Procedural 3D Generation
Latest papers
10 papers2 papers in the last four weeks, with none the four weeks before. 0.0% of all new papers.
Procedural generation plays a key role in synthetic data creation and game development, offering greater controllability, editability, and diversity than static mesh representations. However, VLM-based code generation often produces relatively simple 3D assets, while sophisticated photorealistic procedural systems require extensive manual development. Existing VLM-guided procedural methods remain largely constrained by predefined factories and APIs, limiting their ability to create novel asset types. We introduce InfiniDream, a VLM-driven framework for open-ended procedural 3D world generation. First, we propose Symbolically Constrained Asset Generation, which leverages existing procedural algorithms to create novel, photorealistic assets while preserving editability and seed-based diversity. Second, we develop an end-to-end text-to-world pipeline that combines semantic scene planning with Deterministic Frustum-Guided Grid Placement to construct large-scale 3D worlds with precise object placement, procedural population, and animation. Extensive evaluations on 100 object and 20 scene generation tasks demonstrate improvements across four perceptual metrics. Diversity analysis, ablation studies, and human preference evaluations further validate the effectiveness of our framework. Project page: https://yichuanh.github.io/infinidream-page/
A Vision-Language Model (VLM)-based Pipeline for End-to-End Procedural Modeling of Field-Grown Maize from Point Clouds
Editable 3D models of field-grown crops support high-throughput phenotyping and in silico breeding trials, but building them from scanned point clouds requires organ-level segmentation and fitting. Procedural generators can turn an organ-level parameter set into an analysis-suitable 3D model, but obtaining that set requires hours of manual tuning per plant or segmentation models trained on species-specific labels. We present an automated pipeline that reconstructs procedural maize models from raw 3D point clouds without manual tuning or species-specific training data. A multimodal vision-language model (VLM) annotates leaf midlines in rendered orthographic views. Deterministic geometric algorithms back-project the annotations onto the point cloud, merge them into 3D leaves by cross-view consensus, and grow the midlines to full blades on an orientation-weighted surface graph. Measured organ parameters populate a plant descriptor for a Non-Uniform Rational B-Spline (NURBS)-based procedural model generator. Each leaf surface is then refined against its scan points by differentiable NURBS fitting. The pipeline reached a median whole-plant Chamfer distance of 5.4 mm on 100 genotypically diverse field-grown maize plants from the MaizeField3D dataset. The reconstructions were closer to the scans than those of an earlier semi-automated pipeline based on manual annotations. The pipeline recovered 1,017 of 1,023 (99.4%) curated reference leaves at an intersection-over-union of at least 0.5 without using those labels as input. These results show that VLM annotations become usable organ-level measurements when downstream geometric stages can correct them. This makes automated generation of editable 3D plant assets feasible at the scale of modern phenotyping experiments.
Procedura: Agentic 3D Modeling with Procedural Control
Native 3D generators now recover impressive mesh geometry from a single image. However, a dense mesh stays soft where a machined object should be sharp, it carries no part decomposition, and it exposes no parameter a user could edit. To address this, we explore the paradigm of 3D shape as code, leveraging and scaling the coding ability of an LLM for 3D modeling. We introduce Procedura, a novel 3D modeling agent framework that writes an object as a procedural assembly, a parametric program whose named parts are joined by typed, machine-checkable mates. From a text prompt, the agent plans the object as an assembly graph and writes the program part by part, solving each placement from the mated frames rather than guessing it, and admitting a part only once compile, mate, and connectivity checks pass. A decoupled vision critic then refines the assembly one diagnosed fix at a time. Moreover, the same graph carries per-part materials and a simulator-validated articulation. We evaluate on P3D-Bench under its assembly judge, and with the same judge on MechBench-36, our hard-surface benchmark. On both, Procedura outperforms state-of-the-art native 3D generators and every prior 3D-code agent on judged quality, produces the sharpest edges of any method we evaluate, and is the only one whose output is an editable, part-structured program.
