3D Generation

Recent momentum

-57%

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

Twelve weeks of publication activity for this topic as it is defined today.

Weekly history

Recent digests

What was published in this topic, kept on the site without email delivery.

Period ending 2026-09-21

1 new paper

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

Period ending 2026-09-14

2 new papers

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

Period ending 2026-09-07

1 new paper

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

48 papers

Latest in 3D Generation

Sep 14, 2026cs.GR

KaiNinja: Extending Native 3D Generators to the Part Level

Native 3D generators turn one image into a single mesh. TRELLIS.2 and its peers deliver high-fidelity non-watertight geometry with materials, but the output is one fused object, while downstream work such as editing, rigging and simulation operates on part-level assets. A naive idea is to run a 3D segmentation network on the fused mesh that TRELLIS.2 generates, but such pipelines are slow and bounded by the accuracy of the segmentation. We want a simple way to extend an existing native 3D generator to the part level. But we face a critical problem: the O-Voxel grid stores one sheet of surface per voxel, so a single volume cannot represent the interface where two parts touch, at any resolution. We introduce a dual-volume representation to solve this problem and put forward KaiNinja, a part-level extension of TRELLIS.2 built on a dual-volume form of its O-Voxel representation. KaiNinja keeps the generation speed and quality of TRELLIS.2 while extending it to the part level, with no mask or segmenter in the pipeline. Its training data come from sources of many kinds, including CAD models and assets authored by an LLM-driven agent; to our knowledge it is the first 3D generative model trained on agent-authored part data. Surprisingly, we also find that whole-object fidelity improves over the same backbone fine-tuned on the same dataset. Against part generation pipelines of different paradigms, it lowers whole-object Chamfer distance by 40% and raises strict part F-score by 16%.
Ruihan Yu, Lian Fu, Muyao Niu +9
Sep 11, 2026cs.CV

ReconPlusGen: Injecting Reconstruction Prior into Multi-view 3D Generation through Noise Inversion and Modulation

Qualitative results and an illustration of our core idea. Top left: reconstruction results on benchmark images. Top right: reconstruction results on real-world images. Bottom: illustration of reconstruction-guided noise initialization and modulation. Given multiple input images, we predict a point cloud in canonical space, deterministically inject the predicted geometry into the diffusion process through noise inversion, and modulate the resulting noise to preserve the generative flexibility required to complete unobserved regions and refine visible geometry.
Jiarui Liu, Heng Li, Weiyu Li +7
Aug 31, 2026cs.CV

Physical Adversarial Examples for Person Detectors in Thermal Images Based on 3D Modeling

Thermal Infrared detection is widely used in autonomous driving, medical AI, etc., but its security has only attracted attention recently. We propose infrared adversarial clothing designed to evade thermal person detectors in real-world scenarios. The design of the adversarial clothing is based on 3D modeling, which makes it easier to simulate multiangle scenes near the real world compared to 2D modeling. We optimized the black patch layout pattern of 3D clothing based on the adversarial example technique and made physical adversarial clothing using the aerogel. The idea is to paste a set of square aerogel patches, which display black squares in thermal images, in the inner side of clothing at specific locations with specific orientations. To enhance realism, we propose a method to build infrared 3D models with real infrared photos and develop texture maps for 3D models to simulate varied infrared characteristics over time and location. In physical attacks, we achieved an attack success rate of 80.11% indoors and 76.85% outdoors against YOLOv9. In contrast, randomly placed patches yielded much lower success rates (26.53% indoors and 23.03% outdoors). The adversarial clothing also showed good transferability to unknown detectors with an ensemble attack method, demonstrating the effectiveness of our approach.
Xiaopei Zhu, Siyuan Huang, Zhanhao Hu +3
Aug 12, 2026cs.RO

D3D-GEN: Robot-Aware Domain-Grounded Interactive 3D World Generation for Social Robotics

Training and validation of Embodied AI for social navigation critically depends on realistic simulation environments, yet many current approaches fail to find a balance between realism and simulability. We propose D3D-GEN, a novel world generation system that combines a domain agent with a retrieval-augmented generation (RAG) pipeline grounded in that domain. Our system enables users to rapidly generate domain-grounded, fully interactive 3D worlds by automating both the collection of domain knowledge and the synthesis of realistic floorplans and object placements, without dependence on any fixed 3D model database. Given a domain description prompt, the research agent collects publicly accessible domain-specific data and constructs a persistent domain database. Using this database, our RAG pipeline generates plausible floorplans and object placements by dynamically querying a user-provided semantic database, which can be easily extended or modified. The output is a fully interactive 3D world loadable by the popular simulators Isaac Sim and Gazebo. With our approach, we have built databases for several common domains (indoor residential, hospital, office) and generated dozens of distinct, plausible simulation environments for each domain. We present D3D-GEN with a local web frontend that facilitates rapid, interactive world generation for robot simulation.
Anh Duc Do, Volodymyr Scherbyna, Tai Duc Nguyen +5
Aug 10, 2026cs.CE

Test-Time Scaling for CAD Generation via Verifier-Free Consensus Selection

Large language models can write parametric CAD programs from a natural-language description (text-to-CAD generation), but a single sample is often wrong. Increasing test-time compute by sampling multiple candidates only helps if a good candidate can be identified, yet no ground-truth model is available at generation time. Existing systems often require a separate verifier, such as a vision-language judge, to select among candidates. We investigate whether the candidate pool itself provides enough signal for effective selection and a verifier-free alternative. We introduce 3D CAD consensus selection, hereafter consensus selection: sample NN parametric CAD programs, compile them to 3D models, and return the candidate that agrees most with the rest of the pool. The method is training-free and compatible with existing CAD agents. We investigate geometric and topological notions of agreement, each of which improves its corresponding evaluation metric. On the exact candidate pools of a state-of-the-art CAD generation method, geometric consensus improves all three geometric metrics over the method's verifier, while topological consensus matches it on topology. Across every tested LLM and prompt variant, geometric consensus also improves geometric accuracy over random selection from the same pool, reducing Chamfer distance by 110%1-10\%.
Aaron Haag, Altay Kaçan, Bertram Fuchs +1
Aug 7, 2026cs.CV

GOPI: Generation-Oriented 3D Pose Inference for Furniture Insertion from Single-View RGB-D Indoor Scenes

