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SubscribeBinary Latent Diffusion
In this paper, we show that a binary latent space can be explored for compact yet expressive image representations. We model the bi-directional mappings between an image and the corresponding latent binary representation by training an auto-encoder with a Bernoulli encoding distribution. On the one hand, the binary latent space provides a compact discrete image representation of which the distribution can be modeled more efficiently than pixels or continuous latent representations. On the other hand, we now represent each image patch as a binary vector instead of an index of a learned cookbook as in discrete image representations with vector quantization. In this way, we obtain binary latent representations that allow for better image quality and high-resolution image representations without any multi-stage hierarchy in the latent space. In this binary latent space, images can now be generated effectively using a binary latent diffusion model tailored specifically for modeling the prior over the binary image representations. We present both conditional and unconditional image generation experiments with multiple datasets, and show that the proposed method performs comparably to state-of-the-art methods while dramatically improving the sampling efficiency to as few as 16 steps without using any test-time acceleration. The proposed framework can also be seamlessly scaled to 1024 times 1024 high-resolution image generation without resorting to latent hierarchy or multi-stage refinements.
AttnGAN: Fine-Grained Text to Image Generation with Attentional Generative Adversarial Networks
In this paper, we propose an Attentional Generative Adversarial Network (AttnGAN) that allows attention-driven, multi-stage refinement for fine-grained text-to-image generation. With a novel attentional generative network, the AttnGAN can synthesize fine-grained details at different subregions of the image by paying attentions to the relevant words in the natural language description. In addition, a deep attentional multimodal similarity model is proposed to compute a fine-grained image-text matching loss for training the generator. The proposed AttnGAN significantly outperforms the previous state of the art, boosting the best reported inception score by 14.14% on the CUB dataset and 170.25% on the more challenging COCO dataset. A detailed analysis is also performed by visualizing the attention layers of the AttnGAN. It for the first time shows that the layered attentional GAN is able to automatically select the condition at the word level for generating different parts of the image.
SV4D 2.0: Enhancing Spatio-Temporal Consistency in Multi-View Video Diffusion for High-Quality 4D Generation
We present Stable Video 4D 2.0 (SV4D 2.0), a multi-view video diffusion model for dynamic 3D asset generation. Compared to its predecessor SV4D, SV4D 2.0 is more robust to occlusions and large motion, generalizes better to real-world videos, and produces higher-quality outputs in terms of detail sharpness and spatio-temporal consistency. We achieve this by introducing key improvements in multiple aspects: 1) network architecture: eliminating the dependency of reference multi-views and designing blending mechanism for 3D and frame attention, 2) data: enhancing quality and quantity of training data, 3) training strategy: adopting progressive 3D-4D training for better generalization, and 4) 4D optimization: handling 3D inconsistency and large motion via 2-stage refinement and progressive frame sampling. Extensive experiments demonstrate significant performance gain by SV4D 2.0 both visually and quantitatively, achieving better detail (-14\% LPIPS) and 4D consistency (-44\% FV4D) in novel-view video synthesis and 4D optimization (-12\% LPIPS and -24\% FV4D) compared to SV4D.
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.
Diffusion Action Segmentation
Temporal action segmentation is crucial for understanding long-form videos. Previous works on this task commonly adopt an iterative refinement paradigm by using multi-stage models. We propose a novel framework via denoising diffusion models, which nonetheless shares the same inherent spirit of such iterative refinement. In this framework, action predictions are iteratively generated from random noise with input video features as conditions. To enhance the modeling of three striking characteristics of human actions, including the position prior, the boundary ambiguity, and the relational dependency, we devise a unified masking strategy for the conditioning inputs in our framework. Extensive experiments on three benchmark datasets, i.e., GTEA, 50Salads, and Breakfast, are performed and the proposed method achieves superior or comparable results to state-of-the-art methods, showing the effectiveness of a generative approach for action segmentation.
Better Safe Than Sorry? Overreaction Problem of Vision Language Models in Visual Emergency Recognition
Vision-Language Models (VLMs) have demonstrated impressive capabilities in understanding visual content, but their reliability in safety-critical contexts remains under-explored. We introduce VERI (Visual Emergency Recognition Dataset), a carefully designed diagnostic benchmark of 200 images (100 contrastive pairs). Each emergency scene is matched with a visually similar but safe counterpart through multi-stage human verification and iterative refinement. Using a two-stage protocol - risk identification and emergency response - we evaluate 14 VLMs (2B-124B parameters) across medical emergencies, accidents, and natural disasters. Our analysis reveals a systematic overreaction problem: models excel at identifying real emergencies (70-100 percent success rate) but suffer from an alarming rate of false alarms, misidentifying 31-96 percent of safe situations as dangerous, with 10 scenarios failed by all models regardless of scale. This "better-safe-than-sorry" bias manifests primarily through contextual overinterpretation (88-93 percent of errors), challenging VLMs' reliability for safety applications. These findings highlight persistent limitations that are not resolved by increasing model scale, motivating targeted approaches for improving contextual safety assessment in visually misleading scenarios.
CUE-M: Contextual Understanding and Enhanced Search with Multimodal Large Language Model
The integration of Retrieval-Augmented Generation (RAG) with Multimodal Large Language Models (MLLMs) has revolutionized information retrieval and expanded the practical applications of AI. However, current systems struggle in accurately interpreting user intent, employing diverse retrieval strategies, and effectively filtering unintended or inappropriate responses, limiting their effectiveness. This paper introduces Contextual Understanding and Enhanced Search with MLLM (CUE-M), a novel multimodal search framework that addresses these challenges through a multi-stage pipeline comprising image context enrichment, intent refinement, contextual query generation, external API integration, and relevance-based filtering. CUE-M incorporates a robust filtering pipeline combining image-based, text-based, and multimodal classifiers, dynamically adapting to instance- and category-specific concern defined by organizational policies. Evaluations on a multimodal Q&A dataset and a public safety benchmark demonstrate that CUE-M outperforms baselines in accuracy, knowledge integration, and safety, advancing the capabilities of multimodal retrieval systems.
Hybrid guiding: A multi-resolution refinement approach for semantic segmentation of gigapixel histopathological images
Histopathological cancer diagnostics has become more complex, and the increasing number of biopsies is a challenge for most pathology laboratories. Thus, development of automatic methods for evaluation of histopathological cancer sections would be of value. In this study, we used 624 whole slide images (WSIs) of breast cancer from a Norwegian cohort. We propose a cascaded convolutional neural network design, called H2G-Net, for semantic segmentation of gigapixel histopathological images. The design involves a detection stage using a patch-wise method, and a refinement stage using a convolutional autoencoder. To validate the design, we conducted an ablation study to assess the impact of selected components in the pipeline on tumour segmentation. Guiding segmentation, using hierarchical sampling and deep heatmap refinement, proved to be beneficial when segmenting the histopathological images. We found a significant improvement when using a refinement network for postprocessing the generated tumour segmentation heatmaps. The overall best design achieved a Dice score of 0.933 on an independent test set of 90 WSIs. The design outperformed single-resolution approaches, such as cluster-guided, patch-wise high-resolution classification using MobileNetV2 (0.872) and a low-resolution U-Net (0.874). In addition, segmentation on a representative x400 WSI took ~58 seconds, using only the CPU. The findings demonstrate the potential of utilizing a refinement network to improve patch-wise predictions. The solution is efficient and does not require overlapping patch inference or ensembling. Furthermore, we showed that deep neural networks can be trained using a random sampling scheme that balances on multiple different labels simultaneously, without the need of storing patches on disk. Future work should involve more efficient patch generation and sampling, as well as improved clustering.
Spectral Graphormer: Spectral Graph-based Transformer for Egocentric Two-Hand Reconstruction using Multi-View Color Images
We propose a novel transformer-based framework that reconstructs two high fidelity hands from multi-view RGB images. Unlike existing hand pose estimation methods, where one typically trains a deep network to regress hand model parameters from single RGB image, we consider a more challenging problem setting where we directly regress the absolute root poses of two-hands with extended forearm at high resolution from egocentric view. As existing datasets are either infeasible for egocentric viewpoints or lack background variations, we create a large-scale synthetic dataset with diverse scenarios and collect a real dataset from multi-calibrated camera setup to verify our proposed multi-view image feature fusion strategy. To make the reconstruction physically plausible, we propose two strategies: (i) a coarse-to-fine spectral graph convolution decoder to smoothen the meshes during upsampling and (ii) an optimisation-based refinement stage at inference to prevent self-penetrations. Through extensive quantitative and qualitative evaluations, we show that our framework is able to produce realistic two-hand reconstructions and demonstrate the generalisation of synthetic-trained models to real data, as well as real-time AR/VR applications.
EG4D: Explicit Generation of 4D Object without Score Distillation
In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at https://github.com/jasongzy/EG4D.
Multi-scale Iterative Refinement towards Robust and Versatile Molecular Docking
Molecular docking is a key computational tool utilized to predict the binding conformations of small molecules to protein targets, which is fundamental in the design of novel drugs. Despite recent advancements in geometric deep learning-based approaches leading to improvements in blind docking efficiency, these methods have encountered notable challenges, such as limited generalization performance on unseen proteins, the inability to concurrently address the settings of blind docking and site-specific docking, and the frequent occurrence of physical implausibilities such as inter-molecular steric clash. In this study, we introduce DeltaDock, a robust and versatile framework designed for efficient molecular docking to overcome these challenges. DeltaDock operates in a two-step process: rapid initial complex structures sampling followed by multi-scale iterative refinement of the initial structures. In the initial stage, to sample accurate structures with high efficiency, we develop a ligand-dependent binding site prediction model founded on large protein models and graph neural networks. This model is then paired with GPU-accelerated sampling algorithms. The sampled structures are updated using a multi-scale iterative refinement module that captures both protein-ligand atom-atom interactions and residue-atom interactions in the following stage. Distinct from previous geometric deep learning methods that are conditioned on the blind docking setting, DeltaDock demonstrates superior performance in both blind docking and site-specific docking settings. Comprehensive experimental results reveal that DeltaDock consistently surpasses baseline methods in terms of docking accuracy. Furthermore, it displays remarkable generalization capabilities and proficiency for predicting physically valid structures, thereby attesting to its robustness and reliability in various scenarios.
CORE-ReID: Comprehensive Optimization and Refinement through Ensemble fusion in Domain Adaptation for person re-identification
This study introduces a novel framework, "Comprehensive Optimization and Refinement through Ensemble Fusion in Domain Adaptation for Person Re-identification (CORE-ReID)", to address an Unsupervised Domain Adaptation (UDA) for Person Re-identification (ReID). The framework utilizes CycleGAN to generate diverse data that harmonizes differences in image characteristics from different camera sources in the pre-training stage. In the fine-tuning stage, based on a pair of teacher-student networks, the framework integrates multi-view features for multi-level clustering to derive diverse pseudo labels. A learnable Ensemble Fusion component that focuses on fine-grained local information within global features is introduced to enhance learning comprehensiveness and avoid ambiguity associated with multiple pseudo-labels. Experimental results on three common UDAs in Person ReID demonstrate significant performance gains over state-of-the-art approaches. Additional enhancements, such as Efficient Channel Attention Block and Bidirectional Mean Feature Normalization mitigate deviation effects and adaptive fusion of global and local features using the ResNet-based model, further strengthening the framework. The proposed framework ensures clarity in fusion features, avoids ambiguity, and achieves high ac-curacy in terms of Mean Average Precision, Top-1, Top-5, and Top-10, positioning it as an advanced and effective solution for the UDA in Person ReID. Our codes and models are available at https://github.com/TrinhQuocNguyen/CORE-ReID.
ConlangCrafter: Constructing Languages with a Multi-Hop LLM Pipeline
Constructed languages (conlangs) such as Esperanto and Quenya have played diverse roles in art, philosophy, and international communication. Meanwhile, large-scale foundation models have revolutionized creative generation in text, images, and beyond. In this work, we leverage modern LLMs as computational creativity aids for end-to-end conlang creation. We introduce ConlangCrafter, a multi-hop pipeline that decomposes language design into modular stages -- phonology, morphology, syntax, lexicon generation, and translation. At each stage, our method leverages LLMs' meta-linguistic reasoning capabilities, injecting randomness to encourage diversity and leveraging self-refinement feedback to encourage consistency in the emerging language description. We evaluate ConlangCrafter on metrics measuring coherence and typological diversity, demonstrating its ability to produce coherent and varied conlangs without human linguistic expertise.
SLIM: Sparsified Late Interaction for Multi-Vector Retrieval with Inverted Indexes
This paper introduces Sparsified Late Interaction for Multi-vector (SLIM) retrieval with inverted indexes. Multi-vector retrieval methods have demonstrated their effectiveness on various retrieval datasets, and among them, ColBERT is the most established method based on the late interaction of contextualized token embeddings of pre-trained language models. However, efficient ColBERT implementations require complex engineering and cannot take advantage of off-the-shelf search libraries, impeding their practical use. To address this issue, SLIM first maps each contextualized token vector to a sparse, high-dimensional lexical space before performing late interaction between these sparse token embeddings. We then introduce an efficient two-stage retrieval architecture that includes inverted index retrieval followed by a score refinement module to approximate the sparsified late interaction, which is fully compatible with off-the-shelf lexical search libraries such as Lucene. SLIM achieves competitive accuracy on MS MARCO Passages and BEIR compared to ColBERT while being much smaller and faster on CPUs. To our knowledge, we are the first to explore using sparse token representations for multi-vector retrieval. Source code and data are integrated into the Pyserini IR toolkit.
iLRM: An Iterative Large 3D Reconstruction Model
Feed-forward 3D modeling has emerged as a promising approach for rapid and high-quality 3D reconstruction. In particular, directly generating explicit 3D representations, such as 3D Gaussian splatting, has attracted significant attention due to its fast and high-quality rendering, as well as numerous applications. However, many state-of-the-art methods, primarily based on transformer architectures, suffer from severe scalability issues because they rely on full attention across image tokens from multiple input views, resulting in prohibitive computational costs as the number of views or image resolution increases. Toward a scalable and efficient feed-forward 3D reconstruction, we introduce an iterative Large 3D Reconstruction Model (iLRM) that generates 3D Gaussian representations through an iterative refinement mechanism, guided by three core principles: (1) decoupling the scene representation from input-view images to enable compact 3D representations; (2) decomposing fully-attentional multi-view interactions into a two-stage attention scheme to reduce computational costs; and (3) injecting high-resolution information at every layer to achieve high-fidelity reconstruction. Experimental results on widely used datasets, such as RE10K and DL3DV, demonstrate that iLRM outperforms existing methods in both reconstruction quality and speed. Notably, iLRM exhibits superior scalability, delivering significantly higher reconstruction quality under comparable computational cost by efficiently leveraging a larger number of input views.
Robust Camera Pose Refinement for Multi-Resolution Hash Encoding
Multi-resolution hash encoding has recently been proposed to reduce the computational cost of neural renderings, such as NeRF. This method requires accurate camera poses for the neural renderings of given scenes. However, contrary to previous methods jointly optimizing camera poses and 3D scenes, the naive gradient-based camera pose refinement method using multi-resolution hash encoding severely deteriorates performance. We propose a joint optimization algorithm to calibrate the camera pose and learn a geometric representation using efficient multi-resolution hash encoding. Showing that the oscillating gradient flows of hash encoding interfere with the registration of camera poses, our method addresses the issue by utilizing smooth interpolation weighting to stabilize the gradient oscillation for the ray samplings across hash grids. Moreover, the curriculum training procedure helps to learn the level-wise hash encoding, further increasing the pose refinement. Experiments on the novel-view synthesis datasets validate that our learning frameworks achieve state-of-the-art performance and rapid convergence of neural rendering, even when initial camera poses are unknown.
EVP: Enhanced Visual Perception using Inverse Multi-Attentive Feature Refinement and Regularized Image-Text Alignment
This work presents the network architecture EVP (Enhanced Visual Perception). EVP builds on the previous work VPD which paved the way to use the Stable Diffusion network for computer vision tasks. We propose two major enhancements. First, we develop the Inverse Multi-Attentive Feature Refinement (IMAFR) module which enhances feature learning capabilities by aggregating spatial information from higher pyramid levels. Second, we propose a novel image-text alignment module for improved feature extraction of the Stable Diffusion backbone. The resulting architecture is suitable for a wide variety of tasks and we demonstrate its performance in the context of single-image depth estimation with a specialized decoder using classification-based bins and referring segmentation with an off-the-shelf decoder. Comprehensive experiments conducted on established datasets show that EVP achieves state-of-the-art results in single-image depth estimation for indoor (NYU Depth v2, 11.8% RMSE improvement over VPD) and outdoor (KITTI) environments, as well as referring segmentation (RefCOCO, 2.53 IoU improvement over ReLA). The code and pre-trained models are publicly available at https://github.com/Lavreniuk/EVP.
FMA-Net: Flow-Guided Dynamic Filtering and Iterative Feature Refinement with Multi-Attention for Joint Video Super-Resolution and Deblurring
We present a joint learning scheme of video super-resolution and deblurring, called VSRDB, to restore clean high-resolution (HR) videos from blurry low-resolution (LR) ones. This joint restoration problem has drawn much less attention compared to single restoration problems. In this paper, we propose a novel flow-guided dynamic filtering (FGDF) and iterative feature refinement with multi-attention (FRMA), which constitutes our VSRDB framework, denoted as FMA-Net. Specifically, our proposed FGDF enables precise estimation of both spatio-temporally-variant degradation and restoration kernels that are aware of motion trajectories through sophisticated motion representation learning. Compared to conventional dynamic filtering, the FGDF enables the FMA-Net to effectively handle large motions into the VSRDB. Additionally, the stacked FRMA blocks trained with our novel temporal anchor (TA) loss, which temporally anchors and sharpens features, refine features in a course-to-fine manner through iterative updates. Extensive experiments demonstrate the superiority of the proposed FMA-Net over state-of-the-art methods in terms of both quantitative and qualitative quality. Codes and pre-trained models are available at: https://kaist-viclab.github.io/fmanet-site
FaR: Enhancing Multi-Concept Text-to-Image Diffusion via Concept Fusion and Localized Refinement
Generating multiple new concepts remains a challenging problem in the text-to-image task. Current methods often overfit when trained on a small number of samples and struggle with attribute leakage, particularly for class-similar subjects (e.g., two specific dogs). In this paper, we introduce Fuse-and-Refine (FaR), a novel approach that tackles these challenges through two key contributions: Concept Fusion technique and Localized Refinement loss function. Concept Fusion systematically augments the training data by separating reference subjects from backgrounds and recombining them into composite images to increase diversity. This augmentation technique tackles the overfitting problem by mitigating the narrow distribution of the limited training samples. In addition, Localized Refinement loss function is introduced to preserve subject representative attributes by aligning each concept's attention map to its correct region. This approach effectively prevents attribute leakage by ensuring that the diffusion model distinguishes similar subjects without mixing their attention maps during the denoising process. By fine-tuning specific modules at the same time, FaR balances the learning of new concepts with the retention of previously learned knowledge. Empirical results show that FaR not only prevents overfitting and attribute leakage while maintaining photorealism, but also outperforms other state-of-the-art methods.
Multi-view Aggregation Network for Dichotomous Image Segmentation
Dichotomous Image Segmentation (DIS) has recently emerged towards high-precision object segmentation from high-resolution natural images. When designing an effective DIS model, the main challenge is how to balance the semantic dispersion of high-resolution targets in the small receptive field and the loss of high-precision details in the large receptive field. Existing methods rely on tedious multiple encoder-decoder streams and stages to gradually complete the global localization and local refinement. Human visual system captures regions of interest by observing them from multiple views. Inspired by it, we model DIS as a multi-view object perception problem and provide a parsimonious multi-view aggregation network (MVANet), which unifies the feature fusion of the distant view and close-up view into a single stream with one encoder-decoder structure. With the help of the proposed multi-view complementary localization and refinement modules, our approach established long-range, profound visual interactions across multiple views, allowing the features of the detailed close-up view to focus on highly slender structures.Experiments on the popular DIS-5K dataset show that our MVANet significantly outperforms state-of-the-art methods in both accuracy and speed. The source code and datasets will be publicly available at https://github.com/qianyu-dlut/MVANet{MVANet}.
MultiDepth: Multi-Sample Priors for Refining Monocular Metric Depth Estimations in Indoor Scenes
Monocular metric depth estimation (MMDE) is a crucial task to solve for indoor scene reconstruction on edge devices. Despite this importance, existing models are sensitive to factors such as boundary frequency of objects in the scene and scene complexity, failing to fully capture many indoor scenes. In this work, we propose to close this gap through the task of monocular metric depth refinement (MMDR) by leveraging state-of-the-art MMDE models. MultiDepth proposes a solution by taking samples of the image along with the initial depth map prediction made by a pre-trained MMDE model. Compared to existing iterative depth refinement techniques, MultiDepth does not employ normal map prediction as part of its architecture, effectively lowering the model size and computation overhead while outputting impactful changes from refining iterations. MultiDepth implements a lightweight encoder-decoder architecture for the refinement network, processing multiple samples from the given image, including segmentation masking. We evaluate MultiDepth on four datasets and compare them to state-of-the-art methods to demonstrate its effective refinement with minimal overhead, displaying accuracy improvement upward of 45%.
MVGamba: Unify 3D Content Generation as State Space Sequence Modeling
Recent 3D large reconstruction models (LRMs) can generate high-quality 3D content in sub-seconds by integrating multi-view diffusion models with scalable multi-view reconstructors. Current works further leverage 3D Gaussian Splatting as 3D representation for improved visual quality and rendering efficiency. However, we observe that existing Gaussian reconstruction models often suffer from multi-view inconsistency and blurred textures. We attribute this to the compromise of multi-view information propagation in favor of adopting powerful yet computationally intensive architectures (e.g., Transformers). To address this issue, we introduce MVGamba, a general and lightweight Gaussian reconstruction model featuring a multi-view Gaussian reconstructor based on the RNN-like State Space Model (SSM). Our Gaussian reconstructor propagates causal context containing multi-view information for cross-view self-refinement while generating a long sequence of Gaussians for fine-detail modeling with linear complexity. With off-the-shelf multi-view diffusion models integrated, MVGamba unifies 3D generation tasks from a single image, sparse images, or text prompts. Extensive experiments demonstrate that MVGamba outperforms state-of-the-art baselines in all 3D content generation scenarios with approximately only 0.1times of the model size.
ToolACE-MT: Non-Autoregressive Generation for Agentic Multi-Turn Interaction
Agentic task-solving with Large Language Models (LLMs) requires multi-turn, multi-step interactions, often involving complex function calls and dynamic user-agent exchanges. Existing simulation-based data generation methods for such scenarios rely heavily on costly autoregressive interactions between multiple LLM agents, thereby limiting real-world performance of agentic tasks. In this paper, we propose a novel Non-Autoregressive Iterative Generation framework, called ToolACE-MT, for constructing high-quality multi-turn agentic dialogues. ToolACE-MT generates full conversational trajectories through three stages: coarse-grained initialization, iterative refinement, and offline verification. The initialization phase builds a structurally complete yet semantically coarse dialogue skeleton; the iterative refinement phase introduces realistic complexities and continued refinement via mask-and-fill operations; and the offline verification phase ensures correctness and coherence via rule- and model-based checks. Experiments demonstrate that ToolACE-MT enables efficient, effective and generalizable agentic data generation, offering a new paradigm for high-quality data construction in tool-augmented LLM scenarios.
Adaptive Multi-Agent Reasoning via Automated Workflow Generation
The rise of Large Reasoning Models (LRMs) promises a significant leap forward in language model capabilities, aiming to tackle increasingly sophisticated tasks with unprecedented efficiency and accuracy. However, despite their impressive performance, recent studies have highlighted how current reasoning models frequently fail to generalize to novel, unseen problems, often resorting to memorized solutions rather than genuine inferential reasoning. Such behavior underscores a critical limitation in modern LRMs, i.e., their tendency toward overfitting, which in turn results in poor generalization in problem-solving capabilities. In this paper, we introduce Nexus Architect, an enhanced iteration of our multi-agent system framework, Nexus, equipped with a novel automated workflow synthesis mechanism. Given a user's prompt and a small set of representative examples, the Architect autonomously generates a tailored reasoning workflow by selecting suitable strategies, tool integrations, and adversarial techniques for a specific problem class. Furthermore, the Architect includes an iterative prompt refinement mechanism that fine-tunes agents' system prompts to maximize performance and improve the generalization capabilities of the system. We empirically evaluate Nexus Architect by employing an off-the-shelf, non-reasoning model on a custom dataset of challenging logical questions and compare its performance against state-of-the-art LRMs. Results show that Nexus Architect consistently outperforms existing solutions, achieving up to a 66% increase in pass rate over Gemini 2.5 Flash Preview, nearly 2.5times against Claude Sonnet 4 and DeepSeek-R1, and over 3times w.r.t. Llama 4 Scout.
SfM-TTR: Using Structure from Motion for Test-Time Refinement of Single-View Depth Networks
Estimating a dense depth map from a single view is geometrically ill-posed, and state-of-the-art methods rely on learning depth's relation with visual appearance using deep neural networks. On the other hand, Structure from Motion (SfM) leverages multi-view constraints to produce very accurate but sparse maps, as matching across images is typically limited by locally discriminative texture. In this work, we combine the strengths of both approaches by proposing a novel test-time refinement (TTR) method, denoted as SfM-TTR, that boosts the performance of single-view depth networks at test time using SfM multi-view cues. Specifically, and differently from the state of the art, we use sparse SfM point clouds as test-time self-supervisory signal, fine-tuning the network encoder to learn a better representation of the test scene. Our results show how the addition of SfM-TTR to several state-of-the-art self-supervised and supervised networks improves significantly their performance, outperforming previous TTR baselines mainly based on photometric multi-view consistency. The code is available at https://github.com/serizba/SfM-TTR.
Multi-sense embeddings through a word sense disambiguation process
Natural Language Understanding has seen an increasing number of publications in the last few years, especially after robust word embeddings models became prominent, when they proved themselves able to capture and represent semantic relationships from massive amounts of data. Nevertheless, traditional models often fall short in intrinsic issues of linguistics, such as polysemy and homonymy. Any expert system that makes use of natural language in its core, can be affected by a weak semantic representation of text, resulting in inaccurate outcomes based on poor decisions. To mitigate such issues, we propose a novel approach called Most Suitable Sense Annotation (MSSA), that disambiguates and annotates each word by its specific sense, considering the semantic effects of its context. Our approach brings three main contributions to the semantic representation scenario: (i) an unsupervised technique that disambiguates and annotates words by their senses, (ii) a multi-sense embeddings model that can be extended to any traditional word embeddings algorithm, and (iii) a recurrent methodology that allows our models to be re-used and their representations refined. We test our approach on six different benchmarks for the word similarity task, showing that our approach can produce state-of-the-art results and outperforms several more complex state-of-the-art systems.
MagicColor: Multi-Instance Sketch Colorization
We present MagicColor, a diffusion-based framework for multi-instance sketch colorization. The production of multi-instance 2D line art colorization adheres to an industry-standard workflow, which consists of three crucial stages: the design of line art characters, the coloring of individual objects, and the refinement process. The artists are required to repeat the process of coloring each instance one by one, which is inaccurate and inefficient. Meanwhile, current generative methods fail to solve this task due to the challenge of multi-instance pair data collection. To tackle these challenges, we incorporate three technical designs to ensure precise character detail transcription and achieve multi-instance sketch colorization in a single forward. Specifically, we first propose the self-play training strategy to solve the lack of training data. Then we introduce an instance guider to feed the color of the instance. To achieve accurate color matching, we present fine-grained color matching with edge loss to enhance visual quality. Equipped with the proposed modules, MagicColor enables automatically transforming sketches into vividly-colored images with accurate consistency and multi-instance control. Experiments on our collected datasets show that our model outperforms existing methods regarding chromatic precision. Specifically, our model critically automates the colorization process with zero manual adjustments, so novice users can produce stylistically consistent artwork by providing reference instances and the original line art. Our code and additional details are available at https://yinhan-zhang.github.io/color
AudioGenie: A Training-Free Multi-Agent Framework for Diverse Multimodality-to-Multiaudio Generation
Multimodality-to-Multiaudio (MM2MA) generation faces significant challenges in synthesizing diverse and contextually aligned audio types (e.g., sound effects, speech, music, and songs) from multimodal inputs (e.g., video, text, images), owing to the scarcity of high-quality paired datasets and the lack of robust multi-task learning frameworks. Recently, multi-agent system shows great potential in tackling the above issues. However, directly applying it to MM2MA task presents three critical challenges: (1) inadequate fine-grained understanding of multimodal inputs (especially for video), (2) the inability of single models to handle diverse audio events, and (3) the absence of self-correction mechanisms for reliable outputs. To this end, we propose AudioGenie, a novel training-free multi-agent system featuring a dual-layer architecture with a generation team and a supervisor team. For the generation team, a fine-grained task decomposition and an adaptive Mixture-of-Experts (MoE) collaborative entity are designed for dynamic model selection, and a trial-and-error iterative refinement module is designed for self-correction. The supervisor team ensures temporal-spatial consistency and verifies outputs through feedback loops. Moreover, we build MA-Bench, the first benchmark for MM2MA tasks, comprising 198 annotated videos with multi-type audios. Experiments demonstrate that our AudioGenie outperforms state-of-the-art (SOTA) methods across 9 metrics in 8 tasks. User study further validate the effectiveness of the proposed method in terms of quality, accuracy, alignment, and aesthetic. The anonymous project website with samples can be found at https://audiogenie.github.io/.
