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Jul 15

Embody4D: A Generalist Data Engine for Embodied 4D World Modeling

Embodied agents require robust and comprehensive 3D spatiotemporal representations to support spatial reasoning, manipulation understanding, and downstream decision making. However, existing robot data are typically captured from fixed or sparse viewpoints, providing only partial and view-dependent observations, which limits multi-view perception and generalization across viewpoints. Given the difficulty of collecting additional viewpoints in real-world settings, we propose Embody4D, a dedicated video-to-video world model for embodied scenarios to bridge this observation gap by transforming a monocular robot video into novel-view videos from flexible target camera viewpoints. First, to tackle training data scarcity, we introduce a 3D-aware compositional synthesis pipeline to curate a heterogeneous dataset compositing cross-embodiment robotic arms with diverse backgrounds, promoting broad generalization. Second, to enforce geometric stability, we devise a latent confidence-aware expert modulation strategy, which estimates the reliability of warped latent priors and adaptively routes regions to copy, repair, or inpaint experts for spatiotemporally consistent 4D generation. Finally, to enhance the fidelity of the manipulation, we incorporate an interaction-aware attention mechanism that explicitly attends to the robotic interaction regions. Extensive experiments show that Embody4D achieves state-of-the-art performance on visual evaluation benchmarks, while both simulated and real-world robotic experiments further demonstrate its effectiveness as a robust data engine for synthesizing high-fidelity, view-consistent videos that empower downstream robotic planning and learning.

  • 9 authors
·
Jun 5

PartCrafter: Structured 3D Mesh Generation via Compositional Latent Diffusion Transformers

We introduce PartCrafter, the first structured 3D generative model that jointly synthesizes multiple semantically meaningful and geometrically distinct 3D meshes from a single RGB image. Unlike existing methods that either produce monolithic 3D shapes or follow two-stage pipelines, i.e., first segmenting an image and then reconstructing each segment, PartCrafter adopts a unified, compositional generation architecture that does not rely on pre-segmented inputs. Conditioned on a single image, it simultaneously denoises multiple 3D parts, enabling end-to-end part-aware generation of both individual objects and complex multi-object scenes. PartCrafter builds upon a pretrained 3D mesh diffusion transformer (DiT) trained on whole objects, inheriting the pretrained weights, encoder, and decoder, and introduces two key innovations: (1) A compositional latent space, where each 3D part is represented by a set of disentangled latent tokens; (2) A hierarchical attention mechanism that enables structured information flow both within individual parts and across all parts, ensuring global coherence while preserving part-level detail during generation. To support part-level supervision, we curate a new dataset by mining part-level annotations from large-scale 3D object datasets. Experiments show that PartCrafter outperforms existing approaches in generating decomposable 3D meshes, including parts that are not directly visible in input images, demonstrating the strength of part-aware generative priors for 3D understanding and synthesis. Code and training data will be released.

  • 7 authors
·
Jun 5, 2025 8

Category-Aware 3D Object Composition with Disentangled Texture and Shape Multi-view Diffusion

In this paper, we tackle a new task of 3D object synthesis, where a 3D model is composited with another object category to create a novel 3D model. However, most existing text/image/3D-to-3D methods struggle to effectively integrate multiple content sources, often resulting in inconsistent textures and inaccurate shapes. To overcome these challenges, we propose a straightforward yet powerful approach, category+3D-to-3D (C33D), for generating novel and structurally coherent 3D models. Our method begins by rendering multi-view images and normal maps from the input 3D model, then generating a novel 2D object using adaptive text-image harmony (ATIH) with the front-view image and a text description from another object category as inputs. To ensure texture consistency, we introduce texture multi-view diffusion, which refines the textures of the remaining multi-view RGB images based on the novel 2D object. For enhanced shape accuracy, we propose shape multi-view diffusion to improve the 2D shapes of both the multi-view RGB images and the normal maps, also conditioned on the novel 2D object. Finally, these outputs are used to reconstruct a complete and novel 3D model. Extensive experiments demonstrate the effectiveness of our method, yielding impressive 3D creations, such as shark(3D)-crocodile(text) in the first row of Fig. 1. A project page is available at: https://xzr52.github.io/C33D/

  • 7 authors
·
Sep 2, 2025

Pano3DComposer: Feed-Forward Compositional 3D Scene Generation from Single Panoramic Image

Current compositional image-to-3D scene generation approaches construct 3D scenes by time-consuming iterative layout optimization or inflexible joint object-layout generation. Moreover, most methods rely on limited field-of-view perspective images, hindering the creation of complete 360-degree environments. To address these limitations, we design Pano3DComposer, an efficient feed-forward framework for panoramic images. To decouple object generation from layout estimation, we propose a plug-and-play Object-World Transformation Predictor. This module converts the 3D objects generated by off-the-shelf image-to-3D models from local to world coordinates. To achieve this, we adapt the VGGT architecture to Alignment-VGGT by using target object crop, multi-view object renderings and camera parameters to predict the transformation. The predictor is trained using pseudo-geometric supervision to address the shape discrepancy between generated and ground-truth objects. For input images from unseen domains, we further introduce a Coarse-to-Fine (C2F) alignment mechanism for Pano3DComposer that iteratively refines geometric consistency with feedback of scene rendering. Our method achieves superior geometric accuracy for image/text-to-3D tasks on synthetic and real-world datasets. It can generate a high-fidelity 3D scene in approximately 20 seconds on an RTX 4090 GPU. Project page: https://qiuzidian.github.io/pano3dcomposer-page/.

  • 2 authors
·
Mar 5

3D-RE-GEN: 3D Reconstruction of Indoor Scenes with a Generative Framework

Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for visual effects and game development. Despite significant advances, current textured mesh scene reconstruction methods are far from artist ready, suffering from incorrect object decomposition, inaccurate spatial relationships, and missing backgrounds. We present 3D-RE-GEN, a compositional framework that reconstructs a single image into textured 3D objects and a background. We show that combining state of the art models from specific domains achieves state of the art scene reconstruction performance, addressing artists' requirements. Our reconstruction pipeline integrates models for asset detection, reconstruction, and placement, pushing certain models beyond their originally intended domains. Obtaining occluded objects is treated as an image editing task with generative models to infer and reconstruct with scene level reasoning under consistent lighting and geometry. Unlike current methods, 3D-RE-GEN generates a comprehensive background that spatially constrains objects during optimization and provides a foundation for realistic lighting and simulation tasks in visual effects and games. To obtain physically realistic layouts, we employ a novel 4-DoF differentiable optimization that aligns reconstructed objects with the estimated ground plane. 3D-RE-GEN~achieves state of the art performance in single image 3D scene reconstruction, producing coherent, modifiable scenes through compositional generation guided by precise camera recovery and spatial optimization.

  • 3 authors
·
Dec 19, 2025 2

LAYOUTDREAMER: Physics-guided Layout for Text-to-3D Compositional Scene Generation

Recently, the field of text-guided 3D scene generation has garnered significant attention. High-quality generation that aligns with physical realism and high controllability is crucial for practical 3D scene applications. However, existing methods face fundamental limitations: (i) difficulty capturing complex relationships between multiple objects described in the text, (ii) inability to generate physically plausible scene layouts, and (iii) lack of controllability and extensibility in compositional scenes. In this paper, we introduce LayoutDreamer, a framework that leverages 3D Gaussian Splatting (3DGS) to facilitate high-quality, physically consistent compositional scene generation guided by text. Specifically, given a text prompt, we convert it into a directed scene graph and adaptively adjust the density and layout of the initial compositional 3D Gaussians. Subsequently, dynamic camera adjustments are made based on the training focal point to ensure entity-level generation quality. Finally, by extracting directed dependencies from the scene graph, we tailor physical and layout energy to ensure both realism and flexibility. Comprehensive experiments demonstrate that LayoutDreamer outperforms other compositional scene generation quality and semantic alignment methods. Specifically, it achieves state-of-the-art (SOTA) performance in the multiple objects generation metric of T3Bench.