We study the problem of inserting new furniture into indoor scene images. Under masked single-view 2D image-plane conditioning, however, the physical scale of the inserted furniture relative to the scene cannot be uniquely determined, making physically grounded furniture placement underdetermined from image evidence alone. We therefore reformulate the task as a combination of 3D pose inference and geometry-guided image generation, where estimating a geometrically plausible 3D placement is essential for reliable synthesis. To this end, we propose a two-stage framework. For 3D placement, we introduce GOPI, a generation-oriented 3D pose inference framework that addresses the underdetermined nature of single-view furniture insertion through data-driven iterative inference, producing geometrically plausible object placements. For image generation, we develop a geometry-guided conditioning strategy that projects the inferred 3D pose into the image plane as a pixel-aligned constraint, enforcing consistency between the synthesized image and the underlying 3D geometry. Experimental results validate the proposed framework from both 3D pose estimation and image synthesis perspectives. For 3D placement, GOPI produces poses with stronger geometric feasibility and better consistency with reference layouts than direct regression and vanilla baselines. For image synthesis, our method preserves alignment with the projected 3D geometry across different furniture scales, showing stable projection-generation alignment across the tested furniture scales.
Ruifeng Zhai, Renjie Liu, Guangrun Wang +1
Aug 5, 2026cs.LG

Disentangling 3D Modeling from Spatial Reasoning

In this work, we explore an alternative paradigm for spatial reasoning by explicitly disentangling 3D perception from reasoning, rather than jointly acquiring implicit 3D perception and reasoning through large-scale training. Our key observation is that modern perception models excel at estimating continuous 3D geometry, whereas large language models (LLMs) are particularly effective at compositional and symbolic reasoning. Motivated by these complementary strengths, we propose the Disentangled Spatial Reasoner (DiSR), a simple yet effective framework that reconstructs the physical world into structured 3D evidence using off-the-shelf expert perception models and fine-tunes an LLM with LoRA to perform reasoning solely over this explicit geometric evidence. Without large-scale 3D VQA training or complex tool-use policies, DiSR achieves competitive performance on popular spatial reasoning benchmarks. Beyond its strong performance, DiSR offers improved interpretability, modularity, and computational efficiency, demonstrating that explicit separation of perception and reasoning is a scalable and effective alternative paradigm to end-to-end modeling for spatial intelligence.
Haoze Sun, Jiequan Cui, Qingshan Xu +1
Aug 3, 2026cs.CV

Hunyuan3D-Buffalo 1.0: A Unified Multimodal Model for Scalable 3D Generation, Understanding, and Editing

Recent advances in image generation have demonstrated the potential of unified multimodal models that integrate understanding, generation, and editing. However, unified 3D modeling remains constrained by scarce multimodal data, particularly the lack of large-scale and geometrically consistent editing data. To address this limitation, we propose Hunyuan3D-Buffalo 1.0, a unified framework supporting 3D understanding, text-to-3D generation, instruction-guided 3D editing, and text-grounded part generation within a single architecture. To enable scalable training, we construct an 87M-scale 3D multimodal corpus, comprising 25M understanding samples, 50M text-to-3D pairs, and 12M editing pairs generated using Nano3D-v2. Architecturally, the framework combines Hunyuan3D-VLM for semantic, structural, and spatial understanding with Hunyuan3D DiT for high-fidelity 3D synthesis. The VLM provides multimodal semantic conditions for generation, while editing and part generation additionally condition the diffusion process on the source object representation to preserve its overall structure and unedited regions. Extensive experiments show that Hunyuan3D-Buffalo 1.0 achieves state-of-the-art or leading performance on text-to-3D generation and 3D editing benchmarks, while exhibiting strong understanding and part-generation capabilities. Our analysis further shows that both generation and understanding improve editing, demonstrating the effectiveness of unified 3D multimodal training. Project Page: https://tencent-hunyuan.github.io/Hunyuan3D-Buffalo1.0/
Junliang Ye, Kenkun Liu, Guocun Wang +13
Jul 30, 2026cs.CV

ROAD: Reciprocal-Objective Alignment of Discriminative Semantics for 3D Shape Generation

High-fidelity 3D generation predominantly relies on scaling model capacity and data, which incurs prohibitive computational costs. This paradigm typically requires learning geometry from scratch and overlooks the rich semantic and structural priors already encapsulated in discriminative 3D foundation models. We contend that leveraging the profound understanding of the 3D world possessed by these discriminative models can significantly reduce generative cost. To this end, we propose ROAD, a framework that reduces the training cost of 3D generation by transferring these rich discriminative priors into diffusion transformers. To address the inherent semantic-structural heterogeneity between generative and discriminative latents, we introduce a reciprocal-objective alignment strategy. This method synergizes Holistic Semantic Condensing to enforce global semantic coherence and Structural Optimal Alignment, which is formulated as a bipartite matching problem to rigorously align microscopic geometric details between disparate latent spaces. The 3D foundation model is only used for training-time supervision of alignment and is not used at inference, incurring no additional inference cost. Compared with the industrial baseline Step1X-3D, the proposed ROAD achieves highly competitive generation performance with only 1.5% of the training data and significantly reduces training costs, effectively reducing the computational overhead of high-fidelity 3D generation. Code is available at https://github.com/H-EmbodVis/ROAD.
Xiao Luo, Mingyang Du, Xin Zhou +5
Jul 27, 2026cs.CV

UMI3D: Robust 3D Generation on Unconstrained Multi-Image Inputs via Simultaneous Focus Cross-Attention Routing

Recent 3D foundation models can generate high-quality assets from a single image, but degrade markedly on unconstrained multi-image inputs, often producing distorted geometry, over-smoothed textures, and chaotic colors. We argue that this failure stems not from limited model capacity, but from a mismatch between single-image cross-attention and the multi-image setting: existing models lack a principled way to decide which image each 3D voxel should trust at each denoising step. Revisiting recent single-image 3D foundation models, we show that explicitly routing each voxel to its most informative image is sufficient to unlock strong performance on inconsistent multi-image inputs. Based on this observation, we propose UMI3D, a training-free and plug-and-play framework that restructures cross-attention for unconstrained multi-image 3D generation. Its core, Simultaneous Focus Cross-Attention (SFC-Attn), activates all conditioning images at each denoising step while allowing each voxel to focus on the single image that best explains it. To enable this routing, we derive the Voxel Reference Score (VRS), a model-intrinsic metric for voxel--image affinity that requires no external matching, segmentation, or correspondence models. Extensive experiments show that UMI3D unlocks the multi-image potential of single-image 3D generation frameworks across diverse tasks. Project Page: UMI3D-Project.github.io.
Zefan Qu, Zhenwei Wang, Gerhard Petrus Hancke +1
Jul 19, 2026cs.CV

