation from Point Clouds in the Absence of Known 3D Models

Object pose estimation is crucial to many industrial applications, with one example being automated spray painting using a robot. However, confidentiality concerns often limit access to high-quality 3D models, posing a significant challenge for point-cloud-based pose estimation. In such scenarios, rotational symmetry, a readily accessible characteristic of many industrial objects, can provide valuable prior information to facilitate pose estimation.In this paper, we propose a method that leverages the rotational symmetry commonly found in industrial objects to address the challenge caused by the absence of 3D models. The object pose is jointly estimated with point cloud refinement through an iterative optimization process. This optimization relies on a rotational symmetry constraint loss. To construct this loss, each 3D point is rotated according to the currently estimated pose, and multiple correspondences are identified using nearest-neighbor search by exploiting the rotational symmetry property. These correspondences are then used to compute the rotational symmetry constraint loss, which iteratively refines both the pose and the point cloud.By explicitly incorporating rotational symmetry into the optimization process, the proposed method achieves robust pose estimation and generalizes well across diverse object types. The proposed method is evaluated on a dataset specifically created for point clouds without known 3D models, consisting of four categories of synthetic objects and one real wheel hub collected from a production line. Experimental results demonstrate that the proposed method achieves performance comparable to methods that rely on known 3D models.
Weichen Dai, Ruixun Yu, Yangjie Tang +4
Jun 3, 2026cs.RO

GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors

Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84% real-world success on diverse object pick-up and 90% success on stair-climbing.
Tianyi Xie, Haotian Zhang, Jinhyung Park +17
Jun 1, 2026cs.CV

MORPHOS: Autoregressive 4D Generation with Temporal Structured Latents

We present MORPHOS, a novel autoregressive framework that generates dynamic 3D assets from videos across diverse representations, including meshes, 3D Gaussians, and radiance fields. Existing methods are typically limited to a single representation, struggle to model topological changes, or fail to maintain temporal consistency over long videos. To address these limitations, we introduce the Temporal Structured Latents (T-SLAT), a unified 4D representation that jointly encodes geometry and appearance along the temporal dimension. Leveraging T-SLAT, MORPHOS autoregressively generates dynamic 3D assets via causal attention, conditioning each frame on its preceding history to ensure temporal consistency while handling evolving topologies. We also propose a temporal-structural augmentation to mitigate error accumulation in autoregressive generation. MORPHOS achieves state-of-the-art performance in appearance and competitive results in geometry across multiple benchmarks, demonstrating superior generalization across various representations and robustness in long-horizon generation.
Minkyung Kwon, Jinhyeok Choi, Youngjin Shin +3
May 28, 2026cs.CV

BitC-3DGS: High-Capacity 3D Gaussian Splatting Watermarking via Bit Compression

High-capacity watermarking is necessary for 3D Gaussian Splatting (3DGS) assets to embed rich information (e.g., ownership, provenance, and authentication codes), enabling reliable identification and integrity verification in large-scale 3D asset pipelines. Existing bit-to-token watermarking methods based on a pre-trained text encoder are limited to 77-bit messages due to CLIP's fixed 77-token context length, as tokens beyond this limit are unsupported by learned positional embeddings. To address this limitation, we introduce BitC-3DGS, a bit-compression framework that encodes multiple message bits per token. It employs a bit-compressed tokenization scheme that encodes multiple bits within the same chunk into a single semantic token. To enable recovery of the compressed information, it further introduces a dual-branch architecture for joint chunk decompression and bit decoding, along with a hard-message sampling strategy to improve combinatorial coverage during decoder training. Extensive experiments on the Blender and LLFF datasets demonstrate the effectiveness of BitC-3DGS for high-capacity watermarking, achieving high message recovery accuracy and rendering fidelity. For example, it supports 128-bit message capacity with recovery accuracy comparable to that of 64-bit messages in recent state-of-the-art methods.
Yuquan Bi, Baosheng Yu, Yingke Lei +5
May 27, 2026cs.CV

GAP3D: Generative Alignment of VLM Latents to Patch-Level Embeddings for 3D Generation

