3D Generative Models

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185 papers

Latest in 3D Generative Models

May 20, 2026cs.CV

DrawMotion: Generating 3D Human Motions by Freehand Drawing

Text-to-motion generation, which translates textual descriptions into human motions, faces the challenge that users often struggle to precisely convey their intended motions through text alone. To address this issue, this paper introduces DrawMotion, an efficient diffusion-based framework designed for multi-condition scenarios. DrawMotion generates motions based on both a conventional text condition and a novel hand-drawing condition, which provide semantic and spatial control over the generated motions, respectively. Specifically, we tackle the fine-grained motion generation task from three perspectives: 1) freehand drawing condition. To accurately capture users' intended motions without requiring tedious textual input, we develop an algorithm to automatically generate hand-drawn stickman sketches across different dataset formats; 2) multi-condition fusion. We propose a Multi-Condition Module (MCM) that is integrated into the diffusion process, enabling the model to exploit all possible condition combinations while reducing computational complexity compared to conventional approaches; and 3) training-free guidance. Notably, the MCM in DrawMotion ensures that its intermediate features lie in a continuous space, allowing classifier-guidance gradients to update the features and thereby aligning the generated motions with user intentions while preserving fidelity. Quantitative experiments and user studies demonstrate that the freehand drawing approach reduces user time by approximately 46.7% when generating motions aligned with their imagination. The code, demos, and relevant data are publicly available at https://github.com/InvertedForest/DrawMotion.
Tao Wang, Lei Jin, Zhihua Wu +7
May 19, 2026cs.CV

Structural Energy Guidance for View-Consistent Text-to-3D Generation

Text-to-3D generation based on diffusion models often suffers from the Janus problem, leading to inconsistent geometry across viewpoints. This work identifies viewpoint bias in 2D diffusion priors as the main cause and proposes Structural Energy-Guided Sampling (SEGS), a training-free and plug-and-play framework to improve multi-view consistency. SEGS constructs a structural energy in the PCA subspace of U-Net features and injects its gradient into the denoising process. It can be easily integrated into SDS/VSD pipelines without retraining. Experiments show that SEGS reduces the Janus Rate by about 10% on average and improves View-CS scores across multiple baselines, including DreamFusion, Magic3D, and LucidDreamer. This method effectively alleviates viewpoint artifacts while preserving appearance fidelity, providing a flexible solution for high-quality text-to-3D content generation.
Qing Zhang, Jinguang Tong, Jing Zhang +2
May 18, 2026cs.CV

LiFT: Lifted Inter-slice Feature Trajectories for 3D Image Generation from 2D Generators

High-resolution 3D medical image generation remains challenging because fully volumetric models are computationally expensive, while efficient 2D slice generators often fail to preserve anatomical consistency across the third dimension. We propose LiFT, a framework for Lifted inter-slice Feature Trajectories that factorizes 3D volume synthesis into per-slice image generation and inter-slice trajectory learning. Rather than modeling the volumetric distribution end-to-end, LiFT treats a volume as an ordered trajectory in feature space, capturing how anatomical structures appear, transform, and disappear across depth. A tri-planar drifting loss aligns the trajectory of generated slices with the trajectories of real volumes, enabling distributional learning over inter-slice progressions in unconditional generation; in paired translation, a bidirectional zz-context mixer trained against the registered target supplies through-plane coherence while preserving per-slice fidelity. We evaluate LiFT on BraTS 2023 (unconditional and missing-modality MR) and SynthRAD2023 (MR-to-CT). Across these settings, LiFT preserves per-slice quality, approaches the reported cWDM missing-MR reconstruction quality at \sim$$135\times lower inference cost (without formal equivalence testing), and improves through-plane coherence on MR-to-CT relative to a no-mapper ablation, demonstrating that lightweight inter-slice trajectory learning is a viable route to high-resolution 3D medical synthesis.
Xinhe Zhang, Yuyang Zhang, Pengfei Jin +3
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 18, 2026cs.CV

Efficient 3D Content Reconstruction and Generation

Automatic 3D content creation seeks to replace labor-intensive modeling and scanning pipelines with systems that can synthesize or recover 3D assets directly from text or images. Its applications span video games, virtual reality, robotics, and simulation, enabling rapid asset prototyping, diverse interactive world generation, and efficient 3D data collection for training foundation models. Contemporary solutions largely follow two complementary paradigms: (i) text- or image-to-3D generation, which learns priors over 3D geometry and appearance to create novel assets from natural language or a single view image; and (ii) 3D reconstruction, which estimates camera poses and geometry from RGB images. This thesis advances both directions. On the generation side, I introduce Instant3D, which combines multi-view diffusion with feed-forward sparse-view 3D reconstruction to produce high-quality assets in 5-20 seconds. On the reconstruction side, I develop FastMap, a structure-from-motion pipeline that achieves up to 10x speedup over prior state-of-the-art by using first-order optimization with fused GPU kernels extensively, while maintaining comparable pose accuracy and downstream novel view synthesis quality.
Jiahao Li
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 16, 2026cs.CV