  • 4 authors
·
Feb 3, 2025

Semantic Score Distillation Sampling for Compositional Text-to-3D Generation

Generating high-quality 3D assets from textual descriptions remains a pivotal challenge in computer graphics and vision research. Due to the scarcity of 3D data, state-of-the-art approaches utilize pre-trained 2D diffusion priors, optimized through Score Distillation Sampling (SDS). Despite progress, crafting complex 3D scenes featuring multiple objects or intricate interactions is still difficult. To tackle this, recent methods have incorporated box or layout guidance. However, these layout-guided compositional methods often struggle to provide fine-grained control, as they are generally coarse and lack expressiveness. To overcome these challenges, we introduce a novel SDS approach, Semantic Score Distillation Sampling (SemanticSDS), designed to effectively improve the expressiveness and accuracy of compositional text-to-3D generation. Our approach integrates new semantic embeddings that maintain consistency across different rendering views and clearly differentiate between various objects and parts. These embeddings are transformed into a semantic map, which directs a region-specific SDS process, enabling precise optimization and compositional generation. By leveraging explicit semantic guidance, our method unlocks the compositional capabilities of existing pre-trained diffusion models, thereby achieving superior quality in 3D content generation, particularly for complex objects and scenes. Experimental results demonstrate that our SemanticSDS framework is highly effective for generating state-of-the-art complex 3D content. Code: https://github.com/YangLing0818/SemanticSDS-3D

  • 7 authors
·
Oct 11, 2024 2

SimRecon: SimReady Compositional Scene Reconstruction from Real Videos

Compositional scene reconstruction seeks to create object-centric representations rather than holistic scenes from real-world videos, which is natively applicable for simulation and interaction. Conventional compositional reconstruction approaches primarily emphasize on visual appearance and show limited generalization ability to real-world scenarios. In this paper, we propose SimRecon, a framework that realizes a "Perception-Generation-Simulation" pipeline towards cluttered scene reconstruction, which first conducts scene-level semantic reconstruction from video input, then performs single-object generation, and finally assembles these assets in the simulator. However, naively combining these three stages leads to visual infidelity of generated assets and physical implausibility of the final scene, a problem particularly severe for complex scenes. Thus, we further propose two bridging modules between the three stages to address this problem. To be specific, for the transition from Perception to Generation, critical for visual fidelity, we introduce Active Viewpoint Optimization, which actively searches in 3D space to acquire optimal projected images as conditions for single-object completion. Moreover, for the transition from Generation to Simulation, essential for physical plausibility, we propose a Scene Graph Synthesizer, which guides the construction from scratch in 3D simulators, mirroring the native, constructive principle of the real world. Extensive experiments on the ScanNet dataset validate our method's superior performance over previous state-of-the-art approaches.

  • 6 authors
·
Mar 2 2

3D-Fixer: Coarse-to-Fine In-place Completion for 3D Scenes from a Single Image

Compositional 3D scene generation from a single view requires the simultaneous recovery of scene layout and 3D assets. Existing approaches mainly fall into two categories: feed-forward generation methods and per-instance generation methods. The former directly predict 3D assets with explicit 6DoF poses through efficient network inference, but they generalize poorly to complex scenes. The latter improve generalization through a divide-and-conquer strategy, but suffer from time-consuming pose optimization. To bridge this gap, we introduce 3D-Fixer, a novel in-place completion paradigm. Specifically, 3D-Fixer extends 3D object generative priors to generate complete 3D assets conditioned on the partially visible point cloud at the original locations, which are cropped from the fragmented geometry obtained from the geometry estimation methods. Unlike prior works that require explicit pose alignment, 3D-Fixer uses fragmented geometry as a spatial anchor to preserve layout fidelity. At its core, we propose a coarse-to-fine generation scheme to resolve boundary ambiguity under occlusion, supported by a dual-branch conditioning network and an Occlusion-Robust Feature Alignment (ORFA) strategy for stable training. Furthermore, to address the data scarcity bottleneck, we present ARSG-110K, the largest scene-level dataset to date, comprising over 110K diverse scenes and 3M annotated images with high-fidelity 3D ground truth. Extensive experiments show that 3D-Fixer achieves state-of-the-art geometric accuracy, which significantly outperforms baselines such as MIDI and Gen3DSR, while maintaining the efficiency of the diffusion process. Code and data will be publicly available at https://zx-yin.github.io/3dfixer.

  • 7 authors
·
Apr 5

From One to More: Contextual Part Latents for 3D Generation

Recent advances in 3D generation have transitioned from multi-view 2D rendering approaches to 3D-native latent diffusion frameworks that exploit geometric priors in ground truth data. Despite progress, three key limitations persist: (1) Single-latent representations fail to capture complex multi-part geometries, causing detail degradation; (2) Holistic latent coding neglects part independence and interrelationships critical for compositional design; (3) Global conditioning mechanisms lack fine-grained controllability. Inspired by human 3D design workflows, we propose CoPart - a part-aware diffusion framework that decomposes 3D objects into contextual part latents for coherent multi-part generation. This paradigm offers three advantages: i) Reduces encoding complexity through part decomposition; ii) Enables explicit part relationship modeling; iii) Supports part-level conditioning. We further develop a mutual guidance strategy to fine-tune pre-trained diffusion models for joint part latent denoising, ensuring both geometric coherence and foundation model priors. To enable large-scale training, we construct Partverse - a novel 3D part dataset derived from Objaverse through automated mesh segmentation and human-verified annotations. Extensive experiments demonstrate CoPart's superior capabilities in part-level editing, articulated object generation, and scene composition with unprecedented controllability.

  • 13 authors
·
Jul 11, 2025 3

Urban Architect: Steerable 3D Urban Scene Generation with Layout Prior

Text-to-3D generation has achieved remarkable success via large-scale text-to-image diffusion models. Nevertheless, there is no paradigm for scaling up the methodology to urban scale. Urban scenes, characterized by numerous elements, intricate arrangement relationships, and vast scale, present a formidable barrier to the interpretability of ambiguous textual descriptions for effective model optimization. In this work, we surmount the limitations by introducing a compositional 3D layout representation into text-to-3D paradigm, serving as an additional prior. It comprises a set of semantic primitives with simple geometric structures and explicit arrangement relationships, complementing textual descriptions and enabling steerable generation. Upon this, we propose two modifications -- (1) We introduce Layout-Guided Variational Score Distillation to address model optimization inadequacies. It conditions the score distillation sampling process with geometric and semantic constraints of 3D layouts. (2) To handle the unbounded nature of urban scenes, we represent 3D scene with a Scalable Hash Grid structure, incrementally adapting to the growing scale of urban scenes. Extensive experiments substantiate the capability of our framework to scale text-to-3D generation to large-scale urban scenes that cover over 1000m driving distance for the first time. We also present various scene editing demonstrations, showing the powers of steerable urban scene generation. Website: https://urbanarchitect.github.io.

