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Jan 8

Ghost on the Shell: An Expressive Representation of General 3D Shapes

The creation of photorealistic virtual worlds requires the accurate modeling of 3D surface geometry for a wide range of objects. For this, meshes are appealing since they 1) enable fast physics-based rendering with realistic material and lighting, 2) support physical simulation, and 3) are memory-efficient for modern graphics pipelines. Recent work on reconstructing and statistically modeling 3D shape, however, has critiqued meshes as being topologically inflexible. To capture a wide range of object shapes, any 3D representation must be able to model solid, watertight, shapes as well as thin, open, surfaces. Recent work has focused on the former, and methods for reconstructing open surfaces do not support fast reconstruction with material and lighting or unconditional generative modelling. Inspired by the observation that open surfaces can be seen as islands floating on watertight surfaces, we parameterize open surfaces by defining a manifold signed distance field on watertight templates. With this parameterization, we further develop a grid-based and differentiable representation that parameterizes both watertight and non-watertight meshes of arbitrary topology. Our new representation, called Ghost-on-the-Shell (G-Shell), enables two important applications: differentiable rasterization-based reconstruction from multiview images and generative modelling of non-watertight meshes. We empirically demonstrate that G-Shell achieves state-of-the-art performance on non-watertight mesh reconstruction and generation tasks, while also performing effectively for watertight meshes.

  • 7 authors
·
Oct 23, 2023

Learning Mesh Representations via Binary Space Partitioning Tree Networks

Polygonal meshes are ubiquitous, but have only played a relatively minor role in the deep learning revolution. State-of-the-art neural generative models for 3D shapes learn implicit functions and generate meshes via expensive iso-surfacing. We overcome these challenges by employing a classical spatial data structure from computer graphics, Binary Space Partitioning (BSP), to facilitate 3D learning. The core operation of BSP involves recursive subdivision of 3D space to obtain convex sets. By exploiting this property, we devise BSP-Net, a network that learns to represent a 3D shape via convex decomposition without supervision. The network is trained to reconstruct a shape using a set of convexes obtained from a BSP-tree built over a set of planes, where the planes and convexes are both defined by learned network weights. BSP-Net directly outputs polygonal meshes from the inferred convexes. The generated meshes are watertight, compact (i.e., low-poly), and well suited to represent sharp geometry. We show that the reconstruction quality by BSP-Net is competitive with those from state-of-the-art methods while using much fewer primitives. We also explore variations to BSP-Net including using a more generic decoder for reconstruction, more general primitives than planes, as well as training a generative model with variational auto-encoders. Code is available at https://github.com/czq142857/BSP-NET-original.

  • 3 authors
·
Jun 27, 2021

DeepMesh: Differentiable Iso-Surface Extraction

Geometric Deep Learning has recently made striking progress with the advent of continuous deep implicit fields. They allow for detailed modeling of watertight surfaces of arbitrary topology while not relying on a 3D Euclidean grid, resulting in a learnable parameterization that is unlimited in resolution. Unfortunately, these methods are often unsuitable for applications that require an explicit mesh-based surface representation because converting an implicit field to such a representation relies on the Marching Cubes algorithm, which cannot be differentiated with respect to the underlying implicit field. In this work, we remove this limitation and introduce a differentiable way to produce explicit surface mesh representations from Deep Implicit Fields. Our key insight is that by reasoning on how implicit field perturbations impact local surface geometry, one can ultimately differentiate the 3D location of surface samples with respect to the underlying deep implicit field. We exploit this to define DeepMesh - an end-to-end differentiable mesh representation that can vary its topology. We validate our theoretical insight through several applications: Single view 3D Reconstruction via Differentiable Rendering, Physically-Driven Shape Optimization, Full Scene 3D Reconstruction from Scans and End-to-End Training. In all cases our end-to-end differentiable parameterization gives us an edge over state-of-the-art algorithms.