GenMAC: Compositional Text-to-Video Generation with Multi-Agent Collaboration
Text-to-video generation models have shown significant progress in the recent years. However, they still struggle with generating complex dynamic scenes based on compositional text prompts, such as attribute binding for multiple objects, temporal dynamics associated with different objects, and interactions between objects. Our key motivation is that complex tasks can be decomposed into simpler ones, each handled by a role-specialized MLLM agent. Multiple agents can collaborate together to achieve collective intelligence for complex goals. We propose GenMAC, an iterative, multi-agent framework that enables compositional text-to-video generation. The collaborative workflow includes three stages: Design, Generation, and Redesign, with an iterative loop between the Generation and Redesign stages to progressively verify and refine the generated videos. The Redesign stage is the most challenging stage that aims to verify the generated videos, suggest corrections, and redesign the text prompts, frame-wise layouts, and guidance scales for the next iteration of generation. To avoid hallucination of a single MLLM agent, we decompose this stage to four sequentially-executed MLLM-based agents: verification agent, suggestion agent, correction agent, and output structuring agent. Furthermore, to tackle diverse scenarios of compositional text-to-video generation, we design a self-routing mechanism to adaptively select the proper correction agent from a collection of correction agents each specialized for one scenario. Extensive experiments demonstrate the effectiveness of GenMAC, achieving state-of-the art performance in compositional text-to-video generation.
Phased Consistency Model
The consistency model (CM) has recently made significant progress in accelerating the generation of diffusion models. However, its application to high-resolution, text-conditioned image generation in the latent space (a.k.a., LCM) remains unsatisfactory. In this paper, we identify three key flaws in the current design of LCM. We investigate the reasons behind these limitations and propose the Phased Consistency Model (PCM), which generalizes the design space and addresses all identified limitations. Our evaluations demonstrate that PCM significantly outperforms LCM across 1--16 step generation settings. While PCM is specifically designed for multi-step refinement, it achieves even superior or comparable 1-step generation results to previously state-of-the-art specifically designed 1-step methods. Furthermore, we show that PCM's methodology is versatile and applicable to video generation, enabling us to train the state-of-the-art few-step text-to-video generator. More details are available at https://g-u-n.github.io/projects/pcm/.
15 Keypoints Is All You Need
Pose tracking is an important problem that requires identifying unique human pose-instances and matching them temporally across different frames of a video. However, existing pose tracking methods are unable to accurately model temporal relationships and require significant computation, often computing the tracks offline. We present an efficient Multi-person Pose Tracking method, KeyTrack, that only relies on keypoint information without using any RGB or optical flow information to track human keypoints in real-time. Keypoints are tracked using our Pose Entailment method, in which, first, a pair of pose estimates is sampled from different frames in a video and tokenized. Then, a Transformer-based network makes a binary classification as to whether one pose temporally follows another. Furthermore, we improve our top-down pose estimation method with a novel, parameter-free, keypoint refinement technique that improves the keypoint estimates used during the Pose Entailment step. We achieve state-of-the-art results on the PoseTrack'17 and the PoseTrack'18 benchmarks while using only a fraction of the computation required by most other methods for computing the tracking information.
R3D3: Dense 3D Reconstruction of Dynamic Scenes from Multiple Cameras
Dense 3D reconstruction and ego-motion estimation are key challenges in autonomous driving and robotics. Compared to the complex, multi-modal systems deployed today, multi-camera systems provide a simpler, low-cost alternative. However, camera-based 3D reconstruction of complex dynamic scenes has proven extremely difficult, as existing solutions often produce incomplete or incoherent results. We propose R3D3, a multi-camera system for dense 3D reconstruction and ego-motion estimation. Our approach iterates between geometric estimation that exploits spatial-temporal information from multiple cameras, and monocular depth refinement. We integrate multi-camera feature correlation and dense bundle adjustment operators that yield robust geometric depth and pose estimates. To improve reconstruction where geometric depth is unreliable, e.g. for moving objects or low-textured regions, we introduce learnable scene priors via a depth refinement network. We show that this design enables a dense, consistent 3D reconstruction of challenging, dynamic outdoor environments. Consequently, we achieve state-of-the-art dense depth prediction on the DDAD and NuScenes benchmarks.
CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner
We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan
MatAtlas: Text-driven Consistent Geometry Texturing and Material Assignment
We present MatAtlas, a method for consistent text-guided 3D model texturing. Following recent progress we leverage a large scale text-to-image generation model (e.g., Stable Diffusion) as a prior to texture a 3D model. We carefully design an RGB texturing pipeline that leverages a grid pattern diffusion, driven by depth and edges. By proposing a multi-step texture refinement process, we significantly improve the quality and 3D consistency of the texturing output. To further address the problem of baked-in lighting, we move beyond RGB colors and pursue assigning parametric materials to the assets. Given the high-quality initial RGB texture, we propose a novel material retrieval method capitalized on Large Language Models (LLM), enabling editabiliy and relightability. We evaluate our method on a wide variety of geometries and show that our method significantly outperform prior arts. We also analyze the role of each component through a detailed ablation study.
GTR: Improving Large 3D Reconstruction Models through Geometry and Texture Refinement
We propose a novel approach for 3D mesh reconstruction from multi-view images. Our method takes inspiration from large reconstruction models like LRM that use a transformer-based triplane generator and a Neural Radiance Field (NeRF) model trained on multi-view images. However, in our method, we introduce several important modifications that allow us to significantly enhance 3D reconstruction quality. First of all, we examine the original LRM architecture and find several shortcomings. Subsequently, we introduce respective modifications to the LRM architecture, which lead to improved multi-view image representation and more computationally efficient training. Second, in order to improve geometry reconstruction and enable supervision at full image resolution, we extract meshes from the NeRF field in a differentiable manner and fine-tune the NeRF model through mesh rendering. These modifications allow us to achieve state-of-the-art performance on both 2D and 3D evaluation metrics, such as a PSNR of 28.67 on Google Scanned Objects (GSO) dataset. Despite these superior results, our feed-forward model still struggles to reconstruct complex textures, such as text and portraits on assets. To address this, we introduce a lightweight per-instance texture refinement procedure. This procedure fine-tunes the triplane representation and the NeRF color estimation model on the mesh surface using the input multi-view images in just 4 seconds. This refinement improves the PSNR to 29.79 and achieves faithful reconstruction of complex textures, such as text. Additionally, our approach enables various downstream applications, including text- or image-to-3D generation.
Pro3D-Editor : A Progressive-Views Perspective for Consistent and Precise 3D Editing
Text-guided 3D editing aims to precisely edit semantically relevant local 3D regions, which has significant potential for various practical applications ranging from 3D games to film production. Existing methods typically follow a view-indiscriminate paradigm: editing 2D views indiscriminately and projecting them back into 3D space. However, they overlook the different cross-view interdependencies, resulting in inconsistent multi-view editing. In this study, we argue that ideal consistent 3D editing can be achieved through a progressive-views paradigm, which propagates editing semantics from the editing-salient view to other editing-sparse views. Specifically, we propose Pro3D-Editor, a novel framework, which mainly includes Primary-view Sampler, Key-view Render, and Full-view Refiner. Primary-view Sampler dynamically samples and edits the most editing-salient view as the primary view. Key-view Render accurately propagates editing semantics from the primary view to other key views through its Mixture-of-View-Experts Low-Rank Adaption (MoVE-LoRA). Full-view Refiner edits and refines the 3D object based on the edited multi-views. Extensive experiments demonstrate that our method outperforms existing methods in editing accuracy and spatial consistency.
DreamCraft3D++: Efficient Hierarchical 3D Generation with Multi-Plane Reconstruction Model
We introduce DreamCraft3D++, an extension of DreamCraft3D that enables efficient high-quality generation of complex 3D assets. DreamCraft3D++ inherits the multi-stage generation process of DreamCraft3D, but replaces the time-consuming geometry sculpting optimization with a feed-forward multi-plane based reconstruction model, speeding up the process by 1000x. For texture refinement, we propose a training-free IP-Adapter module that is conditioned on the enhanced multi-view images to enhance texture and geometry consistency, providing a 4x faster alternative to DreamCraft3D's DreamBooth fine-tuning. Experiments on diverse datasets demonstrate DreamCraft3D++'s ability to generate creative 3D assets with intricate geometry and realistic 360{\deg} textures, outperforming state-of-the-art image-to-3D methods in quality and speed. The full implementation will be open-sourced to enable new possibilities in 3D content creation.
Multi-interaction TTS toward professional recording reproduction
Voice directors often iteratively refine voice actors' performances by providing feedback to achieve the desired outcome. While this iterative feedback-based refinement process is important in actual recordings, it has been overlooked in text-to-speech synthesis (TTS). As a result, fine-grained style refinement after the initial synthesis is not possible, even though the synthesized speech often deviates from the user's intended style. To address this issue, we propose a TTS method with multi-step interaction that allows users to intuitively and rapidly refine synthesized speech. Our approach models the interaction between the TTS model and its user to emulate the relationship between voice actors and voice directors. Experiments show that the proposed model with its corresponding dataset enables iterative style refinements in accordance with users' directions, thus demonstrating its multi-interaction capability. Sample audios are available: https://ntt-hilab-gensp.github.io/ssw13multiinteractiontts/
DreamPolisher: Towards High-Quality Text-to-3D Generation via Geometric Diffusion
We present DreamPolisher, a novel Gaussian Splatting based method with geometric guidance, tailored to learn cross-view consistency and intricate detail from textual descriptions. While recent progress on text-to-3D generation methods have been promising, prevailing methods often fail to ensure view-consistency and textural richness. This problem becomes particularly noticeable for methods that work with text input alone. To address this, we propose a two-stage Gaussian Splatting based approach that enforces geometric consistency among views. Initially, a coarse 3D generation undergoes refinement via geometric optimization. Subsequently, we use a ControlNet driven refiner coupled with the geometric consistency term to improve both texture fidelity and overall consistency of the generated 3D asset. Empirical evaluations across diverse textual prompts spanning various object categories demonstrate the efficacy of DreamPolisher in generating consistent and realistic 3D objects, aligning closely with the semantics of the textual instructions.
Training-free Geometric Image Editing on Diffusion Models
We tackle the task of geometric image editing, where an object within an image is repositioned, reoriented, or reshaped while preserving overall scene coherence. Previous diffusion-based editing methods often attempt to handle all relevant subtasks in a single step, proving difficult when transformations become large or structurally complex. We address this by proposing a decoupled pipeline that separates object transformation, source region inpainting, and target region refinement. Both inpainting and refinement are implemented using a training-free diffusion approach, FreeFine. In experiments on our new GeoBench benchmark, which contains both 2D and 3D editing scenarios, FreeFine outperforms state-of-the-art alternatives in image fidelity, and edit precision, especially under demanding transformations. Code and benchmark are available at: https://github.com/CIawevy/FreeFine
MVBoost: Boost 3D Reconstruction with Multi-View Refinement
Recent advancements in 3D object reconstruction have been remarkable, yet most current 3D models rely heavily on existing 3D datasets. The scarcity of diverse 3D datasets results in limited generalization capabilities of 3D reconstruction models. In this paper, we propose a novel framework for boosting 3D reconstruction with multi-view refinement (MVBoost) by generating pseudo-GT data. The key of MVBoost is combining the advantages of the high accuracy of the multi-view generation model and the consistency of the 3D reconstruction model to create a reliable data source. Specifically, given a single-view input image, we employ a multi-view diffusion model to generate multiple views, followed by a large 3D reconstruction model to produce consistent 3D data. MVBoost then adaptively refines these multi-view images, rendered from the consistent 3D data, to build a large-scale multi-view dataset for training a feed-forward 3D reconstruction model. Additionally, the input view optimization is designed to optimize the corresponding viewpoints based on the user's input image, ensuring that the most important viewpoint is accurately tailored to the user's needs. Extensive evaluations demonstrate that our method achieves superior reconstruction results and robust generalization compared to prior works.
Connecting the Dots: Floorplan Reconstruction Using Two-Level Queries
We address 2D floorplan reconstruction from 3D scans. Existing approaches typically employ heuristically designed multi-stage pipelines. Instead, we formulate floorplan reconstruction as a single-stage structured prediction task: find a variable-size set of polygons, which in turn are variable-length sequences of ordered vertices. To solve it we develop a novel Transformer architecture that generates polygons of multiple rooms in parallel, in a holistic manner without hand-crafted intermediate stages. The model features two-level queries for polygons and corners, and includes polygon matching to make the network end-to-end trainable. Our method achieves a new state-of-the-art for two challenging datasets, Structured3D and SceneCAD, along with significantly faster inference than previous methods. Moreover, it can readily be extended to predict additional information, i.e., semantic room types and architectural elements like doors and windows. Our code and models are available at: https://github.com/ywyue/RoomFormer.
MultiRef: Controllable Image Generation with Multiple Visual References
Visual designers naturally draw inspiration from multiple visual references, combining diverse elements and aesthetic principles to create artwork. However, current image generative frameworks predominantly rely on single-source inputs -- either text prompts or individual reference images. In this paper, we focus on the task of controllable image generation using multiple visual references. We introduce MultiRef-bench, a rigorous evaluation framework comprising 990 synthetic and 1,000 real-world samples that require incorporating visual content from multiple reference images. The synthetic samples are synthetically generated through our data engine RefBlend, with 10 reference types and 33 reference combinations. Based on RefBlend, we further construct a dataset MultiRef containing 38k high-quality images to facilitate further research. Our experiments across three interleaved image-text models (i.e., OmniGen, ACE, and Show-o) and six agentic frameworks (e.g., ChatDiT and LLM + SD) reveal that even state-of-the-art systems struggle with multi-reference conditioning, with the best model OmniGen achieving only 66.6% in synthetic samples and 79.0% in real-world cases on average compared to the golden answer. These findings provide valuable directions for developing more flexible and human-like creative tools that can effectively integrate multiple sources of visual inspiration. The dataset is publicly available at: https://multiref.github.io/.
BoostDream: Efficient Refining for High-Quality Text-to-3D Generation from Multi-View Diffusion
Witnessing the evolution of text-to-image diffusion models, significant strides have been made in text-to-3D generation. Currently, two primary paradigms dominate the field of text-to-3D: the feed-forward generation solutions, capable of swiftly producing 3D assets but often yielding coarse results, and the Score Distillation Sampling (SDS) based solutions, known for generating high-fidelity 3D assets albeit at a slower pace. The synergistic integration of these methods holds substantial promise for advancing 3D generation techniques. In this paper, we present BoostDream, a highly efficient plug-and-play 3D refining method designed to transform coarse 3D assets into high-quality. The BoostDream framework comprises three distinct processes: (1) We introduce 3D model distillation that fits differentiable representations from the 3D assets obtained through feed-forward generation. (2) A novel multi-view SDS loss is designed, which utilizes a multi-view aware 2D diffusion model to refine the 3D assets. (3) We propose to use prompt and multi-view consistent normal maps as guidance in refinement.Our extensive experiment is conducted on different differentiable 3D representations, revealing that BoostDream excels in generating high-quality 3D assets rapidly, overcoming the Janus problem compared to conventional SDS-based methods. This breakthrough signifies a substantial advancement in both the efficiency and quality of 3D generation processes.
Idea2Img: Iterative Self-Refinement with GPT-4V(ision) for Automatic Image Design and Generation
We introduce ``Idea to Image,'' a system that enables multimodal iterative self-refinement with GPT-4V(ision) for automatic image design and generation. Humans can quickly identify the characteristics of different text-to-image (T2I) models via iterative explorations. This enables them to efficiently convert their high-level generation ideas into effective T2I prompts that can produce good images. We investigate if systems based on large multimodal models (LMMs) can develop analogous multimodal self-refinement abilities that enable exploring unknown models or environments via self-refining tries. Idea2Img cyclically generates revised T2I prompts to synthesize draft images, and provides directional feedback for prompt revision, both conditioned on its memory of the probed T2I model's characteristics. The iterative self-refinement brings Idea2Img various advantages over vanilla T2I models. Notably, Idea2Img can process input ideas with interleaved image-text sequences, follow ideas with design instructions, and generate images of better semantic and visual qualities. The user preference study validates the efficacy of multimodal iterative self-refinement on automatic image design and generation.
SAMPLING: Scene-adaptive Hierarchical Multiplane Images Representation for Novel View Synthesis from a Single Image
Recent novel view synthesis methods obtain promising results for relatively small scenes, e.g., indoor environments and scenes with a few objects, but tend to fail for unbounded outdoor scenes with a single image as input. In this paper, we introduce SAMPLING, a Scene-adaptive Hierarchical Multiplane Images Representation for Novel View Synthesis from a Single Image based on improved multiplane images (MPI). Observing that depth distribution varies significantly for unbounded outdoor scenes, we employ an adaptive-bins strategy for MPI to arrange planes in accordance with each scene image. To represent intricate geometry and multi-scale details, we further introduce a hierarchical refinement branch, which results in high-quality synthesized novel views. Our method demonstrates considerable performance gains in synthesizing large-scale unbounded outdoor scenes using a single image on the KITTI dataset and generalizes well to the unseen Tanks and Temples dataset.The code and models will soon be made available.
MultiEdits: Simultaneous Multi-Aspect Editing with Text-to-Image Diffusion Models
Text-driven image synthesis has made significant advancements with the development of diffusion models, transforming how visual content is generated from text prompts. Despite these advances, text-driven image editing, a key area in computer graphics, faces unique challenges. A major challenge is making simultaneous edits across multiple objects or attributes. Applying these methods sequentially for multi-aspect edits increases computational demands and efficiency losses. In this paper, we address these challenges with significant contributions. Our main contribution is the development of MultiEdits, a method that seamlessly manages simultaneous edits across multiple attributes. In contrast to previous approaches, MultiEdits not only preserves the quality of single attribute edits but also significantly improves the performance of multitasking edits. This is achieved through an innovative attention distribution mechanism and a multi-branch design that operates across several processing heads. Additionally, we introduce the PIE-Bench++ dataset, an expansion of the original PIE-Bench dataset, to better support evaluating image-editing tasks involving multiple objects and attributes simultaneously. This dataset is a benchmark for evaluating text-driven image editing methods in multifaceted scenarios. Dataset and code are available at https://mingzhenhuang.com/projects/MultiEdits.html.
Q-Refine: A Perceptual Quality Refiner for AI-Generated Image
With the rapid evolution of the Text-to-Image (T2I) model in recent years, their unsatisfactory generation result has become a challenge. However, uniformly refining AI-Generated Images (AIGIs) of different qualities not only limited optimization capabilities for low-quality AIGIs but also brought negative optimization to high-quality AIGIs. To address this issue, a quality-award refiner named Q-Refine is proposed. Based on the preference of the Human Visual System (HVS), Q-Refine uses the Image Quality Assessment (IQA) metric to guide the refining process for the first time, and modify images of different qualities through three adaptive pipelines. Experimental shows that for mainstream T2I models, Q-Refine can perform effective optimization to AIGIs of different qualities. It can be a general refiner to optimize AIGIs from both fidelity and aesthetic quality levels, thus expanding the application of the T2I generation models.
Improved Iterative Refinement for Chart-to-Code Generation via Structured Instruction
Recently, multimodal large language models (MLLMs) have attracted increasing research attention due to their powerful visual understanding capabilities. While they have achieved impressive results on various vision tasks, their performance on chart-to-code generation remains suboptimal. This task requires MLLMs to generate executable code that can reproduce a given chart, demanding not only precise visual understanding but also accurate translation of visual elements into structured code. Directly prompting MLLMs to perform this complex task often yields unsatisfactory results. To address this challenge, we propose {ChartIR}, an iterative refinement method based on structured instruction. First, we distinguish two tasks: visual understanding and code translation. To accomplish the visual understanding component, we design two types of structured instructions: description and difference. The description instruction captures the visual elements of the reference chart, while the difference instruction characterizes the discrepancies between the reference chart and the generated chart. These instructions effectively transform visual features into language representations, thereby facilitating the subsequent code translation process. Second, we decompose the overall chart generation pipeline into two stages: initial code generation and iterative refinement, enabling progressive enhancement of the final output. Experimental results show that, compared to other method, our method achieves superior performance on both the open-source model Qwen2-VL and the closed-source model GPT-4o.
Leveraging Hyperbolic Embeddings for Coarse-to-Fine Robot Design
Multi-cellular robot design aims to create robots comprised of numerous cells that can be efficiently controlled to perform diverse tasks. Previous research has demonstrated the ability to generate robots for various tasks, but these approaches often optimize robots directly in the vast design space, resulting in robots with complicated morphologies that are hard to control. In response, this paper presents a novel coarse-to-fine method for designing multi-cellular robots. Initially, this strategy seeks optimal coarse-grained robots and progressively refines them. To mitigate the challenge of determining the precise refinement juncture during the coarse-to-fine transition, we introduce the Hyperbolic Embeddings for Robot Design (HERD) framework. HERD unifies robots of various granularity within a shared hyperbolic space and leverages a refined Cross-Entropy Method for optimization. This framework enables our method to autonomously identify areas of exploration in hyperbolic space and concentrate on regions demonstrating promise. Finally, the extensive empirical studies on various challenging tasks sourced from EvoGym show our approach's superior efficiency and generalization capability.
Advancing high-fidelity 3D and Texture Generation with 2.5D latents
Despite the availability of large-scale 3D datasets and advancements in 3D generative models, the complexity and uneven quality of 3D geometry and texture data continue to hinder the performance of 3D generation techniques. In most existing approaches, 3D geometry and texture are generated in separate stages using different models and non-unified representations, frequently leading to unsatisfactory coherence between geometry and texture. To address these challenges, we propose a novel framework for joint generation of 3D geometry and texture. Specifically, we focus in generate a versatile 2.5D representations that can be seamlessly transformed between 2D and 3D. Our approach begins by integrating multiview RGB, normal, and coordinate images into a unified representation, termed as 2.5D latents. Next, we adapt pre-trained 2D foundation models for high-fidelity 2.5D generation, utilizing both text and image conditions. Finally, we introduce a lightweight 2.5D-to-3D refiner-decoder framework that efficiently generates detailed 3D representations from 2.5D images. Extensive experiments demonstrate that our model not only excels in generating high-quality 3D objects with coherent structure and color from text and image inputs but also significantly outperforms existing methods in geometry-conditioned texture generation.
Deep3DSketch+: Rapid 3D Modeling from Single Free-hand Sketches
The rapid development of AR/VR brings tremendous demands for 3D content. While the widely-used Computer-Aided Design (CAD) method requires a time-consuming and labor-intensive modeling process, sketch-based 3D modeling offers a potential solution as a natural form of computer-human interaction. However, the sparsity and ambiguity of sketches make it challenging to generate high-fidelity content reflecting creators' ideas. Precise drawing from multiple views or strategic step-by-step drawings is often required to tackle the challenge but is not friendly to novice users. In this work, we introduce a novel end-to-end approach, Deep3DSketch+, which performs 3D modeling using only a single free-hand sketch without inputting multiple sketches or view information. Specifically, we introduce a lightweight generation network for efficient inference in real-time and a structural-aware adversarial training approach with a Stroke Enhancement Module (SEM) to capture the structural information to facilitate learning of the realistic and fine-detailed shape structures for high-fidelity performance. Extensive experiments demonstrated the effectiveness of our approach with the state-of-the-art (SOTA) performance on both synthetic and real datasets.
Generating Diverse Structure for Image Inpainting With Hierarchical VQ-VAE
Given an incomplete image without additional constraint, image inpainting natively allows for multiple solutions as long as they appear plausible. Recently, multiplesolution inpainting methods have been proposed and shown the potential of generating diverse results. However, these methods have difficulty in ensuring the quality of each solution, e.g. they produce distorted structure and/or blurry texture. We propose a two-stage model for diverse inpainting, where the first stage generates multiple coarse results each of which has a different structure, and the second stage refines each coarse result separately by augmenting texture. The proposed model is inspired by the hierarchical vector quantized variational auto-encoder (VQ-VAE), whose hierarchical architecture isentangles structural and textural information. In addition, the vector quantization in VQVAE enables autoregressive modeling of the discrete distribution over the structural information. Sampling from the distribution can easily generate diverse and high-quality structures, making up the first stage of our model. In the second stage, we propose a structural attention module inside the texture generation network, where the module utilizes the structural information to capture distant correlations. We further reuse the VQ-VAE to calculate two feature losses, which help improve structure coherence and texture realism, respectively. Experimental results on CelebA-HQ, Places2, and ImageNet datasets show that our method not only enhances the diversity of the inpainting solutions but also improves the visual quality of the generated multiple images. Code and models are available at: https://github.com/USTC-JialunPeng/Diverse-Structure-Inpainting.
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.
Towards Interactive Image Inpainting via Sketch Refinement
One tough problem of image inpainting is to restore complex structures in the corrupted regions. It motivates interactive image inpainting which leverages additional hints, e.g., sketches, to assist the inpainting process. Sketch is simple and intuitive to end users, but meanwhile has free forms with much randomness. Such randomness may confuse the inpainting models, and incur severe artifacts in completed images. To address this problem, we propose a two-stage image inpainting method termed SketchRefiner. In the first stage, we propose using a cross-correlation loss function to robustly calibrate and refine the user-provided sketches in a coarse-to-fine fashion. In the second stage, we learn to extract informative features from the abstracted sketches in the feature space and modulate the inpainting process. We also propose an algorithm to simulate real sketches automatically and build a test protocol with different applications. Experimental results on public datasets demonstrate that SketchRefiner effectively utilizes sketch information and eliminates the artifacts due to the free-form sketches. Our method consistently outperforms the state-of-the-art ones both qualitatively and quantitatively, meanwhile revealing great potential in real-world applications. Our code and dataset are available.
AutoPresent: Designing Structured Visuals from Scratch
Designing structured visuals such as presentation slides is essential for communicative needs, necessitating both content creation and visual planning skills. In this work, we tackle the challenge of automated slide generation, where models produce slide presentations from natural language (NL) instructions. We first introduce the SlidesBench benchmark, the first benchmark for slide generation with 7k training and 585 testing examples derived from 310 slide decks across 10 domains. SlidesBench supports evaluations that are (i)reference-based to measure similarity to a target slide, and (ii)reference-free to measure the design quality of generated slides alone. We benchmark end-to-end image generation and program generation methods with a variety of models, and find that programmatic methods produce higher-quality slides in user-interactable formats. Built on the success of program generation, we create AutoPresent, an 8B Llama-based model trained on 7k pairs of instructions paired with code for slide generation, and achieve results comparable to the closed-source model GPT-4o. We further explore iterative design refinement where the model is tasked to self-refine its own output, and we found that this process improves the slide's quality. We hope that our work will provide a basis for future work on generating structured visuals.
Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinement
Neural Radiance Fields (NeRF) have constituted a remarkable breakthrough in image-based 3D reconstruction. However, their implicit volumetric representations differ significantly from the widely-adopted polygonal meshes and lack support from common 3D software and hardware, making their rendering and manipulation inefficient. To overcome this limitation, we present a novel framework that generates textured surface meshes from images. Our approach begins by efficiently initializing the geometry and view-dependency decomposed appearance with a NeRF. Subsequently, a coarse mesh is extracted, and an iterative surface refining algorithm is developed to adaptively adjust both vertex positions and face density based on re-projected rendering errors. We jointly refine the appearance with geometry and bake it into texture images for real-time rendering. Extensive experiments demonstrate that our method achieves superior mesh quality and competitive rendering quality.
DesignLab: Designing Slides Through Iterative Detection and Correction
Designing high-quality presentation slides can be challenging for non-experts due to the complexity involved in navigating various design choices. Numerous automated tools can suggest layouts and color schemes, yet often lack the ability to refine their own output, which is a key aspect in real-world workflows. We propose DesignLab, which separates the design process into two roles, the design reviewer, who identifies design-related issues, and the design contributor who corrects them. This decomposition enables an iterative loop where the reviewer continuously detects issues and the contributor corrects them, allowing a draft to be further polished with each iteration, reaching qualities that were unattainable. We fine-tune large language models for these roles and simulate intermediate drafts by introducing controlled perturbations, enabling the design reviewer learn design errors and the contributor learn how to fix them. Our experiments show that DesignLab outperforms existing design-generation methods, including a commercial tool, by embracing the iterative nature of designing which can result in polished, professional slides.
Detail++: Training-Free Detail Enhancer for Text-to-Image Diffusion Models
Recent advances in text-to-image (T2I) generation have led to impressive visual results. However, these models still face significant challenges when handling complex prompt, particularly those involving multiple subjects with distinct attributes. Inspired by the human drawing process, which first outlines the composition and then incrementally adds details, we propose Detail++, a training-free framework that introduces a novel Progressive Detail Injection (PDI) strategy to address this limitation. Specifically, we decompose a complex prompt into a sequence of simplified sub-prompts, guiding the generation process in stages. This staged generation leverages the inherent layout-controlling capacity of self-attention to first ensure global composition, followed by precise refinement. To achieve accurate binding between attributes and corresponding subjects, we exploit cross-attention mechanisms and further introduce a Centroid Alignment Loss at test time to reduce binding noise and enhance attribute consistency. Extensive experiments on T2I-CompBench and a newly constructed style composition benchmark demonstrate that Detail++ significantly outperforms existing methods, particularly in scenarios involving multiple objects and complex stylistic conditions.