Autoregressive B-Rep Shape Generation with Parametric Surfaces

Generative CAD modeling has broad design and application potential. Despite significant advances in Boundary Representation (B-Rep) generation, the dominant representation in CAD, existing methods largely depend on uniformly sampled point- or grid-based geometry representations, sacrificing native surface types and parameters and thereby limiting geometric fidelity and downstream usability. We present ParaCAD, an autoregressive framework for point-cloud-conditioned B-Rep generation that directly operates on native parametric surfaces. ParaCAD introduces a surface-centric tokenization that explicitly encodes each face by its exact surface type and continuous parameters, preserving the intrinsic semantics of CAD geometry. Our model first generates parametric surfaces with constrained UV domains, and then constructs a valid B-Rep by globally intersecting these surfaces to recover edges and vertices. ParaCAD places point-cloud-conditioned generation at the core of B-Rep synthesis, making it practical for user-guided reconstruction and seamless integration into existing 3D generation pipelines. Extensive experiments demonstrate that ParaCAD produces accurate B-Reps with faithful point-cloud alignment, outperforming point-based baselines in geometric precision, robustness, watertightness and downstream usability.
Dafei Qin, Rui Xu, Zeyu Shen +8
Jul 15, 2026cs.CV

DiffGI: Differentiable Geometry Images for High-Fidelity Thin-Shell 3D Generation

Existing 3D generative models predominantly rely on implicit volumetric representations, which enforce watertight topology and struggle to represent thin-shell and non-manifold geometries such as garments. Geometry image-based approaches offer a surface-centric alternative, but existing methods rely on discrete binary occupancy maps whose resolution-dependent boundary encoding causes staircase artifacts and information loss upon downsampling, while surface reconstruction remains a non-differentiable post-processing step disconnected from the learning pipeline. To address this, we propose Differentiable Geometry Image (DiffGI), an end-to-end 3D-to-2D mapping framework that seamlessly integrates surface representation and geometric optimization. DiffGI replaces binary maps with a continuous 2D Truncated Signed Distance Function (TSDF), which encodes boundary position at subpixel precision within a fixed grid resolution, eliminating resolution-dependent staircase artifacts even under aggressive downsampling. Building on this continuous field, we introduce a differentiable Marching Squares algorithm based on analytical linear interpolation, allowing gradients from 3D surface losses to propagate back to the 2D latent space. Leveraging this differentiable pipeline, we train a DiffGI-VAE augmented with a geometry-aware normal rendering loss to compress complex 3D surfaces into an ultra-compact 32X32 latent space, and instantiate a transformer-based latent diffusion model with a flow-matching objective on top of this space for conditional 3D generation. Extensive experiments on garment and object datasets demonstrate that our method achieves superior reconstruction fidelity and boundary precision compared to prior geometry-image and voxel-based approaches, while requiring significantly fewer computational resources.
Eungjune Shim, Hansol Lee, Eunjung Ju
Jul 13, 2026cs.HC

Compos3D: Interactive Part-Based Composition for Creative Control in Generative 3D Models

While generative AI has unlocked new opportunities for 3D content creation, current workflows often rely on multiple regenerations, which provides limited control and unpredictable outcomes. We present Compos3D, a system that introduces a compositional workflow for generative 3D modeling through remixing. Instead of repeatedly regenerating models, users generate multiple candidates from text or image prompts, select parts of interest via 2D image regions or 3D mesh segments, and assemble them into a coherent design. The system synthesizes these compositions into a refined 3D model, preserving high-level intent while resolving low-level geometry. To evaluate this approach, we conducted a controlled user study comparing remixing and regeneration workflows across both 2D and 3D modalities. Results show that the remixing workflow provides participants with greater creative control, stronger alignment with their intent, and higher satisfaction. We conclude with design recommendations for future AI-assisted 3D modeling workflows.
Faraz Faruqi, Sean J. Liu, George Fitzmaurice +1
Jul 1, 2026cs.CV

Vitality-Aware Compression for Efficient Image-to-Shape Diffusion Transformers

We propose the first compression approach for image-to-shape Diffusion Transformers (DiTs) that substantially reduces model size while preserving geometric fidelity. Despite remarkable progress in 3D shape generation, large DiT-based models remain computationally prohibitive in resource-constrained settings. Furthermore, it is difficult to directly transfer existing diffusion model compression strategies developed for different domains to 3D generation, and prior 3D efficiency approaches focus primarily on inference speed rather than backbone compression. To address this limitation, we build a geometry-aware compression framework tailored to image-to-shape DiTs. Guided by the observation that 3D DiT layers exhibit non-uniform importance for geometry synthesis, we introduce a vitality-guided framework integrating structured pruning, adaptive quantization, and targeted fine-tuning. Our method achieves up to 66% model-size reduction across state-of-the-art image-to-3D models while maintaining synthesis fidelity comparable to full-sized counterparts. This highlights the potential of our framework as a plug-and-play solution for efficient 3D shape generation across diverse models.
Jaeah Lee, Hyunjin Kim, Jaewoong Cho +1
Jun 25, 2026cs.CV

Sculpting NeRF Geometry: Human-Preference Fine-Tuning of a 3D-Aware Face GAN

Reinforcement learning from human feedback (RLHF) for 3D generation is now established across a number of works, but most existing pipelines optimise explicit surface representations, often by converting radiance fields into meshes and training heavily on surface-supervised data. We instead fine-tune a pretrained 3D-aware generative model directly from a learned reward over radiance-field density (σσ) values, with no externally supplied mesh or shape prior. The reward model requires no pretraining, trains easily on a small set of preference samples, and yields robust improvement in 3D geometry. Working on an unconditional 3D-aware face GAN (EG3D), our reward reads the continuous 3D density field of the neural radiance field (NeRF) directly and supplies a geometry-only learning signal, requiring neither text conditioning, mesh extraction, nor multi-view rendering. A density-consistency constraint keeps the 2D appearance qualitatively similar while the geometry is reshaped, at a measurable but bounded distributional cost (FID-50k rises from 4.09 to 6.66): the fine-tuned generator, trained from the preferences of a single annotator as a proof of concept, produces face geometries preferred by users in 74.4% of pairwise comparisons.
Archer Moore, Mingming Gong, Liam Hodgkinson
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 18, 2026cs.LG

Judging to Improve: A De-biased VLM-as-3D-Judge Protocol for Single-Image 3D Generation