  • 6 authors
·
Apr 10, 2024 1

DreamPolish: Domain Score Distillation With Progressive Geometry Generation

We introduce DreamPolish, a text-to-3D generation model that excels in producing refined geometry and high-quality textures. In the geometry construction phase, our approach leverages multiple neural representations to enhance the stability of the synthesis process. Instead of relying solely on a view-conditioned diffusion prior in the novel sampled views, which often leads to undesired artifacts in the geometric surface, we incorporate an additional normal estimator to polish the geometry details, conditioned on viewpoints with varying field-of-views. We propose to add a surface polishing stage with only a few training steps, which can effectively refine the artifacts attributed to limited guidance from previous stages and produce 3D objects with more desirable geometry. The key topic of texture generation using pretrained text-to-image models is to find a suitable domain in the vast latent distribution of these models that contains photorealistic and consistent renderings. In the texture generation phase, we introduce a novel score distillation objective, namely domain score distillation (DSD), to guide neural representations toward such a domain. We draw inspiration from the classifier-free guidance (CFG) in textconditioned image generation tasks and show that CFG and variational distribution guidance represent distinct aspects in gradient guidance and are both imperative domains for the enhancement of texture quality. Extensive experiments show our proposed model can produce 3D assets with polished surfaces and photorealistic textures, outperforming existing state-of-the-art methods.

  • 8 authors
·
Nov 3, 2024 2

GraphDreamer: Compositional 3D Scene Synthesis from Scene Graphs

As pretrained text-to-image diffusion models become increasingly powerful, recent efforts have been made to distill knowledge from these text-to-image pretrained models for optimizing a text-guided 3D model. Most of the existing methods generate a holistic 3D model from a plain text input. This can be problematic when the text describes a complex scene with multiple objects, because the vectorized text embeddings are inherently unable to capture a complex description with multiple entities and relationships. Holistic 3D modeling of the entire scene further prevents accurate grounding of text entities and concepts. To address this limitation, we propose GraphDreamer, a novel framework to generate compositional 3D scenes from scene graphs, where objects are represented as nodes and their interactions as edges. By exploiting node and edge information in scene graphs, our method makes better use of the pretrained text-to-image diffusion model and is able to fully disentangle different objects without image-level supervision. To facilitate modeling of object-wise relationships, we use signed distance fields as representation and impose a constraint to avoid inter-penetration of objects. To avoid manual scene graph creation, we design a text prompt for ChatGPT to generate scene graphs based on text inputs. We conduct both qualitative and quantitative experiments to validate the effectiveness of GraphDreamer in generating high-fidelity compositional 3D scenes with disentangled object entities.

  • 5 authors
·
Nov 30, 2023 1

Recent Advance in 3D Object and Scene Generation: A Survey

In recent years, the demand for 3D content has grown exponentially with intelligent upgrading of interactive media, extended reality (XR), and Metaverse industries. In order to overcome the limitation of traditional manual modeling approaches, such as labor-intensive workflows and prolonged production cycles, revolutionary advances have been achieved through the convergence of novel 3D representation paradigms and artificial intelligence generative technologies. In this survey, we conduct a systematically review of the cutting-edge achievements in static 3D object and scene generation, as well as establish a comprehensive technical framework through systematic categorization. Specifically, we initiate our analysis with mainstream 3D object representations, followed by in-depth exploration of two principal technical pathways in object generation: data-driven supervised learning methods and deep generative model-based approaches. Regarding scene generation, we focus on three dominant paradigms: layout-guided compositional synthesis, 2D prior-based scene generation, and rule-driven modeling. Finally, we critically examine persistent challenges in 3D generation and propose potential research directions for future investigation. This survey aims to provide readers with a structured understanding of state-of-the-art 3D generation technologies while inspiring researchers to undertake more exploration in this domain.

  • 3 authors
·
Apr 15, 2025

MetaDreamer: Efficient Text-to-3D Creation With Disentangling Geometry and Texture

Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.

  • 5 authors
·
Nov 16, 2023 1

PhiP-G: Physics-Guided Text-to-3D Compositional Scene Generation

Text-to-3D asset generation has achieved significant optimization under the supervision of 2D diffusion priors. However, when dealing with compositional scenes, existing methods encounter several challenges: 1). failure to ensure that composite scene layouts comply with physical laws; 2). difficulty in accurately capturing the assets and relationships described in complex scene descriptions; 3). limited autonomous asset generation capabilities among layout approaches leveraging large language models (LLMs). To avoid these compromises, we propose a novel framework for compositional scene generation, PhiP-G, which seamlessly integrates generation techniques with layout guidance based on a world model. Leveraging LLM-based agents, PhiP-G analyzes the complex scene description to generate a scene graph, and integrating a multimodal 2D generation agent and a 3D Gaussian generation method for targeted assets creation. For the stage of layout, PhiP-G employs a physical pool with adhesion capabilities and a visual supervision agent, forming a world model for layout prediction and planning. Extensive experiments demonstrate that PhiP-G significantly enhances the generation quality and physical rationality of the compositional scenes. Notably, PhiP-G attains state-of-the-art (SOTA) performance in CLIP scores, achieves parity with the leading methods in generation quality as measured by the T^3Bench, and improves efficiency by 24x.

  • 4 authors
·
Feb 2, 2025

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior

We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Code available at https://github.com/deepseek-ai/DreamCraft3D.

  • 7 authors
·
Oct 25, 2023

Spice-E : Structural Priors in 3D Diffusion using Cross-Entity Attention

We are witnessing rapid progress in automatically generating and manipulating 3D assets due to the availability of pretrained text-image diffusion models. However, time-consuming optimization procedures are required for synthesizing each sample, hindering their potential for democratizing 3D content creation. Conversely, 3D diffusion models now train on million-scale 3D datasets, yielding high-quality text-conditional 3D samples within seconds. In this work, we present Spice-E - a neural network that adds structural guidance to 3D diffusion models, extending their usage beyond text-conditional generation. At its core, our framework introduces a cross-entity attention mechanism that allows for multiple entities (in particular, paired input and guidance 3D shapes) to interact via their internal representations within the denoising network. We utilize this mechanism for learning task-specific structural priors in 3D diffusion models from auxiliary guidance shapes. We show that our approach supports a variety of applications, including 3D stylization, semantic shape editing and text-conditional abstraction-to-3D, which transforms primitive-based abstractions into highly-expressive shapes. Extensive experiments demonstrate that Spice-E achieves SOTA performance over these tasks while often being considerably faster than alternative methods. Importantly, this is accomplished without tailoring our approach for any specific task.

  • 4 authors
·
Nov 29, 2023

CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets

In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.

  • 9 authors
·
May 30, 2024 2

Eye2Eye: A Simple Approach for Monocular-to-Stereo Video Synthesis

The rising popularity of immersive visual experiences has increased interest in stereoscopic 3D video generation. Despite significant advances in video synthesis, creating 3D videos remains challenging due to the relative scarcity of 3D video data. We propose a simple approach for transforming a text-to-video generator into a video-to-stereo generator. Given an input video, our framework automatically produces the video frames from a shifted viewpoint, enabling a compelling 3D effect. Prior and concurrent approaches for this task typically operate in multiple phases, first estimating video disparity or depth, then warping the video accordingly to produce a second view, and finally inpainting the disoccluded regions. This approach inherently fails when the scene involves specular surfaces or transparent objects. In such cases, single-layer disparity estimation is insufficient, resulting in artifacts and incorrect pixel shifts during warping. Our work bypasses these restrictions by directly synthesizing the new viewpoint, avoiding any intermediate steps. This is achieved by leveraging a pre-trained video model's priors on geometry, object materials, optics, and semantics, without relying on external geometry models or manually disentangling geometry from the synthesis process. We demonstrate the advantages of our approach in complex, real-world scenarios featuring diverse object materials and compositions. See videos on https://video-eye2eye.github.io