3DPhysVideo: Consistency-Guided Flow SDE for Video Generation via 3D Scene Reconstruction and Physical Simulation

Video generative models have made remarkable progress, yet they often yield visual artifacts that violate grounding in physical dynamics. Recent works such as PhysGen3D tackle single image-to-3D physics through mesh reconstruction and Physically-Based Rendering, but challenges remain in modeling fluid dynamics, multi-object interactions and photorealism. This work introduces 3DPhysVideo, a novel training-free pipeline that generates physically realistic videos from a single image. We repurpose an off-the-shelf video model for two stages. First, we use it as a novel view synthesizer to reconstruct complete 360-degree 3D scene geometry by guiding the image-to-video (I2V) flow model with rendered point clouds. Second, after applying physics solvers to this geometry, the physically simulated point cloud is used to guide the same I2V flow model to synthesize final, high-quality videos. Consistency-Guided Flow SDE, which decomposes the predicted velocity of the I2V flow model into denoising and consistency bias, enforces consistency to the conditional inputs, allowing us to effectively repurpose the model for both 3D reconstruction and simulation-guided video generation. In the diverse experiments including multi-objects, and fluid interaction scenes, our method successfully bridges the gap from single-images to physically plausible videos, while remaining efficient to run on a single consumer GPU. It outperforms state-of-the-art baselines on GPT-based scores, VideoPhy benchmark and human evaluation.
Hwidong Kim, Yunho Kim, Tae-Kyun Kim
May 16, 2026cs.CV

EVA01: Unified Native 3D Understanding and Generation via Mixture-of-Transformers

This paper addresses the challenge of integrating 3D meshes as a native modality within Multimodal Large Language Models (MLLMs). Diffusion-based large reconstruction models decouple semantic understanding from geometric reasoning, operating as stateless reconstructors conditioned on dense 2D pixel priors. Recent MLLM-based methods treat the 3D modality as an external output rather than a native component of the multimodal sequence, making incremental adaptations without a systematic analysis of how geometric manifolds align with MLLM feature spaces. We introduce EVA01, a unified framework that extends the modality boundary of MLLMs to natively incorporate 3D mesh understanding, generation, and context-aware editing. Built upon a Mixture-of-Transformers (MoT) architecture, EVA01 decouples the model into a pre-trained Understanding Expert (EundE_{\mathrm{und}}) and a structurally mirrored Generation Expert (EgenE_{\mathrm{gen}}), coupled through shared global self-attention with hard modality routing. This design aligns the semantic latent space of the MLLM backbone with the geometric manifold, enabling direct transfer of multimodal priors without intermediate 2D representations. Results show that EVA01 achieves state-of-the-art native text-to-3D generation fidelity and unlocks robust long-context multi-turn geometric editing with identity preservation, a capability fundamentally inaccessible to stateless reconstruction pipelines. Our findings further offer architectural insights for integrating 2D foundation models with 3D tasks, informing the design of 3D-native multimodal systems. Project Page: https://www.seeles.ai/research/pages/EVA01
Zongyuan Yang, Mingjing Yi, Wanli Ma +8
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 14, 2026cs.CV

UniTriGen: Unified Triplet Generation of Aligned Visible-Infrared-Label for Few-Shot RGB-T Semantic Segmentation

RGB-T semantic segmentation requires strictly aligned VIS-IR-Label triplets; however, such aligned triplet data are often scarce in real-world scenarios. Existing generative augmentation methods usually adopt cascaded generation paradigms, decomposing joint triplet generation into local conditional processes. As a result, consistency among VIS, IR, and Label in spatial structure, semantic content, and cross-modal details cannot be reliably maintained. To address this issue, we propose UniTriGen, a unified triplet generation framework that directly generates spatially aligned, semantically consistent, and modality complementary VIS-IR-Label triplets under the guidance of text prompts. UniTriGen first introduces a unified triplet generation mechanism, where VIS, IR, and Label are jointly encoded into a shared latent space and modeled with a diffusion process to enforce global cross-modal consistency. Lightweight modality-specific residual adapters are further integrated into this mechanism to accommodate modality-specific imaging characteristics and output formats. To mitigate generation bias caused by imbalanced scene and class distributions in limited paired triplets, UniTriGen also employs a scene-balanced and class-aware few-shot sampling strategy, which induces a more balanced sampling distribution and enhances the scene and class diversity of generated triplets. Experiments show that UniTriGen generates high-quality aligned triplets from limited real paired data, thereby achieving consistent performance improvements across various RGB-T semantic segmentation models.
Ping Zhou, Haoyu Wang, Mengmeng Zheng +4
May 13, 2026cs.CV