Reflecting Process Expertise in Procedural Material Generation
Procedural material creation underpins applications in digital content creation, visual effects, and 3D asset design. Achieving high-quality results requires more than reproducing node graphs -- it demands understanding the process by which experts construct materials. We formulate procedural material generation as retrieval-time process reasoning over expert demonstrations, elevating process to a first-class representation beyond graph-only synthesis. Concretely, we represent expert workflows as process traces: textual records of construction steps, parameters, and design intent. To instantiate this idea, we use a pretrained LLM-based ProcessSynthesizer to synthesize a process trace aligned with a user's intent and a pretrained LLM-based Compiler to ground the process trace into an executable Blender material graph. Because procedural expertise is most naturally conveyed through demonstrations, we leverage tutorial videos as a source of process knowledge and extract textual, LLM-compatible traces using automated video analysis tools. In an expert study with five Blender artists (avg. 7.5 years of experience), materials generated by reflecting expert demonstrations were found to produce workflows requiring fewer edits, and more closely match professional design strategies than methods operating solely on static artifacts. A user study with 150 participants further shows that our approach achieves superior generation and editing performance compared to prior procedural systems. All code, models, and data will be available at https://materialapprentice.github.io
OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies
Facial rigging - creating FACS-based blendshapes together with inner-mouth geometry (teeth, gums, and tongue) - remains a major bottleneck in 3D character production. Existing pipelines still require substantial designer effort, especially for manual landmark annotation, per-character template adjustment, and inner-mouth placement. We present OmniFaceRig, a fully automatic end-to-end pipeline that converts a static surface-only 3D character mesh, with no pre-modeled oral cavity, into an inner-mouth-aware FACS rig with up to 155 blendshapes, procedurally fitted teeth, gums, and tongue, and re-packed UV/texture. OmniFaceRig supports diverse topologies - humans, humanoids, long-muzzled animals (e.g., dogs, wolves, foxes), and short-muzzled animals (e.g., cats, bears, rabbits, tigers) - with no manual landmarks, no user-provided templates, and no per-asset setup. The pipeline combines hybrid VLM+CV riggability checking, multi-model face parsing, dense keypoint-driven template registration, procedural inner-mouth construction, and collision-aware blendshape transfer. For non-human characters, OmniFaceRig selects topology-specific face and inner-mouth templates and uses collision-aware inner-mouth fitting to reduce teeth-face intersections without exposing users to category-specific tuning. We also publicly release Omni-Bench, a freely available benchmark dataset of 1,000 biped 3D characters with FACS facial blendshapes and inner-mouth geometry, spanning humans, humanoids, cats, dogs, and other animals. Experiments show high final rigging success on screened Omni-Bench inputs, nearly complete face detection recall from the segmentation ensemble and reliable inner-mouth placement with low penetration. Together, OmniFaceRig provides an automatic path from static generated characters to animation-ready facial rigs across both human and non-human topologies.
3DCodeBench: Benchmarking Agentic Procedural 3D Modeling Via Code
Procedural 3D modeling through code is emerging as a versatile paradigm, offering deterministic, engine-ready, and precisely editable assets that neural 3D generators inherently lack. Authoring such procedural content, however, demands deep expertise in 3D software APIs, parametric design, and code-level geometric reasoning. In this paper, we propose 3DCodeBench, a systematic benchmark for evaluating vision-language model (VLM) agents for procedural 3D generation in 3D modeling software. Specifically, 3DCodeBench evaluates how effectively 12 advanced VLMs can serve as procedural 3D modelers by translating text and image references into procedural code for 3D modeling software. Recognizing that automated metrics may not fully capture the perceptual quality of 3D shapes, we build 3DCodeArena, a ranking platform based on pairwise human preferences over generated 3D outputs. From extensive evaluations and results, we observe that: (1) Failures mostly arise from API mismatches, while successful renders still suffer from disconnected or floating 3D geometric components. (2) Test-time scaling, such as higher thinking budgets and multi-turn refinement, improves performance overall. Our findings highlight a critical need for high-quality procedural coding data to advance commercial VLMs. Furthermore, effective procedural 3D modeling requires a robust execution environment that provides high-fidelity feedback for iterative refinement. We release 3DCodeBench, including the curated large-scale dataset of multimodal (text/image) prompts, procedural code, 3D object triplets, evaluation protocol, and the public 3DCodeArena platform as a foundational toolkit for exploring VLM-based procedural 3D modelers.
