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Sep 25

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

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

Text2NeRF: Text-Driven 3D Scene Generation with Neural Radiance Fields

Text-driven 3D scene generation is widely applicable to video gaming, film industry, and metaverse applications that have a large demand for 3D scenes. However, existing text-to-3D generation methods are limited to producing 3D objects with simple geometries and dreamlike styles that lack realism. In this work, we present Text2NeRF, which is able to generate a wide range of 3D scenes with complicated geometric structures and high-fidelity textures purely from a text prompt. To this end, we adopt NeRF as the 3D representation and leverage a pre-trained text-to-image diffusion model to constrain the 3D reconstruction of the NeRF to reflect the scene description. Specifically, we employ the diffusion model to infer the text-related image as the content prior and use a monocular depth estimation method to offer the geometric prior. Both content and geometric priors are utilized to update the NeRF model. To guarantee textured and geometric consistency between different views, we introduce a progressive scene inpainting and updating strategy for novel view synthesis of the scene. Our method requires no additional training data but only a natural language description of the scene as the input. Extensive experiments demonstrate that our Text2NeRF outperforms existing methods in producing photo-realistic, multi-view consistent, and diverse 3D scenes from a variety of natural language prompts.

Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE

As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.

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/

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

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

Ctrl-Room: Controllable Text-to-3D Room Meshes Generation with Layout Constraints

Text-driven 3D indoor scene generation could be useful for gaming, film industry, and AR/VR applications. However, existing methods cannot faithfully capture the room layout, nor do they allow flexible editing of individual objects in the room. To address these problems, we present Ctrl-Room, which is able to generate convincing 3D rooms with designer-style layouts and high-fidelity textures from just a text prompt. Moreover, Ctrl-Room enables versatile interactive editing operations such as resizing or moving individual furniture items. Our key insight is to separate the modeling of layouts and appearance. %how to model the room that takes into account both scene texture and geometry at the same time. To this end, Our proposed method consists of two stages, a `Layout Generation Stage' and an `Appearance Generation Stage'. The `Layout Generation Stage' trains a text-conditional diffusion model to learn the layout distribution with our holistic scene code parameterization. Next, the `Appearance Generation Stage' employs a fine-tuned ControlNet to produce a vivid panoramic image of the room guided by the 3D scene layout and text prompt. In this way, we achieve a high-quality 3D room with convincing layouts and lively textures. Benefiting from the scene code parameterization, we can easily edit the generated room model through our mask-guided editing module, without expensive editing-specific training. Extensive experiments on the Structured3D dataset demonstrate that our method outperforms existing methods in producing more reasonable, view-consistent, and editable 3D rooms from natural language prompts.

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

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

HoloDreamer: Holistic 3D Panoramic World Generation from Text Descriptions

3D scene generation is in high demand across various domains, including virtual reality, gaming, and the film industry. Owing to the powerful generative capabilities of text-to-image diffusion models that provide reliable priors, the creation of 3D scenes using only text prompts has become viable, thereby significantly advancing researches in text-driven 3D scene generation. In order to obtain multiple-view supervision from 2D diffusion models, prevailing methods typically employ the diffusion model to generate an initial local image, followed by iteratively outpainting the local image using diffusion models to gradually generate scenes. Nevertheless, these outpainting-based approaches prone to produce global inconsistent scene generation results without high degree of completeness, restricting their broader applications. To tackle these problems, we introduce HoloDreamer, a framework that first generates high-definition panorama as a holistic initialization of the full 3D scene, then leverage 3D Gaussian Splatting (3D-GS) to quickly reconstruct the 3D scene, thereby facilitating the creation of view-consistent and fully enclosed 3D scenes. Specifically, we propose Stylized Equirectangular Panorama Generation, a pipeline that combines multiple diffusion models to enable stylized and detailed equirectangular panorama generation from complex text prompts. Subsequently, Enhanced Two-Stage Panorama Reconstruction is introduced, conducting a two-stage optimization of 3D-GS to inpaint the missing region and enhance the integrity of the scene. Comprehensive experiments demonstrated that our method outperforms prior works in terms of overall visual consistency and harmony as well as reconstruction quality and rendering robustness when generating fully enclosed scenes.

MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text

The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.

EmbodiedGen: Towards a Generative 3D World Engine for Embodied Intelligence

Constructing a physically realistic and accurately scaled simulated 3D world is crucial for the training and evaluation of embodied intelligence tasks. The diversity, realism, low cost accessibility and affordability of 3D data assets are critical for achieving generalization and scalability in embodied AI. However, most current embodied intelligence tasks still rely heavily on traditional 3D computer graphics assets manually created and annotated, which suffer from high production costs and limited realism. These limitations significantly hinder the scalability of data driven approaches. We present EmbodiedGen, a foundational platform for interactive 3D world generation. It enables the scalable generation of high-quality, controllable and photorealistic 3D assets with accurate physical properties and real-world scale in the Unified Robotics Description Format (URDF) at low cost. These assets can be directly imported into various physics simulation engines for fine-grained physical control, supporting downstream tasks in training and evaluation. EmbodiedGen is an easy-to-use, full-featured toolkit composed of six key modules: Image-to-3D, Text-to-3D, Texture Generation, Articulated Object Generation, Scene Generation and Layout Generation. EmbodiedGen generates diverse and interactive 3D worlds composed of generative 3D assets, leveraging generative AI to address the challenges of generalization and evaluation to the needs of embodied intelligence related research. Code is available at https://horizonrobotics.github.io/robot_lab/embodied_gen/index.html.

