Compact token sequences are essential for efficient 3D generation. However, existing 3D tokenizers typically organize latent representations either over spatial regions or as fixed-size sets of global tokens, both suffering sharp reconstruction degradation when compressed to extremely low token budgets. In this paper, we present ZipTok3D, a 3D tokenizer designed for high-fidelity reconstruction from extremely short token sequences. Its key idea is to organize object geometry into progressively informative global-token prefixes and unfold these compact representations through iterative decoding. Specifically, nested dropout randomly truncates the latent sequence after encoding during training and requires each retained prefix to reconstruct the complete object, thereby prioritizing essential geometric information in the leading tokens. The decoder then repeatedly applies a parameter-shared Transformer block to recover fine-grained geometry from each prefix without a separate generative sampling stage. With the same token dimension, ZipTok3D achieves reconstruction quality comparable to the 32-token COD-VAE baseline using only one token on ShapeNet and four on TRELLIS, yielding $32\times$ and $8\times$ shorter token sequences, respectively.
Recent advances in generative AI allow users to create 3D models from text or images. However, these models prioritize visual plausibility over geometric accuracy, often generating results with flaws that compromise their intended use post-fabrication. We present InstructMesh, an interactive post-generation refinement tool that enables selective repair of generative 3D models through region selection and targeted operations, such as opening or sealing voids, or adjusting local thickness. Users can invoke edit operations via natural language prompts or slider controls. By operating directly on the intermediate latent representation, InstructMesh allows users to apply robust geometric corrections without requiring expert modeling skills. To inform our design, we first analyze common fabrication-related failure modes in outputs from state-of-the-art generative tools. We then conduct two user studies, demonstrating that novices can identify and perform fabrication-relevant repairs on generative outputs using InstructMesh, and revealing user preference for hybrid interfaces that combine slider controls with natural language input.
Image-conditioned 3D generation has advanced rapidly, yet existing evaluation protocols largely judge rendered-view plausibility and semantic alignment, overlooking whether a generator forms a stable 3D interpretation and produces assets usable in graphics pipelines. We introduce Cyc3D, a multidimensional benchmark that evaluates image-to-3D generation along two complementary axes: Cross-View Object Consistency and Representation Quality. At the asset level, Cyc3D measures whether object identity remains semantically coherent across rendered viewpoints. At the model level, we propose View-Cycle Structural Consistency, a closed-loop render-regenerate-align protocol that repeatedly re-observes a generated asset from novel views and quantifies geometric, perceptual, and semantic drift across generations. To assess native asset usability beyond rendered appearance, Cyc3D further evaluates geometric structure, reference-image fidelity, mesh discretization and efficiency, and UV parameterization quality. Together, these diagnostics expose failures obscured by a single perceptual score and provide interpretable evidence of both model instability and representation defects. Experiments on five representative image-to-3D systems show that closed-source feed-forward models consistently outperform open-source optimization-based baselines in geometric fidelity, mesh quality, and cycle stability. Nevertheless, even the strongest methods achieve cycle-stability scores below 48, revealing a persistent gap between visually plausible generation and robust 3D object understanding.
Ruijie Su, Lingxiao Yang, Xiaohua Xie +1cs.CV cs.AI
Recent progress has been made in 3D Gaussian representation for reconstruction, generation, and physical simulation. However, current approaches mainly concentrate on physics-based dynamic generation of solid objects and only handle single-phase collision interactions. We introduce VersaGauss, a unified framework for generation, simulation, and rendering that supports versatile physics-based dynamic generation, particularly for multiphase interactions. Our system takes a few images as input and produces a realistic, physics-driven 3D dynamic scene with multiple objects. To optimize the Gaussian kernel distribution, we develop a particle pruning algorithm. We also propose the Coupled Multiphase Point Method (CMPM) to effectively model and generate multiphase interactions. Additionally, harmonic interpolation within CMPM and a Gaussian evolution strategy are introduced to achieve realistic fluid rendering. Extensive experiments demonstrate that our framework can simulate interactions among various materials such as fluid, rubber, sand, snow, and others. Code is available at https://github.com/Elowen-surj/VersaGauss.