Recent approaches integrating vision-language models (VLMs) as prompt encoders for generative model conditioning typically rely on expensive end-to-end training or map features to compressed representations, discarding the dense spatial structure required for geometry-aware tasks like 3D asset generation. To address this, we propose GAP3D, a modular, diffusion-based approach that aligns VLM-generated latents directly to the complete, patch-level feature space of a pre-trained image encoder, enabling a frozen downstream generative model to utilize a VLM as prompt encoder while maintaining a spatially structured conditioning signal. Evaluated on 3D asset generation, our method bypasses the need for large-scale 3D data by training mainly on general-domain image-text pairs. It also exhibits emergent zero-shot capabilities for multimodal prompts, despite being trained exclusively on text input. Finally, while currently prioritizing high-level semantics over fine-grained detail, GAP3D demonstrates that the representation gap between VLM and image-encoder feature spaces can be partially bridged through diffusion-based alignment, taking the first steps towards a modular integration of foundation models through generative alignment to dense embedding spaces.
Polytimi Anna Gkotsi, Andrii Zadaianchuk, Mohammad Mahdi Derakhshani
May 27, 2026cs.AI

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

Interactive 3D assets used in games and simulation are typically decomposed into specific semantic parts to support animation, physics, and scripted behaviors, yet most generative 3D models produce either monolithic meshes or arbitrary part decompositions that cannot be aligned with application-specific requirements. We present CubePart, a generative framework for open-vocabulary, part-controllable 3D mesh generation that exposes part structure as an explicit inference-time control signal. Given a global text prompt and a user-defined parts schema expressed as an open-ended list of part names, our method generates a set of meshes - one per schema element - that assemble into a coherent object while respecting the specified semantic structure. To enable this capability, we introduce a scalable data pipeline to construct a large open-vocabulary, part-labeled 3D dataset, along with a two-stage generative architecture that separates global shape synthesis from part-level decoding. We demonstrate that the resulting assets can be directly integrated into game engines and driven by animation and behavior scripts without manual post-processing. Project Page: https://cubepart.github.io/
Yiheng Zhu, Kangle Deng, Jean-Philippe Fauconnier +9
May 24, 2026cs.CV

Fishbone: From One 3D Asset to a Million Controllable Edits

Large-scale controllable 3D assets are critical for computer graphics, embodied AI, robotics, and interactive content creation, yet creating diverse 3D assets remains challenging due to the high cost of manual modeling and rigging. Shape deformation offers a natural way to generate variations from existing meshes, but existing data-driven methods often rely on sparse user inputs, while parametric editing frameworks require manually designed control structures and category-specific configurations. Inspired by natural creatures, where a central spine governs global shape and cross-sectional ribs control local variation, we introduce Fishbone, a unified rib-spine representation for general shapes that supports controllable parametric mesh deformation, reduced-space dynamics, and animation. Given an input mesh, Fishbone computes a geodesic scalar field with an adaptive heat method, extracts iso-contours as cross-sectional ribs, constructs a smooth geometry-aware spine through rib centers, and associates surface vertices with nearby rib and spine structures using Gaussian-weighted skinning. The resulting representation enables real-time and predictable deformation: ribs control local profiles such as thickness, orientation, and cross-sectional variation, while the spine controls global bending, twisting, and stretching. The same structure also supports reduced-space simulation and keyframe animation. We further construct Fishbone-136K by augmenting Hunyuan3D with rib-spine structures, and demonstrate applications in controllable 3D generation, deformation-based data augmentation for robot learning, interactive mesh editing, and agentic generation. Experiments demonstrate the effectiveness, efficiency, and versatility of the proposed framework.
Yumeng He, Xiaoying Wang, Peihao Li +7
May 22, 2026cs.GR