  • 7 authors
·
Jun 20, 2021

VoroMesh: Learning Watertight Surface Meshes with Voronoi Diagrams

In stark contrast to the case of images, finding a concise, learnable discrete representation of 3D surfaces remains a challenge. In particular, while polygon meshes are arguably the most common surface representation used in geometry processing, their irregular and combinatorial structure often make them unsuitable for learning-based applications. In this work, we present VoroMesh, a novel and differentiable Voronoi-based representation of watertight 3D shape surfaces. From a set of 3D points (called generators) and their associated occupancy, we define our boundary representation through the Voronoi diagram of the generators as the subset of Voronoi faces whose two associated (equidistant) generators are of opposite occupancy: the resulting polygon mesh forms a watertight approximation of the target shape's boundary. To learn the position of the generators, we propose a novel loss function, dubbed VoroLoss, that minimizes the distance from ground truth surface samples to the closest faces of the Voronoi diagram which does not require an explicit construction of the entire Voronoi diagram. A direct optimization of the Voroloss to obtain generators on the Thingi32 dataset demonstrates the geometric efficiency of our representation compared to axiomatic meshing algorithms and recent learning-based mesh representations. We further use VoroMesh in a learning-based mesh prediction task from input SDF grids on the ABC dataset, and show comparable performance to state-of-the-art methods while guaranteeing closed output surfaces free of self-intersections.

  • 5 authors
·
Aug 28, 2023

OmniPhysGS: 3D Constitutive Gaussians for General Physics-Based Dynamics Generation

Recently, significant advancements have been made in the reconstruction and generation of 3D assets, including static cases and those with physical interactions. To recover the physical properties of 3D assets, existing methods typically assume that all materials belong to a specific predefined category (e.g., elasticity). However, such assumptions ignore the complex composition of multiple heterogeneous objects in real scenarios and tend to render less physically plausible animation given a wider range of objects. We propose OmniPhysGS for synthesizing a physics-based 3D dynamic scene composed of more general objects. A key design of OmniPhysGS is treating each 3D asset as a collection of constitutive 3D Gaussians. For each Gaussian, its physical material is represented by an ensemble of 12 physical domain-expert sub-models (rubber, metal, honey, water, etc.), which greatly enhances the flexibility of the proposed model. In the implementation, we define a scene by user-specified prompts and supervise the estimation of material weighting factors via a pretrained video diffusion model. Comprehensive experiments demonstrate that OmniPhysGS achieves more general and realistic physical dynamics across a broader spectrum of materials, including elastic, viscoelastic, plastic, and fluid substances, as well as interactions between different materials. Our method surpasses existing methods by approximately 3% to 16% in metrics of visual quality and text alignment.

  • 4 authors
·
Jan 31, 2025

CADDreamer: CAD object Generation from Single-view Images

Diffusion-based 3D generation has made remarkable progress in recent years. However, existing 3D generative models often produce overly dense and unstructured meshes, which stand in stark contrast to the compact, structured, and sharply-edged Computer-Aided Design (CAD) models crafted by human designers. To address this gap, we introduce CADDreamer, a novel approach for generating boundary representations (B-rep) of CAD objects from a single image. CADDreamer employs a primitive-aware multi-view diffusion model that captures both local geometric details and high-level structural semantics during the generation process. By encoding primitive semantics into the color domain, the method leverages the strong priors of pre-trained diffusion models to align with well-defined primitives. This enables the inference of multi-view normal maps and semantic maps from a single image, facilitating the reconstruction of a mesh with primitive labels. Furthermore, we introduce geometric optimization techniques and topology-preserving extraction methods to mitigate noise and distortion in the generated primitives. These enhancements result in a complete and seamless B-rep of the CAD model. Experimental results demonstrate that our method effectively recovers high-quality CAD objects from single-view images. Compared to existing 3D generation techniques, the B-rep models produced by CADDreamer are compact in representation, clear in structure, sharp in edges, and watertight in topology.

  • 9 authors
·
Feb 28, 2025

UltraShape 1.0: High-Fidelity 3D Shape Generation via Scalable Geometric Refinement

In this report, we introduce UltraShape 1.0, a scalable 3D diffusion framework for high-fidelity 3D geometry generation. The proposed approach adopts a two-stage generation pipeline: a coarse global structure is first synthesized and then refined to produce detailed, high-quality geometry. To support reliable 3D generation, we develop a comprehensive data processing pipeline that includes a novel watertight processing method and high-quality data filtering. This pipeline improves the geometric quality of publicly available 3D datasets by removing low-quality samples, filling holes, and thickening thin structures, while preserving fine-grained geometric details. To enable fine-grained geometry refinement, we decouple spatial localization from geometric detail synthesis in the diffusion process. We achieve this by performing voxel-based refinement at fixed spatial locations, where voxel queries derived from coarse geometry provide explicit positional anchors encoded via RoPE, allowing the diffusion model to focus on synthesizing local geometric details within a reduced, structured solution space. Our model is trained exclusively on publicly available 3D datasets, achieving strong geometric quality despite limited training resources. Extensive evaluations demonstrate that UltraShape 1.0 performs competitively with existing open-source methods in both data processing quality and geometry generation. All code and trained models will be released to support future research.