In closed forests, neighboring tree crowns often stop short of touching, leaving a network of narrow gaps known as crown shyness. The pattern belongs to the stand rather than to any single tree, which makes it a natural probe of a question in generative modeling: can a learned model produce a set of objects whose defining structure exists only between them? We formulate stand-level canopy generation as set generation with a flow-matching model, in which attention between trees is the only channel through which coupling can arise. Trained on stands grown by a resource-competition simulation that is provably not reducible to per-tree geometry, the joint model halves the clearance distribution error of an identical-capacity model that generates each tree alone, and the advantage persists at stem densities outside the training range. Against field measurements of a tropical oak forest, a single calibrated scalar yields held-out agreement in gap magnitude and crown asymmetry. The directional statistics of the gaps are controlled by stem placement rather than by the growth rule, and match the field once stem jitter is calibrated. Crown shyness, in both the simulation and the learned model, is a property of the stand and not of the tree.
High-fidelity image-to-3D generation requires a 3D representation that captures both geometry and appearance. To support relighting and integration into standard rendering pipelines, the representation should include physically based rendering (PBR) modalities such as albedo, metallic-roughness, and surface normals. We propose Luce, a 3D representation that unifies geometry and PBR materials within a voxelized multimodal Gaussian cloud, using dedicated Gaussian primitives for each modality. A variational autoencoder compresses this representation into a unified material-aware latent space. A rectified-flow transformer generates this latent from a single image, conditioned on multi-layer features from a pretrained image encoder that preserve both semantic context and fine spatial detail. The latent then decodes into relightable PBR Gaussians and an optional textured mesh with a tangent-space normal map. On Toys4K, Luce achieves state-of-the-art single-image-to-3D generation, improving FID by 28% over the strongest baseline. We further introduce a benchmark of AI-generated images, on which Luce improves the CLIP image-alignment score over the best baseline (0.8519 vs. 0.8299). Luce generates relightable, geometrically accurate, and materially faithful assets that preserve fine details such as text, logos, and inscriptions.
Digital 3D objects used in games and animation are often required to be compositional; that is, decomposed into semantically meaningful parts. Recent 3D generation methods can produce high-quality compositional objects conditioned on image or text prompts. Yet, such global conditioning lacks the precise part-level controllability required for professional creative workflows. To address this, we introduce MultiCube, a novel compositional 3D generation method that provides explicit, independent control over both the semantics and spatial arrangement of each part. MultiCube takes as input a global text prompt, a text schema specifying the desired parts, and a spatial layout indicating the bounding boxes of the parts in the given schema. It outputs a 3D object composed of distinct meshes, one per specified part, that adhere to the given semantic and spatial conditions. Our approach employs a two-stage diffusion process, first generating a schema- and layout-aligned monolithic mesh, then decomposing the mesh into individual parts simultaneously. A novel Part Layout Adapter is used to encode per-part conditions independently of the other parts. Experiments demonstrate that our method can generate high-quality compositional 3D objects with precise part-level control, including those with unique layouts difficult to achieve with text or image prompting alone. Project page: https://multi-cube.github.io
While text-to-3D generation has advanced rapidly, achieving high geometric fidelity at low inference cost remains challenging. Existing text-to-3D methods either decode discrete shape tokens autoregressively or iteratively refine global 3D representations with diffusion or flow models. However, autoregressive decoding is sequential and cannot revise errors, whereas diffusion and flow-matching models repeatedly process the full representation, making high-quality generation increasingly expensive. In this paper, we propose Block3D, a block-wise diffusion framework that partitions the discrete shape-token sequence into contiguous blocks, generates the blocks autoregressively, and jointly denoises all tokens within the current block. To alleviate error accumulation, we introduce confidence-guided intra-block correction, which revises low-confidence tokens before each block is finalized. On a held-out set from TRELLIS-500K, Block3D reduces mean end-to-end generation time from 25.71 seconds to 4.99 seconds, achieving a $5.15\times$ speedup over the fine-tuned autoregressive baseline without sacrificing geometric fidelity.