A companion study established a de-biased, cross-model VLM-as-3D-judge that reliably ranks single-image-to-3D mesh quality where cheap geometry and CLIP proxies fall short. This paper asks: can that judge's preferences specialize a strong open generator, TRELLIS, on one asset class (furniture), cheaply and without human labels? Taking the judge from ranking to optimization is where the work lives. Pushing a VLM judge into the training and evaluation loop exposes failure modes ranking never triggered, so our contribution is an optimization-grade hardening of the judge: a training judge (Qwen2.5-VL-7B) held distinct from an evaluation judge (InternVL3-8B) to break circularity; position-bias correction; and fixes for three failure modes (image overload, geometry-hiding splat renders, and reference-free judging that rewards clean-but-wrong outputs), with calibration evidence (clear-gap win-rate 0.83-1.0; base-vs-base ~0.5). Using this protocol as an independent evaluator, and working only from public models and data with lightweight parameter-efficient adaptation, we find our methods match the strong base rather than exceed it. Independent base samples carry essentially no learnable preference (0.94 order-flip rate), so signal must be engineered by quality-contrastive construction. Across six adaptation methods, two input regimes, and a severity sweep, the most targeted - conditioner repair under severe degradation - reaches parity (0.50) with the base, while no method clears the >=65% win-rate target. The result is mechanistic: clean inputs saturate the judge, flow-DIT fine-tuning washes out through the sampler, and conditioning repair is the locus that moves geometry. Win-rates are directional at n=8 objects. Matching a strong public-data base with cheap adaptation is itself informative: exceeding it needs more than lightweight PEFT on public data, and the judge protocol is reusable.
Ali Asaria, Tony Salomone, Deep Gandhi
Jun 10, 2026cs.CV

TextHOI-3D: Text-to-3D Hand-Object Interaction via Discrete Multi-View Generation and Joint Mesh Optimization

Text-conditioned 3D generation has progressed rapidly for images and isolated objects, but producing a hand-object mesh remains challenging: the output must preserve language semantics, cross-view consistency, object geometry, articulated hand shape, and physically plausible contact. We present TextHOI-3D, a staged framework that uses generated multi-view observations as an explicit interface between text-conditioned visual generation and geometry-aware hand-object recovery. TextHOI-3D learns a compact VQ token space for fixed-camera hand-object observations, predicts multi-view visual tokens from text with a CLIP-conditioned visual autoregressive model, and recovers a unified hand-object mesh through prior initialization, multi-view joint optimization, and anti-penetration refinement. The design separates semantic generation from geometric recovery while keeping both stages connected by a discrete multi-view representation. On HO3D-derived evaluations, the multi-view setting reduces object CD from 17.26 mm to 4.92 mm and penetration volume from 5.3721 cm^3 to 0.2193 cm^3 compared with a single-view counterpart, while improving hand errors and surface F-scores. These results support multi-view visual tokens as an effective intermediate representation for text-driven 3D hand-object mesh creation.
Zixiong Hao, Zhencun Jiang
Jun 9, 2026cs.CV

3D-CBM: A Framework for Concept-Based Interpretability in Generative 3D Modeling

This research introduces a framework for incorporating Concept Bottleneck Models (CBMs) into 3D generative architectures to address the inherent 'semantic gap' in deep geometric learning. As deep models become central to 3D content creation, explainability shifts from a peripheral feature to a fundamental requirement for trust and accountability in safety-critical domains such as healthcare and manufacturing. CBMs provide an intrinsic interpretability solution by constraining latent representations to align with human-defined concepts, yet their application to unstructured 3D data remains largely unexplored. We design, implement, and validate a formal 3D-CBM architecture that maps raw geometric inputs, including point clouds and meshes, into a multi-tiered taxonomy of interpretable primitives and functional attributes. The framework further identifies strategic datasets, such as PartNet and ShapeNet, specialized for concept-based supervision. Experimental results from a 3D part-manipulation proof-of-concept experiment demonstrate the framework's efficacy, achieving a concept prediction accuracy of 88.8% and a Chamfer Distance of 0.0115. Critically, the model enables precise test-time intervention, allowing for the interactive correction of structural errors. This work establishes a foundation for semantically-steerable 3D generation and invites further exploration into collaborative human-in-the-loop design systems.
Ahmad Al-Kabbany
Jun 9, 2026cs.CV

P3D-Bench: Benchmarking MLLMs for Parametric 3D Generation and Structural Reasoning

Multimodal large language models can write code to produce complex programs as well as use programs to do 3D modeling, which opens up a new avenue for 3D generation powered by their priors, world knowledge and reasoning. Yet existing benchmarks rarely evaluate 3D modeling through code. Such modeling demands more than runnable code: from a text or visual specification, a model must generate a parametric 3D program that is geometrically precise, semantically aligned and assembly-consistent. We introduce P3D-Bench, a benchmark for parametric 3D generation. Unlike a 3D mesh, a parametric 3D program exposes explicit dimensions, construction operations and part relations, revealing whether a model recovers a design's structure, not just its appearance. Under a unified protocol, P3D-Bench covers three task families (Text-to-3D, Image-to-3D and Assembly-3D) and scores each output for executability, geometric fidelity, topology, text-grounded constraints, multiview semantic alignment and part-level structure. We evaluate frontier MLLMs and text-only LLMs on 400 text cases, 400 image cases and 203 annotated assemblies, with domain-specific models as reference points. Our extensive evaluation yields three findings. First, assemblies are the hardest setting, where models still fail to compose multiple parts into a coherent structure. Second, models can often recover the global shape and semantic identity of the target object, yet fail to reproduce the precise parametric geometry specified by the input. Third, part-level modeling remains weak on assemblies, where models recover neither the geometry of each part nor the right number of parts. These results position P3D-Bench as a benchmark for evaluating precise parametric geometry and part-level structure in parametric 3D generation.
Yikang Yang, Zhanpeng Hu, Youtian Lin +5
Jun 6, 2026cs.CV

GVC-Seg: Training-Free 3D Instance Segmentation via Geometric Visual Correspondence