AssetGen: Deployable 3D Asset Generation at Interactive Speed

While 3D generation is progressing rapidly, recent work has often focused on obtaining high-resolution assets, leaving user experience and deployability as afterthoughts. We present AssetGen, a 3D generator that focuses instead on these two aspects. Given one reference image, in 30 seconds it produces a high-quality mesh with baked normals, a color texture, and a controlled polygon budget suitable for real-time rendering, including mobile use cases. The AssetGen Flash variant further reduces latency to 14 seconds for interactive and agentic creation loops. Our model generates the object geometry with a coarse-to-refine VecSet framework, which implements mesh simplification, cleaning, and normal baking on the GPU, and a fast parallel UV unwrapping. It then generates textures in a multi-view fashion, followed by backprojection and 3D inpainting. Model distillation, kernel optimization, and pipeline parallelization are co-designed to accelerate the system end-to-end. We introduce numerous automated and blind human evaluations and demonstrate competitive visual quality against leading commercial solutions in 30 seconds and preview-quality results in less than 15 seconds. The final result is a system that supports AI-assisted, deployable 3D content creation in interactive workflows.
Dilin Wang, Xiaoyu Xiang, Kihyuk Sohn +14
May 18, 2026cs.CV

CMAG: Concept-Scaffolded Retrieval for Marketplace Avatar Generation

Metaverse platforms rely on creator-driven marketplaces where avatars are assembled from discrete, taxonomy-labeled 3D assets (e.g., tops, bottoms, shoes, accessories) under strict category and topology constraints. While users increasingly expect free-form text control, text-only retrieval is brittle: natural language is ambiguous with respect to platform taxonomies, metadata is often noisy or informal, and independently retrieved components can be stylistically inconsistent or geometrically incompatible. We propose \textbf{CMAG}, a concept-scaffolded retrieval and verified composition framework for marketplace avatar generation. Given a prompt, CMAG first synthesizes an intermediate 3D concept scaffold that disambiguates intent beyond text by providing global spatial and stylistic context. In parallel, a view-aware part discovery module extracts localized visual evidence via prompt decomposition and text-grounded segmentation. A prompt-conditioned taxonomy router enforces category coverage and resolves semantic-to-taxonomic mismatch, after which a hybrid category-wise retriever combines part-based fusion with a concept-residual fallback using feature suppression. Finally, an agentic vision--language model filters and re-ranks candidates across categories and drives an iterative verification loop to assemble prompt-faithful, topologically consistent avatars from catalog assets. We evaluate CMAG on diverse compositional prompts and demonstrate improved retrieval robustness and compositional correctness compared to strong baselines, highlighting the importance of 3D concept scaffolding under prompt ambiguity.
Rajeev Goel, Jason Ding, Phani Harish Wajjala +3
May 18, 2026cs.CV

Who Generated This 3D Asset? Learning Source Attribution for Generative 3D Models

Generative 3D models are deployed in gaming, robotics, and immersive creation, making source attribution critical: given a 3D asset, can we identify whether and which generative model created it? This problem faces two core challenges: dispersed attribution signals, where 3D fingerprints are distributed across multi-view, geometric, and frequency-domain cues; and realistic deployment constraints, where scarce labels, degraded prompts, and mixed real/synthetic assets undermine attribution reliability. To systematically study this problem, we construct, to the best of our knowledge, the first passive source attribution benchmark for modern generated assets, covering 22 representative 3D generators under standard, few-shot, and realistic deployment protocols. Based on this benchmark, we find that generative 3D models leave two types of stable fingerprints: cross-view inconsistency and structural artifacts reflected in geometric statistics and frequency-domain cues. To capture these dispersed signals, we propose a hierarchical multi-view multi-modal Transformer that fuses appearance, geometric, and frequency-domain features within each view and models global relationships across views. Extensive experiments demonstrate strong performance, achieving 97.22% accuracy under full supervision and 77.17% accuracy with only 1% training data, corresponding to fewer than five samples per generator. These results show that modern 3D generators leave stable and attributable fingerprints, establishing a new benchmark and methodological foundation for trustworthy 3D content provenance.
Sihan Ma, Siyuan Liang, Dacheng Tao
May 14, 2026cs.CV