Many scalable latent 3D generators operate on structured tensors, whereas pre-optimized 3D Gaussian Splatting (3DGS) reconstructions are unordered, spatially irregular, and vary widely in primitive count. We present GS-Voxel, a fitting-free structured latent framework, and evaluate it for large-scale aerial 3D Gaussian scene generation. GS-Voxel deterministically converts a compatible pre-optimized 3DGS reconstruction into sparse active voxels without additional per-scene optimization, retaining the sub-voxel positions and rendering attributes of the selected primitives. A GS-specific factorized VAE then separately encodes voxel geometry and local Gaussian attributes into sparse 3D latents whose size grows with the number of occupied voxels rather than being limited by a fixed scene-wide primitive count. We train image-conditioned flow models in the GS-Voxel latent space to generate aerial 3DGS scenes. A key application enabled by GS-Voxel is large-area scene generation: overlap-aware tiled inference extends synthesis beyond a single training crop conditioned on satellite-view images. Our results show that GS-Voxel provides structured latents for pre-optimized aerial 3DGS reconstructions, with latent capacity that grows with the number of occupied voxels.
Part-aware 3D object generation is essential for graphics applications such as controllable modeling, editing, and articulation, where objects are represented as coherent assemblies of semantic parts. However, existing part-aware generation methods, do not scale well to highly complex objects. As the number of parts increases, generating detailed geometry becomes prohibitively expensive in token length and memory. We introduce MegaParts, a scalable autoregressive 3D generation framework to address this challenge by combining structured sequence modeling with a token-efficient vector-quantized shape tokenizer. Our tokenizer learns discrete latent representations for part-level geometry by minimizing token usage subject to high-fidelity reconstruction, enabling adaptive-length tokenization based on geometric complexity. On top of this compact representation, we train a large language model to generate object bounding boxes, part bounding boxes, and part shape tokens within a unified structured sequence. Combined with efficient long-context training strategy, our token-efficient formulation scales to objects with up to 300 parts and sequence lengths up to 256k tokens. This substantially extends the scale of part-aware 3D generation while preserving compositional structure and enabling fine-grained part-level control. Our method achieves higher mesh quality than baseline autoregressive and diffusion models, showing that compressed discrete part tokens improve not only scalability but also the achievable fidelity of generated geometry. These results suggest that LLM native token-efficient autoregressive modeling is a compelling alternative to diffusion for large-scale part-aware 3D generation. The project page is available at https://expmaster.github.io/megaparts_webpage.
Part-aware 3D generation aims to create digital assets that are coherent as complete objects while exposing structural parts for editing, material assignment, animation, and reuse. Existing methods impose this structure outside the native generation loop: segmentation-based methods partition an already generated shape, while additive methods synthesize parts from predefined layouts, boxes, or tokens and then reconcile them into a whole. The former preserves the generated geometry but fixes the object before part boundaries are determined; the latter exposes part cardinality but often leaves shared boundaries vulnerable to gaps, interpenetrations, and material discontinuities. In this paper, we propose SCULPT, a framework that addresses these challenges through subtractive composition. Given a complete object represented in a structured 3D latent space, SCULPT iteratively applies a joint split predictor to generate one extracted part together with the remaining object. The predictor performs a coupled denoising process conditioned on both the image and the current 3D state, so the extracted part and updated remainder are generated together rather than reconciled after generation. The joint split predictor processes both outputs on the union of their native sparse 3D supports, allowing neighboring supports to overlap rather than imposing a disjoint voxel partition. The rollout ends when the remainder support becomes empty or reaches a fixed safety cap, allowing the number of generated parts to adapt to each object within that bound. Extensive experiments demonstrate state-of-the-art geometry on PartObjaverse while preserving strong complete-object reconstruction after part assembly. Results on four dataset images, one text-to-image-generated input, and one real-world photograph further show fine-grained textured part decomposition beyond the benchmark.
Text-driven 3D generation has advanced rapidly in creating large-scale outdoor environments and detailed indoor scenes, but these domains are usually synthesized independently, lacking the correspondence required for a coherent urban world. We present HoloWorld, a unified indoor-outdoor urban world generation framework built on a continuously updated cross-scale world context. Initializing from a user description, HoloWorld progressively represents and updates the diverse world information, from city-scale planning to individual buildings, allowing generated interiors to maintain explicit correspondence with their associated exterior buildings. Conditioned on the evolving context and previously generated neighboring blocks, HoloWorld autoregressively generates urban exteriors with consistent spatial organization and visual identity across blocks. The generated exterior representations are further grounded in 3D building instances and footprints, enabling building-specific indoor generation with geometry-constrained layouts and inherited appearance characteristics. To our knowledge, HoloWorld is the first framework to unify indoor and outdoor generation within a coherent 3D urban world. Extensive experiments demonstrate that HoloWorld achieves superior urban exterior generation performance, improving the average AQS score over the SOTA by 7.68\% and obtaining the highest average RDR score, while maintaining strong building-level indoor-outdoor correspondence and cross-block continuity within a unified 3D urban world.