MMGDreamer: Mixed-Modality Graph for Geometry-Controllable 3D Indoor Scene Generation

Controllable 3D scene generation has extensive applications in virtual reality and interior design, where the generated scenes should exhibit high levels of realism and controllability in terms of geometry. Scene graphs provide a suitable data representation that facilitates these applications. However, current graph-based methods for scene generation are constrained to text-based inputs and exhibit insufficient adaptability to flexible user inputs, hindering the ability to precisely control object geometry. To address this issue, we propose MMGDreamer, a dual-branch diffusion model for scene generation that incorporates a novel Mixed-Modality Graph, visual enhancement module, and relation predictor. The mixed-modality graph allows object nodes to integrate textual and visual modalities, with optional relationships between nodes. It enhances adaptability to flexible user inputs and enables meticulous control over the geometry of objects in the generated scenes. The visual enhancement module enriches the visual fidelity of text-only nodes by constructing visual representations using text embeddings. Furthermore, our relation predictor leverages node representations to infer absent relationships between nodes, resulting in more coherent scene layouts. Extensive experimental results demonstrate that MMGDreamer exhibits superior control of object geometry, achieving state-of-the-art scene generation performance. Project page: https://yangzhifeio.github.io/project/MMGDreamer.

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.

Free-Editor: Zero-shot Text-driven 3D Scene Editing

Text-to-Image (T2I) diffusion models have recently gained traction for their versatility and user-friendliness in 2D content generation and editing. However, training a diffusion model specifically for 3D scene editing is challenging due to the scarcity of large-scale datasets. Currently, editing 3D scenes necessitates either retraining the model to accommodate various 3D edits or developing specific methods tailored to each unique editing type. Moreover, state-of-the-art (SOTA) techniques require multiple synchronized edited images from the same scene to enable effective scene editing. Given the current limitations of T2I models, achieving consistent editing effects across multiple images remains difficult, leading to multi-view inconsistency in editing. This inconsistency undermines the performance of 3D scene editing when these images are utilized. In this study, we introduce a novel, training-free 3D scene editing technique called Free-Editor, which enables users to edit 3D scenes without the need for model retraining during the testing phase. Our method effectively addresses the issue of multi-view style inconsistency found in state-of-the-art (SOTA) methods through the implementation of a single-view editing scheme. Specifically, we demonstrate that editing a particular 3D scene can be achieved by modifying only a single view. To facilitate this, we present an Edit Transformer that ensures intra-view consistency and inter-view style transfer using self-view and cross-view attention mechanisms, respectively. By eliminating the need for model retraining and multi-view editing, our approach significantly reduces editing time and memory resource requirements, achieving runtimes approximately 20 times faster than SOTA methods. We have performed extensive experiments on various benchmark datasets, showcasing the diverse editing capabilities of our proposed technique.

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

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

ED-NeRF: Efficient Text-Guided Editing of 3D Scene using Latent Space NeRF

Recently, there has been a significant advancement in text-to-image diffusion models, leading to groundbreaking performance in 2D image generation. These advancements have been extended to 3D models, enabling the generation of novel 3D objects from textual descriptions. This has evolved into NeRF editing methods, which allow the manipulation of existing 3D objects through textual conditioning. However, existing NeRF editing techniques have faced limitations in their performance due to slow training speeds and the use of loss functions that do not adequately consider editing. To address this, here we present a novel 3D NeRF editing approach dubbed ED-NeRF by successfully embedding real-world scenes into the latent space of the latent diffusion model (LDM) through a unique refinement layer. This approach enables us to obtain a NeRF backbone that is not only faster but also more amenable to editing compared to traditional image space NeRF editing. Furthermore, we propose an improved loss function tailored for editing by migrating the delta denoising score (DDS) distillation loss, originally used in 2D image editing to the three-dimensional domain. This novel loss function surpasses the well-known score distillation sampling (SDS) loss in terms of suitability for editing purposes. Our experimental results demonstrate that ED-NeRF achieves faster editing speed while producing improved output quality compared to state-of-the-art 3D editing models.

iControl3D: An Interactive System for Controllable 3D Scene Generation

3D content creation has long been a complex and time-consuming process, often requiring specialized skills and resources. While recent advancements have allowed for text-guided 3D object and scene generation, they still fall short of providing sufficient control over the generation process, leading to a gap between the user's creative vision and the generated results. In this paper, we present iControl3D, a novel interactive system that empowers users to generate and render customizable 3D scenes with precise control. To this end, a 3D creator interface has been developed to provide users with fine-grained control over the creation process. Technically, we leverage 3D meshes as an intermediary proxy to iteratively merge individual 2D diffusion-generated images into a cohesive and unified 3D scene representation. To ensure seamless integration of 3D meshes, we propose to perform boundary-aware depth alignment before fusing the newly generated mesh with the existing one in 3D space. Additionally, to effectively manage depth discrepancies between remote content and foreground, we propose to model remote content separately with an environment map instead of 3D meshes. Finally, our neural rendering interface enables users to build a radiance field of their scene online and navigate the entire scene. Extensive experiments have been conducted to demonstrate the effectiveness of our system. The code will be made available at https://github.com/xingyi-li/iControl3D.