Accurate 3D instance segmentation in point cloud data is critical for machine vision applications. Recent advancements leverage multiple pre-trained foundation models to generate 3D proposals, followed by the application of proposal aggregation methods, which significantly enhance performance. However, they often produce sub-optimal results due to inherent variations in confidence levels across different segmentation models, resulting in a bias toward the model with higher confidence. This bias is inherently model-dependent and is influenced by factors such as data preprocessing techniques and training strategies. To address this bias, we propose a novel, training-free 3D instance segmentation approach via Geometric Visual Correspondence (GVC-Seg), which exploits the correspondence between 3D geometric cues and 2D visual cues to mitigate the confidence bias. Additionally, a 3D proposal generation module and a mask-aware CLIP feature extraction module are introduced during the instance mask generation and instance semantic reasoning, respectively. In this way, GVC-Seg enhances proposal quality assessment, ensuring unbiased ensemble learning across different models. Extensive experiments demonstrate that our method achieves state-of-the-art performance on several challenging benchmarks, while also exhibiting strong potential in open-vocabulary semantic segmentation settings.
Liang Xu, Fangjing Wang, Jinyu Yang +1
Jun 5, 2026cs.CV

3DMorph: Single-Image-Guided Local 3D Shape Editing and Morphing

Despite recent progress in 3D generation, intuitive editing of existing shapes remains limited. Unlike images, which benefit from well-established inpainting tools, general 3D objects such as meshes still lack simple and effective methods for local shape editing. Existing approaches are often global, domain-specific, require complex user interaction, or focus on appearance (color and texture) rather than geometry. We introduce 3DMorph, a training-free framework for single-image-guided local 3D shape editing and morphing. Given an edited image showing a desired shape modification, our method automatically localizes the relevant 3D region and transfers 2D modifications to 3D while preserving unmodified areas. 3DMorph also enables intermediate shape generation between the original and edited objects, facilitating design exploration. To benchmark editing quality, we introduce Delta3D, an image-guided local 3D editing benchmark with paired ground-truth edits. Experimental results show that 3DMorph translates intuitive 2D edits into 3D, outperforming state-of-the-art generative and editing methods.
Tobias Preintner, Yunfei Deng, Phillip Müller +5
Jun 3, 2026cs.CV

GeM-NR: Geometry-Aware Multi-View Editing for Nonrigid Scene Changes

Recent developments in multi-view image editing with generative models have brought us a step closer toward general 3D content generation and customization. Most existing works focus on rigid or appearance-only edits by utilizing the geometry of the unedited scene. This naturally limits these methods to edits that preserve the underlying scene structure. Current nonrigid approaches are limited to object removal and insertion, reflecting the data they are trained on. General nonrigid edits, i.e., edits that substantially and arbitrarily change the scene geometry, remain challenging for existing methods. We propose GeM-NR, a fast and flexible training-free approach for general multi-view consistent image editing, including edits that drastically change the geometry and appearance of the scene. Given an anchor image edited with a chosen 2D editor and a query unedited image, GeM-NR edits the query image consistently with the anchor edit. The method incorporates multiple stages: (i) depth map estimation, where we propose a strategy to maximize the alignment between the 3D point clouds of the edited and unedited scenes, (ii) projection onto a query viewpoint, and (iii) refinement of the obtained image conditioned on the unedited query. We demonstrate the ability of our method to handle edits with significant changes in geometry and appearance, something that existing methods struggle with. We perform an extensive evaluation showing that GeM-NR improves consistency for a wide variety of edit tasks, including generating 3D representations of the edited scene. Both quantitative and qualitative results indicate the state-of-the-art performance of our method in terms of edit quality as well as geometric and photometric consistency across multiple views.
Josef Bengtson, Yaroslava Lochman, Fredrik Kahl
Jun 2, 2026cs.GR

SymTRELLIS: Symmetry-Enforced Voxel Latents for 3D Generation

Single-view 3D generative models have achieved impressive visual quality, yet they are not designed to satisfy structural or functional requirements, and in practice, often fall short. Symmetry is one such requirement: violations, even subtle ones, on symmetry can render a model physically unusable. We present SymTRELLIS, a method that enforces arbitrary finite point group symmetries (rotational, reflectional, and polyhedral) during the flow-based 3D generation of TRELLIS.2, without retraining the underlying VAE or flow model. Our key idea is to approximate the latent-space action of spatial transformations as a learned linear operator on voxel latents, implemented as a lightweight spatial-transform latent mapper trained on generic, non-symmetric 3D data. At generation time, we enforce symmetry by averaging predicted flow velocities across all symmetry-equivalent transformations at each ODE step, a process we call velocity symmetrization. The symmetry specification can be estimated automatically from an initial TRELLIS.2 generation or supplied by the user, enabling deliberate fold manipulation beyond what the input image suggests. On a curated benchmark of 266 strictly symmetric objects spanning 2- to 20-fold rotations and polyhedral symmetry groups, SymTRELLIS substantially reduces all symmetry error metrics compared to TRELLIS.2, Hunyuan3D-2.1, and TripoSG, while maintaining reconstruction accuracy comparable to the base model.
Guangda Ji, Qimin Chen, Qinchan Li +3
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 22, 2026cs.CV

GenRecon: Bridging Generative Priors for Multi-View 3D Scene Reconstruction

We introduce a new approach to high-fidelity 3D scene reconstruction from multi-view RGB images that tightly couples reconstruction with a strong generative 3D prior. We cast scene reconstruction as conditional 3D generation over a set of spatially-localized, overlapping chunks that together tile the scene, scaling generation to large scene extents. Crucially, we inherit the fidelity and completeness of state-of-the-art generative shape models -- we use Trellis.2 as an example -- which we generalize to the scene level. To this end, we propose a projection-based conditioning mechanism that lifts posed multi-view image features into a coherent 3D representation aligned with the generative model, independent of view ordering and spatially anchored to the scene, yielding high-fidelity, multi-view consistent generated geometry. This enables lifting the strong object-level prior of Trellis.2 to multi-view, scene-scale generation, producing faithful, editable PBR mesh reconstructions of indoor environments. As a result, we obtain high-fidelity results that outperform cutting-edge reconstruction methods by 16%.
Katharina Schmid, Nicolas von Lützow, Jozef Hladký +2
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 20, 2026cs.CV

Stream3D: Sequential Multi-View 3D Generation via Evidential Memory

View-conditioned 3D generators such as SAM 3D, TRELLIS, and Hunyuan3D produce high-quality object reconstructions from a single view, but real-world visual observation often arrives as long monocular streams. Naively applying these generators to each streaming frame independently leads to severe temporal inconsistency in the generated results. To address this problem, we propose Stream3D, the first training-free streaming mechanism that turns a frozen view-conditioned 3D generator into a streaming generator with constant cross-chunk memory. Stream3D achieves this by maintaining a compact evidential memory, which selectively caches the most informative historical frames based on a proposed evidence score mechanism. As the stream progresses, the memory dynamically updates to retain a fixed number of informative frames, preventing the memory footprint from growing linearly with sequence length. This also prevents degradation over long sequences and keeps the underlying generator completely unchanged without retraining, architectural modifications, or auxiliary losses. Evaluated on both realistic and synthetic streaming benchmarks, Stream3D outperforms latent-transport baselines, including KV-cache reuse and flow-based feature editing, across both photometric and geometric metrics. More details can be found at: https://stream-3d.github.io/stream3d.github.io/.
Kaichen Zhou, Zeyang Bai, Xinhai Chang +3
May 20, 2026cs.CV