R-DMesh: Video-Guided 3D Animation via Rectified Dynamic Mesh Flow

Video-guided 3D animation holds immense potential for content creation, offering intuitive and precise control over dynamic assets. However, practical deployment faces a critical yet frequently overlooked hurdle: the pose misalignment dilemma. In real-world scenarios, the initial pose of a user-provided static mesh rarely aligns with the starting frame of a reference video. Naively forcing a mesh to follow a mismatched trajectory inevitably leads to severe geometric distortion or animation failure. To address this, we present Rectified Dynamic Mesh (R-DMesh), a unified framework designed to generate high-fidelity 4D meshes that are ``rectified'' to align with video context. Unlike standard motion transfer approaches, our method introduces a novel VAE that explicitly disentangles the input into a conditional base mesh, relative motion trajectories, and a crucial rectification jump offset. This offset is learned to automatically transform the arbitrary pose of the input mesh to match the video's initial state before animation begins. We process these components via a Triflow Attention mechanism, which leverages vertex-wise geometric features to modulate the three orthogonal flows, ensuring physical consistency and local rigidity during the rectification and animation process. For generation, we employ a Rectified Flow-based Diffusion Transformer conditioned on pre-trained video latents, effectively transferring rich spatio-temporal priors to the 3D domain. To support this task, we construct Video-RDMesh, a large-scale dataset of over 500k dynamic mesh sequences specifically curated to simulate pose misalignment. Extensive experiments demonstrate that R-DMesh not only solves the alignment problem but also enables robust downstream applications, including pose retargeting and holistic 4D generation.
Zijie Wu, Lixin Xu, Puhua Jiang +3
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 13, 2026cs.CV

GTA: Advancing Image-to-3D World Generation via Geometry Then Appearance Video Diffusion

Recent developments in generative models and large-scale datasets have substantially advanced 3D world generation, facilitating a broad range of domains including spatial intelligence, embodied intelligence, and autonomous driving. While achieving remarkable progress, existing approaches to 3D world generation typically prioritize appearance prediction with limited modeling of the underlying geometry, leading to issues such as unreliable scene structure estimation and degraded cross-view consistency. To address these limitations, motivated by the coarse-to-fine nature of human visual perception, we propose GTA, a novel image-to-3D world generation method following a Geometry-Then-Appearance paradigm. Specifically, given a single input image, to improve the structural fidelity of synthesized 3D scenes, GTA adopts a two-stage framework with two dedicated video diffusion models, which first generate coarse geometric structure from novel viewpoints and then synthesize fine-grained appearance conditioned on the predicted geometry. To further enhance cross-view appearance consistency, we introduce a random latent shuffle strategy during the training process, along with a test-time scaling scheme that improves perceptual quality without compromising quantitative performance. Extensive experiments have demonstrated that our proposed method consistently outperforms existing approaches in terms of fidelity, visual quality, and geometric accuracy. Moreover, GTA is shown to be effective as a general enhancement module that further improves the generation quality of existing image-to-3D world pipelines, as well as supporting multiple downstream applications and exhibiting favorable data efficiency during model training, highlighting its versatility and broad applicability. Project page: https://hanxinzhu-lab.github.io/GTA/.
Hanxin Zhu, Cong Wang, Peiyan Tu +4
May 12, 2026cs.CV

Enhancing Domain Generalization in 3D Human Pose Estimation through Controllable Generative Augmentation

Pedestrian motion, due to its causal nature, is strongly influenced by domain gaps arising from discrepancies between training and testing data distributions. Focusing on 3D human pose estimation, this work presents a controllable human pose generation framework that synthesizes diverse video data by systematically varying poses, backgrounds, and camera viewpoints. This generative augmentation enriches training datasets, enhances model generalization, and alleviates the limitations of existing methods in handling domain discrepancies. By leveraging both indoor/real-world and outdoor/virtual datasets, we perform cross-domain data fusion and controllable video generation to construct enriched training data, tailored to realistic deployment settings. Extensive experiments show that the augmented datasets significantly improve model performance on unseen scenarios and datasets, validating the effectiveness of the proposed approach.
Xinhao Hu, Yiyi Zhang, Liqing Zhang +1
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 10, 2026cs.CR