Guangming Fu, Jin Song, Yiyun Fei +3cs.CV cs.AI cs.GR
Part-level 3D generation has recently attracted increasing attention for producing structured and editable 3D assets. However, existing methods typically decompose objects according to functional semantics rather than the editable material boundaries (e.g., fabric, wood, metal) required in practical 3D applications such as interior design. Additionally, current methods often generate parts independently, causing computational costs to scale linearly with the part count. To address these limitations, we present PartMat, an efficient material-aware 3D part decomposition pipeline that represents multi-part geometry with a single global latent. Given a reference image and a single whole-object geometry, PartMat decomposes the object into parts that follow material boundaries. First, we propose PartVAE to learn such a unified representation and decode all material parts in a single forward pass, thereby decoupling inference cost from the number of parts. Second, with this representation, a diffusion model is trained for part generation and refined via reinforcement learning for accurate material assignment and overlap suppression. Finally, to recover fine-grained geometric details, we introduce a sparse-voxel flow-matching model with part attention for geometry post-processing. Extensive experiments demonstrate that PartMat significantly outperforms existing baselines in material-aware decomposition accuracy and achieves comparable geometric quality, while maintaining efficient inference.
High-fidelity 3D generation predominantly relies on scaling model capacity and data, which incurs prohibitive computational costs. This paradigm typically requires learning geometry from scratch and overlooks the rich semantic and structural priors already encapsulated in discriminative 3D foundation models. We contend that leveraging the profound understanding of the 3D world possessed by these discriminative models can significantly reduce generative cost. To this end, we propose ROAD, a framework that reduces the training cost of 3D generation by transferring these rich discriminative priors into diffusion transformers. To address the inherent semantic-structural heterogeneity between generative and discriminative latents, we introduce a reciprocal-objective alignment strategy. This method synergizes Holistic Semantic Condensing to enforce global semantic coherence and Structural Optimal Alignment, which is formulated as a bipartite matching problem to rigorously align microscopic geometric details between disparate latent spaces. The 3D foundation model is only used for training-time supervision of alignment and is not used at inference, incurring no additional inference cost. Compared with the industrial baseline Step1X-3D, the proposed ROAD achieves highly competitive generation performance with only 1.5% of the training data and significantly reduces training costs, effectively reducing the computational overhead of high-fidelity 3D generation. Code is available at https://github.com/H-EmbodVis/ROAD.
With the growth of gaming, animation, and virtual reality industries, the demand for efficient generation of stylized 3D assets is rapidly increasing. However, existing approaches still struggle to jointly preserve style fidelity, geometric consistency, and generation efficiency, as most of them still rely on indirect 2D-to-3D stylization pipelines. This motivates a native 3D stylization framework that can explicitly disentangle style from geometry while remaining efficient. To this end, we propose DreamStyle3D, an efficient framework for stylized 3D asset generation built on a Decoupled Dual Cross-Attention mechanism. Our method explicitly separates geometric and stylistic features to enable efficient style injection while preserving structural consistency, and further adopts a lightweight training strategy to enhance style consistency and model generalization. In addition, we build an automated data pipeline and construct a dataset of about 15K content-style-stylized triplets for training and evaluation. Extensive experiments demonstrate that our DreamStyle3D can generate high-fidelity, geometrically consistent stylized 3D assets within 10 seconds, substantially improving efficiency while maintaining superior style quality and offering a new solution for 3D content creation. The code and data are available at https://github.com/HVision-NKU/DreamStyle3D.