ROAR-3D: Routing Arbitrary Views for High-Fidelity 3D Generation

Single-image-to-3D generative models can now produce high-quality geometry, yet conditioning on a single view inevitably introduces ambiguity about unseen regions. Multi-view conditioning can reduce this ambiguity, but existing methods either require fixed canonical viewpoints or rely on external reconstruction modules that impose heavy training costs and limit generation quality. We observe that pretrained single-view models already possess strong 2D-to-3D grounding that can be reused for multi-view conditioning. However, a closer analysis reveals that their conditioning mechanism entangles orientation control with geometry transfer, two functions that conflict when images from different viewpoints are naively combined. Based on this analysis, we propose ROAR-3D, a lightweight method that upgrades a pretrained single-view model to accept an arbitrary number of unposed images. A token-wise view router assigns each 3D latent token to its most relevant view, implicitly establishing 2D-to-3D correspondences without explicit pose input. A dual-stream attention design preserves the pretrained primary-view behavior while routing auxiliary views through a separate path dedicated to geometric enrichment. An orientation perturbation strategy ensures the auxiliary path learns orientation-independent geometry transfer. These components introduce minimal trainable parameters and add negligible inference overhead relative to the single-view baseline. ROAR-3D achieves state-of-the-art multi-view 3D generation quality and supports test-time view scaling from 1 to 12+ views with consistent improvements.
Hanxiao Sun, Mingxin Yang, Shuhui Yang +5
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 16, 2026cs.GR

QuadLink: Autoregressive Quad-Dominant Mesh Generation via Point-Relation Learning

The generation of production-ready quad-dominant meshes is a cornerstone of modern 3D content creation. Generating anisotropic quad-dominant meshes from point clouds is challenging, as existing methods are typically limited to producing either pure triangular meshes or pure quadrilateral meshes with isotropic densities. In this paper, we present QuadLink, a unified framework consisting of three stages for quad-dominant mesh generation by linking points into structured faces. QuadLink formulates polygonal mesh generation as a hybrid centroid-conditioned vertex linking model: it first predicts a unified set of anchors (vertices and face centroids), then learns centroid-conditioned links that associate vertices with face centroids, and finally assembles polygonal faces with a quad-first strategy guided by robust geometric verification strategies. This link-based formulation enables efficient generation of sparse and anisotropic quad-dominant meshes with coherent edge flow and meanwhile supporting hybrid polygonal topology. To construct training data for this model, we further introduce a Tri-to-Quad Operator that converts artistic triangle meshes into quad-dominant training data via global merge selection. Extensive experiments show that QuadLink produces production-ready quad-dominant meshes from point clouds and achieves improved geometric fidelity and topological quality compared to prior baselines. Our method natively supports hybrid polygonal topology, generalizing to arbitrary n-gon meshes without architectural changes.
Yiheng Zhang, Zhe Zhu, Tingrui Shen +11
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 9, 2026cs.CV

Probability-Flow Distillation: Exact Wasserstein Gradient Flow for High-Fidelity 3D Generation

Score Distillation Sampling (SDS) and its variants have been widely used for text-to-3D generation by distilling 2D image diffusion priors. However, the standard SDS objective is prone to severe mode collapse, frequently yielding over-smoothed and over-saturated results. Although recent advancements, such as Score Distillation via Inversion (SDI), mitigate these artifacts and produce visually sharper models, they ultimately fail to faithfully capture the full target distribution. In this work, we show that the bottleneck limiting the sampling capacity of SDI stems from its reliance on the posterior mean estimator, which is mathematically equivalent to a single-step Euler approximation of the deterministic reverse DDIM trajectory. To address this, we propose a naturally motivated extension termed Probability-Flow Distillation (PFD). We establish that PFD corresponds exactly to a Wasserstein gradient flow, thereby inducing principled distribution-matching dynamics. Finally, we show that PFD can synthesize 3D assets with fine-grained, high-fidelity details and achieve improved quality compared to existing methods.
Rohith Ramanan, A. N. Rajagopalan
May 8, 2026cs.CV

DVD: Discrete Voxel Diffusion for 3D Generation and Editing

We introduce Discrete Voxel Diffusion (DVD), a discrete diffusion framework to generate, assess, and edit sparse voxels for SLat (Structured LATent) based 3D generative pipelines. Although discrete diffusion has not generally displaced continuous diffusion in image-like generation, we show that it can be an effective first-stage prior for sparse voxel scaffolds. By treating voxel occupancy as a native discrete variable, DVD avoids continuous-to-discrete thresholding and provides a simple framework for voxel generation, uncertainty estimation, and editing. Beyond quality gains, DVD provides more interpretable generation dynamics through explicit categorical modeling. Furthermore, we leverage the predictive entropy as a robust uncertainty metric to identify ambiguous voxel regions and complicated samples, facilitating tasks such as data filtering and quality assessment. Finally, we propose a lightweight fine-tuning strategy using block-structured perturbation patterns. This approach empowers the model to inpaint and edit voxels within a single sampling round, requiring negligible auxiliary computation and no additional model evaluations. Code is available at https://github.com/TeCai/DVD.
Zhengrui Xiang, Jiaqi Wu, Fupeng Sun +2
May 7, 2026cs.LG

Rollback-Free Stable Brick Structures Generation

While autoregressive models have advanced 3D generation, creating physically stable brick structures remains a challenge due to the strict requirements of gravity and interconnectivity. Existing approaches rely on external physical simulators during inference to perform rejection sampling and brick-by-brick rollbacks, which severely bottlenecks efficiency. To address this, we propose a reinforcement learning paradigm that shifts physical validity enforcement from test-time correction to training-time policy optimization. By utilizing assembly-level rewards, the model optimizes for collision avoidance, global connectivity, structural interlocking, and shape conformity. This paradigm allows the model to internalize physical priors, enabling the first rollback-free generation of stable brick structures. Experimental results demonstrate that our approach achieves state-of-the-art generation quality while accelerating inference speed by orders of magnitude. Our code and dataset are available at https://github.com/miniHuiHui/STABLE. Our models are available at https://huggingface.co/miniHui/STABLE.
Chenhui Xu, Ziyue Bai, Fuxun Yu +2
May 6, 2026cs.CV