Build-A-Scene: Interactive 3D Layout Control for Diffusion-Based Image Generation

We propose a diffusion-based approach for Text-to-Image (T2I) generation with interactive 3D layout control. Layout control has been widely studied to alleviate the shortcomings of T2I diffusion models in understanding objects' placement and relationships from text descriptions. Nevertheless, existing approaches for layout control are limited to 2D layouts, require the user to provide a static layout beforehand, and fail to preserve generated images under layout changes. This makes these approaches unsuitable for applications that require 3D object-wise control and iterative refinements, e.g., interior design and complex scene generation. To this end, we leverage the recent advancements in depth-conditioned T2I models and propose a novel approach for interactive 3D layout control. We replace the traditional 2D boxes used in layout control with 3D boxes. Furthermore, we revamp the T2I task as a multi-stage generation process, where at each stage, the user can insert, change, and move an object in 3D while preserving objects from earlier stages. We achieve this through our proposed Dynamic Self-Attention (DSA) module and the consistent 3D object translation strategy. Experiments show that our approach can generate complicated scenes based on 3D layouts, boosting the object generation success rate over the standard depth-conditioned T2I methods by 2x. Moreover, it outperforms other methods in comparison in preserving objects under layout changes. Project Page: https://abdo-eldesokey.github.io/build-a-scene/

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.

Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases

We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.

Video Perception Models for 3D Scene Synthesis

Traditionally, 3D scene synthesis requires expert knowledge and significant manual effort. Automating this process could greatly benefit fields such as architectural design, robotics simulation, virtual reality, and gaming. Recent approaches to 3D scene synthesis often rely on the commonsense reasoning of large language models (LLMs) or strong visual priors of modern image generation models. However, current LLMs demonstrate limited 3D spatial reasoning ability, which restricts their ability to generate realistic and coherent 3D scenes. Meanwhile, image generation-based methods often suffer from constraints in viewpoint selection and multi-view inconsistencies. In this work, we present Video Perception models for 3D Scene synthesis (VIPScene), a novel framework that exploits the encoded commonsense knowledge of the 3D physical world in video generation models to ensure coherent scene layouts and consistent object placements across views. VIPScene accepts both text and image prompts and seamlessly integrates video generation, feedforward 3D reconstruction, and open-vocabulary perception models to semantically and geometrically analyze each object in a scene. This enables flexible scene synthesis with high realism and structural consistency. For more precise analysis, we further introduce First-Person View Score (FPVScore) for coherence and plausibility evaluation, utilizing continuous first-person perspective to capitalize on the reasoning ability of multimodal large language models. Extensive experiments show that VIPScene significantly outperforms existing methods and generalizes well across diverse scenarios. The code will be released.

Blended-NeRF: Zero-Shot Object Generation and Blending in Existing Neural Radiance Fields

Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.

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

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

Consistent3D: Towards Consistent High-Fidelity Text-to-3D Generation with Deterministic Sampling Prior

Score distillation sampling (SDS) and its variants have greatly boosted the development of text-to-3D generation, but are vulnerable to geometry collapse and poor textures yet. To solve this issue, we first deeply analyze the SDS and find that its distillation sampling process indeed corresponds to the trajectory sampling of a stochastic differential equation (SDE): SDS samples along an SDE trajectory to yield a less noisy sample which then serves as a guidance to optimize a 3D model. However, the randomness in SDE sampling often leads to a diverse and unpredictable sample which is not always less noisy, and thus is not a consistently correct guidance, explaining the vulnerability of SDS. Since for any SDE, there always exists an ordinary differential equation (ODE) whose trajectory sampling can deterministically and consistently converge to the desired target point as the SDE, we propose a novel and effective "Consistent3D" method that explores the ODE deterministic sampling prior for text-to-3D generation. Specifically, at each training iteration, given a rendered image by a 3D model, we first estimate its desired 3D score function by a pre-trained 2D diffusion model, and build an ODE for trajectory sampling. Next, we design a consistency distillation sampling loss which samples along the ODE trajectory to generate two adjacent samples and uses the less noisy sample to guide another more noisy one for distilling the deterministic prior into the 3D model. Experimental results show the efficacy of our Consistent3D in generating high-fidelity and diverse 3D objects and large-scale scenes, as shown in Fig. 1. The codes are available at https://github.com/sail-sg/Consistent3D.

Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation

Automatic 3D content creation has achieved rapid progress recently due to the availability of pre-trained, large language models and image diffusion models, forming the emerging topic of text-to-3D content creation. Existing text-to-3D methods commonly use implicit scene representations, which couple the geometry and appearance via volume rendering and are suboptimal in terms of recovering finer geometries and achieving photorealistic rendering; consequently, they are less effective for generating high-quality 3D assets. In this work, we propose a new method of Fantasia3D for high-quality text-to-3D content creation. Key to Fantasia3D is the disentangled modeling and learning of geometry and appearance. For geometry learning, we rely on a hybrid scene representation, and propose to encode surface normal extracted from the representation as the input of the image diffusion model. For appearance modeling, we introduce the spatially varying bidirectional reflectance distribution function (BRDF) into the text-to-3D task, and learn the surface material for photorealistic rendering of the generated surface. Our disentangled framework is more compatible with popular graphics engines, supporting relighting, editing, and physical simulation of the generated 3D assets. We conduct thorough experiments that show the advantages of our method over existing ones under different text-to-3D task settings. Project page and source codes: https://fantasia3d.github.io/.

InseRF: Text-Driven Generative Object Insertion in Neural 3D Scenes

We introduce InseRF, a novel method for generative object insertion in the NeRF reconstructions of 3D scenes. Based on a user-provided textual description and a 2D bounding box in a reference viewpoint, InseRF generates new objects in 3D scenes. Recently, methods for 3D scene editing have been profoundly transformed, owing to the use of strong priors of text-to-image diffusion models in 3D generative modeling. Existing methods are mostly effective in editing 3D scenes via style and appearance changes or removing existing objects. Generating new objects, however, remains a challenge for such methods, which we address in this study. Specifically, we propose grounding the 3D object insertion to a 2D object insertion in a reference view of the scene. The 2D edit is then lifted to 3D using a single-view object reconstruction method. The reconstructed object is then inserted into the scene, guided by the priors of monocular depth estimation methods. We evaluate our method on various 3D scenes and provide an in-depth analysis of the proposed components. Our experiments with generative insertion of objects in several 3D scenes indicate the effectiveness of our method compared to the existing methods. InseRF is capable of controllable and 3D-consistent object insertion without requiring explicit 3D information as input. Please visit our project page at https://mohamad-shahbazi.github.io/inserf.