On the Generation and Mitigation of Harmful Geometry in Image-to-3D Models

Recent advances in image-to-3D models have significantly improved the fidelity and accessibility of 3D content creation. Such a powerful reconstruction capability that enables creative design can also be misused by the adversary to generate harmful geometries, which can be further fabricated via 3D printers and pose real-world risks. However, such risks are largely underexplored: it remains unclear how well current image-to-3D models can produce these harmful geometries, and whether existing safeguards can reliably prevent such generation. To fill this gap, we conduct a systematic measurement study of harmful geometry generation and mitigation. We first describe this risk through three kinds of unsafe categories: direct-use physical hazards, risky templates or components, and deceptive replicas. Each category is instantiated with representative objects. We evaluate both open-source and commercial image-to-3D models under original, degraded, viewpoint-shifted, and semantically camouflaged inputs. We consider different evaluation metrics, including geometric validity, multi-view VLM-based semantic scoring, targeted human validation, and controlled physical fabrication. The results reveal a concerning reality that current image-to-3D models can effectively reconstruct the harmful geometries, while fewer than 0.3% of such geometries trigger commercial moderation flags. As a first step toward mitigation, we evaluate three representative safeguard families, including input moderation, model-level benign alignment, and output-level filtering. We find that existing safeguards have distinct weaknesses. We further develop a stacked defense that can reduce harmful retention to <1%, but still at 11% overall false-positive cost. Taken together, our findings demonstrate that the risk in current system and encourage better geometry-aware safeguards for moderation.
Yule Liu, Yilong Yang, Jiale Teng +11
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 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.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 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 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 3, 2026cs.CV

MOC-3D: Manifold-Order Consistency for Text-to-3D Generation

With the burgeoning development of fields such as the Metaverse, Virtual Reality (VR), and Digital Twins, text-to-3D generation has emerged as a research hotspot in both academia and industry. Currently, optimization methods based on Score Distillation Sampling (SDS) utilizing 2D diffusion priors have become the mainstream technological paradigm in this field. However, due to the view bias of 2D priors and the mode-seeking ambiguity combined with gradient noise induced by high Classifier-Free Guidance (CFG), these methods still suffer from macro-topological inconsistency (e.g., the Janus problem) and micro-geometric discontinuity. To address these challenges, we propose MOC-3D, a text-to-3D generation method based on geometric manifold and semantic view-order consistency. Built upon the ScaleDreamer framework, our method incorporates a Semantic View-Order Constraint Module and a Manifold-based Feature Continuity Module. The former aims to rectify macro-topological inconsistency, while the latter focuses on eliminating micro-geometric discontinuity. Specifically, the Semantic View-Order Constraint Module leverages the prior knowledge of CLIP to impose a Monotonicity Rank Constraint on semantic score representations across different views, thereby providing effective guidance for the global topological structure of 3D objects. Meanwhile, the Manifold-based Feature Continuity Module employs the Riemannian Metric on the Symmetric Positive Definite (SPD) manifold. By measuring the distance of feature statistical distributions in the Riemannian space, it promotes the smooth evolution and continuity of micro-textures across multi-views in a statistical sense. Under the macro-micro synergistic optimization of these two modules, our model can simultaneously improve macro-structural consistency and micro-detail continuity.
Chenyang Fan, Junshi Cheng, Wen Yang +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 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 29, 2026cs.CV

AnimateAnyMesh++: A Flexible 4D Foundation Model for High-Fidelity Text-Driven Mesh Animation

Recent advances in 4D content generation have attracted increasing attention, yet creating high-quality animated 3D models remains challenging due to the complexity of modeling spatio-temporal distributions and the scarcity of 4D training data. We present AnimateAnyMesh++, a feed-forward framework for text-driven animation of arbitrary 3D meshes with substantial upgrades in data, architecture, and generative capability. First, we expand the DyMesh-XL dataset by mining dynamic content from Objaverse-XL, increasing the number of unique identities from 60K to 300K and substantially broadening category and motion diversity. Second, we redesign DyMeshVAE-Flex with power-law topology-aware attention and vertex-normal enhanced features, which significantly improves trajectory reconstruction, local geometry preservation, and mitigates trajectory-sticking artifacts. Third, we introduce architectural changes to both DyMeshVAE-Flex and the rectified-flow (RF) generator to support variable-length sequence training and generation, enabling longer animations while preserving reconstruction fidelity. Extensive experiments demonstrate that AnimateAnyMesh++ generates semantically accurate and temporally coherent mesh animations within seconds, surpassing prior approaches in quality and efficiency. The enlarged DyMesh-XL, the upgraded DyMeshVAE-Flex, and variable-length RF together deliver consistent gains across benchmarks and in-the-wild meshes. We will release code, models, and the expanded DyMesh-XL upon acceptance of this manuscript to facilitate research in 4D content creation.
Zijie Wu, Chaohui Yu, Fan Wang +1
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 29, 2026cs.CV

SpatialFusion: Endowing Unified Image Generation with Intrinsic 3D Geometric Awareness