3DTopia: Large Text-to-3D Generation Model with Hybrid Diffusion Priors
We present a two-stage text-to-3D generation system, namely 3DTopia, which generates high-quality general 3D assets within 5 minutes using hybrid diffusion priors. The first stage samples from a 3D diffusion prior directly learned from 3D data. Specifically, it is powered by a text-conditioned tri-plane latent diffusion model, which quickly generates coarse 3D samples for fast prototyping. The second stage utilizes 2D diffusion priors to further refine the texture of coarse 3D models from the first stage. The refinement consists of both latent and pixel space optimization for high-quality texture generation. To facilitate the training of the proposed system, we clean and caption the largest open-source 3D dataset, Objaverse, by combining the power of vision language models and large language models. Experiment results are reported qualitatively and quantitatively to show the performance of the proposed system. Our codes and models are available at https://github.com/3DTopia/3DTopia
Hyper-3DG: Text-to-3D Gaussian Generation via Hypergraph
Text-to-3D generation represents an exciting field that has seen rapid advancements, facilitating the transformation of textual descriptions into detailed 3D models. However, current progress often neglects the intricate high-order correlation of geometry and texture within 3D objects, leading to challenges such as over-smoothness, over-saturation and the Janus problem. In this work, we propose a method named ``3D Gaussian Generation via Hypergraph (Hyper-3DG)'', designed to capture the sophisticated high-order correlations present within 3D objects. Our framework is anchored by a well-established mainflow and an essential module, named ``Geometry and Texture Hypergraph Refiner (HGRefiner)''. This module not only refines the representation of 3D Gaussians but also accelerates the update process of these 3D Gaussians by conducting the Patch-3DGS Hypergraph Learning on both explicit attributes and latent visual features. Our framework allows for the production of finely generated 3D objects within a cohesive optimization, effectively circumventing degradation. Extensive experimentation has shown that our proposed method significantly enhances the quality of 3D generation while incurring no additional computational overhead for the underlying framework. (Project code: https://github.com/yjhboy/Hyper3DG)
Multi-turn Consistent Image Editing
Many real-world applications, such as interactive photo retouching, artistic content creation, and product design, require flexible and iterative image editing. However, existing image editing methods primarily focus on achieving the desired modifications in a single step, which often struggles with ambiguous user intent, complex transformations, or the need for progressive refinements. As a result, these methods frequently produce inconsistent outcomes or fail to meet user expectations. To address these challenges, we propose a multi-turn image editing framework that enables users to iteratively refine their edits, progressively achieving more satisfactory results. Our approach leverages flow matching for accurate image inversion and a dual-objective Linear Quadratic Regulators (LQR) for stable sampling, effectively mitigating error accumulation. Additionally, by analyzing the layer-wise roles of transformers, we introduce a adaptive attention highlighting method that enhances editability while preserving multi-turn coherence. Extensive experiments demonstrate that our framework significantly improves edit success rates and visual fidelity compared to existing methods.
SketchDream: Sketch-based Text-to-3D Generation and Editing
Existing text-based 3D generation methods generate attractive results but lack detailed geometry control. Sketches, known for their conciseness and expressiveness, have contributed to intuitive 3D modeling but are confined to producing texture-less mesh models within predefined categories. Integrating sketch and text simultaneously for 3D generation promises enhanced control over geometry and appearance but faces challenges from 2D-to-3D translation ambiguity and multi-modal condition integration. Moreover, further editing of 3D models in arbitrary views will give users more freedom to customize their models. However, it is difficult to achieve high generation quality, preserve unedited regions, and manage proper interactions between shape components. To solve the above issues, we propose a text-driven 3D content generation and editing method, SketchDream, which supports NeRF generation from given hand-drawn sketches and achieves free-view sketch-based local editing. To tackle the 2D-to-3D ambiguity challenge, we introduce a sketch-based multi-view image generation diffusion model, which leverages depth guidance to establish spatial correspondence. A 3D ControlNet with a 3D attention module is utilized to control multi-view images and ensure their 3D consistency. To support local editing, we further propose a coarse-to-fine editing approach: the coarse phase analyzes component interactions and provides 3D masks to label edited regions, while the fine stage generates realistic results with refined details by local enhancement. Extensive experiments validate that our method generates higher-quality results compared with a combination of 2D ControlNet and image-to-3D generation techniques and achieves detailed control compared with existing diffusion-based 3D editing approaches.
Feature Refinement to Improve High Resolution Image Inpainting
In this paper, we address the problem of degradation in inpainting quality of neural networks operating at high resolutions. Inpainting networks are often unable to generate globally coherent structures at resolutions higher than their training set. This is partially attributed to the receptive field remaining static, despite an increase in image resolution. Although downscaling the image prior to inpainting produces coherent structure, it inherently lacks detail present at higher resolutions. To get the best of both worlds, we optimize the intermediate featuremaps of a network by minimizing a multiscale consistency loss at inference. This runtime optimization improves the inpainting results and establishes a new state-of-the-art for high resolution inpainting. Code is available at: https://github.com/geomagical/lama-with-refiner/tree/refinement.
3D-SceneDreamer: Text-Driven 3D-Consistent Scene Generation
Text-driven 3D scene generation techniques have made rapid progress in recent years. Their success is mainly attributed to using existing generative models to iteratively perform image warping and inpainting to generate 3D scenes. However, these methods heavily rely on the outputs of existing models, leading to error accumulation in geometry and appearance that prevent the models from being used in various scenarios (e.g., outdoor and unreal scenarios). To address this limitation, we generatively refine the newly generated local views by querying and aggregating global 3D information, and then progressively generate the 3D scene. Specifically, we employ a tri-plane features-based NeRF as a unified representation of the 3D scene to constrain global 3D consistency, and propose a generative refinement network to synthesize new contents with higher quality by exploiting the natural image prior from 2D diffusion model as well as the global 3D information of the current scene. Our extensive experiments demonstrate that, in comparison to previous methods, our approach supports wide variety of scene generation and arbitrary camera trajectories with improved visual quality and 3D consistency.
CADReview: Automatically Reviewing CAD Programs with Error Detection and Correction
Computer-aided design (CAD) is crucial in prototyping 3D objects through geometric instructions (i.e., CAD programs). In practical design workflows, designers often engage in time-consuming reviews and refinements of these prototypes by comparing them with reference images. To bridge this gap, we introduce the CAD review task to automatically detect and correct potential errors, ensuring consistency between the constructed 3D objects and reference images. However, recent advanced multimodal large language models (MLLMs) struggle to recognize multiple geometric components and perform spatial geometric operations within the CAD program, leading to inaccurate reviews. In this paper, we propose the CAD program repairer (ReCAD) framework to effectively detect program errors and provide helpful feedback on error correction. Additionally, we create a dataset, CADReview, consisting of over 20K program-image pairs, with diverse errors for the CAD review task. Extensive experiments demonstrate that our ReCAD significantly outperforms existing MLLMs, which shows great potential in design applications.
GeoSAM2: Unleashing the Power of SAM2 for 3D Part Segmentation
Modern 3D generation methods can rapidly create shapes from sparse or single views, but their outputs often lack geometric detail due to computational constraints. We present DetailGen3D, a generative approach specifically designed to enhance these generated 3D shapes. Our key insight is to model the coarse-to-fine transformation directly through data-dependent flows in latent space, avoiding the computational overhead of large-scale 3D generative models. We introduce a token matching strategy that ensures accurate spatial correspondence during refinement, enabling local detail synthesis while preserving global structure. By carefully designing our training data to match the characteristics of synthesized coarse shapes, our method can effectively enhance shapes produced by various 3D generation and reconstruction approaches, from single-view to sparse multi-view inputs. Extensive experiments demonstrate that DetailGen3D achieves high-fidelity geometric detail synthesis while maintaining efficiency in training.
3DEgo: 3D Editing on the Go!
We introduce 3DEgo to address a novel problem of directly synthesizing photorealistic 3D scenes from monocular videos guided by textual prompts. Conventional methods construct a text-conditioned 3D scene through a three-stage process, involving pose estimation using Structure-from-Motion (SfM) libraries like COLMAP, initializing the 3D model with unedited images, and iteratively updating the dataset with edited images to achieve a 3D scene with text fidelity. Our framework streamlines the conventional multi-stage 3D editing process into a single-stage workflow by overcoming the reliance on COLMAP and eliminating the cost of model initialization. We apply a diffusion model to edit video frames prior to 3D scene creation by incorporating our designed noise blender module for enhancing multi-view editing consistency, a step that does not require additional training or fine-tuning of T2I diffusion models. 3DEgo utilizes 3D Gaussian Splatting to create 3D scenes from the multi-view consistent edited frames, capitalizing on the inherent temporal continuity and explicit point cloud data. 3DEgo demonstrates remarkable editing precision, speed, and adaptability across a variety of video sources, as validated by extensive evaluations on six datasets, including our own prepared GS25 dataset. Project Page: https://3dego.github.io/
ReStyle3D: Scene-Level Appearance Transfer with Semantic Correspondences
We introduce ReStyle3D, a novel framework for scene-level appearance transfer from a single style image to a real-world scene represented by multiple views. The method combines explicit semantic correspondences with multi-view consistency to achieve precise and coherent stylization. Unlike conventional stylization methods that apply a reference style globally, ReStyle3D uses open-vocabulary segmentation to establish dense, instance-level correspondences between the style and real-world images. This ensures that each object is stylized with semantically matched textures. It first transfers the style to a single view using a training-free semantic-attention mechanism in a diffusion model. It then lifts the stylization to additional views via a learned warp-and-refine network guided by monocular depth and pixel-wise correspondences. Experiments show that ReStyle3D consistently outperforms prior methods in structure preservation, perceptual style similarity, and multi-view coherence. User studies further validate its ability to produce photo-realistic, semantically faithful results. Our code, pretrained models, and dataset will be publicly released, to support new applications in interior design, virtual staging, and 3D-consistent stylization.
UniRelight: Learning Joint Decomposition and Synthesis for Video Relighting
We address the challenge of relighting a single image or video, a task that demands precise scene intrinsic understanding and high-quality light transport synthesis. Existing end-to-end relighting models are often limited by the scarcity of paired multi-illumination data, restricting their ability to generalize across diverse scenes. Conversely, two-stage pipelines that combine inverse and forward rendering can mitigate data requirements but are susceptible to error accumulation and often fail to produce realistic outputs under complex lighting conditions or with sophisticated materials. In this work, we introduce a general-purpose approach that jointly estimates albedo and synthesizes relit outputs in a single pass, harnessing the generative capabilities of video diffusion models. This joint formulation enhances implicit scene comprehension and facilitates the creation of realistic lighting effects and intricate material interactions, such as shadows, reflections, and transparency. Trained on synthetic multi-illumination data and extensive automatically labeled real-world videos, our model demonstrates strong generalization across diverse domains and surpasses previous methods in both visual fidelity and temporal consistency.
LiftRefine: Progressively Refined View Synthesis from 3D Lifting with Volume-Triplane Representations
We propose a new view synthesis method via synthesizing a 3D neural field from both single or few-view input images. To address the ill-posed nature of the image-to-3D generation problem, we devise a two-stage method that involves a reconstruction model and a diffusion model for view synthesis. Our reconstruction model first lifts one or more input images to the 3D space from a volume as the coarse-scale 3D representation followed by a tri-plane as the fine-scale 3D representation. To mitigate the ambiguity in occluded regions, our diffusion model then hallucinates missing details in the rendered images from tri-planes. We then introduce a new progressive refinement technique that iteratively applies the reconstruction and diffusion model to gradually synthesize novel views, boosting the overall quality of the 3D representations and their rendering. Empirical evaluation demonstrates the superiority of our method over state-of-the-art methods on the synthetic SRN-Car dataset, the in-the-wild CO3D dataset, and large-scale Objaverse dataset while achieving both sampling efficacy and multi-view consistency.
RefEdit: A Benchmark and Method for Improving Instruction-based Image Editing Model on Referring Expressions
Despite recent advances in inversion and instruction-based image editing, existing approaches primarily excel at editing single, prominent objects but significantly struggle when applied to complex scenes containing multiple entities. To quantify this gap, we first introduce RefEdit-Bench, a rigorous real-world benchmark rooted in RefCOCO, where even baselines trained on millions of samples perform poorly. To overcome this limitation, we introduce RefEdit -- an instruction-based editing model trained on our scalable synthetic data generation pipeline. Our RefEdit, trained on only 20,000 editing triplets, outperforms the Flux/SD3 model-based baselines trained on millions of data. Extensive evaluations across various benchmarks demonstrate that our model not only excels in referring expression tasks but also enhances performance on traditional benchmarks, achieving state-of-the-art results comparable to closed-source methods. We release data \& checkpoint for reproducibility.
Diff-DOPE: Differentiable Deep Object Pose Estimation
We introduce Diff-DOPE, a 6-DoF pose refiner that takes as input an image, a 3D textured model of an object, and an initial pose of the object. The method uses differentiable rendering to update the object pose to minimize the visual error between the image and the projection of the model. We show that this simple, yet effective, idea is able to achieve state-of-the-art results on pose estimation datasets. Our approach is a departure from recent methods in which the pose refiner is a deep neural network trained on a large synthetic dataset to map inputs to refinement steps. Rather, our use of differentiable rendering allows us to avoid training altogether. Our approach performs multiple gradient descent optimizations in parallel with different random learning rates to avoid local minima from symmetric objects, similar appearances, or wrong step size. Various modalities can be used, e.g., RGB, depth, intensity edges, and object segmentation masks. We present experiments examining the effect of various choices, showing that the best results are found when the RGB image is accompanied by an object mask and depth image to guide the optimization process.
BetterDepth: Plug-and-Play Diffusion Refiner for Zero-Shot Monocular Depth Estimation
By training over large-scale datasets, zero-shot monocular depth estimation (MDE) methods show robust performance in the wild but often suffer from insufficiently precise details. Although recent diffusion-based MDE approaches exhibit appealing detail extraction ability, they still struggle in geometrically challenging scenes due to the difficulty of gaining robust geometric priors from diverse datasets. To leverage the complementary merits of both worlds, we propose BetterDepth to efficiently achieve geometrically correct affine-invariant MDE performance while capturing fine-grained details. Specifically, BetterDepth is a conditional diffusion-based refiner that takes the prediction from pre-trained MDE models as depth conditioning, in which the global depth context is well-captured, and iteratively refines details based on the input image. For the training of such a refiner, we propose global pre-alignment and local patch masking methods to ensure the faithfulness of BetterDepth to depth conditioning while learning to capture fine-grained scene details. By efficient training on small-scale synthetic datasets, BetterDepth achieves state-of-the-art zero-shot MDE performance on diverse public datasets and in-the-wild scenes. Moreover, BetterDepth can improve the performance of other MDE models in a plug-and-play manner without additional re-training.
Sel3DCraft: Interactive Visual Prompts for User-Friendly Text-to-3D Generation
Text-to-3D (T23D) generation has transformed digital content creation, yet remains bottlenecked by blind trial-and-error prompting processes that yield unpredictable results. While visual prompt engineering has advanced in text-to-image domains, its application to 3D generation presents unique challenges requiring multi-view consistency evaluation and spatial understanding. We present Sel3DCraft, a visual prompt engineering system for T23D that transforms unstructured exploration into a guided visual process. Our approach introduces three key innovations: a dual-branch structure combining retrieval and generation for diverse candidate exploration; a multi-view hybrid scoring approach that leverages MLLMs with innovative high-level metrics to assess 3D models with human-expert consistency; and a prompt-driven visual analytics suite that enables intuitive defect identification and refinement. Extensive testing and user studies demonstrate that Sel3DCraft surpasses other T23D systems in supporting creativity for designers.
Elevating 3D Models: High-Quality Texture and Geometry Refinement from a Low-Quality Model
High-quality 3D assets are essential for various applications in computer graphics and 3D vision but remain scarce due to significant acquisition costs. To address this shortage, we introduce Elevate3D, a novel framework that transforms readily accessible low-quality 3D assets into higher quality. At the core of Elevate3D is HFS-SDEdit, a specialized texture enhancement method that significantly improves texture quality while preserving the appearance and geometry while fixing its degradations. Furthermore, Elevate3D operates in a view-by-view manner, alternating between texture and geometry refinement. Unlike previous methods that have largely overlooked geometry refinement, our framework leverages geometric cues from images refined with HFS-SDEdit by employing state-of-the-art monocular geometry predictors. This approach ensures detailed and accurate geometry that aligns seamlessly with the enhanced texture. Elevate3D outperforms recent competitors by achieving state-of-the-art quality in 3D model refinement, effectively addressing the scarcity of high-quality open-source 3D assets.
Style-NeRF2NeRF: 3D Style Transfer From Style-Aligned Multi-View Images
We propose a simple yet effective pipeline for stylizing a 3D scene, harnessing the power of 2D image diffusion models. Given a NeRF model reconstructed from a set of multi-view images, we perform 3D style transfer by refining the source NeRF model using stylized images generated by a style-aligned image-to-image diffusion model. Given a target style prompt, we first generate perceptually similar multi-view images by leveraging a depth-conditioned diffusion model with an attention-sharing mechanism. Next, based on the stylized multi-view images, we propose to guide the style transfer process with the sliced Wasserstein loss based on the feature maps extracted from a pre-trained CNN model. Our pipeline consists of decoupled steps, allowing users to test various prompt ideas and preview the stylized 3D result before proceeding to the NeRF fine-tuning stage. We demonstrate that our method can transfer diverse artistic styles to real-world 3D scenes with competitive quality.
Style3D: Attention-guided Multi-view Style Transfer for 3D Object Generation
We present Style3D, a novel approach for generating stylized 3D objects from a content image and a style image. Unlike most previous methods that require case- or style-specific training, Style3D supports instant 3D object stylization. Our key insight is that 3D object stylization can be decomposed into two interconnected processes: multi-view dual-feature alignment and sparse-view spatial reconstruction. We introduce MultiFusion Attention, an attention-guided technique to achieve multi-view stylization from the content-style pair. Specifically, the query features from the content image preserve geometric consistency across multiple views, while the key and value features from the style image are used to guide the stylistic transfer. This dual-feature alignment ensures that spatial coherence and stylistic fidelity are maintained across multi-view images. Finally, a large 3D reconstruction model is introduced to generate coherent stylized 3D objects. By establishing an interplay between structural and stylistic features across multiple views, our approach enables a holistic 3D stylization process. Extensive experiments demonstrate that Style3D offers a more flexible and scalable solution for generating style-consistent 3D assets, surpassing existing methods in both computational efficiency and visual quality.
AlphaTablets: A Generic Plane Representation for 3D Planar Reconstruction from Monocular Videos
We introduce AlphaTablets, a novel and generic representation of 3D planes that features continuous 3D surface and precise boundary delineation. By representing 3D planes as rectangles with alpha channels, AlphaTablets combine the advantages of current 2D and 3D plane representations, enabling accurate, consistent and flexible modeling of 3D planes. We derive differentiable rasterization on top of AlphaTablets to efficiently render 3D planes into images, and propose a novel bottom-up pipeline for 3D planar reconstruction from monocular videos. Starting with 2D superpixels and geometric cues from pre-trained models, we initialize 3D planes as AlphaTablets and optimize them via differentiable rendering. An effective merging scheme is introduced to facilitate the growth and refinement of AlphaTablets. Through iterative optimization and merging, we reconstruct complete and accurate 3D planes with solid surfaces and clear boundaries. Extensive experiments on the ScanNet dataset demonstrate state-of-the-art performance in 3D planar reconstruction, underscoring the great potential of AlphaTablets as a generic 3D plane representation for various applications. Project page is available at: https://hyzcluster.github.io/alphatablets
CYCLE: Learning to Self-Refine the Code Generation
Pre-trained code language models have achieved promising performance in code generation and improved the programming efficiency of human developers. However, their self-refinement capability is typically overlooked by the existing evaluations of code LMs, which focus only on the accuracy of the one-time prediction. For the cases when code LMs fail to implement the correct program, developers actually find it hard to debug and fix the faulty prediction since it is not written by the developers themselves. Unfortunately, our study reveals that code LMs cannot efficiently self-refine their faulty generations as well. In this paper, we propose CYCLE framework, learning to self-refine the faulty generation according to the available feedback, such as the execution results reported by the test suites. We evaluate CYCLE on three popular code generation benchmarks, HumanEval, MBPP, and APPS. The results reveal that CYCLE successfully maintains, sometimes improves, the quality of one-time code generation, while significantly improving the self-refinement capability of code LMs. We implement four variants of CYCLE with varied numbers of parameters across 350M, 1B, 2B, and 3B, and the experiments show that CYCLE consistently boosts the code generation performance, by up to 63.5%, across benchmarks and varied model sizes. We also notice that CYCLE outperforms code LMs that have 3times more parameters in self-refinement.
Cycle3D: High-quality and Consistent Image-to-3D Generation via Generation-Reconstruction Cycle
Recent 3D large reconstruction models typically employ a two-stage process, including first generate multi-view images by a multi-view diffusion model, and then utilize a feed-forward model to reconstruct images to 3D content.However, multi-view diffusion models often produce low-quality and inconsistent images, adversely affecting the quality of the final 3D reconstruction. To address this issue, we propose a unified 3D generation framework called Cycle3D, which cyclically utilizes a 2D diffusion-based generation module and a feed-forward 3D reconstruction module during the multi-step diffusion process. Concretely, 2D diffusion model is applied for generating high-quality texture, and the reconstruction model guarantees multi-view consistency.Moreover, 2D diffusion model can further control the generated content and inject reference-view information for unseen views, thereby enhancing the diversity and texture consistency of 3D generation during the denoising process. Extensive experiments demonstrate the superior ability of our method to create 3D content with high-quality and consistency compared with state-of-the-art baselines.
Zero-P-to-3: Zero-Shot Partial-View Images to 3D Object
Generative 3D reconstruction shows strong potential in incomplete observations. While sparse-view and single-image reconstruction are well-researched, partial observation remains underexplored. In this context, dense views are accessible only from a specific angular range, with other perspectives remaining inaccessible. This task presents two main challenges: (i) limited View Range: observations confined to a narrow angular scope prevent effective traditional interpolation techniques that require evenly distributed perspectives. (ii) inconsistent Generation: views created for invisible regions often lack coherence with both visible regions and each other, compromising reconstruction consistency. To address these challenges, we propose \method, a novel training-free approach that integrates the local dense observations and multi-source priors for reconstruction. Our method introduces a fusion-based strategy to effectively align these priors in DDIM sampling, thereby generating multi-view consistent images to supervise invisible views. We further design an iterative refinement strategy, which uses the geometric structures of the object to enhance reconstruction quality. Extensive experiments on multiple datasets show the superiority of our method over SOTAs, especially in invisible regions.
SBS Figures: Pre-training Figure QA from Stage-by-Stage Synthesized Images
Building a large-scale figure QA dataset requires a considerable amount of work, from gathering and selecting figures to extracting attributes like text, numbers, and colors, and generating QAs. Although recent developments in LLMs have led to efforts to synthesize figures, most of these focus primarily on QA generation. Additionally, creating figures directly using LLMs often encounters issues such as code errors, similar-looking figures, and repetitive content in figures. To address this issue, we present SBSFigures (Stage-by-Stage Synthetic Figures), a dataset for pre-training figure QA. Our proposed pipeline enables the creation of chart figures with complete annotations of the visualized data and dense QA annotations without any manual annotation process. Our stage-by-stage pipeline makes it possible to create diverse topic and appearance figures efficiently while minimizing code errors. Our SBSFigures demonstrate a strong pre-training effect, making it possible to achieve efficient training with a limited amount of real-world chart data starting from our pre-trained weights.
Simple ReFlow: Improved Techniques for Fast Flow Models
Diffusion and flow-matching models achieve remarkable generative performance but at the cost of many sampling steps, this slows inference and limits applicability to time-critical tasks. The ReFlow procedure can accelerate sampling by straightening generation trajectories. However, ReFlow is an iterative procedure, typically requiring training on simulated data, and results in reduced sample quality. To mitigate sample deterioration, we examine the design space of ReFlow and highlight potential pitfalls in prior heuristic practices. We then propose seven improvements for training dynamics, learning and inference, which are verified with thorough ablation studies on CIFAR10 32 times 32, AFHQv2 64 times 64, and FFHQ 64 times 64. Combining all our techniques, we achieve state-of-the-art FID scores (without / with guidance, resp.) for fast generation via neural ODEs: 2.23 / 1.98 on CIFAR10, 2.30 / 1.91 on AFHQv2, 2.84 / 2.67 on FFHQ, and 3.49 / 1.74 on ImageNet-64, all with merely 9 neural function evaluations.
Progressive Text-to-3D Generation for Automatic 3D Prototyping
Text-to-3D generation is to craft a 3D object according to a natural language description. This can significantly reduce the workload for manually designing 3D models and provide a more natural way of interaction for users. However, this problem remains challenging in recovering the fine-grained details effectively and optimizing a large-size 3D output efficiently. Inspired by the success of progressive learning, we propose a Multi-Scale Triplane Network (MTN) and a new progressive learning strategy. As the name implies, the Multi-Scale Triplane Network consists of four triplanes transitioning from low to high resolution. The low-resolution triplane could serve as an initial shape for the high-resolution ones, easing the optimization difficulty. To further enable the fine-grained details, we also introduce the progressive learning strategy, which explicitly demands the network to shift its focus of attention from simple coarse-grained patterns to difficult fine-grained patterns. Our experiment verifies that the proposed method performs favorably against existing methods. For even the most challenging descriptions, where most existing methods struggle to produce a viable shape, our proposed method consistently delivers. We aspire for our work to pave the way for automatic 3D prototyping via natural language descriptions.
Block and Detail: Scaffolding Sketch-to-Image Generation
We introduce a novel sketch-to-image tool that aligns with the iterative refinement process of artists. Our tool lets users sketch blocking strokes to coarsely represent the placement and form of objects and detail strokes to refine their shape and silhouettes. We develop a two-pass algorithm for generating high-fidelity images from such sketches at any point in the iterative process. In the first pass we use a ControlNet to generate an image that strictly follows all the strokes (blocking and detail) and in the second pass we add variation by renoising regions surrounding blocking strokes. We also present a dataset generation scheme that, when used to train a ControlNet architecture, allows regions that do not contain strokes to be interpreted as not-yet-specified regions rather than empty space. We show that this partial-sketch-aware ControlNet can generate coherent elements from partial sketches that only contain a small number of strokes. The high-fidelity images produced by our approach serve as scaffolds that can help the user adjust the shape and proportions of objects or add additional elements to the composition. We demonstrate the effectiveness of our approach with a variety of examples and evaluative comparisons. Quantitatively, evaluative user feedback indicates that novice viewers prefer the quality of images from our algorithm over a baseline Scribble ControlNet for 84% of the pairs and found our images had less distortion in 81% of the pairs.
m&m's: A Benchmark to Evaluate Tool-Use for multi-step multi-modal Tasks
Real-world multi-modal problems are rarely solved by a single machine learning model, and often require multi-step computational plans that involve stitching several models. Tool-augmented LLMs hold tremendous promise for automating the generation of such computational plans. However, the lack of standardized benchmarks for evaluating LLMs as planners for multi-step multi-modal tasks has prevented a systematic study of planner design decisions. Should LLMs generate a full plan in a single shot or step-by-step? Should they invoke tools directly with Python code or through structured data formats like JSON? Does feedback improve planning? To answer these questions and more, we introduce m&m's: a benchmark containing 4K+ multi-step multi-modal tasks involving 33 tools that include multi-modal models, (free) public APIs, and image processing modules. For each of these task queries, we provide automatically generated plans using this realistic toolset. We further provide a high-quality subset of 1,565 task plans that are human-verified and correctly executable. With m&m's, we evaluate 6 popular LLMs with 2 planning strategies (multi-step vs. step-by-step planning), 2 plan formats (JSON vs. code), and 3 types of feedback (parsing/verification/execution). Finally, we summarize takeaways from our extensive experiments. Our dataset and code are available on HuggingFace (https://huggingface.co/datasets/zixianma/mnms) and Github (https://github.com/RAIVNLab/mnms).
Generating Compositional Scenes via Text-to-image RGBA Instance Generation
Text-to-image diffusion generative models can generate high quality images at the cost of tedious prompt engineering. Controllability can be improved by introducing layout conditioning, however existing methods lack layout editing ability and fine-grained control over object attributes. The concept of multi-layer generation holds great potential to address these limitations, however generating image instances concurrently to scene composition limits control over fine-grained object attributes, relative positioning in 3D space and scene manipulation abilities. In this work, we propose a novel multi-stage generation paradigm that is designed for fine-grained control, flexibility and interactivity. To ensure control over instance attributes, we devise a novel training paradigm to adapt a diffusion model to generate isolated scene components as RGBA images with transparency information. To build complex images, we employ these pre-generated instances and introduce a multi-layer composite generation process that smoothly assembles components in realistic scenes. Our experiments show that our RGBA diffusion model is capable of generating diverse and high quality instances with precise control over object attributes. Through multi-layer composition, we demonstrate that our approach allows to build and manipulate images from highly complex prompts with fine-grained control over object appearance and location, granting a higher degree of control than competing methods.
UniSDF: Unifying Neural Representations for High-Fidelity 3D Reconstruction of Complex Scenes with Reflections
Neural 3D scene representations have shown great potential for 3D reconstruction from 2D images. However, reconstructing real-world captures of complex scenes still remains a challenge. Existing generic 3D reconstruction methods often struggle to represent fine geometric details and do not adequately model reflective surfaces of large-scale scenes. Techniques that explicitly focus on reflective surfaces can model complex and detailed reflections by exploiting better reflection parameterizations. However, we observe that these methods are often not robust in real unbounded scenarios where non-reflective as well as reflective components are present. In this work, we propose UniSDF, a general purpose 3D reconstruction method that can reconstruct large complex scenes with reflections. We investigate both view-based as well as reflection-based color prediction parameterization techniques and find that explicitly blending these representations in 3D space enables reconstruction of surfaces that are more geometrically accurate, especially for reflective surfaces. We further combine this representation with a multi-resolution grid backbone that is trained in a coarse-to-fine manner, enabling faster reconstructions than prior methods. Extensive experiments on object-level datasets DTU, Shiny Blender as well as unbounded datasets Mip-NeRF 360 and Ref-NeRF real demonstrate that our method is able to robustly reconstruct complex large-scale scenes with fine details and reflective surfaces. Please see our project page at https://fangjinhuawang.github.io/UniSDF.