Zefan Qu, Zhenwei Wang, Gerhard Petrus Hancke +1cs.CV
Recent 3D foundation models can generate high-quality assets from a single image, but degrade markedly on unconstrained multi-image inputs, often producing distorted geometry, over-smoothed textures, and chaotic colors. We argue that this failure stems not from limited model capacity, but from a mismatch between single-image cross-attention and the multi-image setting: existing models lack a principled way to decide which image each 3D voxel should trust at each denoising step. Revisiting recent single-image 3D foundation models, we show that explicitly routing each voxel to its most informative image is sufficient to unlock strong performance on inconsistent multi-image inputs. Based on this observation, we propose UMI3D, a training-free and plug-and-play framework that restructures cross-attention for unconstrained multi-image 3D generation. Its core, Simultaneous Focus Cross-Attention (SFC-Attn), activates all conditioning images at each denoising step while allowing each voxel to focus on the single image that best explains it. To enable this routing, we derive the Voxel Reference Score (VRS), a model-intrinsic metric for voxel--image affinity that requires no external matching, segmentation, or correspondence models. Extensive experiments show that UMI3D unlocks the multi-image potential of single-image 3D generation frameworks across diverse tasks. Project Page: UMI3D-Project.github.io.
Lisa Weijler, Irene Ballester, Guofeng Mei +2cs.CV
Geometric foundation models, such as the Visual Geometry Grounded Transformer (VGGT), provide strong 3D priors from unposed images. However, such models operate purely in a feed-forward, deterministic regime, \ie~they cannot generate plausible geometry beyond what the input views directly support. Generative models for 3D scenes, on the other hand, must rely on strong geometric priors to produce coherent outputs from sparse inputs. We bridge these two paradigms by performing flow matching directly in VGGT's latent space, leveraging its learned 3D priors without committing to any explicit downstream representation such as Gaussians, meshes, or video-VAE latents. This requires respecting the latent geometry: VGGT tokens occupy a product of high-dimensional hyperspheres on which standard Euclidean flow matching fails. We address this with a Riemannian Flow Matching framework defined on a product manifold of four hyperspheres, aligned with VGGT's multi-scale encoder, which keeps generated tokens on the valid data manifold required by the frozen decoding heads. On RealEstate10K, ScanNet++ and ETH3D, our method achieves strong performance against recent scene generation baselines in both per-view appearance and aggregated 3D geometry, establishing latent-space flow matching on geometric foundation models as a viable paradigm for 3D generation. The project page can be found $\href{https://lisaweijler.github.io/geometry-grounded-rfm/}{\text{here}}$.
High-quality 3D scene assets are critical for embodied applications such as robotic manipulation, navigation, and simulation. Despite their strong object priors, recent single-image 3D generation models such as SAM3D remain insufficient for real-world scenes, where severe occlusions, redundant observations, and cross-view inconsistencies make reliable scene generation challenging. We introduce Scene-SAM3D, a training-free framework that extends SAM3D from single-view object generation to calibrated multi-view scene asset generation. Scene-SAM3D selects a compact set of complementary views, reducing observation redundancy while providing additional evidence for regions occluded in individual views. Based on the selected views, it performs step-efficient latent velocity fusion to integrate multi-view evidence and suppress cross-view conflicts in canonical space. Finally, a lightweight rigid-object Gaussian optimization refines the scene layout within 200 iterations while preserving the generated object geometry. Experiments on Replica and ScanNet++ demonstrate consistent improvements at both instance and scene levels, with our method reducing scene-level CD by 43.8% on Replica and 30.9% on ScanNet++, while cutting flow-model sampling FLOPs and wall-time latency by nearly 20% under the same multi-view setting. Code will be released at https://github.com/xibi777/Scene-SAM3D.
Generating high-quality triangle meshes is essential for film, gaming, and interactive 3D applications. Mainstream methods rely on mesh serialization and autoregressive processes, which stuggles in effective inference and is sensitive to error accumulation. In this paper, we present Nexus, a diffusion method that achieves holistic mesh generation via decoupled vertex and topology generation. First, we view mesh vertices as sparse voxels organized as an octree and adopt a diffusion model to generate the vertices in a coarse-to-fine manner. Second, for topology modeling, we propose Spacetime Interval, as an extension of Spacetime Distance to encode arbitrary edge and face topology into continuous per-vertex embeddings. It allows for a global and efficient recovery of complex topology. We then employ a diffusion model to generate the continuous embeddings on the generated vertices. Extensive experiments on the Objaverse and Toys4K datasets and in-the-wild images demonstrate that our method outperforms state-of-the-art autoregressive and two-stage baselines, effectively circumventing the inherent limitations of sequential mesh modeling. A blind user study from 3D practitioners confirms strong perceptual preference for our results.