Articraft: An Agentic System for Scalable Articulated 3D Asset Generation

A bottleneck in learning to understand articulated 3D objects is the lack of large and diverse datasets. In this paper, we propose to leverage large language models (LLMs) to close this gap and generate articulated assets at scale. We reduce the problem of generating an articulated 3D asset to that of writing a program that builds it. We then introduce a new agentic system, Articraft, that writes such programs automatically. We design a programmatic interface and harness to help the LLM do so effectively. The LLM writes code against a domain-specific SDK for defining parts, composing geometry, specifying joints, and writing tests to validate the resulting assets. The harness exposes a restricted workspace and interface to the LLM, validates the resulting assets, and returns structured feedback. In this way, the LLM is not distracted by details such as authoring a URDF file or managing a complex software environment. We show that this produces higher-quality assets than both state-of-the-art articulated-asset generators and general-purpose coding agents. Using Articraft, we build Articraft-10K, a curated dataset of over 10K articulated assets spanning 245 categories, and show its utility both for training models of articulated assets and in downstream applications such as robotics simulation and virtual reality.
Matt Zhou, Ruining Li, Xiaoyang Lyu +6
May 13, 2026cs.GR

Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generation

Recent 3D generative models can synthesize high-quality assets, but their outputs are typically static: they lack the skeletal rigs, joint hierarchies, and skinning weights required for animation. This limits their use in games, film, simulation, virtual agents, and embodied AI, where assets must not only look plausible but also move plausibly. We introduce Rigel3D, a generative method for animation-ready 3D assets represented as rigged meshes. Unlike post-hoc auto-rigging methods that attach rigs to completed shapes, our method jointly models geometry and rig structure through coupled surface and skeleton structured latent representations. A rig-aware autoencoder decodes these representations into mesh geometry, skeleton topology, joint coordinates, and skinning weights, while a two-stage latent generative model synthesizes both surface and skeleton representations for image-conditioned generation. To support downstream animation workflows, we further introduce an open-vocabulary joint labeling module that embeds generated joints into a shared vision-language space, enabling correspondence to arbitrary retargeting templates. Experiments on large-scale rigged asset datasets demonstrate that our method generates diverse, high-quality animation-ready assets and outperforms existing rigging baselines across multiple metrics.
Nikitas Chatzis, Marios Loizou, Evangelos Kalogerakis
May 11, 2026cs.CV

Pixal3D: Pixel-Aligned 3D Generation from Images

Recent advances in 3D generative models have rapidly improved image-to-3D synthesis quality, enabling higher-resolution geometry and more realistic appearance. Yet fidelity, which measures pixel-level faithfulness of the generated 3D asset to the input image, still remains a central bottleneck. We argue this stems from an implicit 2D-3D correspondence issue: most 3D-native generators synthesize shape in canonical space and inject image cues via attention, leaving pixel-to-3D associations ambiguous. To tackle this issue, we draw inspiration from 3D reconstruction and propose Pixal3D, a pixel-aligned 3D generation paradigm for high-fidelity 3D asset creation from images. Instead of generating in a canonical pose, Pixal3D directly generates 3D in a pixel-aligned way, consistent with the input view. To enable this, we introduce a pixel back-projection conditioning scheme that explicitly lifts multi-scale image features into a 3D feature volume, establishing direct pixel-to-3D correspondence without ambiguity. We show that Pixal3D is not only scalable and capable of producing high-quality 3D assets, but also substantially improves fidelity, approaching the fidelity level of reconstruction. Furthermore, Pixal3D naturally extends to multi-view generation by aggregating back-projected feature volumes across views. Finally, we show pixel-aligned generation benefits scene synthesis, and present a modular pipeline that produces high-fidelity, object-separated 3D scenes from images. Pixal3D for the first time demonstrates 3D-native pixel-aligned generation at scale, and provides a new inspiring way towards high-fidelity 3D generation of object or scene from single or multi-view images. Project page: https://ldyang694.github.io/projects/pixal3d/
Dong-Yang Li, Wang Zhao, Yuxin Chen +5
May 11, 2026cs.LG

Beyond Spatial Compression: Interface-Centric Generative States for Open-World 3D Structure