BlenderAlchemy: Editing 3D Graphics with Vision-Language Models
Graphics design is important for various applications, including movie production and game design. To create a high-quality scene, designers usually need to spend hours in software like Blender, in which they might need to interleave and repeat operations, such as connecting material nodes, hundreds of times. Moreover, slightly different design goals may require completely different sequences, making automation difficult. In this paper, we propose a system that leverages Vision-Language Models (VLMs), like GPT-4V, to intelligently search the design action space to arrive at an answer that can satisfy a user's intent. Specifically, we design a vision-based edit generator and state evaluator to work together to find the correct sequence of actions to achieve the goal. Inspired by the role of visual imagination in the human design process, we supplement the visual reasoning capabilities of VLMs with "imagined" reference images from image-generation models, providing visual grounding of abstract language descriptions. In this paper, we provide empirical evidence suggesting our system can produce simple but tedious Blender editing sequences for tasks such as editing procedural materials from text and/or reference images, as well as adjusting lighting configurations for product renderings in complex scenes.
PatchRefiner V2: Fast and Lightweight Real-Domain High-Resolution Metric Depth Estimation
While current high-resolution depth estimation methods achieve strong results, they often suffer from computational inefficiencies due to reliance on heavyweight models and multiple inference steps, increasing inference time. To address this, we introduce PatchRefiner V2 (PRV2), which replaces heavy refiner models with lightweight encoders. This reduces model size and inference time but introduces noisy features. To overcome this, we propose a Coarse-to-Fine (C2F) module with a Guided Denoising Unit for refining and denoising the refiner features and a Noisy Pretraining strategy to pretrain the refiner branch to fully exploit the potential of the lightweight refiner branch. Additionally, we introduce a Scale-and-Shift Invariant Gradient Matching (SSIGM) loss to enhance synthetic-to-real domain transfer. PRV2 outperforms state-of-the-art depth estimation methods on UnrealStereo4K in both accuracy and speed, using fewer parameters and faster inference. It also shows improved depth boundary delineation on real-world datasets like CityScape, ScanNet++, and KITTI, demonstrating its versatility across domains.
3DIS-FLUX: simple and efficient multi-instance generation with DiT rendering
The growing demand for controllable outputs in text-to-image generation has driven significant advancements in multi-instance generation (MIG), enabling users to define both instance layouts and attributes. Currently, the state-of-the-art methods in MIG are primarily adapter-based. However, these methods necessitate retraining a new adapter each time a more advanced model is released, resulting in significant resource consumption. A methodology named Depth-Driven Decoupled Instance Synthesis (3DIS) has been introduced, which decouples MIG into two distinct phases: 1) depth-based scene construction and 2) detail rendering with widely pre-trained depth control models. The 3DIS method requires adapter training solely during the scene construction phase, while enabling various models to perform training-free detail rendering. Initially, 3DIS focused on rendering techniques utilizing U-Net architectures such as SD1.5, SD2, and SDXL, without exploring the potential of recent DiT-based models like FLUX. In this paper, we present 3DIS-FLUX, an extension of the 3DIS framework that integrates the FLUX model for enhanced rendering capabilities. Specifically, we employ the FLUX.1-Depth-dev model for depth map controlled image generation and introduce a detail renderer that manipulates the Attention Mask in FLUX's Joint Attention mechanism based on layout information. This approach allows for the precise rendering of fine-grained attributes of each instance. Our experimental results indicate that 3DIS-FLUX, leveraging the FLUX model, outperforms the original 3DIS method, which utilized SD2 and SDXL, and surpasses current state-of-the-art adapter-based methods in terms of both performance and image quality. Project Page: https://limuloo.github.io/3DIS/.
Sketch2CAD: Sequential CAD Modeling by Sketching in Context
We present a sketch-based CAD modeling system, where users create objects incrementally by sketching the desired shape edits, which our system automatically translates to CAD operations. Our approach is motivated by the close similarities between the steps industrial designers follow to draw 3D shapes, and the operations CAD modeling systems offer to create similar shapes. To overcome the strong ambiguity with parsing 2D sketches, we observe that in a sketching sequence, each step makes sense and can be interpreted in the context of what has been drawn before. In our system, this context corresponds to a partial CAD model, inferred in the previous steps, which we feed along with the input sketch to a deep neural network in charge of interpreting how the model should be modified by that sketch. Our deep network architecture then recognizes the intended CAD operation and segments the sketch accordingly, such that a subsequent optimization estimates the parameters of the operation that best fit the segmented sketch strokes. Since there exists no datasets of paired sketching and CAD modeling sequences, we train our system by generating synthetic sequences of CAD operations that we render as line drawings. We present a proof of concept realization of our algorithm supporting four frequently used CAD operations. Using our system, participants are able to quickly model a large and diverse set of objects, demonstrating Sketch2CAD to be an alternate way of interacting with current CAD modeling systems.
Text-to-3D using Gaussian Splatting
In this paper, we present Gaussian Splatting based text-to-3D generation (GSGEN), a novel approach for generating high-quality 3D objects. Previous methods suffer from inaccurate geometry and limited fidelity due to the absence of 3D prior and proper representation. We leverage 3D Gaussian Splatting, a recent state-of-the-art representation, to address existing shortcomings by exploiting the explicit nature that enables the incorporation of 3D prior. Specifically, our method adopts a progressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under a 3D geometry prior along with the ordinary 2D SDS loss, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative refinement to enrich details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D content with delicate details and more accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components. Video results are provided at https://gsgen3d.github.io. Our code is available at https://github.com/gsgen3d/gsgen
DreamDissector: Learning Disentangled Text-to-3D Generation from 2D Diffusion Priors
Text-to-3D generation has recently seen significant progress. To enhance its practicality in real-world applications, it is crucial to generate multiple independent objects with interactions, similar to layer-compositing in 2D image editing. However, existing text-to-3D methods struggle with this task, as they are designed to generate either non-independent objects or independent objects lacking spatially plausible interactions. Addressing this, we propose DreamDissector, a text-to-3D method capable of generating multiple independent objects with interactions. DreamDissector accepts a multi-object text-to-3D NeRF as input and produces independent textured meshes. To achieve this, we introduce the Neural Category Field (NeCF) for disentangling the input NeRF. Additionally, we present the Category Score Distillation Sampling (CSDS), facilitated by a Deep Concept Mining (DCM) module, to tackle the concept gap issue in diffusion models. By leveraging NeCF and CSDS, we can effectively derive sub-NeRFs from the original scene. Further refinement enhances geometry and texture. Our experimental results validate the effectiveness of DreamDissector, providing users with novel means to control 3D synthesis at the object level and potentially opening avenues for various creative applications in the future.
Towards High-Quality Specular Highlight Removal by Leveraging Large-Scale Synthetic Data
This paper aims to remove specular highlights from a single object-level image. Although previous methods have made some progresses, their performance remains somewhat limited, particularly for real images with complex specular highlights. To this end, we propose a three-stage network to address them. Specifically, given an input image, we first decompose it into the albedo, shading, and specular residue components to estimate a coarse specular-free image. Then, we further refine the coarse result to alleviate its visual artifacts such as color distortion. Finally, we adjust the tone of the refined result to match that of the input as closely as possible. In addition, to facilitate network training and quantitative evaluation, we present a large-scale synthetic dataset of object-level images, covering diverse objects and illumination conditions. Extensive experiments illustrate that our network is able to generalize well to unseen real object-level images, and even produce good results for scene-level images with multiple background objects and complex lighting.
Drawing2CAD: Sequence-to-Sequence Learning for CAD Generation from Vector Drawings
Computer-Aided Design (CAD) generative modeling is driving significant innovations across industrial applications. Recent works have shown remarkable progress in creating solid models from various inputs such as point clouds, meshes, and text descriptions. However, these methods fundamentally diverge from traditional industrial workflows that begin with 2D engineering drawings. The automatic generation of parametric CAD models from these 2D vector drawings remains underexplored despite being a critical step in engineering design. To address this gap, our key insight is to reframe CAD generation as a sequence-to-sequence learning problem where vector drawing primitives directly inform the generation of parametric CAD operations, preserving geometric precision and design intent throughout the transformation process. We propose Drawing2CAD, a framework with three key technical components: a network-friendly vector primitive representation that preserves precise geometric information, a dual-decoder transformer architecture that decouples command type and parameter generation while maintaining precise correspondence, and a soft target distribution loss function accommodating inherent flexibility in CAD parameters. To train and evaluate Drawing2CAD, we create CAD-VGDrawing, a dataset of paired engineering drawings and parametric CAD models, and conduct thorough experiments to demonstrate the effectiveness of our method. Code and dataset are available at https://github.com/lllssc/Drawing2CAD.
Data-Juicer Sandbox: A Comprehensive Suite for Multimodal Data-Model Co-development
The emergence of large-scale multi-modal generative models has drastically advanced artificial intelligence, introducing unprecedented levels of performance and functionality. However, optimizing these models remains challenging due to historically isolated paths of model-centric and data-centric developments, leading to suboptimal outcomes and inefficient resource utilization. In response, we present a novel sandbox suite tailored for integrated data-model co-development. This sandbox provides a comprehensive experimental platform, enabling rapid iteration and insight-driven refinement of both data and models. Our proposed "Probe-Analyze-Refine" workflow, validated through applications on state-of-the-art LLaVA-like and DiT based models, yields significant performance boosts, such as topping the VBench leaderboard. We also uncover fruitful insights gleaned from exhaustive benchmarks, shedding light on the critical interplay between data quality, diversity, and model behavior. With the hope of fostering deeper understanding and future progress in multi-modal data and generative modeling, our codes, datasets, and models are maintained and accessible at https://github.com/modelscope/data-juicer/blob/main/docs/Sandbox.md.
Perturb-and-Revise: Flexible 3D Editing with Generative Trajectories
The fields of 3D reconstruction and text-based 3D editing have advanced significantly with the evolution of text-based diffusion models. While existing 3D editing methods excel at modifying color, texture, and style, they struggle with extensive geometric or appearance changes, thus limiting their applications. We propose Perturb-and-Revise, which makes possible a variety of NeRF editing. First, we perturb the NeRF parameters with random initializations to create a versatile initialization. We automatically determine the perturbation magnitude through analysis of the local loss landscape. Then, we revise the edited NeRF via generative trajectories. Combined with the generative process, we impose identity-preserving gradients to refine the edited NeRF. Extensive experiments demonstrate that Perturb-and-Revise facilitates flexible, effective, and consistent editing of color, appearance, and geometry in 3D. For 360{\deg} results, please visit our project page: https://susunghong.github.io/Perturb-and-Revise.
High-fidelity 3D Gaussian Inpainting: preserving multi-view consistency and photorealistic details
Recent advancements in multi-view 3D reconstruction and novel-view synthesis, particularly through Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS), have greatly enhanced the fidelity and efficiency of 3D content creation. However, inpainting 3D scenes remains a challenging task due to the inherent irregularity of 3D structures and the critical need for maintaining multi-view consistency. In this work, we propose a novel 3D Gaussian inpainting framework that reconstructs complete 3D scenes by leveraging sparse inpainted views. Our framework incorporates an automatic Mask Refinement Process and region-wise Uncertainty-guided Optimization. Specifically, we refine the inpainting mask using a series of operations, including Gaussian scene filtering and back-projection, enabling more accurate localization of occluded regions and realistic boundary restoration. Furthermore, our Uncertainty-guided Fine-grained Optimization strategy, which estimates the importance of each region across multi-view images during training, alleviates multi-view inconsistencies and enhances the fidelity of fine details in the inpainted results. Comprehensive experiments conducted on diverse datasets demonstrate that our approach outperforms existing state-of-the-art methods in both visual quality and view consistency.
Two-shot Spatially-varying BRDF and Shape Estimation
Capturing the shape and spatially-varying appearance (SVBRDF) of an object from images is a challenging task that has applications in both computer vision and graphics. Traditional optimization-based approaches often need a large number of images taken from multiple views in a controlled environment. Newer deep learning-based approaches require only a few input images, but the reconstruction quality is not on par with optimization techniques. We propose a novel deep learning architecture with a stage-wise estimation of shape and SVBRDF. The previous predictions guide each estimation, and a joint refinement network later refines both SVBRDF and shape. We follow a practical mobile image capture setting and use unaligned two-shot flash and no-flash images as input. Both our two-shot image capture and network inference can run on mobile hardware. We also create a large-scale synthetic training dataset with domain-randomized geometry and realistic materials. Extensive experiments on both synthetic and real-world datasets show that our network trained on a synthetic dataset can generalize well to real-world images. Comparisons with recent approaches demonstrate the superior performance of the proposed approach.
Phidias: A Generative Model for Creating 3D Content from Text, Image, and 3D Conditions with Reference-Augmented Diffusion
In 3D modeling, designers often use an existing 3D model as a reference to create new ones. This practice has inspired the development of Phidias, a novel generative model that uses diffusion for reference-augmented 3D generation. Given an image, our method leverages a retrieved or user-provided 3D reference model to guide the generation process, thereby enhancing the generation quality, generalization ability, and controllability. Our model integrates three key components: 1) meta-ControlNet that dynamically modulates the conditioning strength, 2) dynamic reference routing that mitigates misalignment between the input image and 3D reference, and 3) self-reference augmentations that enable self-supervised training with a progressive curriculum. Collectively, these designs result in a clear improvement over existing methods. Phidias establishes a unified framework for 3D generation using text, image, and 3D conditions with versatile applications.
RefRef: A Synthetic Dataset and Benchmark for Reconstructing Refractive and Reflective Objects
Modern 3D reconstruction and novel view synthesis approaches have demonstrated strong performance on scenes with opaque Lambertian objects. However, most assume straight light paths and therefore cannot properly handle refractive and reflective materials. Moreover, datasets specialized for these effects are limited, stymieing efforts to evaluate performance and develop suitable techniques. In this work, we introduce a synthetic RefRef dataset and benchmark for reconstructing scenes with refractive and reflective objects from posed images. Our dataset has 50 such objects of varying complexity, from single-material convex shapes to multi-material non-convex shapes, each placed in three different background types, resulting in 150 scenes. We also propose an oracle method that, given the object geometry and refractive indices, calculates accurate light paths for neural rendering, and an approach based on this that avoids these assumptions. We benchmark these against several state-of-the-art methods and show that all methods lag significantly behind the oracle, highlighting the challenges of the task and dataset.
Consolidating Attention Features for Multi-view Image Editing
Large-scale text-to-image models enable a wide range of image editing techniques, using text prompts or even spatial controls. However, applying these editing methods to multi-view images depicting a single scene leads to 3D-inconsistent results. In this work, we focus on spatial control-based geometric manipulations and introduce a method to consolidate the editing process across various views. We build on two insights: (1) maintaining consistent features throughout the generative process helps attain consistency in multi-view editing, and (2) the queries in self-attention layers significantly influence the image structure. Hence, we propose to improve the geometric consistency of the edited images by enforcing the consistency of the queries. To do so, we introduce QNeRF, a neural radiance field trained on the internal query features of the edited images. Once trained, QNeRF can render 3D-consistent queries, which are then softly injected back into the self-attention layers during generation, greatly improving multi-view consistency. We refine the process through a progressive, iterative method that better consolidates queries across the diffusion timesteps. We compare our method to a range of existing techniques and demonstrate that it can achieve better multi-view consistency and higher fidelity to the input scene. These advantages allow us to train NeRFs with fewer visual artifacts, that are better aligned with the target geometry.
Modernizing Old Photos Using Multiple References via Photorealistic Style Transfer
This paper firstly presents old photo modernization using multiple references by performing stylization and enhancement in a unified manner. In order to modernize old photos, we propose a novel multi-reference-based old photo modernization (MROPM) framework consisting of a network MROPM-Net and a novel synthetic data generation scheme. MROPM-Net stylizes old photos using multiple references via photorealistic style transfer (PST) and further enhances the results to produce modern-looking images. Meanwhile, the synthetic data generation scheme trains the network to effectively utilize multiple references to perform modernization. To evaluate the performance, we propose a new old photos benchmark dataset (CHD) consisting of diverse natural indoor and outdoor scenes. Extensive experiments show that the proposed method outperforms other baselines in performing modernization on real old photos, even though no old photos were used during training. Moreover, our method can appropriately select styles from multiple references for each semantic region in the old photo to further improve the modernization performance.
CAD-Editor: A Locate-then-Infill Framework with Automated Training Data Synthesis for Text-Based CAD Editing
Computer Aided Design (CAD) is indispensable across various industries. Text-based CAD editing, which automates the modification of CAD models based on textual instructions, holds great potential but remains underexplored. Existing methods primarily focus on design variation generation or text-based CAD generation, either lacking support for text-based control or neglecting existing CAD models as constraints. We introduce CAD-Editor, the first framework for text-based CAD editing. To address the challenge of demanding triplet data with accurate correspondence for training, we propose an automated data synthesis pipeline. This pipeline utilizes design variation models to generate pairs of original and edited CAD models and employs Large Vision-Language Models (LVLMs) to summarize their differences into editing instructions. To tackle the composite nature of text-based CAD editing, we propose a locate-then-infill framework that decomposes the task into two focused sub-tasks: locating regions requiring modification and infilling these regions with appropriate edits. Large Language Models (LLMs) serve as the backbone for both sub-tasks, leveraging their capabilities in natural language understanding and CAD knowledge. Experiments show that CAD-Editor achieves superior performance both quantitatively and qualitatively.
Advancing vision-language models in front-end development via data synthesis
Modern front-end (FE) development, especially when leveraging the unique features of frameworks like React and Vue, presents distinctive challenges. These include managing modular architectures, ensuring synchronization between data and visual outputs for declarative rendering, and adapting reusable components to various scenarios. Such complexities make it particularly difficult for state-of-the-art large vision-language models (VLMs) to generate accurate and functional code directly from design images. To address these challenges, we propose a reflective agentic workflow that synthesizes high-quality image-text data to capture the diverse characteristics of FE development. This workflow automates the extraction of self-containedA \textbf{self-contained code snippet is one that encapsulates all necessary logic, styling, and dependencies, ensuring it functions independently without requiring external imports or context.} code snippets from real-world projects, renders the corresponding visual outputs, and generates detailed descriptions that link design elements to functional code. To further expand the scope and utility of the synthesis, we introduce three data synthesis strategies: Evolution-based synthesis, which enables scalable and diverse dataset expansion; Waterfall-Model-based synthesis, which generates logically coherent code derived from system requirements; and Additive Development synthesis, which iteratively increases the complexity of human-authored components. We build a large vision-language model, Flame, trained on the synthesized datasets and demonstrate its effectiveness in generating React code via the pass@k metric. Our results suggest that a code VLM trained to interpret images before code generation may achieve better performance.
Hi3D: Pursuing High-Resolution Image-to-3D Generation with Video Diffusion Models
Despite having tremendous progress in image-to-3D generation, existing methods still struggle to produce multi-view consistent images with high-resolution textures in detail, especially in the paradigm of 2D diffusion that lacks 3D awareness. In this work, we present High-resolution Image-to-3D model (Hi3D), a new video diffusion based paradigm that redefines a single image to multi-view images as 3D-aware sequential image generation (i.e., orbital video generation). This methodology delves into the underlying temporal consistency knowledge in video diffusion model that generalizes well to geometry consistency across multiple views in 3D generation. Technically, Hi3D first empowers the pre-trained video diffusion model with 3D-aware prior (camera pose condition), yielding multi-view images with low-resolution texture details. A 3D-aware video-to-video refiner is learnt to further scale up the multi-view images with high-resolution texture details. Such high-resolution multi-view images are further augmented with novel views through 3D Gaussian Splatting, which are finally leveraged to obtain high-fidelity meshes via 3D reconstruction. Extensive experiments on both novel view synthesis and single view reconstruction demonstrate that our Hi3D manages to produce superior multi-view consistency images with highly-detailed textures. Source code and data are available at https://github.com/yanghb22-fdu/Hi3D-Official.
CreatiDesign: A Unified Multi-Conditional Diffusion Transformer for Creative Graphic Design
Graphic design plays a vital role in visual communication across advertising, marketing, and multimedia entertainment. Prior work has explored automated graphic design generation using diffusion models, aiming to streamline creative workflows and democratize design capabilities. However, complex graphic design scenarios require accurately adhering to design intent specified by multiple heterogeneous user-provided elements (\eg images, layouts, and texts), which pose multi-condition control challenges for existing methods. Specifically, previous single-condition control models demonstrate effectiveness only within their specialized domains but fail to generalize to other conditions, while existing multi-condition methods often lack fine-grained control over each sub-condition and compromise overall compositional harmony. To address these limitations, we introduce CreatiDesign, a systematic solution for automated graphic design covering both model architecture and dataset construction. First, we design a unified multi-condition driven architecture that enables flexible and precise integration of heterogeneous design elements with minimal architectural modifications to the base diffusion model. Furthermore, to ensure that each condition precisely controls its designated image region and to avoid interference between conditions, we propose a multimodal attention mask mechanism. Additionally, we develop a fully automated pipeline for constructing graphic design datasets, and introduce a new dataset with 400K samples featuring multi-condition annotations, along with a comprehensive benchmark. Experimental results show that CreatiDesign outperforms existing models by a clear margin in faithfully adhering to user intent.
PROSE-FD: A Multimodal PDE Foundation Model for Learning Multiple Operators for Forecasting Fluid Dynamics
We propose PROSE-FD, a zero-shot multimodal PDE foundational model for simultaneous prediction of heterogeneous two-dimensional physical systems related to distinct fluid dynamics settings. These systems include shallow water equations and the Navier-Stokes equations with incompressible and compressible flow, regular and complex geometries, and different buoyancy settings. This work presents a new transformer-based multi-operator learning approach that fuses symbolic information to perform operator-based data prediction, i.e. non-autoregressive. By incorporating multiple modalities in the inputs, the PDE foundation model builds in a pathway for including mathematical descriptions of the physical behavior. We pre-train our foundation model on 6 parametric families of equations collected from 13 datasets, including over 60K trajectories. Our model outperforms popular operator learning, computer vision, and multi-physics models, in benchmark forward prediction tasks. We test our architecture choices with ablation studies.
Towards Advancing Code Generation with Large Language Models: A Research Roadmap
Recently, we have witnessed the rapid development of large language models, which have demonstrated excellent capabilities in the downstream task of code generation. However, despite their potential, LLM-based code generation still faces numerous technical and evaluation challenges, particularly when embedded in real-world development. In this paper, we present our vision for current research directions, and provide an in-depth analysis of existing studies on this task. We propose a six-layer vision framework that categorizes code generation process into distinct phases, namely Input Phase, Orchestration Phase, Development Phase, and Validation Phase. Additionally, we outline our vision workflow, which reflects on the currently prevalent frameworks. We systematically analyse the challenges faced by large language models, including those LLM-based agent frameworks, in code generation tasks. With these, we offer various perspectives and actionable recommendations in this area. Our aim is to provide guidelines for improving the reliability, robustness and usability of LLM-based code generation systems. Ultimately, this work seeks to address persistent challenges and to provide practical suggestions for a more pragmatic LLM-based solution for future code generation endeavors.
End-to-End Optimization of Scene Layout
We propose an end-to-end variational generative model for scene layout synthesis conditioned on scene graphs. Unlike unconditional scene layout generation, we use scene graphs as an abstract but general representation to guide the synthesis of diverse scene layouts that satisfy relationships included in the scene graph. This gives rise to more flexible control over the synthesis process, allowing various forms of inputs such as scene layouts extracted from sentences or inferred from a single color image. Using our conditional layout synthesizer, we can generate various layouts that share the same structure of the input example. In addition to this conditional generation design, we also integrate a differentiable rendering module that enables layout refinement using only 2D projections of the scene. Given a depth and a semantics map, the differentiable rendering module enables optimizing over the synthesized layout to fit the given input in an analysis-by-synthesis fashion. Experiments suggest that our model achieves higher accuracy and diversity in conditional scene synthesis and allows exemplar-based scene generation from various input forms.
StyleRF: Zero-shot 3D Style Transfer of Neural Radiance Fields
3D style transfer aims to render stylized novel views of a 3D scene with multi-view consistency. However, most existing work suffers from a three-way dilemma over accurate geometry reconstruction, high-quality stylization, and being generalizable to arbitrary new styles. We propose StyleRF (Style Radiance Fields), an innovative 3D style transfer technique that resolves the three-way dilemma by performing style transformation within the feature space of a radiance field. StyleRF employs an explicit grid of high-level features to represent 3D scenes, with which high-fidelity geometry can be reliably restored via volume rendering. In addition, it transforms the grid features according to the reference style which directly leads to high-quality zero-shot style transfer. StyleRF consists of two innovative designs. The first is sampling-invariant content transformation that makes the transformation invariant to the holistic statistics of the sampled 3D points and accordingly ensures multi-view consistency. The second is deferred style transformation of 2D feature maps which is equivalent to the transformation of 3D points but greatly reduces memory footprint without degrading multi-view consistency. Extensive experiments show that StyleRF achieves superior 3D stylization quality with precise geometry reconstruction and it can generalize to various new styles in a zero-shot manner.
ICE-G: Image Conditional Editing of 3D Gaussian Splats
Recently many techniques have emerged to create high quality 3D assets and scenes. When it comes to editing of these objects, however, existing approaches are either slow, compromise on quality, or do not provide enough customization. We introduce a novel approach to quickly edit a 3D model from a single reference view. Our technique first segments the edit image, and then matches semantically corresponding regions across chosen segmented dataset views using DINO features. A color or texture change from a particular region of the edit image can then be applied to other views automatically in a semantically sensible manner. These edited views act as an updated dataset to further train and re-style the 3D scene. The end-result is therefore an edited 3D model. Our framework enables a wide variety of editing tasks such as manual local edits, correspondence based style transfer from any example image, and a combination of different styles from multiple example images. We use Gaussian Splats as our primary 3D representation due to their speed and ease of local editing, but our technique works for other methods such as NeRFs as well. We show through multiple examples that our method produces higher quality results while offering fine-grained control of editing. Project page: ice-gaussian.github.io
Tinker: Diffusion's Gift to 3D--Multi-View Consistent Editing From Sparse Inputs without Per-Scene Optimization
We introduce Tinker, a versatile framework for high-fidelity 3D editing that operates in both one-shot and few-shot regimes without any per-scene finetuning. Unlike prior techniques that demand extensive per-scene optimization to ensure multi-view consistency or to produce dozens of consistent edited input views, Tinker delivers robust, multi-view consistent edits from as few as one or two images. This capability stems from repurposing pretrained diffusion models, which unlocks their latent 3D awareness. To drive research in this space, we curate the first large-scale multi-view editing dataset and data pipeline, spanning diverse scenes and styles. Building on this dataset, we develop our framework capable of generating multi-view consistent edited views without per-scene training, which consists of two novel components: (1) Referring multi-view editor: Enables precise, reference-driven edits that remain coherent across all viewpoints. (2) Any-view-to-video synthesizer: Leverages spatial-temporal priors from video diffusion to perform high-quality scene completion and novel-view generation even from sparse inputs. Through extensive experiments, Tinker significantly reduces the barrier to generalizable 3D content creation, achieving state-of-the-art performance on editing, novel-view synthesis, and rendering enhancement tasks. We believe that Tinker represents a key step towards truly scalable, zero-shot 3D editing. Project webpage: https://aim-uofa.github.io/Tinker
LLM4EFFI: Leveraging Large Language Models to Enhance Code Efficiency and Correctness
Large Language Models (LLMs), particularly Code LLMs, have demonstrated impressive performance in code generation. Current research primarily focuses on the correctness of generated code, while efficiency remains less explored. Recent works have focused on modifying the initial version of the code to improve its efficiency. However, such refinements are limited by the algorithmic design and overall logic of the initial code, resulting in only incremental improvements. In contrast, when human developers write high-quality code, they typically begin by designing several potential solutions at the logical level, evaluating various algorithms and their complexities, and then proceeding to implement and optimize the solution. In this study, we introduce \tool: Large Language Model for Code Efficiency, a novel framework that enables LLMs to generate code that balances both efficiency and correctness. Specifically, \tool divides the efficiency optimization process into two domains: algorithmic exploration in the logic domain and implementation optimization in the code domain. The correctness of the code is then guaranteed through a synthetic test case refinement process. This approach, which prioritizes efficiency before ensuring correctness, offers a new paradigm for efficient code generation. Experiments demonstrate that \tool consistently improves both efficiency and correctness, achieving new state-of-the-art performance in code efficiency benchmarks across various LLM backbones.
Segment Any Mesh
We propose Segment Any Mesh, a novel zero-shot mesh part segmentation method that overcomes the limitations of shape analysis-based, learning-based, and contemporary approaches. Our approach operates in two phases: multimodal rendering and 2D-to-3D lifting. In the first phase, multiview renders of the mesh are individually processed through Segment Anything to generate 2D masks. These masks are then lifted into a mesh part segmentation by associating masks that refer to the same mesh part across the multiview renders. We find that applying Segment Anything to multimodal feature renders of normals and shape diameter scalars achieves better results than using only untextured renders of meshes. By building our method on top of Segment Anything, we seamlessly inherit any future improvements made to 2D segmentation. We compare our method with a robust, well-evaluated shape analysis method, Shape Diameter Function, and show that our method is comparable to or exceeds its performance. Since current benchmarks contain limited object diversity, we also curate and release a dataset of generated meshes and use it to demonstrate our method's improved generalization over Shape Diameter Function via human evaluation. We release the code and dataset at https://github.com/gtangg12/samesh
SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry
3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.