Existing 3D generative models predominantly rely on implicit volumetric representations, which enforce watertight topology and struggle to represent thin-shell and non-manifold geometries such as garments. Geometry image-based approaches offer a surface-centric alternative, but existing methods rely on discrete binary occupancy maps whose resolution-dependent boundary encoding causes staircase artifacts and information loss upon downsampling, while surface reconstruction remains a non-differentiable post-processing step disconnected from the learning pipeline. To address this, we propose Differentiable Geometry Image (DiffGI), an end-to-end 3D-to-2D mapping framework that seamlessly integrates surface representation and geometric optimization. DiffGI replaces binary maps with a continuous 2D Truncated Signed Distance Function (TSDF), which encodes boundary position at subpixel precision within a fixed grid resolution, eliminating resolution-dependent staircase artifacts even under aggressive downsampling. Building on this continuous field, we introduce a differentiable Marching Squares algorithm based on analytical linear interpolation, allowing gradients from 3D surface losses to propagate back to the 2D latent space. Leveraging this differentiable pipeline, we train a DiffGI-VAE augmented with a geometry-aware normal rendering loss to compress complex 3D surfaces into an ultra-compact 32X32 latent space, and instantiate a transformer-based latent diffusion model with a flow-matching objective on top of this space for conditional 3D generation. Extensive experiments on garment and object datasets demonstrate that our method achieves superior reconstruction fidelity and boundary precision compared to prior geometry-image and voxel-based approaches, while requiring significantly fewer computational resources.
While recent advances in 3D generation have enabled impressive visual synthesis, existing methods often rely on 2D diffusion supervision without explicit mechanisms for geometric consistency, leading to spatial hallucinations such as duplicated structures and misaligned geometry. These issues become more severe in 4D generation, where maintaining consistency across viewpoints and temporal evolution introduces additional challenges, including jitter, identity flicker, and structural drift. We present \textbf{Hallo4D}, a unified and model-agnostic framework for mitigating spatiotemporal hallucinations in 3D and 4D content generation. Hallo4D introduces a generation-detection-correction paradigm that leverages large multimodal language models (LMMs) to identify and summarize spatial and temporal inconsistencies from multi-view and multi-frame renderings. These insights guide a consensus-driven image-space consistency optimization, where an LMM-based selector evaluates candidate corrections through multi-model voting, without requiring retraining or architectural modifications. To further improve temporal consistency and optimization efficiency, Hallo4D incorporates motion-aware keyframe sampling, LMM-guided initialization, and appearance alignment. We additionally introduce exposure-aware optimization and visibility pruning to enhance robustness under challenging viewpoints. Extensive experiments demonstrate that Hallo4D consistently outperforms strong baselines across diverse 3D and 4D generation settings, providing a scalable and generalizable solution for consistency-aware content generation.
Faraz Faruqi, Sean J. Liu, George Fitzmaurice +1cs.HC cs.CV
While generative AI has unlocked new opportunities for 3D content creation, current workflows often rely on multiple regenerations, which provides limited control and unpredictable outcomes. We present Compos3D, a system that introduces a compositional workflow for generative 3D modeling through remixing. Instead of repeatedly regenerating models, users generate multiple candidates from text or image prompts, select parts of interest via 2D image regions or 3D mesh segments, and assemble them into a coherent design. The system synthesizes these compositions into a refined 3D model, preserving high-level intent while resolving low-level geometry. To evaluate this approach, we conducted a controlled user study comparing remixing and regeneration workflows across both 2D and 3D modalities. Results show that the remixing workflow provides participants with greater creative control, stronger alignment with their intent, and higher satisfaction. We conclude with design recommendations for future AI-assisted 3D modeling workflows.
We present ABot-3DWorld 0, a universal multimodal 3D world model that turns text, image, and video inputs into high-fidelity, explorable 3D worlds. At the heart of our framework is a unified Spatial Generative Primitive (SGP), a compact tuple of a high-quality panorama and a spatial point cloud that delivers an efficient description of any 3D space. Multimodal inputs are first lifted into this primitive; a 3D-consistent panoramic video generator then explores the primitive along a planned trajectory; finally, our panoramic video reconstruction engine converts the generated video into a clean, photorealistic 3D Gaussian Splatting (3DGS) world. This pipeline covers two regimes: rich inputs (multi-view sets, casual video) are lifted into the SGP through a geometry-rigorous recovery that mirrors the observed scene, while a single image or sentence is completed generatively into a creative world. The result is one low-barrier engine for general 3D content creation that further anchors generated worlds to geographic points of interest, enabling map-native spatial exploration at consumer scale. Experiments show that ABot-3DWorld 0 sets the state of the art among open-source methods and demonstrates stronger scene fidelity than Marble under rich multimodal inputs.