  • 13 authors
·
Dec 24, 2025 4

Mosaic-SDF for 3D Generative Models

Current diffusion or flow-based generative models for 3D shapes divide to two: distilling pre-trained 2D image diffusion models, and training directly on 3D shapes. When training a diffusion or flow models on 3D shapes a crucial design choice is the shape representation. An effective shape representation needs to adhere three design principles: it should allow an efficient conversion of large 3D datasets to the representation form; it should provide a good tradeoff of approximation power versus number of parameters; and it should have a simple tensorial form that is compatible with existing powerful neural architectures. While standard 3D shape representations such as volumetric grids and point clouds do not adhere to all these principles simultaneously, we advocate in this paper a new representation that does. We introduce Mosaic-SDF (M-SDF): a simple 3D shape representation that approximates the Signed Distance Function (SDF) of a given shape by using a set of local grids spread near the shape's boundary. The M-SDF representation is fast to compute for each shape individually making it readily parallelizable; it is parameter efficient as it only covers the space around the shape's boundary; and it has a simple matrix form, compatible with Transformer-based architectures. We demonstrate the efficacy of the M-SDF representation by using it to train a 3D generative flow model including class-conditioned generation with the 3D Warehouse dataset, and text-to-3D generation using a dataset of about 600k caption-shape pairs.

  • 5 authors
·
Dec 14, 2023 4

Squeeze3D: Your 3D Generation Model is Secretly an Extreme Neural Compressor

We propose Squeeze3D, a novel framework that leverages implicit prior knowledge learnt by existing pre-trained 3D generative models to compress 3D data at extremely high compression ratios. Our approach bridges the latent spaces between a pre-trained encoder and a pre-trained generation model through trainable mapping networks. Any 3D model represented as a mesh, point cloud, or a radiance field is first encoded by the pre-trained encoder and then transformed (i.e. compressed) into a highly compact latent code. This latent code can effectively be used as an extremely compressed representation of the mesh or point cloud. A mapping network transforms the compressed latent code into the latent space of a powerful generative model, which is then conditioned to recreate the original 3D model (i.e. decompression). Squeeze3D is trained entirely on generated synthetic data and does not require any 3D datasets. The Squeeze3D architecture can be flexibly used with existing pre-trained 3D encoders and existing generative models. It can flexibly support different formats, including meshes, point clouds, and radiance fields. Our experiments demonstrate that Squeeze3D achieves compression ratios of up to 2187x for textured meshes, 55x for point clouds, and 619x for radiance fields while maintaining visual quality comparable to many existing methods. Squeeze3D only incurs a small compression and decompression latency since it does not involve training object-specific networks to compress an object.

  • 5 authors
·
Jun 9, 2025 2

Taming SAM for Underwater Instance Segmentation and Beyond

With recent breakthroughs in large-scale modeling, the Segment Anything Model (SAM) has demonstrated significant potential in a variety of visual applications. However, due to the lack of underwater domain expertise, SAM and its variants face performance limitations in end-to-end underwater instance segmentation tasks, while their higher computational requirements further hinder their application in underwater scenarios. To address this challenge, we propose a large-scale underwater instance segmentation dataset, UIIS10K, which includes 10,048 images with pixel-level annotations for 10 categories. Then, we introduce UWSAM, an efficient model designed for automatic and accurate segmentation of underwater instances. UWSAM efficiently distills knowledge from the SAM ViT-Huge image encoder into the smaller ViT-Small image encoder via the Mask GAT-based Underwater Knowledge Distillation (MG-UKD) method for effective visual representation learning. Furthermore, we design an End-to-end Underwater Prompt Generator (EUPG) for UWSAM, which automatically generates underwater prompts instead of explicitly providing foreground points or boxes as prompts, thus enabling the network to locate underwater instances accurately for efficient segmentation. Comprehensive experimental results show that our model is effective, achieving significant performance improvements over state-of-the-art methods on multiple underwater instance datasets. Datasets and codes are available at https://github.com/LiamLian0727/UIIS10K.