  • 7 authors
·
Apr 30, 2025 1

LVLM-Composer's Explicit Planning for Image Generation

The burgeoning field of generative artificial intelligence has fundamentally reshaped our approach to content creation, with Large Vision-Language Models (LVLMs) standing at its forefront. While current LVLMs have demonstrated impressive capabilities in text-to-image generation, they often falter when confronted with complex textual descriptions demanding precise compositional understanding and visual planning. This limitation particularly impacts the accurate rendering of multiple objects, their attributes, spatial relationships, and specific poses within intricate scenes, as evidenced by benchmarks like LongBench-T2I. To address these challenges, we introduce LVLM-Composer, a novel 10-billion parameter scale LVLM specifically engineered for enhanced compositional image synthesis. Our method incorporates a Hierarchical Semantic Planning Module for structured prompt decomposition and a Fine-Grained Feature Alignment Mechanism for precise visual guidance during generation. We propose a multi-stage training paradigm, featuring Hierarchical Semantic-Visual Grounding Pre-training and Compositional Planning Reinforcement Learning with Self-Correction, to instill robust compositional reasoning. Extensive experiments on the LongBench-T2I benchmark, utilizing automatic evaluation by Gemini-2.0-Flash and InternVL3-78B, demonstrate LVLM-Composer's superior performance across critical compositional dimensions including object accuracy, composition fidelity, and pose accuracy, significantly outperforming state-of-the-art baselines. An in-depth ablation study further validates the indispensable contribution of our proposed modules, while human evaluations confirm the perceptual superiority of our generated images. LVLM-Composer represents a significant step towards truly controllable and compositionally accurate open-ended text-to-image generation.

  • 3 authors
·
Jul 5, 2025

BANG: Dividing 3D Assets via Generative Exploded Dynamics

3D creation has always been a unique human strength, driven by our ability to deconstruct and reassemble objects using our eyes, mind and hand. However, current 3D design tools struggle to replicate this natural process, requiring considerable artistic expertise and manual labor. This paper introduces BANG, a novel generative approach that bridges 3D generation and reasoning, allowing for intuitive and flexible part-level decomposition of 3D objects. At the heart of BANG is "Generative Exploded Dynamics", which creates a smooth sequence of exploded states for an input geometry, progressively separating parts while preserving their geometric and semantic coherence. BANG utilizes a pre-trained large-scale latent diffusion model, fine-tuned for exploded dynamics with a lightweight exploded view adapter, allowing precise control over the decomposition process. It also incorporates a temporal attention module to ensure smooth transitions and consistency across time. BANG enhances control with spatial prompts, such as bounding boxes and surface regions, enabling users to specify which parts to decompose and how. This interaction can be extended with multimodal models like GPT-4, enabling 2D-to-3D manipulations for more intuitive and creative workflows. The capabilities of BANG extend to generating detailed part-level geometry, associating parts with functional descriptions, and facilitating component-aware 3D creation and manufacturing workflows. Additionally, BANG offers applications in 3D printing, where separable parts are generated for easy printing and reassembly. In essence, BANG enables seamless transformation from imaginative concepts to detailed 3D assets, offering a new perspective on creation that resonates with human intuition.

  • 7 authors
·
Jul 29, 2025 3

WildFusion: Learning 3D-Aware Latent Diffusion Models in View Space

Modern learning-based approaches to 3D-aware image synthesis achieve high photorealism and 3D-consistent viewpoint changes for the generated images. Existing approaches represent instances in a shared canonical space. However, for in-the-wild datasets a shared canonical system can be difficult to define or might not even exist. In this work, we instead model instances in view space, alleviating the need for posed images and learned camera distributions. We find that in this setting, existing GAN-based methods are prone to generating flat geometry and struggle with distribution coverage. We hence propose WildFusion, a new approach to 3D-aware image synthesis based on latent diffusion models (LDMs). We first train an autoencoder that infers a compressed latent representation, which additionally captures the images' underlying 3D structure and enables not only reconstruction but also novel view synthesis. To learn a faithful 3D representation, we leverage cues from monocular depth prediction. Then, we train a diffusion model in the 3D-aware latent space, thereby enabling synthesis of high-quality 3D-consistent image samples, outperforming recent state-of-the-art GAN-based methods. Importantly, our 3D-aware LDM is trained without any direct supervision from multiview images or 3D geometry and does not require posed images or learned pose or camera distributions. It directly learns a 3D representation without relying on canonical camera coordinates. This opens up promising research avenues for scalable 3D-aware image synthesis and 3D content creation from in-the-wild image data. See https://katjaschwarz.github.io/wildfusion for videos of our 3D results.

  • 6 authors
·
Nov 22, 2023 1

Feedforward 3D Editing Learns from Semantic-Part Transformation

3D editing is a fundamental capability for scalable 3D content creation. While image editing has rapidly evolved toward large-scale feedforward generative paradigms, 3D AI generation remains dominated by training-free editing pipelines. A central challenge of feedforward 3D editing lies in the lack of high-quality paired supervision. Editable 3D assets require simultaneous preservation of geometry, multi-view consistency, structural coherence, and localized edit controllability. Existing 3D editing datasets often rely on independently generated assets, image-mediated reconstruction or narrow edit taxonomies, leading to inaccurate localization, weak preservation, blurred edit boundaries, and limited semantic consistency. In this work, we introduce a new perspective: scalable feedforward 3D editing should be learned from semantic-part transformations. Based on this insight, we propose Pxform, a high-quality 3D editing dataset with over 100K consistent before/after editing pairs across seven edit types. Instead of treating objects as unstructured shapes, our pipeline grounds edits directly in semantic 3D parts. Built upon Pxform, we further propose PartFlow, a feedforward 3D editing network that injects source-aware latent control into pretrained 3D generative priors. PartFlow introduces mask-aware velocity preservation and render-space consistency supervision to jointly improve edit fidelity and source preservation, while requiring no 3D edit mask during inference. Extensive experiments demonstrate that high-quality semantic-part supervision substantially improves scalable 3D editing, enabling PartFlow to achieve state-of-the-art performance on both geometric and appearance editing benchmarks.

  • 7 authors
·
May 26

Omni123: Exploring 3D Native Foundation Models with Limited 3D Data by Unifying Text to 2D and 3D Generation

Recent multimodal large language models have achieved strong performance in unified text and image understanding and generation, yet extending such native capability to 3D remains challenging due to limited data. Compared to abundant 2D imagery, high-quality 3D assets are scarce, making 3D synthesis under-constrained. Existing methods often rely on indirect pipelines that edit in 2D and lift results into 3D via optimization, sacrificing geometric consistency. We present Omni123, a 3D-native foundation model that unifies text-to-2D and text-to-3D generation within a single autoregressive framework. Our key insight is that cross-modal consistency between images and 3D can serve as an implicit structural constraint. By representing text, images, and 3D as discrete tokens in a shared sequence space, the model leverages abundant 2D data as a geometric prior to improve 3D representations. We introduce an interleaved X-to-X training paradigm that coordinates diverse cross-modal tasks over heterogeneous paired datasets without requiring fully aligned text-image-3D triplets. By traversing semantic-visual-geometric cycles (e.g., text to image to 3D to image) within autoregressive sequences, the model jointly enforces semantic alignment, appearance fidelity, and multi-view geometric consistency. Experiments show that Omni123 significantly improves text-guided 3D generation and editing, demonstrating a scalable path toward multimodal 3D world models.