RoomTex: Texturing Compositional Indoor Scenes via Iterative Inpainting

The advancement of diffusion models has pushed the boundary of text-to-3D object generation. While it is straightforward to composite objects into a scene with reasonable geometry, it is nontrivial to texture such a scene perfectly due to style inconsistency and occlusions between objects. To tackle these problems, we propose a coarse-to-fine 3D scene texturing framework, referred to as RoomTex, to generate high-fidelity and style-consistent textures for untextured compositional scene meshes. In the coarse stage, RoomTex first unwraps the scene mesh to a panoramic depth map and leverages ControlNet to generate a room panorama, which is regarded as the coarse reference to ensure the global texture consistency. In the fine stage, based on the panoramic image and perspective depth maps, RoomTex will refine and texture every single object in the room iteratively along a series of selected camera views, until this object is completely painted. Moreover, we propose to maintain superior alignment between RGB and depth spaces via subtle edge detection methods. Extensive experiments show our method is capable of generating high-quality and diverse room textures, and more importantly, supporting interactive fine-grained texture control and flexible scene editing thanks to our inpainting-based framework and compositional mesh input. Our project page is available at https://qwang666.github.io/RoomTex/.

4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency

Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content creation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods. Project page: https://vita-group.github.io/4DGen/

Compass Control: Multi Object Orientation Control for Text-to-Image Generation

Existing approaches for controlling text-to-image diffusion models, while powerful, do not allow for explicit 3D object-centric control, such as precise control of object orientation. In this work, we address the problem of multi-object orientation control in text-to-image diffusion models. This enables the generation of diverse multi-object scenes with precise orientation control for each object. The key idea is to condition the diffusion model with a set of orientation-aware compass tokens, one for each object, along with text tokens. A light-weight encoder network predicts these compass tokens taking object orientation as the input. The model is trained on a synthetic dataset of procedurally generated scenes, each containing one or two 3D assets on a plain background. However, direct training this framework results in poor orientation control as well as leads to entanglement among objects. To mitigate this, we intervene in the generation process and constrain the cross-attention maps of each compass token to its corresponding object regions. The trained model is able to achieve precise orientation control for a) complex objects not seen during training and b) multi-object scenes with more than two objects, indicating strong generalization capabilities. Further, when combined with personalization methods, our method precisely controls the orientation of the new object in diverse contexts. Our method achieves state-of-the-art orientation control and text alignment, quantified with extensive evaluations and a user study.

Instant3D: Instant Text-to-3D Generation

Text-to-3D generation, which aims to synthesize vivid 3D objects from text prompts, has attracted much attention from the computer vision community. While several existing works have achieved impressive results for this task, they mainly rely on a time-consuming optimization paradigm. Specifically, these methods optimize a neural field from scratch for each text prompt, taking approximately one hour or more to generate one object. This heavy and repetitive training cost impedes their practical deployment. In this paper, we propose a novel framework for fast text-to-3D generation, dubbed Instant3D. Once trained, Instant3D is able to create a 3D object for an unseen text prompt in less than one second with a single run of a feedforward network. We achieve this remarkable speed by devising a new network that directly constructs a 3D triplane from a text prompt. The core innovation of our Instant3D lies in our exploration of strategies to effectively inject text conditions into the network. Furthermore, we propose a simple yet effective activation function, the scaled-sigmoid, to replace the original sigmoid function, which speeds up the training convergence by more than ten times. Finally, to address the Janus (multi-head) problem in 3D generation, we propose an adaptive Perp-Neg algorithm that can dynamically adjust its concept negation scales according to the severity of the Janus problem during training, effectively reducing the multi-head effect. Extensive experiments on a wide variety of benchmark datasets demonstrate that the proposed algorithm performs favorably against the state-of-the-art methods both qualitatively and quantitatively, while achieving significantly better efficiency. The project page is at https://ming1993li.github.io/Instant3DProj.

Guide3D: Create 3D Avatars from Text and Image Guidance

Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.

Decompositional Neural Scene Reconstruction with Generative Diffusion Prior

Decompositional reconstruction of 3D scenes, with complete shapes and detailed texture of all objects within, is intriguing for downstream applications but remains challenging, particularly with sparse views as input. Recent approaches incorporate semantic or geometric regularization to address this issue, but they suffer significant degradation in underconstrained areas and fail to recover occluded regions. We argue that the key to solving this problem lies in supplementing missing information for these areas. To this end, we propose DP-Recon, which employs diffusion priors in the form of Score Distillation Sampling (SDS) to optimize the neural representation of each individual object under novel views. This provides additional information for the underconstrained areas, but directly incorporating diffusion prior raises potential conflicts between the reconstruction and generative guidance. Therefore, we further introduce a visibility-guided approach to dynamically adjust the per-pixel SDS loss weights. Together these components enhance both geometry and appearance recovery while remaining faithful to input images. Extensive experiments across Replica and ScanNet++ demonstrate that our method significantly outperforms SOTA methods. Notably, it achieves better object reconstruction under 10 views than the baselines under 100 views. Our method enables seamless text-based editing for geometry and appearance through SDS optimization and produces decomposed object meshes with detailed UV maps that support photorealistic Visual effects (VFX) editing. The project page is available at https://dp-recon.github.io/.

BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis

Text-to-3D synthesis has recently seen intriguing advances by combining the text-to-image models with 3D representation methods, e.g., Gaussian Splatting (GS), via Score Distillation Sampling (SDS). However, a hurdle of existing methods is the low efficiency, per-prompt optimization for a single 3D object. Therefore, it is imperative for a paradigm shift from per-prompt optimization to one-stage generation for any unseen text prompts, which yet remains challenging. A hurdle is how to directly generate a set of millions of 3D Gaussians to represent a 3D object. This paper presents BrightDreamer, an end-to-end single-stage approach that can achieve generalizable and fast (77 ms) text-to-3D generation. Our key idea is to formulate the generation process as estimating the 3D deformation from an anchor shape with predefined positions. For this, we first propose a Text-guided Shape Deformation (TSD) network to predict the deformed shape and its new positions, used as the centers (one attribute) of 3D Gaussians. To estimate the other four attributes (i.e., scaling, rotation, opacity, and SH coefficient), we then design a novel Text-guided Triplane Generator (TTG) to generate a triplane representation for a 3D object. The center of each Gaussian enables us to transform the triplane feature into the four attributes. The generated 3D Gaussians can be finally rendered at 705 frames per second. Extensive experiments demonstrate the superiority of our method over existing methods. Also, BrightDreamer possesses a strong semantic understanding capability even for complex text prompts. The project code is available at https://vlislab22.github.io/BrightDreamer.

HunyuanWorld 1.0: Generating Immersive, Explorable, and Interactive 3D Worlds from Words or Pixels

Creating immersive and playable 3D worlds from texts or images remains a fundamental challenge in computer vision and graphics. Existing world generation approaches typically fall into two categories: video-based methods that offer rich diversity but lack 3D consistency and rendering efficiency, and 3D-based methods that provide geometric consistency but struggle with limited training data and memory-inefficient representations. To address these limitations, we present HunyuanWorld 1.0, a novel framework that combines the best of both worlds for generating immersive, explorable, and interactive 3D scenes from text and image conditions. Our approach features three key advantages: 1) 360{\deg} immersive experiences via panoramic world proxies; 2) mesh export capabilities for seamless compatibility with existing computer graphics pipelines; 3) disentangled object representations for augmented interactivity. The core of our framework is a semantically layered 3D mesh representation that leverages panoramic images as 360{\deg} world proxies for semantic-aware world decomposition and reconstruction, enabling the generation of diverse 3D worlds. Extensive experiments demonstrate that our method achieves state-of-the-art performance in generating coherent, explorable, and interactive 3D worlds while enabling versatile applications in virtual reality, physical simulation, game development, and interactive content creation.

GraphDreamer: Compositional 3D Scene Synthesis from Scene Graphs

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

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

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

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/

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.

X-Dreamer: Creating High-quality 3D Content by Bridging the Domain Gap Between Text-to-2D and Text-to-3D Generation

In recent times, automatic text-to-3D content creation has made significant progress, driven by the development of pretrained 2D diffusion models. Existing text-to-3D methods typically optimize the 3D representation to ensure that the rendered image aligns well with the given text, as evaluated by the pretrained 2D diffusion model. Nevertheless, a substantial domain gap exists between 2D images and 3D assets, primarily attributed to variations in camera-related attributes and the exclusive presence of foreground objects. Consequently, employing 2D diffusion models directly for optimizing 3D representations may lead to suboptimal outcomes. To address this issue, we present X-Dreamer, a novel approach for high-quality text-to-3D content creation that effectively bridges the gap between text-to-2D and text-to-3D synthesis. The key components of X-Dreamer are two innovative designs: Camera-Guided Low-Rank Adaptation (CG-LoRA) and Attention-Mask Alignment (AMA) Loss. CG-LoRA dynamically incorporates camera information into the pretrained diffusion models by employing camera-dependent generation for trainable parameters. This integration enhances the alignment between the generated 3D assets and the camera's perspective. AMA loss guides the attention map of the pretrained diffusion model using the binary mask of the 3D object, prioritizing the creation of the foreground object. This module ensures that the model focuses on generating accurate and detailed foreground objects. Extensive evaluations demonstrate the effectiveness of our proposed method compared to existing text-to-3D approaches. Our project webpage: https://xmuxiaoma666.github.io/Projects/X-Dreamer .

Chasing Consistency in Text-to-3D Generation from a Single Image

Text-to-3D generation from a single-view image is a popular but challenging task in 3D vision. Although numerous methods have been proposed, existing works still suffer from the inconsistency issues, including 1) semantic inconsistency, 2) geometric inconsistency, and 3) saturation inconsistency, resulting in distorted, overfitted, and over-saturated generations. In light of the above issues, we present Consist3D, a three-stage framework Chasing for semantic-, geometric-, and saturation-Consistent Text-to-3D generation from a single image, in which the first two stages aim to learn parameterized consistency tokens, and the last stage is for optimization. Specifically, the semantic encoding stage learns a token independent of views and estimations, promoting semantic consistency and robustness. Meanwhile, the geometric encoding stage learns another token with comprehensive geometry and reconstruction constraints under novel-view estimations, reducing overfitting and encouraging geometric consistency. Finally, the optimization stage benefits from the semantic and geometric tokens, allowing a low classifier-free guidance scale and therefore preventing oversaturation. Experimental results demonstrate that Consist3D produces more consistent, faithful, and photo-realistic 3D assets compared to previous state-of-the-art methods. Furthermore, Consist3D also allows background and object editing through text prompts.

DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data

We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.