  • 5 authors
·
May 21, 2025

Particle-Grid Neural Dynamics for Learning Deformable Object Models from RGB-D Videos

Modeling the dynamics of deformable objects is challenging due to their diverse physical properties and the difficulty of estimating states from limited visual information. We address these challenges with a neural dynamics framework that combines object particles and spatial grids in a hybrid representation. Our particle-grid model captures global shape and motion information while predicting dense particle movements, enabling the modeling of objects with varied shapes and materials. Particles represent object shapes, while the spatial grid discretizes the 3D space to ensure spatial continuity and enhance learning efficiency. Coupled with Gaussian Splattings for visual rendering, our framework achieves a fully learning-based digital twin of deformable objects and generates 3D action-conditioned videos. Through experiments, we demonstrate that our model learns the dynamics of diverse objects -- such as ropes, cloths, stuffed animals, and paper bags -- from sparse-view RGB-D recordings of robot-object interactions, while also generalizing at the category level to unseen instances. Our approach outperforms state-of-the-art learning-based and physics-based simulators, particularly in scenarios with limited camera views. Furthermore, we showcase the utility of our learned models in model-based planning, enabling goal-conditioned object manipulation across a range of tasks. The project page is available at https://kywind.github.io/pgnd .

  • 4 authors
·
Jun 18, 2025

CAST: Component-Aligned 3D Scene Reconstruction from an RGB Image

Recovering high-quality 3D scenes from a single RGB image is a challenging task in computer graphics. Current methods often struggle with domain-specific limitations or low-quality object generation. To address these, we propose CAST (Component-Aligned 3D Scene Reconstruction from a Single RGB Image), a novel method for 3D scene reconstruction and recovery. CAST starts by extracting object-level 2D segmentation and relative depth information from the input image, followed by using a GPT-based model to analyze inter-object spatial relationships. This enables the understanding of how objects relate to each other within the scene, ensuring more coherent reconstruction. CAST then employs an occlusion-aware large-scale 3D generation model to independently generate each object's full geometry, using MAE and point cloud conditioning to mitigate the effects of occlusions and partial object information, ensuring accurate alignment with the source image's geometry and texture. To align each object with the scene, the alignment generation model computes the necessary transformations, allowing the generated meshes to be accurately placed and integrated into the scene's point cloud. Finally, CAST incorporates a physics-aware correction step that leverages a fine-grained relation graph to generate a constraint graph. This graph guides the optimization of object poses, ensuring physical consistency and spatial coherence. By utilizing Signed Distance Fields (SDF), the model effectively addresses issues such as occlusions, object penetration, and floating objects, ensuring that the generated scene accurately reflects real-world physical interactions. CAST can be leveraged in robotics, enabling efficient real-to-simulation workflows and providing realistic, scalable simulation environments for robotic systems.

  • 9 authors
·
Feb 18, 2025 3

SparseFlex: High-Resolution and Arbitrary-Topology 3D Shape Modeling

Creating high-fidelity 3D meshes with arbitrary topology, including open surfaces and complex interiors, remains a significant challenge. Existing implicit field methods often require costly and detail-degrading watertight conversion, while other approaches struggle with high resolutions. This paper introduces SparseFlex, a novel sparse-structured isosurface representation that enables differentiable mesh reconstruction at resolutions up to 1024^3 directly from rendering losses. SparseFlex combines the accuracy of Flexicubes with a sparse voxel structure, focusing computation on surface-adjacent regions and efficiently handling open surfaces. Crucially, we introduce a frustum-aware sectional voxel training strategy that activates only relevant voxels during rendering, dramatically reducing memory consumption and enabling high-resolution training. This also allows, for the first time, the reconstruction of mesh interiors using only rendering supervision. Building upon this, we demonstrate a complete shape modeling pipeline by training a variational autoencoder (VAE) and a rectified flow transformer for high-quality 3D shape generation. Our experiments show state-of-the-art reconstruction accuracy, with a ~82% reduction in Chamfer Distance and a ~88% increase in F-score compared to previous methods, and demonstrate the generation of high-resolution, detailed 3D shapes with arbitrary topology. By enabling high-resolution, differentiable mesh reconstruction and generation with rendering losses, SparseFlex significantly advances the state-of-the-art in 3D shape representation and modeling.

  • 9 authors
·
Mar 27, 2025 2

OpenECAD: An Efficient Visual Language Model for Editable 3D-CAD Design

Computer-aided design (CAD) tools are utilized in the manufacturing industry for modeling everything from cups to spacecraft. These programs are complex to use and typically require years of training and experience to master. Structured and well-constrained 2D sketches and 3D constructions are crucial components of CAD modeling. A well-executed CAD model can be seamlessly integrated into the manufacturing process, thereby enhancing production efficiency. Deep generative models of 3D shapes and 3D object reconstruction models have garnered significant research interest. However, most of these models produce discrete forms of 3D objects that are not editable. Moreover, the few models based on CAD operations often have substantial input restrictions. In this work, we fine-tuned pre-trained models to create OpenECAD models (0.55B, 0.89B, 2.4B and 3.1B), leveraging the visual, logical, coding, and general capabilities of visual language models. OpenECAD models can process images of 3D designs as input and generate highly structured 2D sketches and 3D construction commands, ensuring that the designs are editable. These outputs can be directly used with existing CAD tools' APIs to generate project files. To train our network, we created a series of OpenECAD datasets. These datasets are derived from existing public CAD datasets, adjusted and augmented to meet the specific requirements of vision language model (VLM) training. Additionally, we have introduced an approach that utilizes dependency relationships to define and generate sketches, further enriching the content and functionality of the datasets.