MeshSegmenter: Zero-Shot Mesh Semantic Segmentation via Texture Synthesis
We present MeshSegmenter, a simple yet effective framework designed for zero-shot 3D semantic segmentation. This model successfully extends the powerful capabilities of 2D segmentation models to 3D meshes, delivering accurate 3D segmentation across diverse meshes and segment descriptions. Specifically, our model leverages the Segment Anything Model (SAM) model to segment the target regions from images rendered from the 3D shape. In light of the importance of the texture for segmentation, we also leverage the pretrained stable diffusion model to generate images with textures from 3D shape, and leverage SAM to segment the target regions from images with textures. Textures supplement the shape for segmentation and facilitate accurate 3D segmentation even in geometrically non-prominent areas, such as segmenting a car door within a car mesh. To achieve the 3D segments, we render 2D images from different views and conduct segmentation for both textured and untextured images. Lastly, we develop a multi-view revoting scheme that integrates 2D segmentation results and confidence scores from various views onto the 3D mesh, ensuring the 3D consistency of segmentation results and eliminating inaccuracies from specific perspectives. Through these innovations, MeshSegmenter offers stable and reliable 3D segmentation results both quantitatively and qualitatively, highlighting its potential as a transformative tool in the field of 3D zero-shot segmentation. The code is available at https://github.com/zimingzhong/MeshSegmenter.
VisPath: Automated Visualization Code Synthesis via Multi-Path Reasoning and Feedback-Driven Optimization
Unprecedented breakthroughs in Large Language Models (LLMs) has amplified its penetration into application of automated visualization code generation. Few-shot prompting and query expansion techniques have notably enhanced data visualization performance, however, still fail to overcome ambiguity and complexity of natural language queries - imposing an inherent burden for manual human intervention. To mitigate such limitations, we propose a holistic framework VisPath : A Multi-Path Reasoning and Feedback-Driven Optimization Framework for Visualization Code Generation, which systematically enhances code quality through structured reasoning and refinement. VisPath is a multi-stage framework, specially designed to handle underspecified queries. To generate a robust final visualization code, it first utilizes initial query to generate diverse reformulated queries via Chain-of-Thought (CoT) prompting, each representing a distinct reasoning path. Refined queries are used to produce candidate visualization scripts, consequently executed to generate multiple images. Comprehensively assessing correctness and quality of outputs, VisPath generates feedback for each image, which are then fed to aggregation module to generate optimal result. Extensive experiments on benchmarks including MatPlotBench and the Qwen-Agent Code Interpreter Benchmark show that VisPath significantly outperforms state-of-the-art (SOTA) methods, increased up to average 17%, offering a more reliable solution for AI-driven visualization code generation.
GenesisTex: Adapting Image Denoising Diffusion to Texture Space
We present GenesisTex, a novel method for synthesizing textures for 3D geometries from text descriptions. GenesisTex adapts the pretrained image diffusion model to texture space by texture space sampling. Specifically, we maintain a latent texture map for each viewpoint, which is updated with predicted noise on the rendering of the corresponding viewpoint. The sampled latent texture maps are then decoded into a final texture map. During the sampling process, we focus on both global and local consistency across multiple viewpoints: global consistency is achieved through the integration of style consistency mechanisms within the noise prediction network, and low-level consistency is achieved by dynamically aligning latent textures. Finally, we apply reference-based inpainting and img2img on denser views for texture refinement. Our approach overcomes the limitations of slow optimization in distillation-based methods and instability in inpainting-based methods. Experiments on meshes from various sources demonstrate that our method surpasses the baseline methods quantitatively and qualitatively.
DisCo3D: Distilling Multi-View Consistency for 3D Scene Editing
While diffusion models have demonstrated remarkable progress in 2D image generation and editing, extending these capabilities to 3D editing remains challenging, particularly in maintaining multi-view consistency. Classical approaches typically update 3D representations through iterative refinement based on a single editing view. However, these methods often suffer from slow convergence and blurry artifacts caused by cross-view inconsistencies. Recent methods improve efficiency by propagating 2D editing attention features, yet still exhibit fine-grained inconsistencies and failure modes in complex scenes due to insufficient constraints. To address this, we propose DisCo3D, a novel framework that distills 3D consistency priors into a 2D editor. Our method first fine-tunes a 3D generator using multi-view inputs for scene adaptation, then trains a 2D editor through consistency distillation. The edited multi-view outputs are finally optimized into 3D representations via Gaussian Splatting. Experimental results show DisCo3D achieves stable multi-view consistency and outperforms state-of-the-art methods in editing quality.
Towards Realistic Example-based Modeling via 3D Gaussian Stitching
Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality. More demos are available at https://ingra14m.github.io/gs_stitching_website.
ConvMesh: Reimagining Mesh Quality Through Convex Optimization
Mesh generation has become a critical topic in recent years, forming the foundation of all 3D objects used across various applications, such as virtual reality, gaming, and 3D printing. With advancements in computational resources and machine learning, neural networks have emerged as powerful tools for generating high-quality 3D object representations, enabling accurate scene and object reconstructions. Despite these advancements, many methods produce meshes that lack realism or exhibit geometric and textural flaws, necessitating additional processing to improve their quality. This research introduces a convex optimization programming called disciplined convex programming to enhance existing meshes by refining their texture and geometry with a conic solver. By focusing on a sparse set of point clouds from both the original and target meshes, this method demonstrates significant improvements in mesh quality with minimal data requirements. To evaluate the approach, the classical dolphin mesh dataset from Facebook AI was used as a case study, with optimization performed using the CVXPY library. The results reveal promising potential for streamlined and effective mesh refinement.
Customize-It-3D: High-Quality 3D Creation from A Single Image Using Subject-Specific Knowledge Prior
In this paper, we present a novel two-stage approach that fully utilizes the information provided by the reference image to establish a customized knowledge prior for image-to-3D generation. While previous approaches primarily rely on a general diffusion prior, which struggles to yield consistent results with the reference image, we propose a subject-specific and multi-modal diffusion model. This model not only aids NeRF optimization by considering the shading mode for improved geometry but also enhances texture from the coarse results to achieve superior refinement. Both aspects contribute to faithfully aligning the 3D content with the subject. Extensive experiments showcase the superiority of our method, Customize-It-3D, outperforming previous works by a substantial margin. It produces faithful 360-degree reconstructions with impressive visual quality, making it well-suited for various applications, including text-to-3D creation.
OpenECAD: An Efficient Visual Language Model for Editable 3D-CAD Design
Computer-aided design (CAD) tools are utilized in the manufacturing industry for modeling everything from cups to spacecraft. These programs are complex to use and typically require years of training and experience to master. Structured and well-constrained 2D sketches and 3D constructions are crucial components of CAD modeling. A well-executed CAD model can be seamlessly integrated into the manufacturing process, thereby enhancing production efficiency. Deep generative models of 3D shapes and 3D object reconstruction models have garnered significant research interest. However, most of these models produce discrete forms of 3D objects that are not editable. Moreover, the few models based on CAD operations often have substantial input restrictions. In this work, we fine-tuned pre-trained models to create OpenECAD models (0.55B, 0.89B, 2.4B and 3.1B), leveraging the visual, logical, coding, and general capabilities of visual language models. OpenECAD models can process images of 3D designs as input and generate highly structured 2D sketches and 3D construction commands, ensuring that the designs are editable. These outputs can be directly used with existing CAD tools' APIs to generate project files. To train our network, we created a series of OpenECAD datasets. These datasets are derived from existing public CAD datasets, adjusted and augmented to meet the specific requirements of vision language model (VLM) training. Additionally, we have introduced an approach that utilizes dependency relationships to define and generate sketches, further enriching the content and functionality of the datasets.
Interactive3D: Create What You Want by Interactive 3D Generation
3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.
PatchRefiner: Leveraging Synthetic Data for Real-Domain High-Resolution Monocular Metric Depth Estimation
This paper introduces PatchRefiner, an advanced framework for metric single image depth estimation aimed at high-resolution real-domain inputs. While depth estimation is crucial for applications such as autonomous driving, 3D generative modeling, and 3D reconstruction, achieving accurate high-resolution depth in real-world scenarios is challenging due to the constraints of existing architectures and the scarcity of detailed real-world depth data. PatchRefiner adopts a tile-based methodology, reconceptualizing high-resolution depth estimation as a refinement process, which results in notable performance enhancements. Utilizing a pseudo-labeling strategy that leverages synthetic data, PatchRefiner incorporates a Detail and Scale Disentangling (DSD) loss to enhance detail capture while maintaining scale accuracy, thus facilitating the effective transfer of knowledge from synthetic to real-world data. Our extensive evaluations demonstrate PatchRefiner's superior performance, significantly outperforming existing benchmarks on the Unreal4KStereo dataset by 18.1% in terms of the root mean squared error (RMSE) and showing marked improvements in detail accuracy and consistent scale estimation on diverse real-world datasets like CityScape, ScanNet++, and ETH3D.
Animate3D: Animating Any 3D Model with Multi-view Video Diffusion
Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model's multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct motions directly from generated multi-view videos, followed by the introduced 4D-SDS to refine both appearance and motion. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models will be open-released.
Doodle Your 3D: From Abstract Freehand Sketches to Precise 3D Shapes
In this paper, we democratise 3D content creation, enabling precise generation of 3D shapes from abstract sketches while overcoming limitations tied to drawing skills. We introduce a novel part-level modelling and alignment framework that facilitates abstraction modelling and cross-modal correspondence. Leveraging the same part-level decoder, our approach seamlessly extends to sketch modelling by establishing correspondence between CLIPasso edgemaps and projected 3D part regions, eliminating the need for a dataset pairing human sketches and 3D shapes. Additionally, our method introduces a seamless in-position editing process as a byproduct of cross-modal part-aligned modelling. Operating in a low-dimensional implicit space, our approach significantly reduces computational demands and processing time.
Layout Aware Inpainting for Automated Furniture Removal in Indoor Scenes
We address the problem of detecting and erasing furniture from a wide angle photograph of a room. Inpainting large regions of an indoor scene often results in geometric inconsistencies of background elements within the inpaint mask. To address this problem, we utilize perceptual information (e.g. instance segmentation, and room layout) to produce a geometrically consistent empty version of a room. We share important details to make this system viable, such as per-plane inpainting, automatic rectification, and texture refinement. We provide detailed ablation along with qualitative examples, justifying our design choices. We show an application of our system by removing real furniture from a room and redecorating it with virtual furniture.
UniTEX: Universal High Fidelity Generative Texturing for 3D Shapes
We present UniTEX, a novel two-stage 3D texture generation framework to create high-quality, consistent textures for 3D assets. Existing approaches predominantly rely on UV-based inpainting to refine textures after reprojecting the generated multi-view images onto the 3D shapes, which introduces challenges related to topological ambiguity. To address this, we propose to bypass the limitations of UV mapping by operating directly in a unified 3D functional space. Specifically, we first propose that lifts texture generation into 3D space via Texture Functions (TFs)--a continuous, volumetric representation that maps any 3D point to a texture value based solely on surface proximity, independent of mesh topology. Then, we propose to predict these TFs directly from images and geometry inputs using a transformer-based Large Texturing Model (LTM). To further enhance texture quality and leverage powerful 2D priors, we develop an advanced LoRA-based strategy for efficiently adapting large-scale Diffusion Transformers (DiTs) for high-quality multi-view texture synthesis as our first stage. Extensive experiments demonstrate that UniTEX achieves superior visual quality and texture integrity compared to existing approaches, offering a generalizable and scalable solution for automated 3D texture generation. Code will available in: https://github.com/YixunLiang/UniTEX.
Repaint123: Fast and High-quality One Image to 3D Generation with Progressive Controllable 2D Repainting
Recent one image to 3D generation methods commonly adopt Score Distillation Sampling (SDS). Despite the impressive results, there are multiple deficiencies including multi-view inconsistency, over-saturated and over-smoothed textures, as well as the slow generation speed. To address these deficiencies, we present Repaint123 to alleviate multi-view bias as well as texture degradation and speed up the generation process. The core idea is to combine the powerful image generation capability of the 2D diffusion model and the texture alignment ability of the repainting strategy for generating high-quality multi-view images with consistency. We further propose visibility-aware adaptive repainting strength for overlap regions to enhance the generated image quality in the repainting process. The generated high-quality and multi-view consistent images enable the use of simple Mean Square Error (MSE) loss for fast 3D content generation. We conduct extensive experiments and show that our method has a superior ability to generate high-quality 3D content with multi-view consistency and fine textures in 2 minutes from scratch. Code is at https://github.com/junwuzhang19/repaint123.
Meta 3D AssetGen: Text-to-Mesh Generation with High-Quality Geometry, Texture, and PBR Materials
We present Meta 3D AssetGen (AssetGen), a significant advancement in text-to-3D generation which produces faithful, high-quality meshes with texture and material control. Compared to works that bake shading in the 3D object's appearance, AssetGen outputs physically-based rendering (PBR) materials, supporting realistic relighting. AssetGen generates first several views of the object with factored shaded and albedo appearance channels, and then reconstructs colours, metalness and roughness in 3D, using a deferred shading loss for efficient supervision. It also uses a sign-distance function to represent 3D shape more reliably and introduces a corresponding loss for direct shape supervision. This is implemented using fused kernels for high memory efficiency. After mesh extraction, a texture refinement transformer operating in UV space significantly improves sharpness and details. AssetGen achieves 17% improvement in Chamfer Distance and 40% in LPIPS over the best concurrent work for few-view reconstruction, and a human preference of 72% over the best industry competitors of comparable speed, including those that support PBR. Project page with generated assets: https://assetgen.github.io
Flex3D: Feed-Forward 3D Generation With Flexible Reconstruction Model And Input View Curation
Generating high-quality 3D content from text, single images, or sparse view images remains a challenging task with broad applications.Existing methods typically employ multi-view diffusion models to synthesize multi-view images, followed by a feed-forward process for 3D reconstruction. However, these approaches are often constrained by a small and fixed number of input views, limiting their ability to capture diverse viewpoints and, even worse, leading to suboptimal generation results if the synthesized views are of poor quality. To address these limitations, we propose Flex3D, a novel two-stage framework capable of leveraging an arbitrary number of high-quality input views. The first stage consists of a candidate view generation and curation pipeline. We employ a fine-tuned multi-view image diffusion model and a video diffusion model to generate a pool of candidate views, enabling a rich representation of the target 3D object. Subsequently, a view selection pipeline filters these views based on quality and consistency, ensuring that only the high-quality and reliable views are used for reconstruction. In the second stage, the curated views are fed into a Flexible Reconstruction Model (FlexRM), built upon a transformer architecture that can effectively process an arbitrary number of inputs. FlemRM directly outputs 3D Gaussian points leveraging a tri-plane representation, enabling efficient and detailed 3D generation. Through extensive exploration of design and training strategies, we optimize FlexRM to achieve superior performance in both reconstruction and generation tasks. Our results demonstrate that Flex3D achieves state-of-the-art performance, with a user study winning rate of over 92% in 3D generation tasks when compared to several of the latest feed-forward 3D generative models.
DreamMesh: Jointly Manipulating and Texturing Triangle Meshes for Text-to-3D Generation
Learning radiance fields (NeRF) with powerful 2D diffusion models has garnered popularity for text-to-3D generation. Nevertheless, the implicit 3D representations of NeRF lack explicit modeling of meshes and textures over surfaces, and such surface-undefined way may suffer from the issues, e.g., noisy surfaces with ambiguous texture details or cross-view inconsistency. To alleviate this, we present DreamMesh, a novel text-to-3D architecture that pivots on well-defined surfaces (triangle meshes) to generate high-fidelity explicit 3D model. Technically, DreamMesh capitalizes on a distinctive coarse-to-fine scheme. In the coarse stage, the mesh is first deformed by text-guided Jacobians and then DreamMesh textures the mesh with an interlaced use of 2D diffusion models in a tuning free manner from multiple viewpoints. In the fine stage, DreamMesh jointly manipulates the mesh and refines the texture map, leading to high-quality triangle meshes with high-fidelity textured materials. Extensive experiments demonstrate that DreamMesh significantly outperforms state-of-the-art text-to-3D methods in faithfully generating 3D content with richer textual details and enhanced geometry. Our project page is available at https://dreammesh.github.io.
GECO: Generative Image-to-3D within a SECOnd
3D generation has seen remarkable progress in recent years. Existing techniques, such as score distillation methods, produce notable results but require extensive per-scene optimization, impacting time efficiency. Alternatively, reconstruction-based approaches prioritize efficiency but compromise quality due to their limited handling of uncertainty. We introduce GECO, a novel method for high-quality 3D generative modeling that operates within a second. Our approach addresses the prevalent issues of uncertainty and inefficiency in current methods through a two-stage approach. In the initial stage, we train a single-step multi-view generative model with score distillation. Then, a second-stage distillation is applied to address the challenge of view inconsistency from the multi-view prediction. This two-stage process ensures a balanced approach to 3D generation, optimizing both quality and efficiency. Our comprehensive experiments demonstrate that GECO achieves high-quality image-to-3D generation with an unprecedented level of efficiency.
HyperHuman: Hyper-Realistic Human Generation with Latent Structural Diffusion
Despite significant advances in large-scale text-to-image models, achieving hyper-realistic human image generation remains a desirable yet unsolved task. Existing models like Stable Diffusion and DALL-E 2 tend to generate human images with incoherent parts or unnatural poses. To tackle these challenges, our key insight is that human image is inherently structural over multiple granularities, from the coarse-level body skeleton to fine-grained spatial geometry. Therefore, capturing such correlations between the explicit appearance and latent structure in one model is essential to generate coherent and natural human images. To this end, we propose a unified framework, HyperHuman, that generates in-the-wild human images of high realism and diverse layouts. Specifically, 1) we first build a large-scale human-centric dataset, named HumanVerse, which consists of 340M images with comprehensive annotations like human pose, depth, and surface normal. 2) Next, we propose a Latent Structural Diffusion Model that simultaneously denoises the depth and surface normal along with the synthesized RGB image. Our model enforces the joint learning of image appearance, spatial relationship, and geometry in a unified network, where each branch in the model complements to each other with both structural awareness and textural richness. 3) Finally, to further boost the visual quality, we propose a Structure-Guided Refiner to compose the predicted conditions for more detailed generation of higher resolution. Extensive experiments demonstrate that our framework yields the state-of-the-art performance, generating hyper-realistic human images under diverse scenarios. Project Page: https://snap-research.github.io/HyperHuman/
T^3-S2S: Training-free Triplet Tuning for Sketch to Scene Generation
Scene generation is crucial to many computer graphics applications. Recent advances in generative AI have streamlined sketch-to-image workflows, easing the workload for artists and designers in creating scene concept art. However, these methods often struggle for complex scenes with multiple detailed objects, sometimes missing small or uncommon instances. In this paper, we propose a Training-free Triplet Tuning for Sketch-to-Scene (T3-S2S) generation after reviewing the entire cross-attention mechanism. This scheme revitalizes the existing ControlNet model, enabling effective handling of multi-instance generations, involving prompt balance, characteristics prominence, and dense tuning. Specifically, this approach enhances keyword representation via the prompt balance module, reducing the risk of missing critical instances. It also includes a characteristics prominence module that highlights TopK indices in each channel, ensuring essential features are better represented based on token sketches. Additionally, it employs dense tuning to refine contour details in the attention map, compensating for instance-related regions. Experiments validate that our triplet tuning approach substantially improves the performance of existing sketch-to-image models. It consistently generates detailed, multi-instance 2D images, closely adhering to the input prompts and enhancing visual quality in complex multi-instance scenes. Code is available at https://github.com/chaos-sun/t3s2s.git.
Architect: Generating Vivid and Interactive 3D Scenes with Hierarchical 2D Inpainting
Creating large-scale interactive 3D environments is essential for the development of Robotics and Embodied AI research. Current methods, including manual design, procedural generation, diffusion-based scene generation, and large language model (LLM) guided scene design, are hindered by limitations such as excessive human effort, reliance on predefined rules or training datasets, and limited 3D spatial reasoning ability. Since pre-trained 2D image generative models better capture scene and object configuration than LLMs, we address these challenges by introducing Architect, a generative framework that creates complex and realistic 3D embodied environments leveraging diffusion-based 2D image inpainting. In detail, we utilize foundation visual perception models to obtain each generated object from the image and leverage pre-trained depth estimation models to lift the generated 2D image to 3D space. Our pipeline is further extended to a hierarchical and iterative inpainting process to continuously generate placement of large furniture and small objects to enrich the scene. This iterative structure brings the flexibility for our method to generate or refine scenes from various starting points, such as text, floor plans, or pre-arranged environments.
DAVINCI: A Single-Stage Architecture for Constrained CAD Sketch Inference
This work presents DAVINCI, a unified architecture for single-stage Computer-Aided Design (CAD) sketch parameterization and constraint inference directly from raster sketch images. By jointly learning both outputs, DAVINCI minimizes error accumulation and enhances the performance of constrained CAD sketch inference. Notably, DAVINCI achieves state-of-the-art results on the large-scale SketchGraphs dataset, demonstrating effectiveness on both precise and hand-drawn raster CAD sketches. To reduce DAVINCI's reliance on large-scale annotated datasets, we explore the efficacy of CAD sketch augmentations. We introduce Constraint-Preserving Transformations (CPTs), i.e. random permutations of the parametric primitives of a CAD sketch that preserve its constraints. This data augmentation strategy allows DAVINCI to achieve reasonable performance when trained with only 0.1% of the SketchGraphs dataset. Furthermore, this work contributes a new version of SketchGraphs, augmented with CPTs. The newly introduced CPTSketchGraphs dataset includes 80 million CPT-augmented sketches, thus providing a rich resource for future research in the CAD sketch domain.
Efficient NLP Model Finetuning via Multistage Data Filtering
As model finetuning is central to the modern NLP, we set to maximize its efficiency. Motivated by redundancy in training examples and the sheer sizes of pretrained models, we exploit a key opportunity: training only on important data. To this end, we set to filter training examples in a streaming fashion, in tandem with training the target model. Our key techniques are two: (1) automatically determine a training loss threshold for skipping backward training passes; (2) run a meta predictor for further skipping forward training passes. We integrate the above techniques in a holistic, three-stage training process. On a diverse set of benchmarks, our method reduces the required training examples by up to 5.3times and training time by up to 6.8times, while only seeing minor accuracy degradation. Our method is effective even when training one epoch, where each training example is encountered only once. It is simple to implement and is compatible with the existing finetuning techniques. Code is available at: https://github.com/xo28/efficient- NLP-multistage-training
3D Object Manipulation in a Single Image using Generative Models
Object manipulation in images aims to not only edit the object's presentation but also gift objects with motion. Previous methods encountered challenges in concurrently handling static editing and dynamic generation, while also struggling to achieve fidelity in object appearance and scene lighting. In this work, we introduce OMG3D, a novel framework that integrates the precise geometric control with the generative power of diffusion models, thus achieving significant enhancements in visual performance. Our framework first converts 2D objects into 3D, enabling user-directed modifications and lifelike motions at the geometric level. To address texture realism, we propose CustomRefiner, a texture refinement module that pre-train a customized diffusion model, aligning the details and style of coarse renderings of 3D rough model with the original image, further refine the texture. Additionally, we introduce IllumiCombiner, a lighting processing module that estimates and corrects background lighting to match human visual perception, resulting in more realistic shadow effects. Extensive experiments demonstrate the outstanding visual performance of our approach in both static and dynamic scenarios. Remarkably, all these steps can be done using one NVIDIA 3090. Project page is at https://whalesong-zrs.github.io/OMG3D-projectpage/
Sherpa3D: Boosting High-Fidelity Text-to-3D Generation via Coarse 3D Prior
Recently, 3D content creation from text prompts has demonstrated remarkable progress by utilizing 2D and 3D diffusion models. While 3D diffusion models ensure great multi-view consistency, their ability to generate high-quality and diverse 3D assets is hindered by the limited 3D data. In contrast, 2D diffusion models find a distillation approach that achieves excellent generalization and rich details without any 3D data. However, 2D lifting methods suffer from inherent view-agnostic ambiguity thereby leading to serious multi-face Janus issues, where text prompts fail to provide sufficient guidance to learn coherent 3D results. Instead of retraining a costly viewpoint-aware model, we study how to fully exploit easily accessible coarse 3D knowledge to enhance the prompts and guide 2D lifting optimization for refinement. In this paper, we propose Sherpa3D, a new text-to-3D framework that achieves high-fidelity, generalizability, and geometric consistency simultaneously. Specifically, we design a pair of guiding strategies derived from the coarse 3D prior generated by the 3D diffusion model: a structural guidance for geometric fidelity and a semantic guidance for 3D coherence. Employing the two types of guidance, the 2D diffusion model enriches the 3D content with diversified and high-quality results. Extensive experiments show the superiority of our Sherpa3D over the state-of-the-art text-to-3D methods in terms of quality and 3D consistency.
Nautilus: Locality-aware Autoencoder for Scalable Mesh Generation
Triangle meshes are fundamental to 3D applications, enabling efficient modification and rasterization while maintaining compatibility with standard rendering pipelines. However, current automatic mesh generation methods typically rely on intermediate representations that lack the continuous surface quality inherent to meshes. Converting these representations into meshes produces dense, suboptimal outputs. Although recent autoregressive approaches demonstrate promise in directly modeling mesh vertices and faces, they are constrained by the limitation in face count, scalability, and structural fidelity. To address these challenges, we propose Nautilus, a locality-aware autoencoder for artist-like mesh generation that leverages the local properties of manifold meshes to achieve structural fidelity and efficient representation. Our approach introduces a novel tokenization algorithm that preserves face proximity relationships and compresses sequence length through locally shared vertices and edges, enabling the generation of meshes with an unprecedented scale of up to 5,000 faces. Furthermore, we develop a Dual-stream Point Conditioner that provides multi-scale geometric guidance, ensuring global consistency and local structural fidelity by capturing fine-grained geometric features. Extensive experiments demonstrate that Nautilus significantly outperforms state-of-the-art methods in both fidelity and scalability. The project page is at https://nautilusmeshgen.github.io.
Chirpy3D: Continuous Part Latents for Creative 3D Bird Generation
In this paper, we push the boundaries of fine-grained 3D generation into truly creative territory. Current methods either lack intricate details or simply mimic existing objects -- we enable both. By lifting 2D fine-grained understanding into 3D through multi-view diffusion and modeling part latents as continuous distributions, we unlock the ability to generate entirely new, yet plausible parts through interpolation and sampling. A self-supervised feature consistency loss further ensures stable generation of these unseen parts. The result is the first system capable of creating novel 3D objects with species-specific details that transcend existing examples. While we demonstrate our approach on birds, the underlying framework extends beyond things that can chirp! Code will be released at https://github.com/kamwoh/chirpy3d.
SSGaussian: Semantic-Aware and Structure-Preserving 3D Style Transfer
Recent advancements in neural representations, such as Neural Radiance Fields and 3D Gaussian Splatting, have increased interest in applying style transfer to 3D scenes. While existing methods can transfer style patterns onto 3D-consistent neural representations, they struggle to effectively extract and transfer high-level style semantics from the reference style image. Additionally, the stylized results often lack structural clarity and separation, making it difficult to distinguish between different instances or objects within the 3D scene. To address these limitations, we propose a novel 3D style transfer pipeline that effectively integrates prior knowledge from pretrained 2D diffusion models. Our pipeline consists of two key stages: First, we leverage diffusion priors to generate stylized renderings of key viewpoints. Then, we transfer the stylized key views onto the 3D representation. This process incorporates two innovative designs. The first is cross-view style alignment, which inserts cross-view attention into the last upsampling block of the UNet, allowing feature interactions across multiple key views. This ensures that the diffusion model generates stylized key views that maintain both style fidelity and instance-level consistency. The second is instance-level style transfer, which effectively leverages instance-level consistency across stylized key views and transfers it onto the 3D representation. This results in a more structured, visually coherent, and artistically enriched stylization. Extensive qualitative and quantitative experiments demonstrate that our 3D style transfer pipeline significantly outperforms state-of-the-art methods across a wide range of scenes, from forward-facing to challenging 360-degree environments. Visit our project page https://jm-xu.github.io/SSGaussian for immersive visualization.
GroundUp: Rapid Sketch-Based 3D City Massing
We propose GroundUp, the first sketch-based ideation tool for 3D city massing of urban areas. We focus on early-stage urban design, where sketching is a common tool and the design starts from balancing building volumes (masses) and open spaces. With Human-Centered AI in mind, we aim to help architects quickly revise their ideas by easily switching between 2D sketches and 3D models, allowing for smoother iteration and sharing of ideas. Inspired by feedback from architects and existing workflows, our system takes as a first input a user sketch of multiple buildings in a top-down view. The user then draws a perspective sketch of the envisioned site. Our method is designed to exploit the complementarity of information in the two sketches and allows users to quickly preview and adjust the inferred 3D shapes. Our model has two main components. First, we propose a novel sketch-to-depth prediction network for perspective sketches that exploits top-down sketch shapes. Second, we use depth cues derived from the perspective sketch as a condition to our diffusion model, which ultimately completes the geometry in a top-down view. Thus, our final 3D geometry is represented as a heightfield, allowing users to construct the city `from the ground up'.