Points-to-3D: Bridging the Gap between Sparse Points and Shape-Controllable Text-to-3D Generation

Text-to-3D generation has recently garnered significant attention, fueled by 2D diffusion models trained on billions of image-text pairs. Existing methods primarily rely on score distillation to leverage the 2D diffusion priors to supervise the generation of 3D models, e.g., NeRF. However, score distillation is prone to suffer the view inconsistency problem, and implicit NeRF modeling can also lead to an arbitrary shape, thus leading to less realistic and uncontrollable 3D generation. In this work, we propose a flexible framework of Points-to-3D to bridge the gap between sparse yet freely available 3D points and realistic shape-controllable 3D generation by distilling the knowledge from both 2D and 3D diffusion models. The core idea of Points-to-3D is to introduce controllable sparse 3D points to guide the text-to-3D generation. Specifically, we use the sparse point cloud generated from the 3D diffusion model, Point-E, as the geometric prior, conditioned on a single reference image. To better utilize the sparse 3D points, we propose an efficient point cloud guidance loss to adaptively drive the NeRF's geometry to align with the shape of the sparse 3D points. In addition to controlling the geometry, we propose to optimize the NeRF for a more view-consistent appearance. To be specific, we perform score distillation to the publicly available 2D image diffusion model ControlNet, conditioned on text as well as depth map of the learned compact geometry. Qualitative and quantitative comparisons demonstrate that Points-to-3D improves view consistency and achieves good shape controllability for text-to-3D generation. Points-to-3D provides users with a new way to improve and control text-to-3D generation.

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

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

Controllable Text-to-3D Generation via Surface-Aligned Gaussian Splatting

While text-to-3D and image-to-3D generation tasks have received considerable attention, one important but under-explored field between them is controllable text-to-3D generation, which we mainly focus on in this work. To address this task, 1) we introduce Multi-view ControlNet (MVControl), a novel neural network architecture designed to enhance existing pre-trained multi-view diffusion models by integrating additional input conditions, such as edge, depth, normal, and scribble maps. Our innovation lies in the introduction of a conditioning module that controls the base diffusion model using both local and global embeddings, which are computed from the input condition images and camera poses. Once trained, MVControl is able to offer 3D diffusion guidance for optimization-based 3D generation. And, 2) we propose an efficient multi-stage 3D generation pipeline that leverages the benefits of recent large reconstruction models and score distillation algorithm. Building upon our MVControl architecture, we employ a unique hybrid diffusion guidance method to direct the optimization process. In pursuit of efficiency, we adopt 3D Gaussians as our representation instead of the commonly used implicit representations. We also pioneer the use of SuGaR, a hybrid representation that binds Gaussians to mesh triangle faces. This approach alleviates the issue of poor geometry in 3D Gaussians and enables the direct sculpting of fine-grained geometry on the mesh. Extensive experiments demonstrate that our method achieves robust generalization and enables the controllable generation of high-quality 3D content.

LucidDreaming: Controllable Object-Centric 3D Generation

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

SwiftBrush: One-Step Text-to-Image Diffusion Model with Variational Score Distillation

Despite their ability to generate high-resolution and diverse images from text prompts, text-to-image diffusion models often suffer from slow iterative sampling processes. Model distillation is one of the most effective directions to accelerate these models. However, previous distillation methods fail to retain the generation quality while requiring a significant amount of images for training, either from real data or synthetically generated by the teacher model. In response to this limitation, we present a novel image-free distillation scheme named SwiftBrush. Drawing inspiration from text-to-3D synthesis, in which a 3D neural radiance field that aligns with the input prompt can be obtained from a 2D text-to-image diffusion prior via a specialized loss without the use of any 3D data ground-truth, our approach re-purposes that same loss for distilling a pretrained multi-step text-to-image model to a student network that can generate high-fidelity images with just a single inference step. In spite of its simplicity, our model stands as one of the first one-step text-to-image generators that can produce images of comparable quality to Stable Diffusion without reliance on any training image data. Remarkably, SwiftBrush achieves an FID score of 16.67 and a CLIP score of 0.29 on the COCO-30K benchmark, achieving competitive results or even substantially surpassing existing state-of-the-art distillation techniques.

Compositional 3D-aware Video Generation with LLM Director

Significant progress has been made in text-to-video generation through the use of powerful generative models and large-scale internet data. However, substantial challenges remain in precisely controlling individual concepts within the generated video, such as the motion and appearance of specific characters and the movement of viewpoints. In this work, we propose a novel paradigm that generates each concept in 3D representation separately and then composes them with priors from Large Language Models (LLM) and 2D diffusion models. Specifically, given an input textual prompt, our scheme consists of three stages: 1) We leverage LLM as the director to first decompose the complex query into several sub-prompts that indicate individual concepts within the video~(e.g., scene, objects, motions), then we let LLM to invoke pre-trained expert models to obtain corresponding 3D representations of concepts. 2) To compose these representations, we prompt multi-modal LLM to produce coarse guidance on the scales and coordinates of trajectories for the objects. 3) To make the generated frames adhere to natural image distribution, we further leverage 2D diffusion priors and use Score Distillation Sampling to refine the composition. Extensive experiments demonstrate that our method can generate high-fidelity videos from text with diverse motion and flexible control over each concept. Project page: https://aka.ms/c3v.