Structured 3D Latents Are Surprisingly Powerful: Unleashing Generalizable Style with 2D Diffusion

3D asset generation plays a pivotal role in fields such as gaming and virtual reality, enabling the rapid synthesis of high-fidelity 3D objects from a single or multiple images. Building on this capability, enabling style-controllable generation naturally emerges as an important and desirable direction. However, existing approaches typically rely on style images that lie within or are similar to the training distribution of 3D generation models. When presented with out-of-distribution (OOD) styles, their performance degrades significantly or even fails. To address this limitation, we introduce \textbf{DiLAST}: 2D Diffusion-based Latent Awakening for 3D Style Transfer. Specifically, we leverage a pretrained 2D diffusion model as a teacher to provide rich and generalizable style priors. By aligning rendered views with the target style under diffusion-based guidance, our method optimizes the structured 3D latent representations for stylization. We observe that this limitation stems not from insufficient model capacity, but from the underutilization of structured 3D latents, which are inherently expressive. Despite being trained on comparatively limited data, 3D generation models can leverage 2D diffusion guidance to steer denoising toward specific directions in latent space, thereby producing diverse, OOD styles. Extensive experiments across diverse data and multiple 3D generation backbones demonstrate the effectiveness and plug-and-play nature of our approach.
Yiran Qiao, Yiren Lu, Yunlai Zhou +5
May 1, 2026cs.CV

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

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

MeshReGen: A Unified 3D Geometry Regeneration Framework

We consider the problem of regenerating 3D objects from 2D images and initial 3D shapes. Most 3D generators operate in a one-shot fashion, converting text or images to a 3D object with limited controllability. We introduce instead MeshReGen, a 3D regenerator that is conditioned on an initial 3D shape. This conceptually simple formulation allows us to support numerous useful tasks, including 3D enhancement, reconstruction, and editing. MeshReGen uses a new conditioning mechanism based on VecSet, which allows the regenerator to update or improve the input geometry with consistent fine-grained details. MeshReGen learns a widely applicable regeneration prior from off-the-shelf 3D datasets via self-supervised pretext tasks and augmentations, without additional annotations. We evaluate both the geometric consistency and fine-grained quality of MeshReGen, achieving state-of-the-art performance in controllable 3D generation across several tasks.
Geon Yeong Park, Roman Shapovalov, Rakesh Ranjan +3
Apr 29, 2026cs.RO

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

Embodied AI and robotic systems increasingly depend on scalable, diverse, and physically grounded 3D content for simulation-based training and real-world deployment. While 3D generative modeling has advanced rapidly, embodied applications impose requirements far beyond visual realism: generated objects must carry kinematic structure and material properties, scenes must support interaction and task execution, and the resulting content must bridge the gap between simulation and reality. This survey reviews 3D generation for embodied AI and organizes the literature around three roles that 3D generation plays in embodied systems. In Data Generator, 3D generation produces simulation-ready objects and assets, including articulated, physically grounded, and deformable content for downstream interaction; in Simulation Environments, it constructs interactive and task-oriented worlds, spanning structure-aware, controllable, and agentic scene generation; and in Sim2Real Bridge, it supports digital twin reconstruction, data augmentation, and synthetic demonstrations for downstream robot learning and real-world transfer. We also show that the field is shifting from visual realism toward interaction readiness, and we identify the main bottlenecks, including limited physical annotations, the gap between geometric quality and physical validity, fragmented evaluation, and the persistent sim-to-real divide, that must be addressed for 3D generation to become a dependable foundation for embodied intelligence. Our project page is at https://3dgen4robot.github.io.
Tianwei Ye, Yifan Mao, Minwen Liao +6
Apr 22, 2026cs.GR

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

We present Seed3D 2.0, an advanced 3D content generation system built on Seed3D 1.0, with substantial improvements across generation fidelity, simulation-ready capabilities, and application coverage. For geometry, a coarse-to-fine two-stage pipeline decouples global structure learning from high-frequency detail recovery, while a locality-aware VAE achieves higher spatial compression and more efficient decoding. For texture and material generation, we replace the cascaded pipeline of Seed3D 1.0 with a unified PBR model that directly generates multi-view albedo and metallic-roughness maps, enhanced by Mixture-of-Experts scaling and VLM-based semantic conditioning for improved material precision and visual fidelity. Beyond single-object generation, Seed3D 2.0 introduces a simulation-ready model suite comprising scene layout planning, part-aware decomposition, and training-free articulation generation, enabling coherent scene construction and part-level physical interaction across physics and graphics engines. A large-scale human preference study against five recent commercial models shows that Seed3D 2.0 achieves consistent win rates of 69.0% to 89.9% in textured 3D asset generation. Seed3D 2.0 is available on https://exp.volcengine.com/ark/vision?_vtm_=0.0.c70961.d701978.0&mode=vision&modelId=doubao-seed3d-2-0-260328&tab=Gen3D
Diandian Gu, Jing Lin, Gaohong Liu +25
Apr 19, 2026cs.CV

UniMesh: Unifying 3D Mesh Understanding and Generation

Recent advances in 3D vision have led to specialized models for either 3D understanding (e.g., shape classification, segmentation, reconstruction) or 3D generation (e.g., synthesis, completion, and editing). However, these tasks are often tackled in isolation, resulting in fragmented architectures and representations that hinder knowledge transfer and holistic scene modeling. To address these challenges, we propose UniMesh, a unified framework that jointly learns 3D generation and understanding within a single architecture. First, we introduce a novel Mesh Head that acts as a cross model interface, bridging diffusion based image generation with implicit shape decoders. Second, we develop Chain of Mesh (CoM), a geometric instantiation of iterative reasoning that enables user driven semantic mesh editing through a closed loop latent, prompting, and re generation cycle. Third, we incorporate a self reflection mechanism based on an Actor Evaluator Self reflection triad to diagnose and correct failures in high level tasks like 3D captioning. Experimental results demonstrate that UniMesh not only achieves competitive performance on standard benchmarks but also unlocks novel capabilities in iterative editing and mutual enhancement between generation and understanding. Code: https://github.com/AIGeeksGroup/UniMesh. Website: https://aigeeksgroup.github.io/UniMesh.
Peng Huang, Yifeng Chen, Zeyu Zhang +1
Mar 19, 2026cs.CV