Recent unified image generation models have achieved remarkable success by employing MLLMs for semantic understanding and diffusion backbones for image generation. However, these models remain fundamentally limited in spatially-aware tasks due to a lack of intrinsic spatial understanding and the absence of explicit geometric guidance during generation. In this paper, we propose SpatialFusion, a novel framework that internalizes 3D geometric awareness into unified image generation models. Specifically, we first employ a Mixture-of-Transformers (MoT) architecture to augment the MLLM with a parallel spatial transformer to enhance 3D geometric modeling capability. By sharing self-attention with the MLLM, the spatial transformer learns to derive metric-depth maps of target images from rich semantic contexts. These explicit geometric scaffolds are then injected into the diffusion backbone through a specialized depth adapter, providing precise spatial constraints for spatially-coherent image generation. Through a progressive two-stage training strategy, SpatialFusion significantly enhances performance on spatially-aware benchmarks, notably outperforming leading models such as GPT-4o. Additionally, it achieves generalized performance gains across both text-to-image generation and image editing scenarios, all while maintaining negligible inference overhead.
Haiyi Qiu, Kaihang Pan, Jiacheng Li +3
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 25, 2026cs.CV

MotionHiFlow: Text-to-motion via hierarchical flow matching

Text-to-motion generation aims to generate 3D human motions that are tightly aligned with the input text while remaining physically plausible and rich in fine-grained detail. Although recent approaches can produce complex and natural movements, they usually operate at only one temporal scale, which limits both semantic alignment and temporal coherence. Inspired by the fact that complex motions are conceptualized hierarchically rather than at a single temporal scale in the human cognitive system, we propose \textit{MotionHiFlow}, a hierarchical flow matching framework to generate motion progressively by constructing flow path from low to high temporal scales. The flows at lower scales capture high-level semantics and coarse motion structures, while flows at higher scales refine temporal details. To link the flows across scales, we introduce a novel cross-scale transition process, ensuring continuity and preserving noise consistency. Furthermore, by integrating a Text-Motion Diffusion Transformer and a topology-aware Motion VAE, MotionHiFlow explicitly models structural dependencies among joints via joint-aware positional encoding and skeletal topology, enabling precise semantic alignment alongside fine-grained motion details. Extensive experiments on HumanML3D and KIT-ML benchmarks demonstrate state-of-the-art performance, with ablation studies confirming the effectiveness of the hierarchical design and key components. Code is available at https://github.com/ai-lh/MotionHiFlow.
Heng Li, Xiaotong Lin, Ling-An Zeng +3
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 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 21, 2026cs.CV

Camera Control for Text-to-Image Generation via Learning Viewpoint Tokens

Current text-to-image models struggle to provide precise camera control using natural language alone. In this work, we present a framework for precise camera control with global scene understanding in text-to-image generation by learning parametric camera tokens. We fine-tune image generation models for viewpoint-conditioned text-to-image generation on a curated dataset that combines 3D-rendered images for geometric supervision and photorealistic augmentations for appearance and background diversity. Qualitative and quantitative experiments demonstrate that our method achieves state-of-the-art accuracy while preserving image quality and prompt fidelity. Unlike prior methods that overfit to object-specific appearance correlations, our viewpoint tokens learn factorized geometric representations that transfer to unseen object categories. Our work shows that text-vision latent spaces can be endowed with explicit 3D camera structure, offering a pathway toward geometrically-aware prompts for text-to-image generation. Project page: https://randdl.github.io/viewtoken_control/
Xinxuan Lu, Charless Fowlkes, Alexander C. Berg
Apr 21, 2026cs.CV

Tstars-Tryon 1.0: Robust and Realistic Virtual Try-On for Diverse Fashion Items

Recent advances in image generation and editing have opened new opportunities for virtual try-on. However, existing methods still struggle to meet complex real-world demands. We present Tstars-Tryon 1.0, a commercial-scale virtual try-on system that is robust, realistic, versatile, and highly efficient. First, our system maintains a high success rate across challenging cases like extreme poses, severe illumination variations, motion blur, and other in-the-wild conditions. Second, it delivers highly photorealistic results with fine-grained details, faithfully preserving garment texture, material properties, and structural characteristics, while largely avoiding common AI-generated artifacts. Third, beyond apparel try-on, our model supports flexible multi-image composition (up to 6 reference images) across 8 fashion categories, with coordinated control over person identity and background. Fourth, to overcome the latency bottlenecks of commercial deployment, our system is heavily optimized for inference speed, delivering near real-time generation for a seamless user experience. These capabilities are enabled by an integrated system design spanning end-to-end model architecture, a scalable data engine, robust infrastructure, and a multi-stage training paradigm. Extensive evaluation and large-scale product deployment demonstrate that Tstars-Tryon1.0 achieves leading overall performance. To support future research, we also release a comprehensive benchmark. The model has been deployed at an industrial scale on the Taobao App, serving millions of users with tens of millions of requests.
Mengting Chen, Zhengrui Chen, Yongchao Du +16
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
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
Apr 17, 2026cs.CV