Zhenyu Zhao, Nanshan Jia, Jihyeon Je +7cs.CV cs.AI cs.GR
Automated evaluation is essential for scaling generative 3D systems, where exhaustive human review is costly and slow. However, the reliability of an automated judge depends on the entire evaluation pipeline, not only the underlying vision-language model (VLM), but also how assets are rendered, what visual evidence is provided, how the task is specified, and how human reference labels are constructed. We introduce 3D-DefectBench, a benchmark and framework for systematic analysis of VLM-based 3D defect detection pipelines. It complements holistic ratings and pairwise preferences with nine fine-grained binary defects spanning geometry, texture, and prompt adherence, providing actionable diagnostics for generator development and judge evaluation. Using a balanced factorial design, we vary four pipeline factors, VLM, camera protocol, visual input, and prompt schema, across 84 inference designs and approximately 3.2 million scored defect decisions, followed by staged validation on a broader set of frontier models. Model choice is the largest determinant of agreement with human labels, but the remaining factors also affect performance, interact with model selection, and can change the best configuration. Within the evaluated design space, a compact six-view RGB protocol performs comparably to denser multi-view settings and inputs augmented with depth or surface normals, making it a strong cost-effective default. Under this standardized pipeline, the best of 12 VLM judges still lag behind trained human labelers, while texture agreement drops sharply when expert-consensus labels are replaced by noisier silver labels. These findings show that automated judges should be evaluated as complete pipelines and calibrated across human reference regimes, rather than benchmarked only as standalone models. We release labels, prompts, predictions, and Croissant metadata on Hugging Face.
Shijin Wang, Zichong Chen, Yang Zhou +1cs.GR cs.CV
Mesh deformation, the process of altering the vertex positions of a 3D mesh while preserving its topological structure, is a cornerstone of computer graphics. Despite the recent emergence of numerous text-guided 3D mesh deformation methods, deforming an initial mesh into one that both adheres to text prompts and preserves its pose remains challenging. This paper proposes PoseAlign, which decomposes text-guided mesh deformation into two stages: global pose scaling and local detail sculpting. Specifically, in the first stage, we introduce the Laplacian as a differentiable mesh representation to enable more efficient yet smoother global deformation. Then, we propose a novel pose-aligned SDS loss by adapting score distillation sampling (SDS) with an attention-sharing mechanism, which sculptures fine-grained geometric details for the deformed mesh while preserving its original pose. PoseAlign significantly enhances the controllability of the overall deformation process, achieving a favorable balance between pose preservation and text alignment. Experiments demonstrate the competitive advantages of our method in text alignment and mesh quality. Code is available at: https://cousingrade6.github.io/PoseAlign
We present a framework for understanding and generating feature rich hair strands. Drawing upon both scientific and cultural expertise, we define strand texture as the various distinctive patterns (curling, switchbacks, twist, etc.) that are formed by forces internal to a hair strand. We begin by proposing a novel five-dimensional parameter space, intended to be a bijection with naturally occurring hair strand textures. This encoding is both qualitatively accessible, allowing users to readily locate their own hair in the parameter space, and quantitatively precise, allowing the generation of individual strands from texture inputs. Importantly, strand texture should be independent from the overall strand direction. In order to disentangle strand texture from the overall strand direction, we identify centerline geometry and use it to map strands into a canonical space (a strand texture space). We construct centerlines using a novel method that cleanly distills complex hair grooms, separating the strand texture from the overall style (parameterized by style guides). We enable the creation of new strands conforming to our parametric description of texture via a generative artificial intelligence approach supervised by a separate neural network trained to label candidate strands according to our five-parameter description. The ability to create new strands conforming to any desired texture enables groom editing using either texture transfer or user-provided inputs. We demonstrate results on a variety of hair types.