DreamPartGen: Semantically Grounded Part-Level 3D Generation via Collaborative Latent Denoising

Understanding and generating 3D objects as compositions of meaningful parts is fundamental to human perception and reasoning. However, most text-to-3D methods overlook the semantic and functional structure of parts. While recent part-aware approaches introduce decomposition, they remain largely geometry-focused, lacking semantic grounding and failing to model how parts align with textual descriptions or their inter-part relations. We propose DreamPartGen, a framework for semantically grounded, part-aware text-to-3D generation. DreamPartGen introduces Duplex Part Latents (DPLs) that jointly model each part's geometry and appearance, and Relational Semantic Latents (RSLs) that capture inter-part dependencies derived from language. A synchronized co-denoising process enforces mutual geometric and semantic consistency, enabling coherent, interpretable, and text-aligned 3D synthesis. Across multiple benchmarks, DreamPartGen delivers state-of-the-art performance in geometric fidelity and text-shape alignment.
Tianjiao Yu, Xinzhuo Li, Muntasir Wahed +4
Mar 17, 2026cs.CV

Interact3D: Compositional 3D Generation of Interactive Objects

Recent breakthroughs in 3D generation have enabled the synthesis of high-fidelity individual assets. However, generating 3D compositional objects from single images--particularly under occlusions--remains challenging. Existing methods often degrade geometric details in hidden regions and fail to preserve the underlying object-object spatial relationships (OOR). We present a novel framework Interact3D designed to generate physically plausible interacting 3D compositional objects. Our approach first leverages advanced generative priors to curate high-quality individual assets with a unified 3D guidance scene. To physically compose these assets, we then introduce a robust two-stage composition pipeline. Based on the 3D guidance scene, the primary object is anchored through precise global-to-local geometric alignment (registration), while subsequent geometries are integrated using a differentiable Signed Distance Field (SDF)-based optimization that explicitly penalizes geometry intersections. To reduce challenging collisions, we further deploy a closed-loop, agentic refinement strategy. A Vision-Language Model (VLM) autonomously analyzes multi-view renderings of the composed scene, formulates targeted corrective prompts, and guides an image editing module to iteratively self-correct the generation pipeline. Extensive experiments demonstrate that Interact3D successfully produces promising collsion-aware compositions with improved geometric fidelity and consistent spatial relationships.
Hui Shan, Keyang Luo, Ming Li +4
Mar 14, 2026cs.CV

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

Native 3D generative models have achieved remarkable fidelity and speed, yet they suffer from a critical limitation: inability to prescribe precise structural articulations, where precise structural control within the native 3D space remains underexplored. This paper proposes SK-Adapter, a simple yet efficient and effective framework that unlocks precise skeletal manipulation for native 3D generation. Moving beyond text or image prompts, which can be ambiguous for precise structure, we treat the 3D skeleton as a first-class control signal. SK-Adapter is a lightweight structural adapter network that encodes joint coordinates and topology into learnable tokens, which are injected into the frozen 3D generation backbone via cross-attention. This design allows the model to not only effectively ``attend'' to specific 3D structural constraints but also preserve its original generative priors. To bridge the data gap, we contribute the Objaverse-TMS dataset, a large-scale dataset of 24k text-mesh-skeleton pairs. Extensive experiments confirm that our method achieves robust structural control while preserving the geometry and texture quality of the foundation model, significantly outperforming existing baselines. Furthermore, we extend this capability to local 3D editing, enabling region-specific editing of existing assets with skeletal guidance, which is unattainable by previous methods. Project page: https://sk-adapter.github.io/
Anbang Wang, Yuzhuo Ao, Shangzhe Wu +1
Nov 26, 2025cs.CV

GENA3D: Generative Amodal 3D Modeling by Bridging 2D Priors and 3D Coherence

Generating complete 3D objects under partial occlusions (i.e., amodal scenarios) is a practically important yet challenging problem, as large portions of object geometry are unobserved in real-world scenarios. Existing approaches either operate directly in 3D, which ensures geometric consistency but often lacks generative expressiveness, or rely on 2D amodal completion, which provides strong appearance priors but does not guarantee reliable 3D structure. This raises a key question: how can we achieve both generative plausibility and geometric coherence in amodal 3D modeling? To answer this question, we introduce GENA3D (GENarative Amodal 3D), a framework that integrates learned 2D generative priors with explicit 3D geometric reasoning within a conditional 3D generation paradigm. The 2D priors enable the model to plausibly infer diverse occluded content, while the 3D representation enforces multi-view consistency and spatial validity. Our design incorporates a novel View-Wise Cross-Attention for multi-view alignment and a Stereo-Conditioned Cross-Attention to anchor generative predictions in 3D relationships. By combining generative imagination with structural constraints, GENA3D generates complete and coherent 3D objects from limited observations without sacrificing geometric fidelity. Experiments demonstrate that our method outperforms existing approaches in both synthetic and real-world amodal scenarios, highlighting the effectiveness of bridging 2D priors and 3D coherence in generating plausible and geometrically consistent 3D structures in complex environments.
Junwei Zhou, Yu-Wing Tai
Nov 18, 2025cs.CV

Let Language Constrain Geometry: Vision-Language Models as Semantic and Spatial Critics for 3D Generation

Text-to-3D generation has advanced rapidly, yet state-of-the-art models, encompassing both optimization-based and feed-forward architectures, still face two fundamental limitations. First, they struggle with coarse semantic alignment, often failing to capture fine-grained prompt details. Second, they lack robust 3D spatial understanding, leading to geometric inconsistencies and catastrophic failures in part assembly and spatial relationships. To address these challenges, we propose VLM3D, a general framework that repurposes large vision-language models (VLMs) as powerful, differentiable semantic and spatial critics. Our core contribution is a dual-query critic signal derived from the VLM's Yes or No log-odds, which assesses both semantic fidelity and geometric coherence. We demonstrate the generality of this guidance signal across two distinct paradigms: (1) As a reward objective for optimization-based pipelines, VLM3D significantly outperforms existing methods on standard benchmarks. (2) As a test-time guidance module for feed-forward pipelines, it actively steers the iterative sampling process of SOTA native 3D models to correct severe spatial errors. VLM3D establishes a principled and generalizable path to inject the VLM's rich, language-grounded understanding of both semantics and space into diverse 3D generative pipelines.
Weimin Bai, Yubo Li, Weijian Luo +4