Repurposing 3D Generative Model for Autoregressive Layout Generation

We introduce LaviGen, a framework that repurposes 3D generative models for 3D layout generation. Unlike previous methods that infer object layouts from textual descriptions, LaviGen operates directly in the native 3D space, formulating layout generation as an autoregressive process that explicitly models geometric relations and physical constraints among objects, producing coherent and physically plausible 3D scenes. To further enhance this process, we propose an adapted 3D diffusion model that integrates scene, object, and instruction information and employs a dual-guidance self-rollout distillation mechanism to improve efficiency and spatial accuracy. Extensive experiments on the LayoutVLM benchmark show LaviGen achieves superior 3D layout generation performance, with 19% higher physical plausibility than the state of the art and 65% faster computation. Our code is publicly available at https://github.com/fenghora/LaviGen.
Haoran Feng, Yifan Niu, Zehuan Huang +4
Apr 16, 2026cs.CV

Beyond Prompts: Unconditional 3D Inversion for Out-of-Distribution Shapes

Text-driven inversion of generative models is a core paradigm for manipulating 2D or 3D content, unlocking numerous applications such as text-based editing, style transfer, or inverse problems. However, it relies on the assumption that generative models remain sensitive to natural language prompts. We demonstrate that for state-of-the-art native text-to-3D generative models, this assumption often collapses. We identify a critical failure mode where generation trajectories are drawn into latent ``sink traps'': regions where the model becomes insensitive to prompt modifications. In these regimes, changes to the input text fail to alter internal representations in a way that alters the output geometry. Crucially, we observe that this is not a limitation of the model's \textit{geometric} expressivity; the same generative models possess the ability to produce a vast diversity of shapes but, as we demonstrate, become insensitive to out-of-distribution \textit{text} guidance. We investigate this behavior by analyzing the sampling trajectories of the generative model, and find that complex geometries can still be represented and produced by leveraging the model's unconditional generative prior. This leads to a more robust framework for text-based 3D shape editing that bypasses latent sinks by decoupling a model's geometric representation power from its linguistic sensitivity. Our approach addresses the limitations of current 3D pipelines and enables high-fidelity semantic manipulation of out-of-distribution 3D shapes. Project webpage: https://daidedou.sorpi.fr/publication/beyondprompts
Victoria Yue Chen, Emery Pierson, Léopold Maillard +1
Apr 16, 2026cs.CV

Giving Faces Their Feelings Back: Explicit Emotion Control for Feedforward Single-Image 3D Head Avatars

We present a framework for explicit emotion control in feed-forward, single-image 3D head avatar reconstruction. Unlike existing pipelines where emotion is implicitly entangled with geometry or appearance, we treat emotion as a first-class control signal that can be manipulated independently and consistently across identities. Our method injects emotion into existing feed-forward architectures via a dual-path modulation mechanism without modifying their core design. Geometry modulation performs emotion-conditioned normalization in the original parametric space, disentangling emotional state from speech-driven articulation, while appearance modulation captures identity-aware, emotion-dependent visual cues beyond geometry. To enable learning under this setting, we construct a time-synchronized, emotion-consistent multi-identity dataset by transferring aligned emotional dynamics across identities. Integrated into multiple state-of-the-art backbones, our framework preserves reconstruction and reenactment fidelity while enabling controllable emotion transfer, disentangled manipulation, and smooth emotion interpolation, advancing expressive and scalable 3D head avatars.
Yicheng Gong, Jiawei Zhang, Liqiang Liu +6
Apr 2, 2026cs.CV

Control-DINO: Feature Space Conditioning for Controllable Image-to-Video Diffusion

Video diffusion models have recently been applied with success to problems in content generation, novel view synthesis, and, more broadly, world simulation. Many applications in generation and transfer rely on conditioning these models, typically through perceptual, geometric, or simple semantic signals, fundamentally using them as generative renderers. At the same time, high-dimensional features obtained from large-scale self-supervised learning on images or point clouds are increasingly used as a general-purpose interface for vision models. The connection between the two has been explored for subject specific editing, aligning and training video diffusion models, but not in the role of a dense conditioning signal for pretrained video diffusion models. Features obtained through self-supervised learning like DINOv3, contain a lot of entangled information about style, lighting and semantics of the scene. This makes them great at reconstruction tasks but limits their generative capabilities. In this paper, we show how we can use the features for tasks such as video domain transfer and video-from-3D generation. We introduce a lightweight control architecture and training strategy that decouples appearance from other features that we wish to preserve, enabling robust control for appearance changes such as stylization and relighting. Furthermore, we show that low spatial resolution can be compensated by higher feature dimensionality, improving controllability in generative rendering from explicit spatial representations.
Edoardo A. Dominici, Thomas Deixelberger, Konstantinos Vardis +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
Mar 14, 2026cs.CV

Scene Generation at Absolute Scale: Utilizing Semantic and Geometric Guidance From Text for Accurate and Interpretable 3D Indoor Scene Generation