Unified 3D foundation models aspire to generate 3D assets and reason about them in language within a single backbone, but their text-3D interaction remains largely implicit. Existing methods concatenate text and 3D tokens into a flat sequence and rely on self-attention, collapsing coarse structural cues and fine geometric details into one undifferentiated representation. We introduce ELSA3D, a unified 3D model that addresses this with elastic semantic anchoring, structuring language and geometric reasoning jointly along matched abstraction scales. ELSA3D represents geometry with a scale-aware octree tokenizer and introduces Anchor Tokens, sparse cross-modal units that select semantic cues, route them to the most relevant 3D scale, retrieve scale-specific geometric evidence, and write the fused signal back into the unified representation, keeping interaction sparse yet precise. A lightweight per-block router makes both computation and reasoning elastic, choosing which text tokens instantiate anchors at which geometric scale so that cross-modal capacity concentrates where alignment is most needed. ELSA3D achieves state-of-the-art performance across image-to-3D generation, text-to-3D generation, and 3D captioning, outperforming the strongest unified baseline while roughly halving FLOPs and inference latency relative to the non-elastic version of the same model.
3D reconstruction and generation are commonly tackled by separate paradigms: pixel-based regression for reconstruction, and latent diffusion for generation. Recent works attempt to unify them in latent space, but with notable drawbacks: the diffusion objective is defined on latent features rather than the underlying 3D representation, and both branches suffer from information loss introduced by latent encoding, while requiring a pretrained Variational Autoencoder (VAE) or Representation Autoencoder (RAE). In this paper, we reformulate these two tasks under a unified pixel-space diffusion paradigm and introduce PixWorld, a single model that jointly addresses 3D reconstruction and generation. By supervising diffusion directly on rendered images, PixWorld removes the above limitations and aligns optimization with 3D scene fidelity. Beyond photometric and perceptual supervision that operates at the 2D image level and lacks 3D geometric awareness, we further introduce a geometry perception loss that aligns rendered views with their ground truth in the geometry-aware feature space of a pretrained 3D foundation model, providing 3D structural supervision. PixWorld consistently outperforms prior latent-space generation methods and matches state-of-the-art reconstruction methods, demonstrating the superiority of a unified pixel-space approach.
The key challenge in articulated 3D object generation from a single image is accurately predicting the underlying kinematic structure. Existing methods either infer kinematic parameters directly from a static image that lacks dynamic part-level kinematic relationships, or estimate parameters from visual dynamics generated from a single image, which is prone to accumulated errors of two steps. Moreover, the limited scale and diversity of existing annotated datasets further hinder generalization to complex, real-world objects. To overcome these limitations, we propose to learn the joint distribution of visual dynamics and kinematic parameters. Recognizing that articulated objects can be formulated as dynamic systems, we propose a unified Part World Model called PWM-ArtGen. To leverage unannotated data, this model couples action diffusion and image diffusion with independent diffusion timesteps, which enables visual branch co-training. We further curate a photorealistic dataset of 19.7k part-level image pairs without kinematic annotations, to support co-training. Experiments demonstrate that PWM-ArtGen substantially outperforms existing baselines in the resting state and exhibits strong zero-shot generalization to out-of-distribution objects.
Recent advances in 3D content generation from text or images have achieved impressive results, yet view inconsistency from 2D generators and the scarcity of high-quality 3D data remain significant bottlenecks. Existing solutions typically adapt large-scale pre-trained text-to-image latent diffusion models to generate 3D Gaussian Splats (3DGS). However, these approaches often rely on training complex cascade pipelines that are computationally expensive and scalability-limited. Most critically, the quality of generated 3D assets is inherently constrained by each component capacity and compressed latent space, leading to decoding artifacts and accumulated errors. To address these limitations, we propose PixGS, a single-stage pipeline for direct high-quality 3DGS generation, which leverages recent advances in pixel-space diffusion to bypass lossy latent compression while still benefiting from the vast 2D generative priors. By directly denoising 3D Gaussian attributes at each timestep, our method enables precise, splat-level regularization of both appearance and geometry. Furthermore, we introduce a comprehensive supervision strategy that incorporates surface normals, depth, and high-frequency structural information, which is often overlooked in prior works. Experiments demonstrate that PixGS outperforms current state-of-the-art methods while maintaining a fast inference speed (1s on a single A100 GPU), offering a robust and efficient alternative to multi-stage generation pipelines.