  • 7 authors
·
Apr 1 2

ONE-SHOT: Compositional Human-Environment Video Synthesis via Spatial-Decoupled Motion Injection and Hybrid Context Integration

Recent advances in Video Foundation Models (VFMs) have revolutionized human-centric video synthesis, yet fine-grained and independent editing of subjects and scenes remains a critical challenge. Recent attempts to incorporate richer environment control through rigid 3D geometric compositions often encounter a stark trade-off between precise control and generative flexibility. Furthermore, the heavy 3D pre-processing still limits practical scalability. In this paper, we propose ONE-SHOT, a parameter-efficient framework for compositional human-environment video generation. Our key insight is to factorize the generative process into disentangled signals. Specifically, we introduce a canonical-space injection mechanism that decouples human dynamics from environmental cues via cross-attention. We also propose Dynamic-Grounded-RoPE, a novel positional embedding strategy that establishes spatial correspondences between disparate spatial domains without any heuristic 3D alignments. To support long-horizon synthesis, we introduce a Hybrid Context Integration mechanism to maintain subject and scene consistency across minute-level generations. Experiments demonstrate that our method significantly outperforms state-of-the-art methods, offering superior structural control and creative diversity for video synthesis. Our project has been available on: https://martayang.github.io/ONE-SHOT/.

Towards Fine-Grained Text-to-3D Quality Assessment: A Benchmark and A Two-Stage Rank-Learning Metric

Recent advances in Text-to-3D (T23D) generative models have enabled the synthesis of diverse, high-fidelity 3D assets from textual prompts. However, existing challenges restrict the development of reliable T23D quality assessment (T23DQA). First, existing benchmarks are outdated, fragmented, and coarse-grained, making fine-grained metric training infeasible. Moreover, current objective metrics exhibit inherent design limitations, resulting in non-representative feature extraction and diminished metric robustness. To address these limitations, we introduce T23D-CompBench, a comprehensive benchmark for compositional T23D generation. We define five components with twelve sub-components for compositional prompts, which are used to generate 3,600 textured meshes from ten state-of-the-art generative models. A large-scale subjective experiment is conducted to collect 129,600 reliable human ratings across different perspectives. Based on T23D-CompBench, we further propose Rank2Score, an effective evaluator with two-stage training for T23DQA. Rank2Score enhances pairwise training via supervised contrastive regression and curriculum learning in the first stage, and subsequently refines predictions using mean opinion scores to achieve closer alignment with human judgments in the second stage. Extensive experiments and downstream applications demonstrate that Rank2Score consistently outperforms existing metrics across multiple dimensions and can additionally serve as a reward function to optimize generative models. The project is available at https://cbysjtu.github.io/Rank2Score/.

  • 5 authors
·
Sep 28, 2025

3D Scene Generation: A Survey

3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.

  • 5 authors
·
May 8, 2025 2

MM-CondChain: A Programmatically Verified Benchmark for Visually Grounded Deep Compositional Reasoning

Multimodal Large Language Models (MLLMs) are increasingly used to carry out visual workflows such as navigating GUIs, where the next step depends on verified visual compositional conditions (e.g., "if a permission dialog appears and the color of the interface is green, click Allow") and the process may branch or terminate early. Yet this capability remains under-evaluated: existing benchmarks focus on shallow-compositions or independent-constraints rather than deeply chained compositional conditionals. In this paper, we introduce MM-CondChain, a benchmark for visually grounded deep compositional reasoning. Each benchmark instance is organized as a multi-layer reasoning chain, where every layer contains a non-trivial compositional condition grounded in visual evidence and built from multiple objects, attributes, or relations. To answer correctly, an MLLM must perceive the image in detail, reason over multiple visual elements at each step, and follow the resulting execution path to the final outcome. To scalably construct such workflow-style data, we propose an agentic synthesis pipeline: a Planner orchestrates layer-by-layer generation of compositional conditions, while a Verifiable Programmatic Intermediate Representation (VPIR) ensures each layer's condition is mechanically verifiable. A Composer then assembles these verified layers into complete instructions. Using this pipeline, we construct benchmarks across three visual domains: natural images, data charts, and GUI trajectories. Experiments on a range of MLLMs show that even the strongest model attains only 53.33 Path F1, with sharp drops on hard negatives and as depth or predicate complexity grows, confirming that deep compositional reasoning remains a fundamental challenge.

Accio-Lab Accio
·
Mar 12 2

3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation

The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.

  • 4 authors
·
Oct 16, 2024

MV-SAM3D: Adaptive Multi-View Fusion for Layout-Aware 3D Generation

Recent unified 3D generation models have made remarkable progress in producing high-quality 3D assets from a single image. Notably, layout-aware approaches such as SAM3D can reconstruct multiple objects while preserving their spatial arrangement, opening the door to practical scene-level 3D generation. However, current methods are limited to single-view input and cannot leverage complementary multi-view observations, while independently estimated object poses often lead to physically implausible layouts such as interpenetration and floating artifacts. We present MV-SAM3D, a training-free framework that extends layout-aware 3D generation with multi-view consistency and physical plausibility. We formulate multi-view fusion as a Multi-Diffusion process in 3D latent space and propose two adaptive weighting strategies -- attention-entropy weighting and visibility weighting -- that enable confidence-aware fusion, ensuring each viewpoint contributes according to its local observation reliability. For multi-object composition, we introduce physics-aware optimization that injects collision and contact constraints both during and after generation, yielding physically plausible object arrangements. Experiments on standard benchmarks and real-world multi-object scenes demonstrate significant improvements in reconstruction fidelity and layout plausibility, all without any additional training. Code is available at https://github.com/devinli123/MV-SAM3D.

  • 7 authors
·
Mar 12

PAct: Part-Decomposed Single-View Articulated Object Generation

Articulated objects are central to interactive 3D applications, including embodied AI, robotics, and VR/AR, where functional part decomposition and kinematic motion are essential. Yet producing high-fidelity articulated assets remains difficult to scale because it requires reliable part decomposition and kinematic rigging. Existing approaches largely fall into two paradigms: optimization-based reconstruction or distillation, which can be accurate but often takes tens of minutes to hours per instance, and inference-time methods that rely on template or part retrieval, producing plausible results that may not match the specific structure and appearance in the input observation. We introduce a part-centric generative framework for articulated object creation that synthesizes part geometry, composition, and articulation under explicit part-aware conditioning. Our representation models an object as a set of movable parts, each encoded by latent tokens augmented with part identity and articulation cues. Conditioned on a single image, the model generates articulated 3D assets that preserve instance-level correspondence while maintaining valid part structure and motion. The resulting approach avoids per-instance optimization, enables fast feed-forward inference, and supports controllable assembly and articulation, which are important for embodied interaction. Experiments on common articulated categories (e.g., drawers and doors) show improved input consistency, part accuracy, and articulation plausibility over optimization-based and retrieval-driven baselines, while substantially reducing inference time.

  • 7 authors
·
Feb 16

Large-Vocabulary 3D Diffusion Model with Transformer

Creating diverse and high-quality 3D assets with an automatic generative model is highly desirable. Despite extensive efforts on 3D generation, most existing works focus on the generation of a single category or a few categories. In this paper, we introduce a diffusion-based feed-forward framework for synthesizing massive categories of real-world 3D objects with a single generative model. Notably, there are three major challenges for this large-vocabulary 3D generation: a) the need for expressive yet efficient 3D representation; b) large diversity in geometry and texture across categories; c) complexity in the appearances of real-world objects. To this end, we propose a novel triplane-based 3D-aware Diffusion model with TransFormer, DiffTF, for handling challenges via three aspects. 1) Considering efficiency and robustness, we adopt a revised triplane representation and improve the fitting speed and accuracy. 2) To handle the drastic variations in geometry and texture, we regard the features of all 3D objects as a combination of generalized 3D knowledge and specialized 3D features. To extract generalized 3D knowledge from diverse categories, we propose a novel 3D-aware transformer with shared cross-plane attention. It learns the cross-plane relations across different planes and aggregates the generalized 3D knowledge with specialized 3D features. 3) In addition, we devise the 3D-aware encoder/decoder to enhance the generalized 3D knowledge in the encoded triplanes for handling categories with complex appearances. Extensive experiments on ShapeNet and OmniObject3D (over 200 diverse real-world categories) convincingly demonstrate that a single DiffTF model achieves state-of-the-art large-vocabulary 3D object generation performance with large diversity, rich semantics, and high quality.