We present GuidedSceneGen, a text-to-3D generation framework that produces metrically accurate, globally consistent, and semantically interpretable indoor scenes. Unlike prior text-driven methods that often suffer from geometric drift or scale ambiguity, our approach maintains an absolute world coordinate frame throughout the entire generation process. Starting from a textual scene description, we predict a global 3D layout encoding both semantic and geometric structure, which serves as a guiding proxy for downstream stages. A semantics- and depth-conditioned panoramic diffusion model then synthesizes 360° imagery aligned with the global layout, substantially improving spatial coherence. To explore unobserved regions, we employ a video diffusion model guided by optimized camera trajectories that balances coverage and collision avoidance, achieving up to 10x faster sampling compared to exhaustive path exploration. The generated views are fused using 3D Gaussian Splatting, yielding a consistent and fully navigable 3D scene in absolute scale. GuidedSceneGen enables accurate transfer of object poses and semantic labels from layout to reconstruction, and supports progressive scene expansion without re-alignment. Quantitative results and a user study demonstrate greater 3D consistency and layout plausibility compared to recent panoramic text-to-3D baselines.
Stefan Ainetter, Thomas Deixelberger, Edoardo A. Dominici +3
Mar 13, 2026cs.CV

InterEdit: Navigating Text-Guided 3D Dyadic Human Motion Editing

Text-guided 3D motion editing has seen success in single-person scenarios, but its extension to multi-person settings is less explored due to limited paired data and the complexity of inter-person interactions. We introduce the task of multi-person 3D motion editing, where a target motion is generated from a source and a text instruction. To support this, we propose InterEdit3D, a new dataset with manual two-person motion change annotations, and a Text-guided Multi-human Motion Editing (TMME) benchmark. We present InterEdit, a synchronized classifier-free conditional diffusion model for TMME. It introduces Semantic-Aware Plan Token Alignment with learnable tokens to capture high-level interaction cues and an Interaction-Aware Frequency Token Alignment strategy using DCT and energy pooling to model periodic motion dynamics. Experiments show that InterEdit improves text-to-motion consistency and edit fidelity, achieving state-of-the-art TMME performance. The dataset and code will be released at https://github.com/YNG916/InterEdit.
Yebin Yang, Di Wen, Lei Qi +10
Feb 9, 2026cs.CV

Language-Guided Transformer Tokenizer for Human Motion Generation

In this paper, we focus on motion discrete tokenization, which converts raw motion into compact discrete tokens--a process proven crucial for efficient motion generation. In this paradigm, increasing the number of tokens is a common approach to improving motion reconstruction quality, but more tokens make it more difficult for generative models to learn. To maintain high reconstruction quality while reducing generation complexity, we propose leveraging language to achieve efficient motion tokenization, which we term Language-Guided Tokenization (LG-Tok). LG-Tok aligns natural language with motion at the tokenization stage, yielding compact, high-level semantic representations. This approach not only strengthens both tokenization and detokenization but also simplifies the learning of generative models. Furthermore, existing tokenizers predominantly adopt convolutional architectures, whose local receptive fields struggle to support global language guidance. To this end, we propose a Transformer-based Tokenizer that leverages attention mechanisms to enable effective alignment between language and motion. Additionally, we design a language-drop scheme, in which language conditions are randomly removed during training, enabling the detokenizer to support language-free guidance during generation. On the HumanML3D and Motion-X generation benchmarks, LG-Tok achieves Top-1 scores of 0.542 and 0.582, outperforming state-of-the-art methods (MARDM: 0.500 and 0.528), and with FID scores of 0.057 and 0.088, respectively, versus 0.114 and 0.147. LG-Tok-mini uses only half the tokens while maintaining competitive performance (Top-1: 0.521/0.588, FID: 0.085/0.071), validating the efficiency of our semantic representations. Code and checkpoints are available at https://eanson023.github.io/LG-Tok/
Sheng Yan, Yong Wang, Xin Du +2
Feb 6, 2026cs.CV

Ex-Omni: Enabling 3D Facial Animation Generation for Omni-modal Large Language Models

Omni-modal large language models (OLLMs) aim to unify multimodal understanding and generation, yet extending them to jointly produce speech and 3D facial animation remains largely underexplored. A key challenge is the mismatch between the discrete semantic reasoning of LLMs and the dense temporal dynamics required for 3D facial motion. We propose Expressive Omni (Ex-Omni), a framework that augments OLLMs with speech-accompanied 3D facial animation. Ex-Omni decouples semantic reasoning from temporal generation through a speech-unit generator with blendshape co-supervision and a non-autoregressive blendshape decoder, where speech units provide temporal scaffolding and hidden speech representations carry facially relevant cues. We further introduce a token-as-query gated fusion (TQGF) interface for controlled semantic injection, as well as InstructS2SF-1200K, a 1.2M-sample weakly supervised dataset for speech-accompanied facial animation. Extensive experiments show that Ex-Omni retains competitive speech QA capability while natively generating coordinated text, speech, and 3D facial animation, and approaches the Audio2Face-3D teacher cascade in synchronization and human preference.
Haoyu Zhang, Zhipeng Li, Yiwen Guo +1
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
Nov 28, 2025cs.CV