Monocular, One-stage, Regression of Multiple 3D People
This paper focuses on the regression of multiple 3D people from a single RGB image. Existing approaches predominantly follow a multi-stage pipeline that first detects people in bounding boxes and then independently regresses their 3D body meshes. In contrast, we propose to Regress all meshes in a One-stage fashion for Multiple 3D People (termed ROMP). The approach is conceptually simple, bounding box-free, and able to learn a per-pixel representation in an end-to-end manner. Our method simultaneously predicts a Body Center heatmap and a Mesh Parameter map, which can jointly describe the 3D body mesh on the pixel level. Through a body-center-guided sampling process, the body mesh parameters of all people in the image are easily extracted from the Mesh Parameter map. Equipped with such a fine-grained representation, our one-stage framework is free of the complex multi-stage process and more robust to occlusion. Compared with state-of-the-art methods, ROMP achieves superior performance on the challenging multi-person benchmarks, including 3DPW and CMU Panoptic. Experiments on crowded/occluded datasets demonstrate the robustness under various types of occlusion. The released code is the first real-time implementation of monocular multi-person 3D mesh regression.
Shelving, Stacking, Hanging: Relational Pose Diffusion for Multi-modal Rearrangement
We propose a system for rearranging objects in a scene to achieve a desired object-scene placing relationship, such as a book inserted in an open slot of a bookshelf. The pipeline generalizes to novel geometries, poses, and layouts of both scenes and objects, and is trained from demonstrations to operate directly on 3D point clouds. Our system overcomes challenges associated with the existence of many geometrically-similar rearrangement solutions for a given scene. By leveraging an iterative pose de-noising training procedure, we can fit multi-modal demonstration data and produce multi-modal outputs while remaining precise and accurate. We also show the advantages of conditioning on relevant local geometric features while ignoring irrelevant global structure that harms both generalization and precision. We demonstrate our approach on three distinct rearrangement tasks that require handling multi-modality and generalization over object shape and pose in both simulation and the real world. Project website, code, and videos: https://anthonysimeonov.github.io/rpdiff-multi-modal/
RNG: Relightable Neural Gaussians
3D Gaussian Splatting (3DGS) has shown its impressive power in novel view synthesis. However, creating relightable 3D assets, especially for objects with ill-defined shapes (e.g., fur), is still a challenging task. For these scenes, the decomposition between the light, geometry, and material is more ambiguous, as neither the surface constraints nor the analytical shading model hold. To address this issue, we propose RNG, a novel representation of relightable neural Gaussians, enabling the relighting of objects with both hard surfaces or fluffy boundaries. We avoid any assumptions in the shading model but maintain feature vectors, which can be further decoded by an MLP into colors, in each Gaussian point. Following prior work, we utilize a point light to reduce the ambiguity and introduce a shadow-aware condition to the network. We additionally propose a depth refinement network to help the shadow computation under the 3DGS framework, leading to better shadow effects under point lights. Furthermore, to avoid the blurriness brought by the alpha-blending in 3DGS, we design a hybrid forward-deferred optimization strategy. As a result, we achieve about 20times faster in training and about 600times faster in rendering than prior work based on neural radiance fields, with 60 frames per second on an RTX4090.
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.
Ref-NeuS: Ambiguity-Reduced Neural Implicit Surface Learning for Multi-View Reconstruction with Reflection
Neural implicit surface learning has shown significant progress in multi-view 3D reconstruction, where an object is represented by multilayer perceptrons that provide continuous implicit surface representation and view-dependent radiance. However, current methods often fail to accurately reconstruct reflective surfaces, leading to severe ambiguity. To overcome this issue, we propose Ref-NeuS, which aims to reduce ambiguity by attenuating the effect of reflective surfaces. Specifically, we utilize an anomaly detector to estimate an explicit reflection score with the guidance of multi-view context to localize reflective surfaces. Afterward, we design a reflection-aware photometric loss that adaptively reduces ambiguity by modeling rendered color as a Gaussian distribution, with the reflection score representing the variance. We show that together with a reflection direction-dependent radiance, our model achieves high-quality surface reconstruction on reflective surfaces and outperforms the state-of-the-arts by a large margin. Besides, our model is also comparable on general surfaces.
MVPaint: Synchronized Multi-View Diffusion for Painting Anything 3D
Texturing is a crucial step in the 3D asset production workflow, which enhances the visual appeal and diversity of 3D assets. Despite recent advancements in Text-to-Texture (T2T) generation, existing methods often yield subpar results, primarily due to local discontinuities, inconsistencies across multiple views, and their heavy dependence on UV unwrapping outcomes. To tackle these challenges, we propose a novel generation-refinement 3D texturing framework called MVPaint, which can generate high-resolution, seamless textures while emphasizing multi-view consistency. MVPaint mainly consists of three key modules. 1) Synchronized Multi-view Generation (SMG). Given a 3D mesh model, MVPaint first simultaneously generates multi-view images by employing an SMG model, which leads to coarse texturing results with unpainted parts due to missing observations. 2) Spatial-aware 3D Inpainting (S3I). To ensure complete 3D texturing, we introduce the S3I method, specifically designed to effectively texture previously unobserved areas. 3) UV Refinement (UVR). Furthermore, MVPaint employs a UVR module to improve the texture quality in the UV space, which first performs a UV-space Super-Resolution, followed by a Spatial-aware Seam-Smoothing algorithm for revising spatial texturing discontinuities caused by UV unwrapping. Moreover, we establish two T2T evaluation benchmarks: the Objaverse T2T benchmark and the GSO T2T benchmark, based on selected high-quality 3D meshes from the Objaverse dataset and the entire GSO dataset, respectively. Extensive experimental results demonstrate that MVPaint surpasses existing state-of-the-art methods. Notably, MVPaint could generate high-fidelity textures with minimal Janus issues and highly enhanced cross-view consistency.
Text-to-3D Generation with Bidirectional Diffusion using both 2D and 3D priors
Most 3D generation research focuses on up-projecting 2D foundation models into the 3D space, either by minimizing 2D Score Distillation Sampling (SDS) loss or fine-tuning on multi-view datasets. Without explicit 3D priors, these methods often lead to geometric anomalies and multi-view inconsistency. Recently, researchers have attempted to improve the genuineness of 3D objects by directly training on 3D datasets, albeit at the cost of low-quality texture generation due to the limited texture diversity in 3D datasets. To harness the advantages of both approaches, we propose Bidirectional Diffusion(BiDiff), a unified framework that incorporates both a 3D and a 2D diffusion process, to preserve both 3D fidelity and 2D texture richness, respectively. Moreover, as a simple combination may yield inconsistent generation results, we further bridge them with novel bidirectional guidance. In addition, our method can be used as an initialization of optimization-based models to further improve the quality of 3D model and efficiency of optimization, reducing the generation process from 3.4 hours to 20 minutes. Experimental results have shown that our model achieves high-quality, diverse, and scalable 3D generation. Project website: https://bidiff.github.io/.
Training LLMs to Better Self-Debug and Explain Code
In the domain of code generation, self-debugging is crucial. It allows LLMs to refine their generated code based on execution feedback. This is particularly important because generating correct solutions in one attempt proves challenging for complex tasks. Prior works on self-debugging mostly focus on prompting methods by providing LLMs with few-shot examples, which work poorly on small open-sourced LLMs. In this work, we propose a training framework that significantly improves self-debugging capability of LLMs. Intuitively, we observe that a chain of explanations on the wrong code followed by code refinement helps LLMs better analyze the wrong code and do refinement. We thus propose an automated pipeline to collect a high-quality dataset for code explanation and refinement by generating a number of explanations and refinement trajectories and filtering via execution verification. We perform supervised fine-tuning (SFT) and further reinforcement learning (RL) on both success and failure trajectories with a novel reward design considering code explanation and refinement quality. SFT improves the pass@1 by up to 15.92% and pass@10 by 9.30% over four benchmarks. RL training brings additional up to 3.54% improvement on pass@1 and 2.55% improvement on pass@10. The trained LLMs show iterative refinement ability, and can keep refining code continuously. Lastly, our human evaluation shows that the LLMs trained with our framework generate more useful code explanations and help developers better understand bugs in source code.
Idempotent Generative Network
We propose a new approach for generative modeling based on training a neural network to be idempotent. An idempotent operator is one that can be applied sequentially without changing the result beyond the initial application, namely f(f(z))=f(z). The proposed model f is trained to map a source distribution (e.g, Gaussian noise) to a target distribution (e.g. realistic images) using the following objectives: (1) Instances from the target distribution should map to themselves, namely f(x)=x. We define the target manifold as the set of all instances that f maps to themselves. (2) Instances that form the source distribution should map onto the defined target manifold. This is achieved by optimizing the idempotence term, f(f(z))=f(z) which encourages the range of f(z) to be on the target manifold. Under ideal assumptions such a process provably converges to the target distribution. This strategy results in a model capable of generating an output in one step, maintaining a consistent latent space, while also allowing sequential applications for refinement. Additionally, we find that by processing inputs from both target and source distributions, the model adeptly projects corrupted or modified data back to the target manifold. This work is a first step towards a ``global projector'' that enables projecting any input into a target data distribution.
Text-to-CAD Generation Through Infusing Visual Feedback in Large Language Models
Creating Computer-Aided Design (CAD) models requires significant expertise and effort. Text-to-CAD, which converts textual descriptions into CAD parametric sequences, is crucial in streamlining this process. Recent studies have utilized ground-truth parametric sequences, known as sequential signals, as supervision to achieve this goal. However, CAD models are inherently multimodal, comprising parametric sequences and corresponding rendered visual objects. Besides,the rendering process from parametric sequences to visual objects is many-to-one. Therefore, both sequential and visual signals are critical for effective training. In this work, we introduce CADFusion, a framework that uses Large Language Models (LLMs) as the backbone and alternates between two training stages: the sequential learning (SL) stage and the visual feedback (VF) stage. In the SL stage, we train LLMs using ground-truth parametric sequences, enabling the generation of logically coherent parametric sequences. In the VF stage, we reward parametric sequences that render into visually preferred objects and penalize those that do not, allowing LLMs to learn how rendered visual objects are perceived and evaluated. These two stages alternate throughout the training, ensuring balanced learning and preserving benefits of both signals. Experiments demonstrate that CADFusion significantly improves performance, both qualitatively and quantitatively.
ICE-Bench: A Unified and Comprehensive Benchmark for Image Creating and Editing
Image generation has witnessed significant advancements in the past few years. However, evaluating the performance of image generation models remains a formidable challenge. In this paper, we propose ICE-Bench, a unified and comprehensive benchmark designed to rigorously assess image generation models. Its comprehensiveness could be summarized in the following key features: (1) Coarse-to-Fine Tasks: We systematically deconstruct image generation into four task categories: No-ref/Ref Image Creating/Editing, based on the presence or absence of source images and reference images. And further decompose them into 31 fine-grained tasks covering a broad spectrum of image generation requirements, culminating in a comprehensive benchmark. (2) Multi-dimensional Metrics: The evaluation framework assesses image generation capabilities across 6 dimensions: aesthetic quality, imaging quality, prompt following, source consistency, reference consistency, and controllability. 11 metrics are introduced to support the multi-dimensional evaluation. Notably, we introduce VLLM-QA, an innovative metric designed to assess the success of image editing by leveraging large models. (3) Hybrid Data: The data comes from real scenes and virtual generation, which effectively improves data diversity and alleviates the bias problem in model evaluation. Through ICE-Bench, we conduct a thorough analysis of existing generation models, revealing both the challenging nature of our benchmark and the gap between current model capabilities and real-world generation requirements. To foster further advancements in the field, we will open-source ICE-Bench, including its dataset, evaluation code, and models, thereby providing a valuable resource for the research community.
f-BRS: Rethinking Backpropagating Refinement for Interactive Segmentation
Deep neural networks have become a mainstream approach to interactive segmentation. As we show in our experiments, while for some images a trained network provides accurate segmentation result with just a few clicks, for some unknown objects it cannot achieve satisfactory result even with a large amount of user input. Recently proposed backpropagating refinement (BRS) scheme introduces an optimization problem for interactive segmentation that results in significantly better performance for the hard cases. At the same time, BRS requires running forward and backward pass through a deep network several times that leads to significantly increased computational budget per click compared to other methods. We propose f-BRS (feature backpropagating refinement scheme) that solves an optimization problem with respect to auxiliary variables instead of the network inputs, and requires running forward and backward pass just for a small part of a network. Experiments on GrabCut, Berkeley, DAVIS and SBD datasets set new state-of-the-art at an order of magnitude lower time per click compared to original BRS. The code and trained models are available at https://github.com/saic-vul/fbrs_interactive_segmentation .
SPAR3D: Stable Point-Aware Reconstruction of 3D Objects from Single Images
We study the problem of single-image 3D object reconstruction. Recent works have diverged into two directions: regression-based modeling and generative modeling. Regression methods efficiently infer visible surfaces, but struggle with occluded regions. Generative methods handle uncertain regions better by modeling distributions, but are computationally expensive and the generation is often misaligned with visible surfaces. In this paper, we present SPAR3D, a novel two-stage approach aiming to take the best of both directions. The first stage of SPAR3D generates sparse 3D point clouds using a lightweight point diffusion model, which has a fast sampling speed. The second stage uses both the sampled point cloud and the input image to create highly detailed meshes. Our two-stage design enables probabilistic modeling of the ill-posed single-image 3D task while maintaining high computational efficiency and great output fidelity. Using point clouds as an intermediate representation further allows for interactive user edits. Evaluated on diverse datasets, SPAR3D demonstrates superior performance over previous state-of-the-art methods, at an inference speed of 0.7 seconds. Project page with code and model: https://spar3d.github.io
3D Paintbrush: Local Stylization of 3D Shapes with Cascaded Score Distillation
In this work we develop 3D Paintbrush, a technique for automatically texturing local semantic regions on meshes via text descriptions. Our method is designed to operate directly on meshes, producing texture maps which seamlessly integrate into standard graphics pipelines. We opt to simultaneously produce a localization map (to specify the edit region) and a texture map which conforms to it. This synergistic approach improves the quality of both the localization and the stylization. To enhance the details and resolution of the textured area, we leverage multiple stages of a cascaded diffusion model to supervise our local editing technique with generative priors learned from images at different resolutions. Our technique, referred to as Cascaded Score Distillation (CSD), simultaneously distills scores at multiple resolutions in a cascaded fashion, enabling control over both the granularity and global understanding of the supervision. We demonstrate the effectiveness of 3D Paintbrush to locally texture a variety of shapes within different semantic regions. Project page: https://threedle.github.io/3d-paintbrush
StarFlow: Generating Structured Workflow Outputs From Sketch Images
Workflows are a fundamental component of automation in enterprise platforms, enabling the orchestration of tasks, data processing, and system integrations. Despite being widely used, building workflows can be complex, often requiring manual configuration through low-code platforms or visual programming tools. To simplify this process, we explore the use of generative foundation models, particularly vision-language models (VLMs), to automatically generate structured workflows from visual inputs. Translating hand-drawn sketches or computer-generated diagrams into executable workflows is challenging due to the ambiguity of free-form drawings, variations in diagram styles, and the difficulty of inferring execution logic from visual elements. To address this, we introduce StarFlow, a framework for generating structured workflow outputs from sketches using vision-language models. We curate a diverse dataset of workflow diagrams -- including synthetic, manually annotated, and real-world samples -- to enable robust training and evaluation. We finetune and benchmark multiple vision-language models, conducting a series of ablation studies to analyze the strengths and limitations of our approach. Our results show that finetuning significantly enhances structured workflow generation, outperforming large vision-language models on this task.
Multi-view Surface Reconstruction Using Normal and Reflectance Cues
Achieving high-fidelity 3D surface reconstruction while preserving fine details remains challenging, especially in the presence of materials with complex reflectance properties and without a dense-view setup. In this paper, we introduce a versatile framework that incorporates multi-view normal and optionally reflectance maps into radiance-based surface reconstruction. Our approach employs a pixel-wise joint re-parametrization of reflectance and surface normals, representing them as a vector of radiances under simulated, varying illumination. This formulation enables seamless incorporation into standard surface reconstruction pipelines, such as traditional multi-view stereo (MVS) frameworks or modern neural volume rendering (NVR) ones. Combined with the latter, our approach achieves state-of-the-art performance on multi-view photometric stereo (MVPS) benchmark datasets, including DiLiGenT-MV, LUCES-MV and Skoltech3D. In particular, our method excels in reconstructing fine-grained details and handling challenging visibility conditions. The present paper is an extended version of the earlier conference paper by Brument et al. (in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2024), featuring an accelerated and more robust algorithm as well as a broader empirical evaluation. The code and data relative to this article is available at https://github.com/RobinBruneau/RNb-NeuS2.
cadrille: Multi-modal CAD Reconstruction with Online Reinforcement Learning
Computer-Aided Design (CAD) plays a central role in engineering and manufacturing, making it possible to create precise and editable 3D models. Using a variety of sensor or user-provided data as inputs for CAD reconstruction can democratize access to design applications. However, existing methods typically focus on a single input modality, such as point clouds, images, or text, which limits their generalizability and robustness. Leveraging recent advances in vision-language models (VLM), we propose a multi-modal CAD reconstruction model that simultaneously processes all three input modalities. Inspired by large language model (LLM) training paradigms, we adopt a two-stage pipeline: supervised fine-tuning (SFT) on large-scale procedurally generated data, followed by reinforcement learning (RL) fine-tuning using online feedback, obtained programatically. Furthermore, we are the first to explore RL fine-tuning of LLMs for CAD tasks demonstrating that online RL algorithms such as Group Relative Preference Optimization (GRPO) outperform offline alternatives. In the DeepCAD benchmark, our SFT model outperforms existing single-modal approaches in all three input modalities simultaneously. More importantly, after RL fine-tuning, cadrille sets new state-of-the-art on three challenging datasets, including a real-world one.
IDEA-Bench: How Far are Generative Models from Professional Designing?
Real-world design tasks - such as picture book creation, film storyboard development using character sets, photo retouching, visual effects, and font transfer - are highly diverse and complex, requiring deep interpretation and extraction of various elements from instructions, descriptions, and reference images. The resulting images often implicitly capture key features from references or user inputs, making it challenging to develop models that can effectively address such varied tasks. While existing visual generative models can produce high-quality images based on prompts, they face significant limitations in professional design scenarios that involve varied forms and multiple inputs and outputs, even when enhanced with adapters like ControlNets and LoRAs. To address this, we introduce IDEA-Bench, a comprehensive benchmark encompassing 100 real-world design tasks, including rendering, visual effects, storyboarding, picture books, fonts, style-based, and identity-preserving generation, with 275 test cases to thoroughly evaluate a model's general-purpose generation capabilities. Notably, even the best-performing model only achieves 22.48 on IDEA-Bench, while the best general-purpose model only achieves 6.81. We provide a detailed analysis of these results, highlighting the inherent challenges and providing actionable directions for improvement. Additionally, we provide a subset of 18 representative tasks equipped with multimodal large language model (MLLM)-based auto-evaluation techniques to facilitate rapid model development and comparison. We releases the benchmark data, evaluation toolkits, and an online leaderboard at https://github.com/ali-vilab/IDEA-Bench, aiming to drive the advancement of generative models toward more versatile and applicable intelligent design systems.
Learning to Model Editing Processes
Most existing sequence generation models produce outputs in one pass, usually left-to-right. However, this is in contrast with a more natural approach that humans use in generating content; iterative refinement and editing. Recent work has introduced edit-based models for various tasks (such as neural machine translation and text style transfer), but these generally model a single edit step. In this work, we propose modeling editing processes, modeling the whole process of iteratively generating sequences. We form a conceptual framework to describe the likelihood of multi-step edits, and describe neural models that can learn a generative model of sequences based on these multistep edits. We introduce baseline results and metrics on this task, finding that modeling editing processes improves performance on a variety of axes on both our proposed task and related downstream tasks compared to previous single-step models of edits.
BRIDGES: Bridging Graph Modality and Large Language Models within EDA Tasks
While many EDA tasks already involve graph-based data, existing LLMs in EDA primarily either represent graphs as sequential text, or simply ignore graph-structured data that might be beneficial like dataflow graphs of RTL code. Recent studies have found that LLM performance suffers when graphs are represented as sequential text, and using additional graph information significantly boosts performance. To address these challenges, we introduce BRIDGES, a framework designed to incorporate graph modality into LLMs for EDA tasks. BRIDGES integrates an automated data generation workflow, a solution that combines graph modality with LLM, and a comprehensive evaluation suite. First, we establish an LLM-driven workflow to generate RTL and netlist-level data, converting them into dataflow and netlist graphs with function descriptions. This workflow yields a large-scale dataset comprising over 500,000 graph instances and more than 1.5 billion tokens. Second, we propose a lightweight cross-modal projector that encodes graph representations into text-compatible prompts, enabling LLMs to effectively utilize graph data without architectural modifications. Experimental results demonstrate 2x to 10x improvements across multiple tasks compared to text-only baselines, including accuracy in design retrieval, type prediction and perplexity in function description, with negligible computational overhead (<1% model weights increase and <30% additional runtime overhead). Even without additional LLM finetuning, our results outperform text-only by a large margin. We plan to release BRIDGES, including the dataset, models, and training flow.
3D VR Sketch Guided 3D Shape Prototyping and Exploration
3D shape modeling is labor-intensive, time-consuming, and requires years of expertise. To facilitate 3D shape modeling, we propose a 3D shape generation network that takes a 3D VR sketch as a condition. We assume that sketches are created by novices without art training and aim to reconstruct geometrically realistic 3D shapes of a given category. To handle potential sketch ambiguity, our method creates multiple 3D shapes that align with the original sketch's structure. We carefully design our method, training the model step-by-step and leveraging multi-modal 3D shape representation to support training with limited training data. To guarantee the realism of generated 3D shapes we leverage the normalizing flow that models the distribution of the latent space of 3D shapes. To encourage the fidelity of the generated 3D shapes to an input sketch, we propose a dedicated loss that we deploy at different stages of the training process. The code is available at https://github.com/Rowl1ng/3Dsketch2shape.
CodeGen: An Open Large Language Model for Code with Multi-Turn Program Synthesis
Program synthesis strives to generate a computer program as a solution to a given problem specification, expressed with input-output examples or natural language descriptions. The prevalence of large language models advances the state-of-the-art for program synthesis, though limited training resources and data impede open access to such models. To democratize this, we train and release a family of large language models up to 16.1B parameters, called CODEGEN, on natural language and programming language data, and open source the training library JAXFORMER. We show the utility of the trained model by demonstrating that it is competitive with the previous state-of-the-art on zero-shot Python code generation on HumanEval. We further investigate the multi-step paradigm for program synthesis, where a single program is factorized into multiple prompts specifying subproblems. To this end, we construct an open benchmark, Multi-Turn Programming Benchmark (MTPB), consisting of 115 diverse problem sets that are factorized into multi-turn prompts. Our analysis on MTPB shows that the same intent provided to CODEGEN in multi-turn fashion significantly improves program synthesis over that provided as a single turn. We make the training library JAXFORMER and model checkpoints available as open source contribution: https://github.com/salesforce/CodeGen.
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.
CAD-MLLM: Unifying Multimodality-Conditioned CAD Generation With MLLM
This paper aims to design a unified Computer-Aided Design (CAD) generation system that can easily generate CAD models based on the user's inputs in the form of textual description, images, point clouds, or even a combination of them. Towards this goal, we introduce the CAD-MLLM, the first system capable of generating parametric CAD models conditioned on the multimodal input. Specifically, within the CAD-MLLM framework, we leverage the command sequences of CAD models and then employ advanced large language models (LLMs) to align the feature space across these diverse multi-modalities data and CAD models' vectorized representations. To facilitate the model training, we design a comprehensive data construction and annotation pipeline that equips each CAD model with corresponding multimodal data. Our resulting dataset, named Omni-CAD, is the first multimodal CAD dataset that contains textual description, multi-view images, points, and command sequence for each CAD model. It contains approximately 450K instances and their CAD construction sequences. To thoroughly evaluate the quality of our generated CAD models, we go beyond current evaluation metrics that focus on reconstruction quality by introducing additional metrics that assess topology quality and surface enclosure extent. Extensive experimental results demonstrate that CAD-MLLM significantly outperforms existing conditional generative methods and remains highly robust to noises and missing points. The project page and more visualizations can be found at: https://cad-mllm.github.io/
PFGS: High Fidelity Point Cloud Rendering via Feature Splatting
Rendering high-fidelity images from sparse point clouds is still challenging. Existing learning-based approaches suffer from either hole artifacts, missing details, or expensive computations. In this paper, we propose a novel framework to render high-quality images from sparse points. This method first attempts to bridge the 3D Gaussian Splatting and point cloud rendering, which includes several cascaded modules. We first use a regressor to estimate Gaussian properties in a point-wise manner, the estimated properties are used to rasterize neural feature descriptors into 2D planes which are extracted from a multiscale extractor. The projected feature volume is gradually decoded toward the final prediction via a multiscale and progressive decoder. The whole pipeline experiences a two-stage training and is driven by our well-designed progressive and multiscale reconstruction loss. Experiments on different benchmarks show the superiority of our method in terms of rendering qualities and the necessities of our main components.
PanoDreamer: Consistent Text to 360-Degree Scene Generation
Automatically generating a complete 3D scene from a text description, a reference image, or both has significant applications in fields like virtual reality and gaming. However, current methods often generate low-quality textures and inconsistent 3D structures. This is especially true when extrapolating significantly beyond the field of view of the reference image. To address these challenges, we propose PanoDreamer, a novel framework for consistent, 3D scene generation with flexible text and image control. Our approach employs a large language model and a warp-refine pipeline, first generating an initial set of images and then compositing them into a 360-degree panorama. This panorama is then lifted into 3D to form an initial point cloud. We then use several approaches to generate additional images, from different viewpoints, that are consistent with the initial point cloud and expand/refine the initial point cloud. Given the resulting set of images, we utilize 3D Gaussian Splatting to create the final 3D scene, which can then be rendered from different viewpoints. Experiments demonstrate the effectiveness of PanoDreamer in generating high-quality, geometrically consistent 3D scenes.
Visual Prompting with Iterative Refinement for Design Critique Generation
Feedback is crucial for every design process, such as user interface (UI) design, and automating design critiques can significantly improve the efficiency of the design workflow. Although existing multimodal large language models (LLMs) excel in many tasks, they often struggle with generating high-quality design critiques -- a complex task that requires producing detailed design comments that are visually grounded in a given design's image. Building on recent advancements in iterative refinement of text output and visual prompting methods, we propose an iterative visual prompting approach for UI critique that takes an input UI screenshot and design guidelines and generates a list of design comments, along with corresponding bounding boxes that map each comment to a specific region in the screenshot. The entire process is driven completely by LLMs, which iteratively refine both the text output and bounding boxes using few-shot samples tailored for each step. We evaluated our approach using Gemini-1.5-pro and GPT-4o, and found that human experts generally preferred the design critiques generated by our pipeline over those by the baseline, with the pipeline reducing the gap from human performance by 50% for one rating metric. To assess the generalizability of our approach to other multimodal tasks, we applied our pipeline to open-vocabulary object and attribute detection, and experiments showed that our method also outperformed the baseline.
StructureFlow: Image Inpainting via Structure-aware Appearance Flow
Image inpainting techniques have shown significant improvements by using deep neural networks recently. However, most of them may either fail to reconstruct reasonable structures or restore fine-grained textures. In order to solve this problem, in this paper, we propose a two-stage model which splits the inpainting task into two parts: structure reconstruction and texture generation. In the first stage, edge-preserved smooth images are employed to train a structure reconstructor which completes the missing structures of the inputs. In the second stage, based on the reconstructed structures, a texture generator using appearance flow is designed to yield image details. Experiments on multiple publicly available datasets show the superior performance of the proposed network.
Ouroboros3D: Image-to-3D Generation via 3D-aware Recursive Diffusion
Existing single image-to-3D creation methods typically involve a two-stage process, first generating multi-view images, and then using these images for 3D reconstruction. However, training these two stages separately leads to significant data bias in the inference phase, thus affecting the quality of reconstructed results. We introduce a unified 3D generation framework, named Ouroboros3D, which integrates diffusion-based multi-view image generation and 3D reconstruction into a recursive diffusion process. In our framework, these two modules are jointly trained through a self-conditioning mechanism, allowing them to adapt to each other's characteristics for robust inference. During the multi-view denoising process, the multi-view diffusion model uses the 3D-aware maps rendered by the reconstruction module at the previous timestep as additional conditions. The recursive diffusion framework with 3D-aware feedback unites the entire process and improves geometric consistency.Experiments show that our framework outperforms separation of these two stages and existing methods that combine them at the inference phase. Project page: https://costwen.github.io/Ouroboros3D/
Auto-Regressively Generating Multi-View Consistent Images
Generating multi-view images from human instructions is crucial for 3D content creation. The primary challenges involve maintaining consistency across multiple views and effectively synthesizing shapes and textures under diverse conditions. In this paper, we propose the Multi-View Auto-Regressive (MV-AR) method, which leverages an auto-regressive model to progressively generate consistent multi-view images from arbitrary prompts. Firstly, the next-token-prediction capability of the AR model significantly enhances its effectiveness in facilitating progressive multi-view synthesis. When generating widely-separated views, MV-AR can utilize all its preceding views to extract effective reference information. Subsequently, we propose a unified model that accommodates various prompts via architecture designing and training strategies. To address multiple conditions, we introduce condition injection modules for text, camera pose, image, and shape. To manage multi-modal conditions simultaneously, a progressive training strategy is employed. This strategy initially adopts the text-to-multi-view (t2mv) model as a baseline to enhance the development of a comprehensive X-to-multi-view (X2mv) model through the randomly dropping and combining conditions. Finally, to alleviate the overfitting problem caused by limited high-quality data, we propose the "Shuffle View" data augmentation technique, thus significantly expanding the training data by several magnitudes. Experiments demonstrate the performance and versatility of our MV-AR, which consistently generates consistent multi-view images across a range of conditions and performs on par with leading diffusion-based multi-view image generation models. Code and models will be released at https://github.com/MILab-PKU/MVAR.
RenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination
We present RenderFormer, a neural rendering pipeline that directly renders an image from a triangle-based representation of a scene with full global illumination effects and that does not require per-scene training or fine-tuning. Instead of taking a physics-centric approach to rendering, we formulate rendering as a sequence-to-sequence transformation where a sequence of tokens representing triangles with reflectance properties is converted to a sequence of output tokens representing small patches of pixels. RenderFormer follows a two stage pipeline: a view-independent stage that models triangle-to-triangle light transport, and a view-dependent stage that transforms a token representing a bundle of rays to the corresponding pixel values guided by the triangle-sequence from the view-independent stage. Both stages are based on the transformer architecture and are learned with minimal prior constraints. We demonstrate and evaluate RenderFormer on scenes with varying complexity in shape and light transport.
UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene
Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. We partitioned each large scene into different sub-NeRFs. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from Level of Detail (LOD) techniques, we trained meshes of varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Rendering within UE4 also facilitates scene editing in subsequent stages. Furthermore, through experiments, we have demonstrated that our method achieves rendering quality comparable to state-of-the-art approaches. Project page: https://jamchaos.github.io/UE4-NeRF/.
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.
FastMesh:Efficient Artistic Mesh Generation via Component Decoupling
Recent mesh generation approaches typically tokenize triangle meshes into sequences of tokens and train autoregressive models to generate these tokens sequentially. Despite substantial progress, such token sequences inevitably reuse vertices multiple times to fully represent manifold meshes, as each vertex is shared by multiple faces. This redundancy leads to excessively long token sequences and inefficient generation processes. In this paper, we propose an efficient framework that generates artistic meshes by treating vertices and faces separately, significantly reducing redundancy. We employ an autoregressive model solely for vertex generation, decreasing the token count to approximately 23\% of that required by the most compact existing tokenizer. Next, we leverage a bidirectional transformer to complete the mesh in a single step by capturing inter-vertex relationships and constructing the adjacency matrix that defines the mesh faces. To further improve the generation quality, we introduce a fidelity enhancer to refine vertex positioning into more natural arrangements and propose a post-processing framework to remove undesirable edge connections. Experimental results show that our method achieves more than 8times faster speed on mesh generation compared to state-of-the-art approaches, while producing higher mesh quality.
Photorealistic Object Insertion with Diffusion-Guided Inverse Rendering
The correct insertion of virtual objects in images of real-world scenes requires a deep understanding of the scene's lighting, geometry and materials, as well as the image formation process. While recent large-scale diffusion models have shown strong generative and inpainting capabilities, we find that current models do not sufficiently "understand" the scene shown in a single picture to generate consistent lighting effects (shadows, bright reflections, etc.) while preserving the identity and details of the composited object. We propose using a personalized large diffusion model as guidance to a physically based inverse rendering process. Our method recovers scene lighting and tone-mapping parameters, allowing the photorealistic composition of arbitrary virtual objects in single frames or videos of indoor or outdoor scenes. Our physically based pipeline further enables automatic materials and tone-mapping refinement.
Style-Consistent 3D Indoor Scene Synthesis with Decoupled Objects
Controllable 3D indoor scene synthesis stands at the forefront of technological progress, offering various applications like gaming, film, and augmented/virtual reality. The capability to stylize and de-couple objects within these scenarios is a crucial factor, providing an advanced level of control throughout the editing process. This control extends not just to manipulating geometric attributes like translation and scaling but also includes managing appearances, such as stylization. Current methods for scene stylization are limited to applying styles to the entire scene, without the ability to separate and customize individual objects. Addressing the intricacies of this challenge, we introduce a unique pipeline designed for synthesis 3D indoor scenes. Our approach involves strategically placing objects within the scene, utilizing information from professionally designed bounding boxes. Significantly, our pipeline prioritizes maintaining style consistency across multiple objects within the scene, ensuring a cohesive and visually appealing result aligned with the desired aesthetic. The core strength of our pipeline lies in its ability to generate 3D scenes that are not only visually impressive but also exhibit features like photorealism, multi-view consistency, and diversity. These scenes are crafted in response to various natural language prompts, demonstrating the versatility and adaptability of our model.
Text-to-Vector Generation with Neural Path Representation
Vector graphics are widely used in digital art and highly favored by designers due to their scalability and layer-wise properties. However, the process of creating and editing vector graphics requires creativity and design expertise, making it a time-consuming task. Recent advancements in text-to-vector (T2V) generation have aimed to make this process more accessible. However, existing T2V methods directly optimize control points of vector graphics paths, often resulting in intersecting or jagged paths due to the lack of geometry constraints. To overcome these limitations, we propose a novel neural path representation by designing a dual-branch Variational Autoencoder (VAE) that learns the path latent space from both sequence and image modalities. By optimizing the combination of neural paths, we can incorporate geometric constraints while preserving expressivity in generated SVGs. Furthermore, we introduce a two-stage path optimization method to improve the visual and topological quality of generated SVGs. In the first stage, a pre-trained text-to-image diffusion model guides the initial generation of complex vector graphics through the Variational Score Distillation (VSD) process. In the second stage, we refine the graphics using a layer-wise image vectorization strategy to achieve clearer elements and structure. We demonstrate the effectiveness of our method through extensive experiments and showcase various applications. The project page is https://intchous.github.io/T2V-NPR.
VertexRegen: Mesh Generation with Continuous Level of Detail
We introduce VertexRegen, a novel mesh generation framework that enables generation at a continuous level of detail. Existing autoregressive methods generate meshes in a partial-to-complete manner and thus intermediate steps of generation represent incomplete structures. VertexRegen takes inspiration from progressive meshes and reformulates the process as the reversal of edge collapse, i.e. vertex split, learned through a generative model. Experimental results demonstrate that VertexRegen produces meshes of comparable quality to state-of-the-art methods while uniquely offering anytime generation with the flexibility to halt at any step to yield valid meshes with varying levels of detail.
PPTAgent: Generating and Evaluating Presentations Beyond Text-to-Slides
Automatically generating presentations from documents is a challenging task that requires balancing content quality, visual design, and structural coherence. Existing methods primarily focus on improving and evaluating the content quality in isolation, often overlooking visual design and structural coherence, which limits their practical applicability. To address these limitations, we propose PPTAgent, which comprehensively improves presentation generation through a two-stage, edit-based approach inspired by human workflows. PPTAgent first analyzes reference presentations to understand their structural patterns and content schemas, then drafts outlines and generates slides through code actions to ensure consistency and alignment. To comprehensively evaluate the quality of generated presentations, we further introduce PPTEval, an evaluation framework that assesses presentations across three dimensions: Content, Design, and Coherence. Experiments show that PPTAgent significantly outperforms traditional automatic presentation generation methods across all three dimensions. The code and data are available at https://github.com/icip-cas/PPTAgent.
Region-Aware Text-to-Image Generation via Hard Binding and Soft Refinement
In this paper, we present RAG, a Regional-Aware text-to-image Generation method conditioned on regional descriptions for precise layout composition. Regional prompting, or compositional generation, which enables fine-grained spatial control, has gained increasing attention for its practicality in real-world applications. However, previous methods either introduce additional trainable modules, thus only applicable to specific models, or manipulate on score maps within cross-attention layers using attention masks, resulting in limited control strength when the number of regions increases. To handle these limitations, we decouple the multi-region generation into two sub-tasks, the construction of individual region (Regional Hard Binding) that ensures the regional prompt is properly executed, and the overall detail refinement (Regional Soft Refinement) over regions that dismiss the visual boundaries and enhance adjacent interactions. Furthermore, RAG novelly makes repainting feasible, where users can modify specific unsatisfied regions in the last generation while keeping all other regions unchanged, without relying on additional inpainting models. Our approach is tuning-free and applicable to other frameworks as an enhancement to the prompt following property. Quantitative and qualitative experiments demonstrate that RAG achieves superior performance over attribute binding and object relationship than previous tuning-free methods.
DiagrammerGPT: Generating Open-Domain, Open-Platform Diagrams via LLM Planning
Text-to-image (T2I) generation has seen significant growth over the past few years. Despite this, there has been little work on generating diagrams with T2I models. A diagram is a symbolic/schematic representation that explains information using structurally rich and spatially complex visualizations (e.g., a dense combination of related objects, text labels, directional arrows, connection lines, etc.). Existing state-of-the-art T2I models often fail at diagram generation because they lack fine-grained object layout control when many objects are densely connected via complex relations such as arrows/lines and also often fail to render comprehensible text labels. To address this gap, we present DiagrammerGPT, a novel two-stage text-to-diagram generation framework that leverages the layout guidance capabilities of LLMs (e.g., GPT-4) to generate more accurate open-domain, open-platform diagrams. In the first stage, we use LLMs to generate and iteratively refine 'diagram plans' (in a planner-auditor feedback loop) which describe all the entities (objects and text labels), their relationships (arrows or lines), and their bounding box layouts. In the second stage, we use a diagram generator, DiagramGLIGEN, and a text label rendering module to generate diagrams following the diagram plans. To benchmark the text-to-diagram generation task, we introduce AI2D-Caption, a densely annotated diagram dataset built on top of the AI2D dataset. We show quantitatively and qualitatively that our DiagrammerGPT framework produces more accurate diagrams, outperforming existing T2I models. We also provide comprehensive analysis including open-domain diagram generation, vector graphic diagram generation in different platforms, human-in-the-loop diagram plan editing, and multimodal planner/auditor LLMs (e.g., GPT-4Vision). We hope our work can inspire further research on diagram generation via T2I models and LLMs.
CadVLM: Bridging Language and Vision in the Generation of Parametric CAD Sketches
Parametric Computer-Aided Design (CAD) is central to contemporary mechanical design. However, it encounters challenges in achieving precise parametric sketch modeling and lacks practical evaluation metrics suitable for mechanical design. We harness the capabilities of pre-trained foundation models, renowned for their successes in natural language processing and computer vision, to develop generative models specifically for CAD. These models are adept at understanding complex geometries and design reasoning, a crucial advancement in CAD technology. In this paper, we propose CadVLM, an end-to-end vision language model for CAD generation. Our approach involves adapting pre-trained foundation models to manipulate engineering sketches effectively, integrating both sketch primitive sequences and sketch images. Extensive experiments demonstrate superior performance on multiple CAD sketch generation tasks such as CAD autocompletion, CAD autoconstraint, and image conditional generation. To our knowledge, this is the first instance of a multimodal Large Language Model (LLM) being successfully applied to parametric CAD generation, representing a pioneering step in the field of computer-aided mechanical design.
MakeAnything: Harnessing Diffusion Transformers for Multi-Domain Procedural Sequence Generation
A hallmark of human intelligence is the ability to create complex artifacts through structured multi-step processes. Generating procedural tutorials with AI is a longstanding but challenging goal, facing three key obstacles: (1) scarcity of multi-task procedural datasets, (2) maintaining logical continuity and visual consistency between steps, and (3) generalizing across multiple domains. To address these challenges, we propose a multi-domain dataset covering 21 tasks with over 24,000 procedural sequences. Building upon this foundation, we introduce MakeAnything, a framework based on the diffusion transformer (DIT), which leverages fine-tuning to activate the in-context capabilities of DIT for generating consistent procedural sequences. We introduce asymmetric low-rank adaptation (LoRA) for image generation, which balances generalization capabilities and task-specific performance by freezing encoder parameters while adaptively tuning decoder layers. Additionally, our ReCraft model enables image-to-process generation through spatiotemporal consistency constraints, allowing static images to be decomposed into plausible creation sequences. Extensive experiments demonstrate that MakeAnything surpasses existing methods, setting new performance benchmarks for procedural generation tasks.
CAD-Llama: Leveraging Large Language Models for Computer-Aided Design Parametric 3D Model Generation
Recently, Large Language Models (LLMs) have achieved significant success, prompting increased interest in expanding their generative capabilities beyond general text into domain-specific areas. This study investigates the generation of parametric sequences for computer-aided design (CAD) models using LLMs. This endeavor represents an initial step towards creating parametric 3D shapes with LLMs, as CAD model parameters directly correlate with shapes in three-dimensional space. Despite the formidable generative capacities of LLMs, this task remains challenging, as these models neither encounter parametric sequences during their pretraining phase nor possess direct awareness of 3D structures. To address this, we present CAD-Llama, a framework designed to enhance pretrained LLMs for generating parametric 3D CAD models. Specifically, we develop a hierarchical annotation pipeline and a code-like format to translate parametric 3D CAD command sequences into Structured Parametric CAD Code (SPCC), incorporating hierarchical semantic descriptions. Furthermore, we propose an adaptive pretraining approach utilizing SPCC, followed by an instruction tuning process aligned with CAD-specific guidelines. This methodology aims to equip LLMs with the spatial knowledge inherent in parametric sequences. Experimental results demonstrate that our framework significantly outperforms prior autoregressive methods and existing LLM baselines.
SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration
Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.
VideoRFSplat: Direct Scene-Level Text-to-3D Gaussian Splatting Generation with Flexible Pose and Multi-View Joint Modeling
We propose VideoRFSplat, a direct text-to-3D model leveraging a video generation model to generate realistic 3D Gaussian Splatting (3DGS) for unbounded real-world scenes. To generate diverse camera poses and unbounded spatial extent of real-world scenes, while ensuring generalization to arbitrary text prompts, previous methods fine-tune 2D generative models to jointly model camera poses and multi-view images. However, these methods suffer from instability when extending 2D generative models to joint modeling due to the modality gap, which necessitates additional models to stabilize training and inference. In this work, we propose an architecture and a sampling strategy to jointly model multi-view images and camera poses when fine-tuning a video generation model. Our core idea is a dual-stream architecture that attaches a dedicated pose generation model alongside a pre-trained video generation model via communication blocks, generating multi-view images and camera poses through separate streams. This design reduces interference between the pose and image modalities. Additionally, we propose an asynchronous sampling strategy that denoises camera poses faster than multi-view images, allowing rapidly denoised poses to condition multi-view generation, reducing mutual ambiguity and enhancing cross-modal consistency. Trained on multiple large-scale real-world datasets (RealEstate10K, MVImgNet, DL3DV-10K, ACID), VideoRFSplat outperforms existing text-to-3D direct generation methods that heavily depend on post-hoc refinement via score distillation sampling, achieving superior results without such refinement.
Gaussian Material Synthesis
We present a learning-based system for rapid mass-scale material synthesis that is useful for novice and expert users alike. The user preferences are learned via Gaussian Process Regression and can be easily sampled for new recommendations. Typically, each recommendation takes 40-60 seconds to render with global illumination, which makes this process impracticable for real-world workflows. Our neural network eliminates this bottleneck by providing high-quality image predictions in real time, after which it is possible to pick the desired materials from a gallery and assign them to a scene in an intuitive manner. Workflow timings against Disney's "principled" shader reveal that our system scales well with the number of sought materials, thus empowering even novice users to generate hundreds of high-quality material models without any expertise in material modeling. Similarly, expert users experience a significant decrease in the total modeling time when populating a scene with materials. Furthermore, our proposed solution also offers controllable recommendations and a novel latent space variant generation step to enable the real-time fine-tuning of materials without requiring any domain expertise.
Neural Relighting with Subsurface Scattering by Learning the Radiance Transfer Gradient
Reconstructing and relighting objects and scenes under varying lighting conditions is challenging: existing neural rendering methods often cannot handle the complex interactions between materials and light. Incorporating pre-computed radiance transfer techniques enables global illumination, but still struggles with materials with subsurface scattering effects. We propose a novel framework for learning the radiance transfer field via volume rendering and utilizing various appearance cues to refine geometry end-to-end. This framework extends relighting and reconstruction capabilities to handle a wider range of materials in a data-driven fashion. The resulting models produce plausible rendering results in existing and novel conditions. We will release our code and a novel light stage dataset of objects with subsurface scattering effects publicly available.
ObjFiller-3D: Consistent Multi-view 3D Inpainting via Video Diffusion Models
3D inpainting often relies on multi-view 2D image inpainting, where the inherent inconsistencies across different inpainted views can result in blurred textures, spatial discontinuities, and distracting visual artifacts. These inconsistencies pose significant challenges when striving for accurate and realistic 3D object completion, particularly in applications that demand high fidelity and structural coherence. To overcome these limitations, we propose ObjFiller-3D, a novel method designed for the completion and editing of high-quality and consistent 3D objects. Instead of employing a conventional 2D image inpainting model, our approach leverages a curated selection of state-of-the-art video editing model to fill in the masked regions of 3D objects. We analyze the representation gap between 3D and videos, and propose an adaptation of a video inpainting model for 3D scene inpainting. In addition, we introduce a reference-based 3D inpainting method to further enhance the quality of reconstruction. Experiments across diverse datasets show that compared to previous methods, ObjFiller-3D produces more faithful and fine-grained reconstructions (PSNR of 26.6 vs. NeRFiller (15.9) and LPIPS of 0.19 vs. Instant3dit (0.25)). Moreover, it demonstrates strong potential for practical deployment in real-world 3D editing applications. Project page: https://objfiller3d.github.io/ Code: https://github.com/objfiller3d/ObjFiller-3D .
Tailor3D: Customized 3D Assets Editing and Generation with Dual-Side Images
Recent advances in 3D AIGC have shown promise in directly creating 3D objects from text and images, offering significant cost savings in animation and product design. However, detailed edit and customization of 3D assets remains a long-standing challenge. Specifically, 3D Generation methods lack the ability to follow finely detailed instructions as precisely as their 2D image creation counterparts. Imagine you can get a toy through 3D AIGC but with undesired accessories and dressing. To tackle this challenge, we propose a novel pipeline called Tailor3D, which swiftly creates customized 3D assets from editable dual-side images. We aim to emulate a tailor's ability to locally change objects or perform overall style transfer. Unlike creating 3D assets from multiple views, using dual-side images eliminates conflicts on overlapping areas that occur when editing individual views. Specifically, it begins by editing the front view, then generates the back view of the object through multi-view diffusion. Afterward, it proceeds to edit the back views. Finally, a Dual-sided LRM is proposed to seamlessly stitch together the front and back 3D features, akin to a tailor sewing together the front and back of a garment. The Dual-sided LRM rectifies imperfect consistencies between the front and back views, enhancing editing capabilities and reducing memory burdens while seamlessly integrating them into a unified 3D representation with the LoRA Triplane Transformer. Experimental results demonstrate Tailor3D's effectiveness across various 3D generation and editing tasks, including 3D generative fill and style transfer. It provides a user-friendly, efficient solution for editing 3D assets, with each editing step taking only seconds to complete.
Continuous-Multiple Image Outpainting in One-Step via Positional Query and A Diffusion-based Approach
Image outpainting aims to generate the content of an input sub-image beyond its original boundaries. It is an important task in content generation yet remains an open problem for generative models. This paper pushes the technical frontier of image outpainting in two directions that have not been resolved in literature: 1) outpainting with arbitrary and continuous multiples (without restriction), and 2) outpainting in a single step (even for large expansion multiples). Moreover, we develop a method that does not depend on a pre-trained backbone network, which is in contrast commonly required by the previous SOTA outpainting methods. The arbitrary multiple outpainting is achieved by utilizing randomly cropped views from the same image during training to capture arbitrary relative positional information. Specifically, by feeding one view and positional embeddings as queries, we can reconstruct another view. At inference, we generate images with arbitrary expansion multiples by inputting an anchor image and its corresponding positional embeddings. The one-step outpainting ability here is particularly noteworthy in contrast to previous methods that need to be performed for N times to obtain a final multiple which is N times of its basic and fixed multiple. We evaluate the proposed approach (called PQDiff as we adopt a diffusion-based generator as our embodiment, under our proposed Positional Query scheme) on public benchmarks, demonstrating its superior performance over state-of-the-art approaches. Specifically, PQDiff achieves state-of-the-art FID scores on the Scenery (21.512), Building Facades (25.310), and WikiArts (36.212) datasets. Furthermore, under the 2.25x, 5x and 11.7x outpainting settings, PQDiff only takes 40.6\%, 20.3\% and 10.2\% of the time of the benchmark state-of-the-art (SOTA) method.
Bellman Optimal Step-size Straightening of Flow-Matching Models
Flow matching is a powerful framework for generating high-quality samples in various applications, especially image synthesis. However, the intensive computational demands of these models, especially during the fine-tuning process and sampling processes, pose significant challenges for low-resource scenarios. This paper introduces Bellman Optimal Step-size Straightening (BOSS) technique for distilling flow-matching generative models: it aims specifically for a few-step efficient image sampling while adhering to a computational budget constraint. First, this technique involves a dynamic programming algorithm that optimizes the step sizes of the pretrained network. Then, it refines the velocity network to match the optimal step sizes, aiming to straighten the generation paths. Extensive experimental evaluations across image generation tasks demonstrate the efficacy of BOSS in terms of both resource utilization and image quality. Our results reveal that BOSS achieves substantial gains in efficiency while maintaining competitive sample quality, effectively bridging the gap between low-resource constraints and the demanding requirements of flow-matching generative models. Our paper also fortifies the responsible development of artificial intelligence, offering a more sustainable generative model that reduces computational costs and environmental footprints. Our code can be found at https://github.com/nguyenngocbaocmt02/BOSS.
MeSS: City Mesh-Guided Outdoor Scene Generation with Cross-View Consistent Diffusion
Mesh models have become increasingly accessible for numerous cities; however, the lack of realistic textures restricts their application in virtual urban navigation and autonomous driving. To address this, this paper proposes MeSS (Meshbased Scene Synthesis) for generating high-quality, styleconsistent outdoor scenes with city mesh models serving as the geometric prior. While image and video diffusion models can leverage spatial layouts (such as depth maps or HD maps) as control conditions to generate street-level perspective views, they are not directly applicable to 3D scene generation. Video diffusion models excel at synthesizing consistent view sequences that depict scenes but often struggle to adhere to predefined camera paths or align accurately with rendered control videos. In contrast, image diffusion models, though unable to guarantee cross-view visual consistency, can produce more geometry-aligned results when combined with ControlNet. Building on this insight, our approach enhances image diffusion models by improving cross-view consistency. The pipeline comprises three key stages: first, we generate geometrically consistent sparse views using Cascaded Outpainting ControlNets; second, we propagate denser intermediate views via a component dubbed AGInpaint; and third, we globally eliminate visual inconsistencies (e.g., varying exposure) using the GCAlign module. Concurrently with generation, a 3D Gaussian Splatting (3DGS) scene is reconstructed by initializing Gaussian balls on the mesh surface. Our method outperforms existing approaches in both geometric alignment and generation quality. Once synthesized, the scene can be rendered in diverse styles through relighting and style transfer techniques.
PrismLayers: Open Data for High-Quality Multi-Layer Transparent Image Generative Models
Generating high-quality, multi-layer transparent images from text prompts can unlock a new level of creative control, allowing users to edit each layer as effortlessly as editing text outputs from LLMs. However, the development of multi-layer generative models lags behind that of conventional text-to-image models due to the absence of a large, high-quality corpus of multi-layer transparent data. In this paper, we address this fundamental challenge by: (i) releasing the first open, ultra-high-fidelity PrismLayers (PrismLayersPro) dataset of 200K (20K) multilayer transparent images with accurate alpha mattes, (ii) introducing a trainingfree synthesis pipeline that generates such data on demand using off-the-shelf diffusion models, and (iii) delivering a strong, open-source multi-layer generation model, ART+, which matches the aesthetics of modern text-to-image generation models. The key technical contributions include: LayerFLUX, which excels at generating high-quality single transparent layers with accurate alpha mattes, and MultiLayerFLUX, which composes multiple LayerFLUX outputs into complete images, guided by human-annotated semantic layout. To ensure higher quality, we apply a rigorous filtering stage to remove artifacts and semantic mismatches, followed by human selection. Fine-tuning the state-of-the-art ART model on our synthetic PrismLayersPro yields ART+, which outperforms the original ART in 60% of head-to-head user study comparisons and even matches the visual quality of images generated by the FLUX.1-[dev] model. We anticipate that our work will establish a solid dataset foundation for the multi-layer transparent image generation task, enabling research and applications that require precise, editable, and visually compelling layered imagery.
COLE: A Hierarchical Generation Framework for Multi-Layered and Editable Graphic Design
Graphic design, which has been evolving since the 15th century, plays a crucial role in advertising. The creation of high-quality designs demands design-oriented planning, reasoning, and layer-wise generation. Unlike the recent CanvaGPT, which integrates GPT-4 with existing design templates to build a custom GPT, this paper introduces the COLE system - a hierarchical generation framework designed to comprehensively address these challenges. This COLE system can transform a vague intention prompt into a high-quality multi-layered graphic design, while also supporting flexible editing based on user input. Examples of such input might include directives like ``design a poster for Hisaishi's concert.'' The key insight is to dissect the complex task of text-to-design generation into a hierarchy of simpler sub-tasks, each addressed by specialized models working collaboratively. The results from these models are then consolidated to produce a cohesive final output. Our hierarchical task decomposition can streamline the complex process and significantly enhance generation reliability. Our COLE system comprises multiple fine-tuned Large Language Models (LLMs), Large Multimodal Models (LMMs), and Diffusion Models (DMs), each specifically tailored for design-aware layer-wise captioning, layout planning, reasoning, and the task of generating images and text. Furthermore, we construct the DESIGNINTENTION benchmark to demonstrate the superiority of our COLE system over existing methods in generating high-quality graphic designs from user intent. Last, we present a Canva-like multi-layered image editing tool to support flexible editing of the generated multi-layered graphic design images. We perceive our COLE system as an important step towards addressing more complex and multi-layered graphic design generation tasks in the future.
PAID: A Framework of Product-Centric Advertising Image Design
Creating visually appealing advertising images is often a labor-intensive and time-consuming process. Is it possible to automatically generate such images using only basic product information--specifically, a product foreground image, taglines, and a target size? Existing methods mainly focus on parts of the problem and fail to provide a comprehensive solution. To address this gap, we propose a novel multistage framework called Product-Centric Advertising Image Design (PAID). It consists of four sequential stages to highlight product foregrounds and taglines while achieving overall image aesthetics: prompt generation, layout generation, background image generation, and graphics rendering. Different expert models are designed and trained for the first three stages: First, we use a visual language model (VLM) to generate background prompts that match the products. Next, a VLM-based layout generation model arranges the placement of product foregrounds, graphic elements (taglines and decorative underlays), and various nongraphic elements (objects from the background prompt). Following this, we train an SDXL-based image generation model that can simultaneously accept prompts, layouts, and foreground controls. To support the PAID framework, we create corresponding datasets with over 50,000 labeled images. Extensive experimental results and online A/B tests demonstrate that PAID can produce more visually appealing advertising images.
Carve3D: Improving Multi-view Reconstruction Consistency for Diffusion Models with RL Finetuning
Recent advancements in the text-to-3D task leverage finetuned text-to-image diffusion models to generate multi-view images, followed by NeRF reconstruction. Yet, existing supervised finetuned (SFT) diffusion models still suffer from multi-view inconsistency and the resulting NeRF artifacts. Although training longer with SFT improves consistency, it also causes distribution shift, which reduces diversity and realistic details. We argue that the SFT of multi-view diffusion models resembles the instruction finetuning stage of the LLM alignment pipeline and can benefit from RL finetuning (RLFT) methods. Essentially, RLFT methods optimize models beyond their SFT data distribution by using their own outputs, effectively mitigating distribution shift. To this end, we introduce Carve3D, a RLFT method coupled with the Multi-view Reconstruction Consistency (MRC) metric, to improve the consistency of multi-view diffusion models. To compute MRC on a set of multi-view images, we compare them with their corresponding renderings of the reconstructed NeRF at the same viewpoints. We validate the robustness of MRC with extensive experiments conducted under controlled inconsistency levels. We enhance the base RLFT algorithm to stabilize the training process, reduce distribution shift, and identify scaling laws. Through qualitative and quantitative experiments, along with a user study, we demonstrate Carve3D's improved multi-view consistency, the resulting superior NeRF reconstruction quality, and minimal distribution shift compared to longer SFT. Project webpage: https://desaixie.github.io/carve-3d.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
AniDoc: Animation Creation Made Easier
The production of 2D animation follows an industry-standard workflow, encompassing four essential stages: character design, keyframe animation, in-betweening, and coloring. Our research focuses on reducing the labor costs in the above process by harnessing the potential of increasingly powerful generative AI. Using video diffusion models as the foundation, AniDoc emerges as a video line art colorization tool, which automatically converts sketch sequences into colored animations following the reference character specification. Our model exploits correspondence matching as an explicit guidance, yielding strong robustness to the variations (e.g., posture) between the reference character and each line art frame. In addition, our model could even automate the in-betweening process, such that users can easily create a temporally consistent animation by simply providing a character image as well as the start and end sketches. Our code is available at: https://yihao-meng.github.io/AniDoc_demo.
RelitLRM: Generative Relightable Radiance for Large Reconstruction Models
We propose RelitLRM, a Large Reconstruction Model (LRM) for generating high-quality Gaussian splatting representations of 3D objects under novel illuminations from sparse (4-8) posed images captured under unknown static lighting. Unlike prior inverse rendering methods requiring dense captures and slow optimization, often causing artifacts like incorrect highlights or shadow baking, RelitLRM adopts a feed-forward transformer-based model with a novel combination of a geometry reconstructor and a relightable appearance generator based on diffusion. The model is trained end-to-end on synthetic multi-view renderings of objects under varying known illuminations. This architecture design enables to effectively decompose geometry and appearance, resolve the ambiguity between material and lighting, and capture the multi-modal distribution of shadows and specularity in the relit appearance. We show our sparse-view feed-forward RelitLRM offers competitive relighting results to state-of-the-art dense-view optimization-based baselines while being significantly faster. Our project page is available at: https://relit-lrm.github.io/.