  • 5 authors
·
Sep 14, 2023

Align Your Gaussians: Text-to-4D with Dynamic 3D Gaussians and Composed Diffusion Models

Text-guided diffusion models have revolutionized image and video generation and have also been successfully used for optimization-based 3D object synthesis. Here, we instead focus on the underexplored text-to-4D setting and synthesize dynamic, animated 3D objects using score distillation methods with an additional temporal dimension. Compared to previous work, we pursue a novel compositional generation-based approach, and combine text-to-image, text-to-video, and 3D-aware multiview diffusion models to provide feedback during 4D object optimization, thereby simultaneously enforcing temporal consistency, high-quality visual appearance and realistic geometry. Our method, called Align Your Gaussians (AYG), leverages dynamic 3D Gaussian Splatting with deformation fields as 4D representation. Crucial to AYG is a novel method to regularize the distribution of the moving 3D Gaussians and thereby stabilize the optimization and induce motion. We also propose a motion amplification mechanism as well as a new autoregressive synthesis scheme to generate and combine multiple 4D sequences for longer generation. These techniques allow us to synthesize vivid dynamic scenes, outperform previous work qualitatively and quantitatively and achieve state-of-the-art text-to-4D performance. Due to the Gaussian 4D representation, different 4D animations can be seamlessly combined, as we demonstrate. AYG opens up promising avenues for animation, simulation and digital content creation as well as synthetic data generation.

  • 5 authors
·
Dec 21, 2023 1

Zero-to-CAD: Agentic Synthesis of Interpretable CAD Programs at Million-Scale Without Real Data

Computer-Aided Design (CAD) models are defined by their construction history: a parametric recipe that encodes design intent. However, existing large-scale 3D datasets predominantly consist of boundary representations (B-Reps) or meshes, stripping away this critical procedural information. To address this scarcity, we introduce Zero-to-CAD, a scalable framework for synthesizing executable CAD construction sequences. We frame synthesis as an agentic search problem: by embedding a large language model (LLM) within a feedback-driven CAD environment, our system iteratively generates, executes, and validates code using tools and documentation lookup to promote geometric validity and operation diversity. This agentic approach enables the synthesis of approximately one million executable, readable, editable CAD sequences, covering a rich vocabulary of operations beyond sketch-and-extrude workflows. We also release a curated subset of 100,000 high-quality models selected for geometric diversity. To demonstrate the dataset's utility, we fine-tune a vision-language model on our synthetic data to reconstruct editable CAD programs from multi-view images, outperforming strong baselines, including GPT-5.2, and effectively bootstrapping sequence generation capabilities without real construction-history training data. Zero-to-CAD bridges the gap between geometric scale and parametric interpretability, offering a vital resource for the next generation of CAD AI.

  • 4 authors
·
Apr 26 1

Photo3D: Advancing Photorealistic 3D Generation through Structure-Aligned Detail Enhancement

Although recent 3D-native generators have made great progress in synthesizing reliable geometry, they still fall short in achieving realistic appearances. A key obstacle lies in the lack of diverse and high-quality real-world 3D assets with rich texture details, since capturing such data is intrinsically difficult due to the diverse scales of scenes, non-rigid motions of objects, and the limited precision of 3D scanners. We introduce Photo3D, a framework for advancing photorealistic 3D generation, which is driven by the image data generated by the GPT-4o-Image model. Considering that the generated images can distort 3D structures due to their lack of multi-view consistency, we design a structure-aligned multi-view synthesis pipeline and construct a detail-enhanced multi-view dataset paired with 3D geometry. Building on it, we present a realistic detail enhancement scheme that leverages perceptual feature adaptation and semantic structure matching to enforce appearance consistency with realistic details while preserving the structural consistency with the 3D-native geometry. Our scheme is general to different 3D-native generators, and we present dedicated training strategies to facilitate the optimization of geometry-texture coupled and decoupled 3D-native generation paradigms. Experiments demonstrate that Photo3D generalizes well across diverse 3D-native generation paradigms and achieves state-of-the-art photorealistic 3D generation performance.

  • 5 authors
·
Dec 9, 2025

PartGen: Part-level 3D Generation and Reconstruction with Multi-View Diffusion Models

Text- or image-to-3D generators and 3D scanners can now produce 3D assets with high-quality shapes and textures. These assets typically consist of a single, fused representation, like an implicit neural field, a Gaussian mixture, or a mesh, without any useful structure. However, most applications and creative workflows require assets to be made of several meaningful parts that can be manipulated independently. To address this gap, we introduce PartGen, a novel approach that generates 3D objects composed of meaningful parts starting from text, an image, or an unstructured 3D object. First, given multiple views of a 3D object, generated or rendered, a multi-view diffusion model extracts a set of plausible and view-consistent part segmentations, dividing the object into parts. Then, a second multi-view diffusion model takes each part separately, fills in the occlusions, and uses those completed views for 3D reconstruction by feeding them to a 3D reconstruction network. This completion process considers the context of the entire object to ensure that the parts integrate cohesively. The generative completion model can make up for the information missing due to occlusions; in extreme cases, it can hallucinate entirely invisible parts based on the input 3D asset. We evaluate our method on generated and real 3D assets and show that it outperforms segmentation and part-extraction baselines by a large margin. We also showcase downstream applications such as 3D part editing.

  • 7 authors
·
Dec 24, 2024 2

NCHO: Unsupervised Learning for Neural 3D Composition of Humans and Objects

Deep generative models have been recently extended to synthesizing 3D digital humans. However, previous approaches treat clothed humans as a single chunk of geometry without considering the compositionality of clothing and accessories. As a result, individual items cannot be naturally composed into novel identities, leading to limited expressiveness and controllability of generative 3D avatars. While several methods attempt to address this by leveraging synthetic data, the interaction between humans and objects is not authentic due to the domain gap, and manual asset creation is difficult to scale for a wide variety of objects. In this work, we present a novel framework for learning a compositional generative model of humans and objects (backpacks, coats, scarves, and more) from real-world 3D scans. Our compositional model is interaction-aware, meaning the spatial relationship between humans and objects, and the mutual shape change by physical contact is fully incorporated. The key challenge is that, since humans and objects are in contact, their 3D scans are merged into a single piece. To decompose them without manual annotations, we propose to leverage two sets of 3D scans of a single person with and without objects. Our approach learns to decompose objects and naturally compose them back into a generative human model in an unsupervised manner. Despite our simple setup requiring only the capture of a single subject with objects, our experiments demonstrate the strong generalization of our model by enabling the natural composition of objects to diverse identities in various poses and the composition of multiple objects, which is unseen in training data. https://taeksuu.github.io/ncho/

  • 3 authors
·
May 23, 2023

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

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

SpatiaOS SpatiaOS
·
Jun 8 2

LucidDreaming: Controllable Object-Centric 3D Generation

With the recent development of generative models, Text-to-3D generations have also seen significant growth. Nonetheless, achieving precise control over 3D generation continues to be an arduous task, as using text to control often leads to missing objects and imprecise locations. Contemporary strategies for enhancing controllability in 3D generation often entail the introduction of additional parameters, such as customized diffusion models. This often induces hardness in adapting to different diffusion models or creating distinct objects. In this paper, we present LucidDreaming as an effective pipeline capable of fine-grained control over 3D generation. It requires only minimal input of 3D bounding boxes, which can be deduced from a simple text prompt using a Large Language Model. Specifically, we propose clipped ray sampling to separately render and optimize objects with user specifications. We also introduce object-centric density blob bias, fostering the separation of generated objects. With individual rendering and optimizing of objects, our method excels not only in controlled content generation from scratch but also within the pre-trained NeRF scenes. In such scenarios, existing generative approaches often disrupt the integrity of the original scene, and current editing methods struggle to synthesize new content in empty spaces. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks, and achieves superior alignment of 3D content when compared to baseline approaches. We also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability.