GeoWorld: Providing Full-frame Geometry Features to Facilitate 3D Scene Generation

Previous works that leverage video models for image-to-3D scene generation often suffer from geometric distortions and blurry content. Using video generation models to implicitly maintain geometric consistency according to a single-frame input is ineffective. In this paper, we present a two-stage method, named GeoWorld\textbf{GeoWorld}, that renovates the image-to-3D scene generation pipeline by providing full-frame geometry features. The first-stage video generation model, followed by a multi-view geometry model, produces full-frame\textbf{full-frame} geometry features, which are then used as a mental draft of geometric conditions to aid the second-stage video-generation model. A geometric loss is proposed to impose real-world geometric constraints, and a geometry adaptation module is introduced to ensure the effective utilization of geometry features. Thanks to full-frame geometric modeling, the two smaller video models in our two-stage method can generate higher-fidelity 3D scenes than SOTA methods, while being even faster, e.g. 7.5×\times faster than Hunyuan-Voyager. Project page: https://peaes.github.io/GeoWorld.
Yuhao Wan, Lijuan Liu, Jingzhi Zhou +6
Nov 27, 2025cs.CV

3D-Consistent Multi-View Editing by Correspondence Guidance

Recent advancements in diffusion and flow models have greatly improved text-based image editing, yet methods that edit images independently often produce geometrically and photometrically inconsistent results across different views of the same scene. Such inconsistencies are particularly problematic for editing of 3D representations such as NeRFs or Gaussian splat models. We propose a training-free guidance framework that enforces multi-view consistency during the image editing process. The key idea is that corresponding points should look similar after editing. To achieve this, we introduce a consistency loss that guides the denoising process toward coherent edits. The framework is flexible and can be combined with widely varying image editing methods, supporting both dense and sparse multi-view editing setups. Experimental results show that our approach significantly improves 3D consistency compared to existing multi-view editing methods. We also show that this increased consistency enables high-quality Gaussian splat editing with sharp details and strong fidelity to user-specified text prompts. Please refer to our project page for video results: https://3d-consistent-editing.github.io/
Josef Bengtson, David Nilsson, Dong In Lee +2
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 24, 2025cs.CV

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

Existing industrial 3D garment meshes already cover most real-world clothing geometries, yet their texture diversity remains limited. To acquire more realistic textures, generative methods are often used to extract Physically-based Rendering (PBR) textures and materials from large collections of wild images and project them back onto garment meshes. However, most image-conditioned texture generation approaches require strict topological consistency between the input image and the input 3D mesh, or rely on accurate mesh deformation to match to the image poses, which significantly constrains the texture generation quality and flexibility. To address the challenging problem of non-isometric image-based garment texture generation, we construct 3D Garment Videos, a physically simulated, garment-centric dataset that provides consistent geometry and material supervision across diverse deformations, enabling robust cross-pose texture learning. We further employ Nano Banana for high-quality non-isometric image editing, achieving reliable cross-topology texture generation between non-isometric image-geometry pairs. Finally, we propose an iterative baking method via uncertainty-guided view selection and reweighting that fuses multi-view predictions into seamless, production-ready PBR textures. Through extensive experiments, we demonstrate that our feedforward dual-branch architecture generates versatile and spatially aligned PBR materials suitable for industry-level 3D garment design.
Hui Shan, Ming Li, Haitao Yang +4
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
Aug 11, 2025cs.CV

S^2VG: 3D Stereoscopic and Spatial Video Generation via Denoising Frame Matrix

While video generation models excel at producing high-quality monocular videos, generating 3D stereoscopic and spatial videos for immersive applications remains an underexplored challenge. We present a pose-free and training-free method that leverages an off-the-shelf monocular video generation model to produce immersive 3D videos. Our approach first warps the generated monocular video into pre-defined camera viewpoints using estimated depth information, then applies a novel \textit{frame matrix} inpainting framework. This framework utilizes the original video generation model to synthesize missing content across different viewpoints and timestamps, ensuring spatial and temporal consistency without requiring additional model fine-tuning. Moreover, we develop a \dualupdate~scheme that further improves the quality of video inpainting by alleviating the negative effects propagated from disoccluded areas in the latent space. The resulting multi-view videos are then adapted into stereoscopic pairs or optimized into 4D Gaussians for spatial video synthesis. We validate the efficacy of our proposed method by conducting experiments on videos from various generative models, such as Sora, Lumiere, WALT, and Zeroscope. The experiments demonstrate that our method has a significant improvement over previous methods. Project page at: https://daipengwa.github.io/S-2VG_ProjectPage/
Peng Dai, Feitong Tan, Qiangeng Xu +6