Current 3D tokenizers largely treat representation as spatial compression: compact codes reconstruct surface geometry, but leave component ownership and attachment validity implicit. In open-world assets with intersecting components, noisy topology, and weak canonical structure, this creates a representation mismatch: local shape, component identity, and assembly relations become entangled in a latent stream and are not natively addressable during decoding. We formulate an alternative view, interface-centric generative states, in which tokenization constructs an operational state rather than a passive compressed code. The state exposes local geometry, component ownership, and attachment validity as variables that can be queried, constrained, and repaired during decoding. We instantiate this formulation with Component-Conditioned Canonical Local Tokens (C2LT-3D), factorizing representation into canonical local geometry, partition-conditioned context, and relational seam variables. Each factor targets a distinct failure mode of compression-centric tokens: pose leakage, cross-component interference, or invalid local attachment. This exposed state supports attachment validation, latent structural repair, targeted intervention, and constrained serialization without a separate post-hoc structure recovery module. Trained on single-object CAD models and evaluated zero-shot on open-world multi-component assets, C2LT-3D improves structural robustness and shows that its latent variables remain actionable under adversarial attachment settings. These results suggest that open-world 3D generative representations should be evaluated not only by reconstruction fidelity, but by whether their discrete states remain operational for assembly-level structural reasoning.
Xiang Chen, Alexander Binder
May 8, 2026cs.GR

Velocity-Space 3D Asset Editing

Editing a 3D asset locally, modifying a target region while preserving the rest, is a fundamental requirement of native 3D editing. Existing methods enforce locality through mechanisms external to the generator, such as manual 3D masks, post-hoc voxel merging, or 2D multi-view lifting. None of them intervene where the corruption actually originates: inside the ODE sampler. For a rectified-flow generator to achieve faithful local editing, its velocity field should be strong over the target editing region while vanishing on preserved content. Yet a single velocity field can hardly satisfy both requirements simultaneously, leading to three problems: (i) identity leakage that keeps the edit signal non-zero on preserved regions; (ii) no dedicated edit-amplification channel, so strengthening the edit inevitably perturbs identity; and (iii) an identity drag at the geometry and material stages, where a global condition pulls every token toward the target. We propose VS3D (Velocity-Space 3D Asset editing}), an inversion-free, training-free, and mask-free framework that addresses each problem with a targeted intervention inside the sampler. VS3D integrates three complementary modules, each corresponding to a specific stage of the editing pipeline. Reconstruction-Anchored Source Injection (RASI) absorbs identity leakage by turning the unconditional embedding into a per-step, asset-specific anchor calibrated through source reconstruction. Partial-Mean Guidance (PMG) amplifies the edit signal by contrasting high- and low-quality subsample estimates of the velocity difference, active only where a consistent edit exists. Twin-Agreement Residual injection (TAR) lets the sampler decide token by token what to preserve at the geometry and material stages.
Hao Liu, Yuxuan Lin, Jingfeng Guo +4
May 7, 2026cs.RO

Toward Visually Realistic Simulation: A Benchmark for Evaluating Robot Manipulation in Simulation

Reliable simulation evaluation of robot manipulation policies serves as a high-fidelity proxy for real-world performance. Although existing benchmarks cover a wide range of task categories, they lack visual realism, creating a large domain gap between simulation and reality. This undermines the reliability of simulation-based evaluation in predicting real-world performance. To mitigate the sim-to-real visual gap, we conduct a systematic analysis to isolate the effects of lighting and material. Our results show that these factors play a critical role in geometric reasoning and spatial grounding, yet are largely overlooked in existing benchmarks. Motivated by the analysis, we propose VISER, a visually realistic benchmark for evaluating robot manipulation in simulation. VISER features a high-fidelity dataset of over 1,000 3D assets with physically-based rendering (PBR) materials, along with 3D scenes created from these assets through curated layouts or generation. To this end, we propose an automated pipeline leveraging Multi-modal Large Language Models (MLLMs) for material-aware part segmentation and material retrieval, enabling scalable generation of physically plausible assets. Building on the high-fidelity 3D asset dataset, we construct diverse evaluation tasks, such as grasping, placing, and long-horizon tasks, enabling scalable and reproducible assessment of Vision-Language-Action (VLA) models. Our benchmark shows a strong correlation between simulation and real-world performance, achieving an average Pearson correlation coefficient of 0.92 across different policies.
Yixin Zhu, Zixiong Wang, Jian Yang +4
May 6, 2026cs.CV