Map2World: Segment Map Conditioned Text to 3D World Generation
3D world generation is essential for applications such as immersive content creation or autonomous driving simulation. Recent advances in 3D world generation have shown promising results; however, these methods are constrained by grid layouts and suffer from inconsistencies in object scale throughout the entire world. In this work, we introduce a novel framework, Map2World, that first enables 3D world generation conditioned on user-defined segment maps of arbitrary shapes and scales, ensuring global-scale consistency and flexibility across expansive environments. To further enhance the quality, we propose a detail enhancer network that generates fine details of the world. The detail enhancer enables the addition of fine-grained details without compromising overall scene coherence by incorporating global structure information. We design the entire pipeline to leverage strong priors from asset generators, achieving robust generalization across diverse domains, even under limited training data for scene generation. Extensive experiments demonstrate that our method significantly outperforms existing approaches in user-controllability, scale consistency, and content coherence, enabling users to generate 3D worlds under more complex conditions.
ProcFunc: Function-Oriented Abstractions for Procedural 3D Generation in Python
We introduce ProcFunc, a library for Blender-based procedural 3D generation in Python. ProcFunc provides a library of easy-to-use Python functions, which streamline creating, combining, analyzing, and executing procedural generation code. ProcFunc makes it easy to create large-scale diverse training data, by combinatorial compositions of semantic components. VLMs can use ProcFunc to edit procedural material and geometry code and can create new procedural code with significantly fewer coding errors. Finally, as an example use case, we use ProcFunc to develop a new procedural generator of indoor rooms, which includes a collection of new compositional procedural materials. We demonstrate the detail, runtime efficiency, and diversity of this room generator, as well as its use for 3D synthetic data generation. Please visit https://github.com/princeton-vl/procfunc for source code.
SimpleProc: Fully Procedural Synthetic Data from Simple Rules for Multi-View Stereo
Generating procedural synthetic data for multi-view stereo (MVS) usually requires writing complex rules to match the realism of curated datasets. We demonstrate that we can generate effective training data using SimpleProc: a new, fully procedural generator driven by a very small set of rules based on Non-Uniform Rational Basis Splines (NURBS), as well as simple displacement and texture patterns. At a modest scale of 8,000 images, our approach achieves superior results compared to manually curated images at the same scale sourced from games and real-world objects. When scaled to 352,000 images, our approach achieves similar, and in some benchmarks, even better results than the current state-of-the-art trained on over 692,000 manually curated images. The source code and the data are available at https://github.com/princeton-vl/SimpleProc.
WorldAgents: Can Foundation Image Models be Agents for 3D World Models?
Given the remarkable ability of 2D foundation image models to generate high-fidelity outputs, we investigate a fundamental question: do 2D foundation image models inherently possess 3D world model capabilities? To answer this, we systematically evaluate multiple state-of-the-art image generation models and Vision-Language Models (VLMs) on the task of 3D world synthesis. To harness and benchmark their potential implicit 3D capability, we propose an agentic framing to facilitate 3D world generation. Our approach employs a multi-agent architecture: a VLM-based director that formulates prompts to guide image synthesis, a generator that synthesizes new image views, and a VLM-backed two-step verifier that evaluates and selectively curates generated frames from both 2D image and 3D reconstruction space. Crucially, we demonstrate that our agentic approach provides coherent and robust 3D reconstruction, producing output scenes that can be explored by rendering novel views. Through extensive experiments across various foundation models, we demonstrate that 2D models do indeed encapsulate a grasp of 3D worlds. By exploiting this understanding, our method successfully synthesizes expansive, realistic, and 3D-consistent worlds.