Visual Text Generation in the Wild

Recently, with the rapid advancements of generative models, the field of visual text generation has witnessed significant progress. However, it is still challenging to render high-quality text images in real-world scenarios, as three critical criteria should be satisfied: (1) Fidelity: the generated text images should be photo-realistic and the contents are expected to be the same as specified in the given conditions; (2) Reasonability: the regions and contents of the generated text should cohere with the scene; (3) Utility: the generated text images can facilitate related tasks (e.g., text detection and recognition). Upon investigation, we find that existing methods, either rendering-based or diffusion-based, can hardly meet all these aspects simultaneously, limiting their application range. Therefore, we propose in this paper a visual text generator (termed SceneVTG), which can produce high-quality text images in the wild. Following a two-stage paradigm, SceneVTG leverages a Multimodal Large Language Model to recommend reasonable text regions and contents across multiple scales and levels, which are used by a conditional diffusion model as conditions to generate text images. Extensive experiments demonstrate that the proposed SceneVTG significantly outperforms traditional rendering-based methods and recent diffusion-based methods in terms of fidelity and reasonability. Besides, the generated images provide superior utility for tasks involving text detection and text recognition. Code and datasets are available at AdvancedLiterateMachinery.

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.

VP3D: Unleashing 2D Visual Prompt for Text-to-3D Generation

Recent innovations on text-to-3D generation have featured Score Distillation Sampling (SDS), which enables the zero-shot learning of implicit 3D models (NeRF) by directly distilling prior knowledge from 2D diffusion models. However, current SDS-based models still struggle with intricate text prompts and commonly result in distorted 3D models with unrealistic textures or cross-view inconsistency issues. In this work, we introduce a novel Visual Prompt-guided text-to-3D diffusion model (VP3D) that explicitly unleashes the visual appearance knowledge in 2D visual prompt to boost text-to-3D generation. Instead of solely supervising SDS with text prompt, VP3D first capitalizes on 2D diffusion model to generate a high-quality image from input text, which subsequently acts as visual prompt to strengthen SDS optimization with explicit visual appearance. Meanwhile, we couple the SDS optimization with additional differentiable reward function that encourages rendering images of 3D models to better visually align with 2D visual prompt and semantically match with text prompt. Through extensive experiments, we show that the 2D Visual Prompt in our VP3D significantly eases the learning of visual appearance of 3D models and thus leads to higher visual fidelity with more detailed textures. It is also appealing in view that when replacing the self-generating visual prompt with a given reference image, VP3D is able to trigger a new task of stylized text-to-3D generation. Our project page is available at https://vp3d-cvpr24.github.io.

Towards High-Fidelity Text-Guided 3D Face Generation and Manipulation Using only Images

Generating 3D faces from textual descriptions has a multitude of applications, such as gaming, movie, and robotics. Recent progresses have demonstrated the success of unconditional 3D face generation and text-to-3D shape generation. However, due to the limited text-3D face data pairs, text-driven 3D face generation remains an open problem. In this paper, we propose a text-guided 3D faces generation method, refer as TG-3DFace, for generating realistic 3D faces using text guidance. Specifically, we adopt an unconditional 3D face generation framework and equip it with text conditions, which learns the text-guided 3D face generation with only text-2D face data. On top of that, we propose two text-to-face cross-modal alignment techniques, including the global contrastive learning and the fine-grained alignment module, to facilitate high semantic consistency between generated 3D faces and input texts. Besides, we present directional classifier guidance during the inference process, which encourages creativity for out-of-domain generations. Compared to the existing methods, TG-3DFace creates more realistic and aesthetically pleasing 3D faces, boosting 9% multi-view consistency (MVIC) over Latent3D. The rendered face images generated by TG-3DFace achieve higher FID and CLIP score than text-to-2D face/image generation models, demonstrating our superiority in generating realistic and semantic-consistent textures.

One-2-3-45: Any Single Image to 3D Mesh in 45 Seconds without Per-Shape Optimization

Single image 3D reconstruction is an important but challenging task that requires extensive knowledge of our natural world. Many existing methods solve this problem by optimizing a neural radiance field under the guidance of 2D diffusion models but suffer from lengthy optimization time, 3D inconsistency results, and poor geometry. In this work, we propose a novel method that takes a single image of any object as input and generates a full 360-degree 3D textured mesh in a single feed-forward pass. Given a single image, we first use a view-conditioned 2D diffusion model, Zero123, to generate multi-view images for the input view, and then aim to lift them up to 3D space. Since traditional reconstruction methods struggle with inconsistent multi-view predictions, we build our 3D reconstruction module upon an SDF-based generalizable neural surface reconstruction method and propose several critical training strategies to enable the reconstruction of 360-degree meshes. Without costly optimizations, our method reconstructs 3D shapes in significantly less time than existing methods. Moreover, our method favors better geometry, generates more 3D consistent results, and adheres more closely to the input image. We evaluate our approach on both synthetic data and in-the-wild images and demonstrate its superiority in terms of both mesh quality and runtime. In addition, our approach can seamlessly support the text-to-3D task by integrating with off-the-shelf text-to-image diffusion models.

3D Scene Generation: A Survey

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

Learning to Generate Semantic Layouts for Higher Text-Image Correspondence in Text-to-Image Synthesis

Existing text-to-image generation approaches have set high standards for photorealism and text-image correspondence, largely benefiting from web-scale text-image datasets, which can include up to 5~billion pairs. However, text-to-image generation models trained on domain-specific datasets, such as urban scenes, medical images, and faces, still suffer from low text-image correspondence due to the lack of text-image pairs. Additionally, collecting billions of text-image pairs for a specific domain can be time-consuming and costly. Thus, ensuring high text-image correspondence without relying on web-scale text-image datasets remains a challenging task. In this paper, we present a novel approach for enhancing text-image correspondence by leveraging available semantic layouts. Specifically, we propose a Gaussian-categorical diffusion process that simultaneously generates both images and corresponding layout pairs. Our experiments reveal that we can guide text-to-image generation models to be aware of the semantics of different image regions, by training the model to generate semantic labels for each pixel. We demonstrate that our approach achieves higher text-image correspondence compared to existing text-to-image generation approaches in the Multi-Modal CelebA-HQ and the Cityscapes dataset, where text-image pairs are scarce. Codes are available in this https://pmh9960.github.io/research/GCDP

Denoising Diffusion via Image-Based Rendering

Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.