PhysForge: Generating Physics-Grounded 3D Assets for Interactive Virtual World

Synthesizing physics-grounded 3D assets is a critical bottleneck for interactive virtual worlds and embodied AI. Existing methods predominantly focus on static geometry, overlooking the functional properties essential for interaction. We propose that interactive asset generation must be rooted in functional logic and hierarchical physics. To bridge this gap, we introduce PhysForge, a decoupled two-stage framework supported by PhysDB, a large-scale dataset of 150,000 assets with four-tier physical annotations. First, a VLM acts as a "physical architect" to plan a "Hierarchical Physical Blueprint" defining material, functional, and kinematic constraints. Second, a physics-grounded diffusion model realizes this blueprint by synthesizing high-fidelity geometry alongside precise kinematic parameters via a novel KineVoxel Injection (KVI) mechanism. Experiments demonstrate that PhysForge produces functionally plausible, simulation-ready assets, providing a robust data engine for interactive 3D content and embodied agents.
Yunhan Yang, Chunshi Wang, Junliang Ye +7
May 1, 2026cs.CV

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.
Zihan Zhou, Luxi Chen, Jingzhi Zhou +4
Apr 30, 2026cs.CV

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.
Hankyeol Lee, Wooyeol Baek, Seongdo Kim +1
Apr 28, 2026cs.GR

8DNA: 8D Neural Asset Light Transport by Distribution Learning

High-fidelity 3D assets exhibit intriguing global illumination effects like subsurface scattering, glossy interreflections, and fine-scale fiber scatterings, which often involve long scattering paths that are expensive to simulate. We introduce 8D neural assets (8DNA) to pre-bake these light transport effects into neural representations. Unlike prior methods that assume far-field lighting and precompute light transport into 6D functions, 8DNA learns the full 8D light transport, enabling accurate rendering under near-field illumination. Our training leverages a distribution-learning formulation that learns light transport from forward path-traced samples, which produces less optimization variance with lower training budget than the prior regression-based approaches. Experiments show our 8DNA rendering closely matches path-traced results under various scene configurations, yet it achieves improved variance reduction and fast inference speeds on challenging assets.
Liwen Wu, Haolin Lu, Bing Xu +2
Apr 24, 2026cs.CV

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.
Ze Yang, Jingkang Wang, Haowei Zhang +3
Apr 20, 2026cs.CV

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.
Tianshi Cao, Jiawei Ren, Yuxuan Zhang +12
Feb 3, 2026cs.CV

AnyStyle: Single-Pass Multimodal Stylization for 3D Gaussian Splatting

The growing demand for rapid and scalable 3D asset creation has driven interest in feed-forward 3D reconstruction methods, with 3D Gaussian Splatting (3DGS) emerging as an effective scene representation. While recent approaches have demonstrated pose-free reconstruction from unposed image collections, integrating stylization or appearance control into such pipelines remains underexplored. Existing attempts largely rely on image-based conditioning, which limits both controllability and flexibility. In this work, we introduce AnyStyle, a feed-forward 3D reconstruction and stylization framework that enables pose-free, zero-shot stylization through multimodal conditioning. Our method supports both textual and visual style inputs, allowing users to control the scene appearance using natural language descriptions or reference images. We propose a modular stylization architecture that requires only minimal architectural modifications and can be integrated into existing feed-forward 3D reconstruction backbones. Experiments demonstrate that AnyStyle improves style controllability over prior feed-forward stylization methods while preserving high-quality geometric reconstruction. A user study further confirms that AnyStyle achieves superior stylization quality compared to an existing state-of-the-art approach. Repository: https://github.com/joaxkal/AnyStyle.
Joanna Kaleta, Bartosz Świrta, Kacper Kania +3
Dec 5, 2025cs.CV

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.
Yang Zheng, Hao Tan, Kai Zhang +4