  • 3 authors
·
Nov 30, 2023

Omni-3DEdit: Generalized Versatile 3D Editing in One-Pass

Most instruction-driven 3D editing methods rely on 2D models to guide the explicit and iterative optimization of 3D representations. This paradigm, however, suffers from two primary drawbacks. First, it lacks a universal design of different 3D editing tasks because the explicit manipulation of 3D geometry necessitates task-dependent rules, e.g., 3D appearance editing demands inherent source 3D geometry, while 3D removal alters source geometry. Second, the iterative optimization process is highly time-consuming, often requiring thousands of invocations of 2D/3D updating. We present Omni-3DEdit, a unified, learning-based model that generalizes various 3D editing tasks implicitly. One key challenge to achieve our goal is the scarcity of paired source-edited multi-view assets for training. To address this issue, we construct a data pipeline, synthesizing a relatively rich number of high-quality paired multi-view editing samples. Subsequently, we adapt the pre-trained generative model SEVA as our backbone by concatenating source view latents along with conditional tokens in sequence space. A dual-stream LoRA module is proposed to disentangle different view cues, largely enhancing our model's representational learning capability. As a learning-based model, our model is free of the time-consuming online optimization, and it can complete various 3D editing tasks in one forward pass, reducing the inference time from tens of minutes to approximately two minutes. Extensive experiments demonstrate the effectiveness and efficiency of Omni-3DEdit.

  • 5 authors
·
Mar 17

Mix3R: Mixing Feed-forward Reconstruction and Generative 3D Priors for Joint Multi-view Aligned 3D Reconstruction and Pose Estimation

Recent trends in sparse-view 3D reconstruction have taken two different paths: feed-forward reconstruction that predicts pixel-aligned point maps without a complete geometry, and generative 3D reconstruction that generates complete geometry but often with poor input-alignment. We present Mix3R, a novel generative 3D reconstruction method which mixes feed-forward reconstruction and 3D generation into a single framework in an aligned manner. Mix3R generates a 3D shape in two stages: a sparse voxel generation stage and a textured geometry generation stage. Unlike pure generative methods, our first-stage generation jointly produces a coarse 3D structure (sparse voxels), per-view point maps and camera parameters aligned to that 3D structure. This is made possible by introducing a Mixture-of-Transformers architecture that inserts global self-attentions to a feed-forward reconstruction model and a 3D generative model, both pretrained on large-scale data. This design effectively retains the pretrained priors but enables better 2D-3D alignment. Based on the initial aligned generations of sparse 3D voxels and point maps, we compute an overlap-based attention bias that is directly added to another pretrained textured geometry generation model, enabling it to correctly place input textures onto generated shapes in a training-free manner. Our design brings mutual benefits to both feed-forward reconstruction and 3D generation: The feed-forward branch learns to ground its predictions to a generative 3D prior, and conversely, the 3D generation branch is conditioned on geometrically informative features from the feed-forward branch. As a result, our method produces 3D shapes with better input alignment compared with pure 3D generative methods, together with camera pose estimations more accurate than previous feed-forward reconstruction methods. Our project page is at https://jsnln.github.io/mix3r/

  • 7 authors
·
May 4

Assembler: Scalable 3D Part Assembly via Anchor Point Diffusion

We present Assembler, a scalable and generalizable framework for 3D part assembly that reconstructs complete objects from input part meshes and a reference image. Unlike prior approaches that mostly rely on deterministic part pose prediction and category-specific training, Assembler is designed to handle diverse, in-the-wild objects with varying part counts, geometries, and structures. It addresses the core challenges of scaling to general 3D part assembly through innovations in task formulation, representation, and data. First, Assembler casts part assembly as a generative problem and employs diffusion models to sample plausible configurations, effectively capturing ambiguities arising from symmetry, repeated parts, and multiple valid assemblies. Second, we introduce a novel shape-centric representation based on sparse anchor point clouds, enabling scalable generation in Euclidean space rather than SE(3) pose prediction. Third, we construct a large-scale dataset of over 320K diverse part-object assemblies using a synthesis and filtering pipeline built on existing 3D shape repositories. Assembler achieves state-of-the-art performance on PartNet and is the first to demonstrate high-quality assembly for complex, real-world objects. Based on Assembler, we further introduce an interesting part-aware 3D modeling system that generates high-resolution, editable objects from images, demonstrating potential for interactive and compositional design. Project page: https://assembler3d.github.io

  • 5 authors
·
Jun 20, 2025

VideoFrom3D: 3D Scene Video Generation via Complementary Image and Video Diffusion Models

In this paper, we propose VideoFrom3D, a novel framework for synthesizing high-quality 3D scene videos from coarse geometry, a camera trajectory, and a reference image. Our approach streamlines the 3D graphic design workflow, enabling flexible design exploration and rapid production of deliverables. A straightforward approach to synthesizing a video from coarse geometry might condition a video diffusion model on geometric structure. However, existing video diffusion models struggle to generate high-fidelity results for complex scenes due to the difficulty of jointly modeling visual quality, motion, and temporal consistency. To address this, we propose a generative framework that leverages the complementary strengths of image and video diffusion models. Specifically, our framework consists of a Sparse Anchor-view Generation (SAG) and a Geometry-guided Generative Inbetweening (GGI) module. The SAG module generates high-quality, cross-view consistent anchor views using an image diffusion model, aided by Sparse Appearance-guided Sampling. Building on these anchor views, GGI module faithfully interpolates intermediate frames using a video diffusion model, enhanced by flow-based camera control and structural guidance. Notably, both modules operate without any paired dataset of 3D scene models and natural images, which is extremely difficult to obtain. Comprehensive experiments show that our method produces high-quality, style-consistent scene videos under diverse and challenging scenarios, outperforming simple and extended baselines.

  • 3 authors
·
Sep 22, 2025 2

MUSES: 3D-Controllable Image Generation via Multi-Modal Agent Collaboration

Despite recent advancements in text-to-image generation, most existing methods struggle to create images with multiple objects and complex spatial relationships in 3D world. To tackle this limitation, we introduce a generic AI system, namely MUSES, for 3D-controllable image generation from user queries. Specifically, our MUSES addresses this challenging task by developing a progressive workflow with three key components, including (1) Layout Manager for 2D-to-3D layout lifting, (2) Model Engineer for 3D object acquisition and calibration, (3) Image Artist for 3D-to-2D image rendering. By mimicking the collaboration of human professionals, this multi-modal agent pipeline facilitates the effective and automatic creation of images with 3D-controllable objects, through an explainable integration of top-down planning and bottom-up generation. Additionally, we find that existing benchmarks lack detailed descriptions of complex 3D spatial relationships of multiple objects. To fill this gap, we further construct a new benchmark of T2I-3DisBench (3D image scene), which describes diverse 3D image scenes with 50 detailed prompts. Extensive experiments show the state-of-the-art performance of MUSES on both T2I-CompBench and T2I-3DisBench, outperforming recent strong competitors such as DALL-E 3 and Stable Diffusion 3. These results demonstrate a significant step of MUSES forward in bridging natural language, 2D image generation, and 3D world. Our codes and models will be released soon.