Structured3D: A Large Photo-realistic Dataset for Structured 3D Modeling
Recently, there has been growing interest in developing learning-based methods to detect and utilize salient semi-global or global structures, such as junctions, lines, planes, cuboids, smooth surfaces, and all types of symmetries, for 3D scene modeling and understanding. However, the ground truth annotations are often obtained via human labor, which is particularly challenging and inefficient for such tasks due to the large number of 3D structure instances (e.g., line segments) and other factors such as viewpoints and occlusions. In this paper, we present a new synthetic dataset, Structured3D, with the aim of providing large-scale photo-realistic images with rich 3D structure annotations for a wide spectrum of structured 3D modeling tasks. We take advantage of the availability of professional interior designs and automatically extract 3D structures from them. We generate high-quality images with an industry-leading rendering engine. We use our synthetic dataset in combination with real images to train deep networks for room layout estimation and demonstrate improved performance on benchmark datasets.
SuperCarver: Texture-Consistent 3D Geometry Super-Resolution for High-Fidelity Surface Detail Generation
Conventional production workflow of high-precision mesh assets necessitates a cumbersome and laborious process of manual sculpting by specialized 3D artists/modelers. The recent years have witnessed remarkable advances in AI-empowered 3D content creation for generating plausible structures and intricate appearances from images or text prompts. However, synthesizing realistic surface details still poses great challenges, and enhancing the geometry fidelity of existing lower-quality 3D meshes (instead of image/text-to-3D generation) remains an open problem. In this paper, we introduce SuperCarver, a 3D geometry super-resolution pipeline for supplementing texture-consistent surface details onto a given coarse mesh. We start by rendering the original textured mesh into the image domain from multiple viewpoints. To achieve detail boosting, we construct a deterministic prior-guided normal diffusion model, which is fine-tuned on a carefully curated dataset of paired detail-lacking and detail-rich normal map renderings. To update mesh surfaces from potentially imperfect normal map predictions, we design a noise-resistant inverse rendering scheme through deformable distance field. Experiments demonstrate that our SuperCarver is capable of generating realistic and expressive surface details depicted by the actual texture appearance, making it a powerful tool to both upgrade historical low-quality 3D assets and reduce the workload of sculpting high-poly meshes.
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.
StableMaterials: Enhancing Diversity in Material Generation via Semi-Supervised Learning
We introduce StableMaterials, a novel approach for generating photorealistic physical-based rendering (PBR) materials that integrate semi-supervised learning with Latent Diffusion Models (LDMs). Our method employs adversarial training to distill knowledge from existing large-scale image generation models, minimizing the reliance on annotated data and enhancing the diversity in generation. This distillation approach aligns the distribution of the generated materials with that of image textures from an SDXL model, enabling the generation of novel materials that are not present in the initial training dataset. Furthermore, we employ a diffusion-based refiner model to improve the visual quality of the samples and achieve high-resolution generation. Finally, we distill a latent consistency model for fast generation in just four steps and propose a new tileability technique that removes visual artifacts typically associated with fewer diffusion steps. We detail the architecture and training process of StableMaterials, the integration of semi-supervised training within existing LDM frameworks and show the advantages of our approach. Comparative evaluations with state-of-the-art methods show the effectiveness of StableMaterials, highlighting its potential applications in computer graphics and beyond. StableMaterials is publicly available at https://gvecchio.com/stablematerials.
PerceptionGAN: Real-world Image Construction from Provided Text through Perceptual Understanding
Generating an image from a provided descriptive text is quite a challenging task because of the difficulty in incorporating perceptual information (object shapes, colors, and their interactions) along with providing high relevancy related to the provided text. Current methods first generate an initial low-resolution image, which typically has irregular object shapes, colors, and interaction between objects. This initial image is then improved by conditioning on the text. However, these methods mainly address the problem of using text representation efficiently in the refinement of the initially generated image, while the success of this refinement process depends heavily on the quality of the initially generated image, as pointed out in the DM-GAN paper. Hence, we propose a method to provide good initialized images by incorporating perceptual understanding in the discriminator module. We improve the perceptual information at the first stage itself, which results in significant improvement in the final generated image. In this paper, we have applied our approach to the novel StackGAN architecture. We then show that the perceptual information included in the initial image is improved while modeling image distribution at multiple stages. Finally, we generated realistic multi-colored images conditioned by text. These images have good quality along with containing improved basic perceptual information. More importantly, the proposed method can be integrated into the pipeline of other state-of-the-art text-based-image-generation models to generate initial low-resolution images. We also worked on improving the refinement process in StackGAN by augmenting the third stage of the generator-discriminator pair in the StackGAN architecture. Our experimental analysis and comparison with the state-of-the-art on a large but sparse dataset MS COCO further validate the usefulness of our proposed approach.
Styl3R: Instant 3D Stylized Reconstruction for Arbitrary Scenes and Styles
Stylizing 3D scenes instantly while maintaining multi-view consistency and faithfully resembling a style image remains a significant challenge. Current state-of-the-art 3D stylization methods typically involve computationally intensive test-time optimization to transfer artistic features into a pretrained 3D representation, often requiring dense posed input images. In contrast, leveraging recent advances in feed-forward reconstruction models, we demonstrate a novel approach to achieve direct 3D stylization in less than a second using unposed sparse-view scene images and an arbitrary style image. To address the inherent decoupling between reconstruction and stylization, we introduce a branched architecture that separates structure modeling and appearance shading, effectively preventing stylistic transfer from distorting the underlying 3D scene structure. Furthermore, we adapt an identity loss to facilitate pre-training our stylization model through the novel view synthesis task. This strategy also allows our model to retain its original reconstruction capabilities while being fine-tuned for stylization. Comprehensive evaluations, using both in-domain and out-of-domain datasets, demonstrate that our approach produces high-quality stylized 3D content that achieve a superior blend of style and scene appearance, while also outperforming existing methods in terms of multi-view consistency and efficiency.
ComplexBench-Edit: Benchmarking Complex Instruction-Driven Image Editing via Compositional Dependencies
Text-driven image editing has achieved remarkable success in following single instructions. However, real-world scenarios often involve complex, multi-step instructions, particularly ``chain'' instructions where operations are interdependent. Current models struggle with these intricate directives, and existing benchmarks inadequately evaluate such capabilities. Specifically, they often overlook multi-instruction and chain-instruction complexities, and common consistency metrics are flawed. To address this, we introduce ComplexBench-Edit, a novel benchmark designed to systematically assess model performance on complex, multi-instruction, and chain-dependent image editing tasks. ComplexBench-Edit also features a new vision consistency evaluation method that accurately assesses non-modified regions by excluding edited areas. Furthermore, we propose a simple yet powerful Chain-of-Thought (CoT)-based approach that significantly enhances the ability of existing models to follow complex instructions. Our extensive experiments demonstrate ComplexBench-Edit's efficacy in differentiating model capabilities and highlight the superior performance of our CoT-based method in handling complex edits. The data and code are released at https://github.com/llllly26/ComplexBench-Edit.
SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering
We propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs. It is however challenging to extract a mesh from the millions of tiny 3D gaussians as these gaussians tend to be unorganized after optimization and no method has been proposed so far. Our first key contribution is a regularization term that encourages the gaussians to align well with the surface of the scene. We then introduce a method that exploits this alignment to extract a mesh from the Gaussians using Poisson reconstruction, which is fast, scalable, and preserves details, in contrast to the Marching Cubes algorithm usually applied to extract meshes from Neural SDFs. Finally, we introduce an optional refinement strategy that binds gaussians to the surface of the mesh, and jointly optimizes these Gaussians and the mesh through Gaussian splatting rendering. This enables easy editing, sculpting, rigging, animating, compositing and relighting of the Gaussians using traditional softwares by manipulating the mesh instead of the gaussians themselves. Retrieving such an editable mesh for realistic rendering is done within minutes with our method, compared to hours with the state-of-the-art methods on neural SDFs, while providing a better rendering quality.
MSEval: A Dataset for Material Selection in Conceptual Design to Evaluate Algorithmic Models
Material selection plays a pivotal role in many industries, from manufacturing to construction. Material selection is usually carried out after several cycles of conceptual design, during which designers iteratively refine the design solution and the intended manufacturing approach. In design research, material selection is typically treated as an optimization problem with a single correct answer. Moreover, it is also often restricted to specific types of objects or design functions, which can make the selection process computationally expensive and time-consuming. In this paper, we introduce MSEval, a novel dataset which is comprised of expert material evaluations across a variety of design briefs and criteria. This data is designed to serve as a benchmark to facilitate the evaluation and modification of machine learning models in the context of material selection for conceptual design.
ArtiScene: Language-Driven Artistic 3D Scene Generation Through Image Intermediary
Designing 3D scenes is traditionally a challenging task that demands both artistic expertise and proficiency with complex software. Recent advances in text-to-3D generation have greatly simplified this process by letting users create scenes based on simple text descriptions. However, as these methods generally require extra training or in-context learning, their performance is often hindered by the limited availability of high-quality 3D data. In contrast, modern text-to-image models learned from web-scale images can generate scenes with diverse, reliable spatial layouts and consistent, visually appealing styles. Our key insight is that instead of learning directly from 3D scenes, we can leverage generated 2D images as an intermediary to guide 3D synthesis. In light of this, we introduce ArtiScene, a training-free automated pipeline for scene design that integrates the flexibility of free-form text-to-image generation with the diversity and reliability of 2D intermediary layouts. First, we generate 2D images from a scene description, then extract the shape and appearance of objects to create 3D models. These models are assembled into the final scene using geometry, position, and pose information derived from the same intermediary image. Being generalizable to a wide range of scenes and styles, ArtiScene outperforms state-of-the-art benchmarks by a large margin in layout and aesthetic quality by quantitative metrics. It also averages a 74.89% winning rate in extensive user studies and 95.07% in GPT-4o evaluation. Project page: https://artiscene-cvpr.github.io/
LooseControl: Lifting ControlNet for Generalized Depth Conditioning
We present LooseControl to allow generalized depth conditioning for diffusion-based image generation. ControlNet, the SOTA for depth-conditioned image generation, produces remarkable results but relies on having access to detailed depth maps for guidance. Creating such exact depth maps, in many scenarios, is challenging. This paper introduces a generalized version of depth conditioning that enables many new content-creation workflows. Specifically, we allow (C1) scene boundary control for loosely specifying scenes with only boundary conditions, and (C2) 3D box control for specifying layout locations of the target objects rather than the exact shape and appearance of the objects. Using LooseControl, along with text guidance, users can create complex environments (e.g., rooms, street views, etc.) by specifying only scene boundaries and locations of primary objects. Further, we provide two editing mechanisms to refine the results: (E1) 3D box editing enables the user to refine images by changing, adding, or removing boxes while freezing the style of the image. This yields minimal changes apart from changes induced by the edited boxes. (E2) Attribute editing proposes possible editing directions to change one particular aspect of the scene, such as the overall object density or a particular object. Extensive tests and comparisons with baselines demonstrate the generality of our method. We believe that LooseControl can become an important design tool for easily creating complex environments and be extended to other forms of guidance channels. Code and more information are available at https://shariqfarooq123.github.io/loose-control/ .
VaLID: Variable-Length Input Diffusion for Novel View Synthesis
Novel View Synthesis (NVS), which tries to produce a realistic image at the target view given source view images and their corresponding poses, is a fundamental problem in 3D Vision. As this task is heavily under-constrained, some recent work, like Zero123, tries to solve this problem with generative modeling, specifically using pre-trained diffusion models. Although this strategy generalizes well to new scenes, compared to neural radiance field-based methods, it offers low levels of flexibility. For example, it can only accept a single-view image as input, despite realistic applications often offering multiple input images. This is because the source-view images and corresponding poses are processed separately and injected into the model at different stages. Thus it is not trivial to generalize the model into multi-view source images, once they are available. To solve this issue, we try to process each pose image pair separately and then fuse them as a unified visual representation which will be injected into the model to guide image synthesis at the target-views. However, inconsistency and computation costs increase as the number of input source-view images increases. To solve these issues, the Multi-view Cross Former module is proposed which maps variable-length input data to fix-size output data. A two-stage training strategy is introduced to further improve the efficiency during training time. Qualitative and quantitative evaluation over multiple datasets demonstrates the effectiveness of the proposed method against previous approaches. The code will be released according to the acceptance.
GaussianDreamerPro: Text to Manipulable 3D Gaussians with Highly Enhanced Quality
Recently, 3D Gaussian splatting (3D-GS) has achieved great success in reconstructing and rendering real-world scenes. To transfer the high rendering quality to generation tasks, a series of research works attempt to generate 3D-Gaussian assets from text. However, the generated assets have not achieved the same quality as those in reconstruction tasks. We observe that Gaussians tend to grow without control as the generation process may cause indeterminacy. Aiming at highly enhancing the generation quality, we propose a novel framework named GaussianDreamerPro. The main idea is to bind Gaussians to reasonable geometry, which evolves over the whole generation process. Along different stages of our framework, both the geometry and appearance can be enriched progressively. The final output asset is constructed with 3D Gaussians bound to mesh, which shows significantly enhanced details and quality compared with previous methods. Notably, the generated asset can also be seamlessly integrated into downstream manipulation pipelines, e.g. animation, composition, and simulation etc., greatly promoting its potential in wide applications. Demos are available at https://taoranyi.com/gaussiandreamerpro/.
PrEditor3D: Fast and Precise 3D Shape Editing
We propose a training-free approach to 3D editing that enables the editing of a single shape within a few minutes. The edited 3D mesh aligns well with the prompts, and remains identical for regions that are not intended to be altered. To this end, we first project the 3D object onto 4-view images and perform synchronized multi-view image editing along with user-guided text prompts and user-provided rough masks. However, the targeted regions to be edited are ambiguous due to projection from 3D to 2D. To ensure precise editing only in intended regions, we develop a 3D segmentation pipeline that detects edited areas in 3D space, followed by a merging algorithm to seamlessly integrate edited 3D regions with the original input. Extensive experiments demonstrate the superiority of our method over previous approaches, enabling fast, high-quality editing while preserving unintended regions.
StackGAN: Text to Photo-realistic Image Synthesis with Stacked Generative Adversarial Networks
Synthesizing high-quality images from text descriptions is a challenging problem in computer vision and has many practical applications. Samples generated by existing text-to-image approaches can roughly reflect the meaning of the given descriptions, but they fail to contain necessary details and vivid object parts. In this paper, we propose Stacked Generative Adversarial Networks (StackGAN) to generate 256x256 photo-realistic images conditioned on text descriptions. We decompose the hard problem into more manageable sub-problems through a sketch-refinement process. The Stage-I GAN sketches the primitive shape and colors of the object based on the given text description, yielding Stage-I low-resolution images. The Stage-II GAN takes Stage-I results and text descriptions as inputs, and generates high-resolution images with photo-realistic details. It is able to rectify defects in Stage-I results and add compelling details with the refinement process. To improve the diversity of the synthesized images and stabilize the training of the conditional-GAN, we introduce a novel Conditioning Augmentation technique that encourages smoothness in the latent conditioning manifold. Extensive experiments and comparisons with state-of-the-arts on benchmark datasets demonstrate that the proposed method achieves significant improvements on generating photo-realistic images conditioned on text descriptions.
Model Breadcrumbs: Scaling Multi-Task Model Merging with Sparse Masks
The rapid development of AI systems has been greatly influenced by the emergence of foundation models. A common approach for targeted problems involves fine-tuning these pre-trained foundation models for specific target tasks, resulting in a rapid spread of models fine-tuned across a diverse array of tasks. This work focuses on the problem of merging multiple fine-tunings of the same foundation model derived from a spectrum of auxiliary tasks. We introduce a new simple method, Model Breadcrumbs, which consists of a sparsely defined set of weights that carve out a trajectory within the weight space of a pre-trained model, enhancing task performance when traversed. These breadcrumbs are constructed by subtracting the weights from a pre-trained model before and after fine-tuning, followed by a sparsification process that eliminates weight outliers and negligible perturbations. Our experiments demonstrate the effectiveness of Model Breadcrumbs to simultaneously improve performance across multiple tasks. This contribution aligns with the evolving paradigm of updatable machine learning, reminiscent of the collaborative principles underlying open-source software development, fostering a community-driven effort to reliably update machine learning models. Our method is shown to be more efficient and unlike previous proposals does not require hyperparameter tuning for each new task added. Through extensive experimentation involving various models, tasks, and modalities we establish that integrating Model Breadcrumbs offers a simple, efficient, and highly effective approach for constructing multi-task models and facilitating updates to foundation models.
Text-to-CadQuery: A New Paradigm for CAD Generation with Scalable Large Model Capabilities
Computer-aided design (CAD) is fundamental to modern engineering and manufacturing, but creating CAD models still requires expert knowledge and specialized software. Recent advances in large language models (LLMs) open up the possibility of generative CAD, where natural language is directly translated into parametric 3D models. However, most existing methods generate task-specific command sequences that pretrained models cannot directly handle. These sequences must be converted into CAD representations such as CAD vectors before a 3D model can be produced, which requires training models from scratch and adds unnecessary complexity. To tackle this issue, we propose generating CadQuery code directly from text, leveraging the strengths of pretrained LLMs to produce 3D models without intermediate representations, using this Python-based scripting language. Since LLMs already excel at Python generation and spatial reasoning, fine-tuning them on Text-to-CadQuery data proves highly effective. Given that these capabilities typically improve with scale, we hypothesize that larger models will perform better after fine-tuning. To enable this, we augment the Text2CAD dataset with 170,000 CadQuery annotations. We fine-tune six open-source LLMs of varying sizes and observe consistent improvements. Our best model achieves a top-1 exact match of 69.3%, up from 58.8%, and reduces Chamfer Distance by 48.6%. Project page: https://github.com/Text-to-CadQuery/Text-to-CadQuery.
GS2Pose: Two-stage 6D Object Pose Estimation Guided by Gaussian Splatting
This paper proposes a new method for accurate and robust 6D pose estimation of novel objects, named GS2Pose. By introducing 3D Gaussian splatting, GS2Pose can utilize the reconstruction results without requiring a high-quality CAD model, which means it only requires segmented RGBD images as input. Specifically, GS2Pose employs a two-stage structure consisting of coarse estimation followed by refined estimation. In the coarse stage, a lightweight U-Net network with a polarization attention mechanism, called Pose-Net, is designed. By using the 3DGS model for supervised training, Pose-Net can generate NOCS images to compute a coarse pose. In the refinement stage, GS2Pose formulates a pose regression algorithm following the idea of reprojection or Bundle Adjustment (BA), referred to as GS-Refiner. By leveraging Lie algebra to extend 3DGS, GS-Refiner obtains a pose-differentiable rendering pipeline that refines the coarse pose by comparing the input images with the rendered images. GS-Refiner also selectively updates parameters in the 3DGS model to achieve environmental adaptation, thereby enhancing the algorithm's robustness and flexibility to illuminative variation, occlusion, and other challenging disruptive factors. GS2Pose was evaluated through experiments conducted on the LineMod dataset, where it was compared with similar algorithms, yielding highly competitive results. The code for GS2Pose will soon be released on GitHub.
SEED-X: Multimodal Models with Unified Multi-granularity Comprehension and Generation
The rapid evolution of multimodal foundation model has demonstrated significant progresses in vision-language understanding and generation, e.g., our previous work SEED-LLaMA. However, there remains a gap between its capability and the real-world applicability, primarily due to the model's limited capacity to effectively respond to various user instructions and interact with diverse visual data. In this work, we focus on bridging this gap through integrating two enhanced features: (1) comprehending images of arbitrary sizes and ratios, and (2) enabling multi-granularity image generation. We present a unified and versatile foundation model, namely, SEED-X, which is able to model multi-granularity visual semantics for comprehension and generation tasks. Besides the competitive results on public benchmarks, SEED-X demonstrates its effectiveness in handling real-world applications across various domains after instruction tuning. We hope that our work will inspire future research into what can be achieved by versatile multimodal foundation models in real-world applications. The models, codes, and datasets will be released in https://github.com/AILab-CVC/SEED-X.
PS-GS: Gaussian Splatting for Multi-View Photometric Stereo
Integrating inverse rendering with multi-view photometric stereo (MVPS) yields more accurate 3D reconstructions than the inverse rendering approaches that rely on fixed environment illumination. However, efficient inverse rendering with MVPS remains challenging. To fill this gap, we introduce the Gaussian Splatting for Multi-view Photometric Stereo (PS-GS), which efficiently and jointly estimates the geometry, materials, and lighting of the object that is illuminated by diverse directional lights (multi-light). Our method first reconstructs a standard 2D Gaussian splatting model as the initial geometry. Based on the initialization model, it then proceeds with the deferred inverse rendering by the full rendering equation containing a lighting-computing multi-layer perceptron. During the whole optimization, we regularize the rendered normal maps by the uncalibrated photometric stereo estimated normals. We also propose the 2D Gaussian ray-tracing for single directional light to refine the incident lighting. The regularizations and the use of multi-view and multi-light images mitigate the ill-posed problem of inverse rendering. After optimization, the reconstructed object can be used for novel-view synthesis, relighting, and material and shape editing. Experiments on both synthetic and real datasets demonstrate that our method outperforms prior works in terms of reconstruction accuracy and computational efficiency.
DreamArt: Generating Interactable Articulated Objects from a Single Image
Generating articulated objects, such as laptops and microwaves, is a crucial yet challenging task with extensive applications in Embodied AI and AR/VR. Current image-to-3D methods primarily focus on surface geometry and texture, neglecting part decomposition and articulation modeling. Meanwhile, neural reconstruction approaches (e.g., NeRF or Gaussian Splatting) rely on dense multi-view or interaction data, limiting their scalability. In this paper, we introduce DreamArt, a novel framework for generating high-fidelity, interactable articulated assets from single-view images. DreamArt employs a three-stage pipeline: firstly, it reconstructs part-segmented and complete 3D object meshes through a combination of image-to-3D generation, mask-prompted 3D segmentation, and part amodal completion. Second, we fine-tune a video diffusion model to capture part-level articulation priors, leveraging movable part masks as prompt and amodal images to mitigate ambiguities caused by occlusion. Finally, DreamArt optimizes the articulation motion, represented by a dual quaternion, and conducts global texture refinement and repainting to ensure coherent, high-quality textures across all parts. Experimental results demonstrate that DreamArt effectively generates high-quality articulated objects, possessing accurate part shape, high appearance fidelity, and plausible articulation, thereby providing a scalable solution for articulated asset generation. Our project page is available at https://dream-art-0.github.io/DreamArt/.
IllumiNeRF: 3D Relighting without Inverse Rendering
Existing methods for relightable view synthesis -- using a set of images of an object under unknown lighting to recover a 3D representation that can be rendered from novel viewpoints under a target illumination -- are based on inverse rendering, and attempt to disentangle the object geometry, materials, and lighting that explain the input images. Furthermore, this typically involves optimization through differentiable Monte Carlo rendering, which is brittle and computationally-expensive. In this work, we propose a simpler approach: we first relight each input image using an image diffusion model conditioned on lighting and then reconstruct a Neural Radiance Field (NeRF) with these relit images, from which we render novel views under the target lighting. We demonstrate that this strategy is surprisingly competitive and achieves state-of-the-art results on multiple relighting benchmarks. Please see our project page at https://illuminerf.github.io/.
RRWNet: Recursive Refinement Network for effective retinal artery/vein segmentation and classification
The caliber and configuration of retinal blood vessels serve as important biomarkers for various diseases and medical conditions. A thorough analysis of the retinal vasculature requires the segmentation of the blood vessels and their classification into arteries and veins, typically performed on color fundus images obtained by retinography. However, manually performing these tasks is labor-intensive and prone to human error. While several automated methods have been proposed to address this task, the current state of art faces challenges due to manifest classification errors affecting the topological consistency of segmentation maps. In this work, we introduce RRWNet, a novel end-to-end deep learning framework that addresses this limitation. The framework consists of a fully convolutional neural network that recursively refines semantic segmentation maps, correcting manifest classification errors and thus improving topological consistency. In particular, RRWNet is composed of two specialized subnetworks: a Base subnetwork that generates base segmentation maps from the input images, and a Recursive Refinement subnetwork that iteratively and recursively improves these maps. Evaluation on three different public datasets demonstrates the state-of-the-art performance of the proposed method, yielding more topologically consistent segmentation maps with fewer manifest classification errors than existing approaches. In addition, the Recursive Refinement module within RRWNet proves effective in post-processing segmentation maps from other methods, further demonstrating its potential. The model code, weights, and predictions will be publicly available at https://github.com/j-morano/rrwnet.
MeshLRM: Large Reconstruction Model for High-Quality Mesh
We propose MeshLRM, a novel LRM-based approach that can reconstruct a high-quality mesh from merely four input images in less than one second. Different from previous large reconstruction models (LRMs) that focus on NeRF-based reconstruction, MeshLRM incorporates differentiable mesh extraction and rendering within the LRM framework. This allows for end-to-end mesh reconstruction by fine-tuning a pre-trained NeRF LRM with mesh rendering. Moreover, we improve the LRM architecture by simplifying several complex designs in previous LRMs. MeshLRM's NeRF initialization is sequentially trained with low- and high-resolution images; this new LRM training strategy enables significantly faster convergence and thereby leads to better quality with less compute. Our approach achieves state-of-the-art mesh reconstruction from sparse-view inputs and also allows for many downstream applications, including text-to-3D and single-image-to-3D generation. Project page: https://sarahweiii.github.io/meshlrm/
A Closed-form Solution to Photorealistic Image Stylization
Photorealistic image stylization concerns transferring style of a reference photo to a content photo with the constraint that the stylized photo should remain photorealistic. While several photorealistic image stylization methods exist, they tend to generate spatially inconsistent stylizations with noticeable artifacts. In this paper, we propose a method to address these issues. The proposed method consists of a stylization step and a smoothing step. While the stylization step transfers the style of the reference photo to the content photo, the smoothing step ensures spatially consistent stylizations. Each of the steps has a closed-form solution and can be computed efficiently. We conduct extensive experimental validations. The results show that the proposed method generates photorealistic stylization outputs that are more preferred by human subjects as compared to those by the competing methods while running much faster. Source code and additional results are available at https://github.com/NVIDIA/FastPhotoStyle .
One-2-3-45++: Fast Single Image to 3D Objects with Consistent Multi-View Generation and 3D Diffusion
Recent advancements in open-world 3D object generation have been remarkable, with image-to-3D methods offering superior fine-grained control over their text-to-3D counterparts. However, most existing models fall short in simultaneously providing rapid generation speeds and high fidelity to input images - two features essential for practical applications. In this paper, we present One-2-3-45++, an innovative method that transforms a single image into a detailed 3D textured mesh in approximately one minute. Our approach aims to fully harness the extensive knowledge embedded in 2D diffusion models and priors from valuable yet limited 3D data. This is achieved by initially finetuning a 2D diffusion model for consistent multi-view image generation, followed by elevating these images to 3D with the aid of multi-view conditioned 3D native diffusion models. Extensive experimental evaluations demonstrate that our method can produce high-quality, diverse 3D assets that closely mirror the original input image. Our project webpage: https://sudo-ai-3d.github.io/One2345plus_page.
Dynamic PlenOctree for Adaptive Sampling Refinement in Explicit NeRF
The explicit neural radiance field (NeRF) has gained considerable interest for its efficient training and fast inference capabilities, making it a promising direction such as virtual reality and gaming. In particular, PlenOctree (POT)[1], an explicit hierarchical multi-scale octree representation, has emerged as a structural and influential framework. However, POT's fixed structure for direct optimization is sub-optimal as the scene complexity evolves continuously with updates to cached color and density, necessitating refining the sampling distribution to capture signal complexity accordingly. To address this issue, we propose the dynamic PlenOctree DOT, which adaptively refines the sample distribution to adjust to changing scene complexity. Specifically, DOT proposes a concise yet novel hierarchical feature fusion strategy during the iterative rendering process. Firstly, it identifies the regions of interest through training signals to ensure adaptive and efficient refinement. Next, rather than directly filtering out valueless nodes, DOT introduces the sampling and pruning operations for octrees to aggregate features, enabling rapid parameter learning. Compared with POT, our DOT outperforms it by enhancing visual quality, reducing over 55.15/68.84% parameters, and providing 1.7/1.9 times FPS for NeRF-synthetic and Tanks & Temples, respectively. Project homepage:https://vlislab22.github.io/DOT. [1] Yu, Alex, et al. "Plenoctrees for real-time rendering of neural radiance fields." Proceedings of the IEEE/CVF International Conference on Computer Vision. 2021.
Subsurface Scattering for 3D Gaussian Splatting
3D reconstruction and relighting of objects made from scattering materials present a significant challenge due to the complex light transport beneath the surface. 3D Gaussian Splatting introduced high-quality novel view synthesis at real-time speeds. While 3D Gaussians efficiently approximate an object's surface, they fail to capture the volumetric properties of subsurface scattering. We propose a framework for optimizing an object's shape together with the radiance transfer field given multi-view OLAT (one light at a time) data. Our method decomposes the scene into an explicit surface represented as 3D Gaussians, with a spatially varying BRDF, and an implicit volumetric representation of the scattering component. A learned incident light field accounts for shadowing. We optimize all parameters jointly via ray-traced differentiable rendering. Our approach enables material editing, relighting and novel view synthesis at interactive rates. We show successful application on synthetic data and introduce a newly acquired multi-view multi-light dataset of objects in a light-stage setup. Compared to previous work we achieve comparable or better results at a fraction of optimization and rendering time while enabling detailed control over material attributes. Project page https://sss.jdihlmann.com/