Direct3D: Scalable Image-to-3D Generation via 3D Latent Diffusion Transformer

Generating high-quality 3D assets from text and images has long been challenging, primarily due to the absence of scalable 3D representations capable of capturing intricate geometry distributions. In this work, we introduce Direct3D, a native 3D generative model scalable to in-the-wild input images, without requiring a multiview diffusion model or SDS optimization. Our approach comprises two primary components: a Direct 3D Variational Auto-Encoder (D3D-VAE) and a Direct 3D Diffusion Transformer (D3D-DiT). D3D-VAE efficiently encodes high-resolution 3D shapes into a compact and continuous latent triplane space. Notably, our method directly supervises the decoded geometry using a semi-continuous surface sampling strategy, diverging from previous methods relying on rendered images as supervision signals. D3D-DiT models the distribution of encoded 3D latents and is specifically designed to fuse positional information from the three feature maps of the triplane latent, enabling a native 3D generative model scalable to large-scale 3D datasets. Additionally, we introduce an innovative image-to-3D generation pipeline incorporating semantic and pixel-level image conditions, allowing the model to produce 3D shapes consistent with the provided conditional image input. Extensive experiments demonstrate the superiority of our large-scale pre-trained Direct3D over previous image-to-3D approaches, achieving significantly better generation quality and generalization ability, thus establishing a new state-of-the-art for 3D content creation. Project page: https://nju-3dv.github.io/projects/Direct3D/.

DATID-3D: Diversity-Preserved Domain Adaptation Using Text-to-Image Diffusion for 3D Generative Model

Recent 3D generative models have achieved remarkable performance in synthesizing high resolution photorealistic images with view consistency and detailed 3D shapes, but training them for diverse domains is challenging since it requires massive training images and their camera distribution information. Text-guided domain adaptation methods have shown impressive performance on converting the 2D generative model on one domain into the models on other domains with different styles by leveraging the CLIP (Contrastive Language-Image Pre-training), rather than collecting massive datasets for those domains. However, one drawback of them is that the sample diversity in the original generative model is not well-preserved in the domain-adapted generative models due to the deterministic nature of the CLIP text encoder. Text-guided domain adaptation will be even more challenging for 3D generative models not only because of catastrophic diversity loss, but also because of inferior text-image correspondence and poor image quality. Here we propose DATID-3D, a domain adaptation method tailored for 3D generative models using text-to-image diffusion models that can synthesize diverse images per text prompt without collecting additional images and camera information for the target domain. Unlike 3D extensions of prior text-guided domain adaptation methods, our novel pipeline was able to fine-tune the state-of-the-art 3D generator of the source domain to synthesize high resolution, multi-view consistent images in text-guided targeted domains without additional data, outperforming the existing text-guided domain adaptation methods in diversity and text-image correspondence. Furthermore, we propose and demonstrate diverse 3D image manipulations such as one-shot instance-selected adaptation and single-view manipulated 3D reconstruction to fully enjoy diversity in text.

LLM Blueprint: Enabling Text-to-Image Generation with Complex and Detailed Prompts

Diffusion-based generative models have significantly advanced text-to-image generation but encounter challenges when processing lengthy and intricate text prompts describing complex scenes with multiple objects. While excelling in generating images from short, single-object descriptions, these models often struggle to faithfully capture all the nuanced details within longer and more elaborate textual inputs. In response, we present a novel approach leveraging Large Language Models (LLMs) to extract critical components from text prompts, including bounding box coordinates for foreground objects, detailed textual descriptions for individual objects, and a succinct background context. These components form the foundation of our layout-to-image generation model, which operates in two phases. The initial Global Scene Generation utilizes object layouts and background context to create an initial scene but often falls short in faithfully representing object characteristics as specified in the prompts. To address this limitation, we introduce an Iterative Refinement Scheme that iteratively evaluates and refines box-level content to align them with their textual descriptions, recomposing objects as needed to ensure consistency. Our evaluation on complex prompts featuring multiple objects demonstrates a substantial improvement in recall compared to baseline diffusion models. This is further validated by a user study, underscoring the efficacy of our approach in generating coherent and detailed scenes from intricate textual inputs.

Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation

Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.

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

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

DreamText: High Fidelity Scene Text Synthesis

Scene text synthesis involves rendering specified texts onto arbitrary images. Current methods typically formulate this task in an end-to-end manner but lack effective character-level guidance during training. Besides, their text encoders, pre-trained on a single font type, struggle to adapt to the diverse font styles encountered in practical applications. Consequently, these methods suffer from character distortion, repetition, and absence, particularly in polystylistic scenarios. To this end, this paper proposes DreamText for high-fidelity scene text synthesis. Our key idea is to reconstruct the diffusion training process, introducing more refined guidance tailored to this task, to expose and rectify the model's attention at the character level and strengthen its learning of text regions. This transformation poses a hybrid optimization challenge, involving both discrete and continuous variables. To effectively tackle this challenge, we employ a heuristic alternate optimization strategy. Meanwhile, we jointly train the text encoder and generator to comprehensively learn and utilize the diverse font present in the training dataset. This joint training is seamlessly integrated into the alternate optimization process, fostering a synergistic relationship between learning character embedding and re-estimating character attention. Specifically, in each step, we first encode potential character-generated position information from cross-attention maps into latent character masks. These masks are then utilized to update the representation of specific characters in the current step, which, in turn, enables the generator to correct the character's attention in the subsequent steps. Both qualitative and quantitative results demonstrate the superiority of our method to the state of the art.