  • 6 authors
·
Aug 20, 2024

SceneFrom3D: Geometry-Conditioned Outdoor 3D Scene Generation via View Scheduling with Object-Level Control

Geometry-conditioned 3D scene generation enables the creation of 3D environments from user-provided geometry, offering direct control over scene structure and object layout. To generate such 3D scenes, current methods commonly adopt a three-stage design that first defines a view schedule, then synthesizes multi-view observations along the scheduled views, and finally reconstructs a 3D representation from the generated images. However, defining the view schedule becomes a major bottleneck for outdoor scenes, where large, unstructured, and unbounded geometry makes it difficult to obtain views that provide sufficient coverage while supporting stable generation. To address this bottleneck, we present SceneFrom3D, a framework that automatically schedules views from outdoor input geometries. SceneFrom3D constructs a directed generation graph whose nodes represent anchor views and whose edges represent interpolation trajectories, defining which views to synthesize, which view pairs to interpolate, and in which order generation should proceed. Beyond automatic view scheduling, SceneFrom3D further improves controllability through object-level conditioning, assigning each object an identity image for appearance guidance and a geometry-adherence parameter for region-wise control over the input geometry. Experiments demonstrate that SceneFrom3D achieves state-of-the-art geometry-conditioned outdoor 3D scene generation, producing high-quality scenes with controllable object appearance and geometry adherence.

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

  • 10 authors
·
Feb 19, 2025 2

ComposeAnything: Composite Object Priors for Text-to-Image Generation

Generating images from text involving complex and novel object arrangements remains a significant challenge for current text-to-image (T2I) models. Although prior layout-based methods improve object arrangements using spatial constraints with 2D layouts, they often struggle to capture 3D positioning and sacrifice quality and coherence. In this work, we introduce ComposeAnything, a novel framework for improving compositional image generation without retraining existing T2I models. Our approach first leverages the chain-of-thought reasoning abilities of LLMs to produce 2.5D semantic layouts from text, consisting of 2D object bounding boxes enriched with depth information and detailed captions. Based on this layout, we generate a spatial and depth aware coarse composite of objects that captures the intended composition, serving as a strong and interpretable prior that replaces stochastic noise initialization in diffusion-based T2I models. This prior guides the denoising process through object prior reinforcement and spatial-controlled denoising, enabling seamless generation of compositional objects and coherent backgrounds, while allowing refinement of inaccurate priors. ComposeAnything outperforms state-of-the-art methods on the T2I-CompBench and NSR-1K benchmarks for prompts with 2D/3D spatial arrangements, high object counts, and surreal compositions. Human evaluations further demonstrate that our model generates high-quality images with compositions that faithfully reflect the text.

  • 3 authors
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May 29, 2025 3

LL3M: Large Language 3D Modelers

We present LL3M, a multi-agent system that leverages pretrained large language models (LLMs) to generate 3D assets by writing interpretable Python code in Blender. We break away from the typical generative approach that learns from a collection of 3D data. Instead, we reformulate shape generation as a code-writing task, enabling greater modularity, editability, and integration with artist workflows. Given a text prompt, LL3M coordinates a team of specialized LLM agents to plan, retrieve, write, debug, and refine Blender scripts that generate and edit geometry and appearance. The generated code works as a high-level, interpretable, human-readable, well-documented representation of scenes and objects, making full use of sophisticated Blender constructs (e.g. B-meshes, geometry modifiers, shader nodes) for diverse, unconstrained shapes, materials, and scenes. This code presents many avenues for further agent and human editing and experimentation via code tweaks or procedural parameters. This medium naturally enables a co-creative loop in our system: agents can automatically self-critique using code and visuals, while iterative user instructions provide an intuitive way to refine assets. A shared code context across agents enables awareness of previous attempts, and a retrieval-augmented generation knowledge base built from Blender API documentation, BlenderRAG, equips agents with examples, types, and functions empowering advanced modeling operations and code correctness. We demonstrate the effectiveness of LL3M across diverse shape categories, style and material edits, and user-driven refinements. Our experiments showcase the power of code as a generative and interpretable medium for 3D asset creation. Our project page is at https://threedle.github.io/ll3m.

  • 6 authors
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Aug 11, 2025 1

Taming Feed-forward Reconstruction Models as Latent Encoders for 3D Generative Models

Recent AI-based 3D content creation has largely evolved along two paths: feed-forward image-to-3D reconstruction approaches and 3D generative models trained with 2D or 3D supervision. In this work, we show that existing feed-forward reconstruction methods can serve as effective latent encoders for training 3D generative models, thereby bridging these two paradigms. By reusing powerful pre-trained reconstruction models, we avoid computationally expensive encoder network training and obtain rich 3D latent features for generative modeling for free. However, the latent spaces of reconstruction models are not well-suited for generative modeling due to their unstructured nature. To enable flow-based model training on these latent features, we develop post-processing pipelines, including protocols to standardize the features and spatial weighting to concentrate on important regions. We further incorporate a 2D image space perceptual rendering loss to handle the high-dimensional latent spaces. Finally, we propose a multi-stream transformer-based rectified flow architecture to achieve linear scaling and high-quality text-conditioned 3D generation. Our framework leverages the advancements of feed-forward reconstruction models to enhance the scalability of 3D generative modeling, achieving both high computational efficiency and state-of-the-art performance in text-to-3D generation.

  • 4 authors
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Dec 31, 2024

LaFiTe: A Generative Latent Field for 3D Native Texturing

Generating high-fidelity, seamless textures directly on 3D surfaces, what we term 3D-native texturing, remains a fundamental open challenge, with the potential to overcome long-standing limitations of UV-based and multi-view projection methods. However, existing native approaches are constrained by the absence of a powerful and versatile latent representation, which severely limits the fidelity and generality of their generated textures. We identify this representation gap as the principal barrier to further progress. We introduce LaFiTe, a framework that addresses this challenge by learning to generate textures as a 3D generative sparse latent color field. At its core, LaFiTe employs a variational autoencoder (VAE) to encode complex surface appearance into a sparse, structured latent space, which is subsequently decoded into a continuous color field. This representation achieves unprecedented fidelity, exceeding state-of-the-art methods by >10 dB PSNR in reconstruction, by effectively disentangling texture appearance from mesh topology and UV parameterization. Building upon this strong representation, a conditional rectified-flow model synthesizes high-quality, coherent textures across diverse styles and geometries. Extensive experiments demonstrate that LaFiTe not only sets a new benchmark for 3D-native texturing but also enables flexible downstream applications such as material synthesis and texture super-resolution, paving the way for the next generation of 3D content creation workflows.

  • 9 authors
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Dec 4, 2025

LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation

3D immersive scene generation is a challenging yet critical task in computer vision and graphics. A desired virtual 3D scene should 1) exhibit omnidirectional view consistency, and 2) allow for free exploration in complex scene hierarchies. Existing methods either rely on successive scene expansion via inpainting or employ panorama representation to represent large FOV scene environments. However, the generated scene suffers from semantic drift during expansion and is unable to handle occlusion among scene hierarchies. To tackle these challenges, we introduce LayerPano3D, a novel framework for full-view, explorable panoramic 3D scene generation from a single text prompt. Our key insight is to decompose a reference 2D panorama into multiple layers at different depth levels, where each layer reveals the unseen space from the reference views via diffusion prior. LayerPano3D comprises multiple dedicated designs: 1) we introduce a novel text-guided anchor view synthesis pipeline for high-quality, consistent panorama generation. 2) We pioneer the Layered 3D Panorama as underlying representation to manage complex scene hierarchies and lift it into 3D Gaussians to splat detailed 360-degree omnidirectional scenes with unconstrained viewing paths. Extensive experiments demonstrate that our framework generates state-of-the-art 3D panoramic scene in both full view consistency and immersive exploratory experience. We believe that LayerPano3D holds promise for advancing 3D panoramic scene creation with numerous applications.

  • 8 authors
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Aug 23, 2024 2