  • 3 authors
·
Jun 14, 2024

Simplifying Textured Triangle Meshes in the Wild

This paper introduces a method for simplifying textured surface triangle meshes in the wild while maintaining high visual quality. While previous methods achieve excellent results on manifold meshes by using the quadric error metric, they struggle to produce high-quality outputs for meshes in the wild, which typically contain non-manifold elements and multiple connected components. In this work, we propose a method for simplifying these wild textured triangle meshes. We formulate mesh simplification as a problem of decimating simplicial 2-complexes to handle multiple non-manifold mesh components collectively. Building on the success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs). Our approach employs a modified quadric error that converges to the original quadric error metric for watertight manifold meshes, while significantly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we adopt a novel perspective which focuses on computing mesh correspondences throughout the decimation, independent of the UV layout. This combination yields a textured mesh simplification system that is capable of handling arbitrary triangle meshes, achieving to high-quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common problems in textured mesh simplification, including the prevalent problem of texture bleeding. We extensively evaluate our method on multiple datasets, showing improvements over prior techniques through qualitative, quantitative, and user study evaluations.

  • 3 authors
·
Sep 23, 2024

Cycle Consistency Driven Object Discovery

Developing deep learning models that effectively learn object-centric representations, akin to human cognition, remains a challenging task. Existing approaches facilitate object discovery by representing objects as fixed-size vectors, called ``slots'' or ``object files''. While these approaches have shown promise in certain scenarios, they still exhibit certain limitations. First, they rely on architectural priors which can be unreliable and usually require meticulous engineering to identify the correct objects. Second, there has been a notable gap in investigating the practical utility of these representations in downstream tasks. To address the first limitation, we introduce a method that explicitly optimizes the constraint that each object in a scene should be associated with a distinct slot. We formalize this constraint by introducing consistency objectives which are cyclic in nature. By integrating these consistency objectives into various existing slot-based object-centric methods, we showcase substantial improvements in object-discovery performance. These enhancements consistently hold true across both synthetic and real-world scenes, underscoring the effectiveness and adaptability of the proposed approach. To tackle the second limitation, we apply the learned object-centric representations from the proposed method to two downstream reinforcement learning tasks, demonstrating considerable performance enhancements compared to conventional slot-based and monolithic representation learning methods. Our results suggest that the proposed approach not only improves object discovery, but also provides richer features for downstream tasks.

  • 3 authors
·
Jun 3, 2023

FreeArt3D: Training-Free Articulated Object Generation using 3D Diffusion

Articulated 3D objects are central to many applications in robotics, AR/VR, and animation. Recent approaches to modeling such objects either rely on optimization-based reconstruction pipelines that require dense-view supervision or on feed-forward generative models that produce coarse geometric approximations and often overlook surface texture. In contrast, open-world 3D generation of static objects has achieved remarkable success, especially with the advent of native 3D diffusion models such as Trellis. However, extending these methods to articulated objects by training native 3D diffusion models poses significant challenges. In this work, we present FreeArt3D, a training-free framework for articulated 3D object generation. Instead of training a new model on limited articulated data, FreeArt3D repurposes a pre-trained static 3D diffusion model (e.g., Trellis) as a powerful shape prior. It extends Score Distillation Sampling (SDS) into the 3D-to-4D domain by treating articulation as an additional generative dimension. Given a few images captured in different articulation states, FreeArt3D jointly optimizes the object's geometry, texture, and articulation parameters without requiring task-specific training or access to large-scale articulated datasets. Our method generates high-fidelity geometry and textures, accurately predicts underlying kinematic structures, and generalizes well across diverse object categories. Despite following a per-instance optimization paradigm, FreeArt3D completes in minutes and significantly outperforms prior state-of-the-art approaches in both quality and versatility.

HART: Human Aligned Reconstruction Transformer

We introduce HART, a unified framework for sparse-view human reconstruction. Given a small set of uncalibrated RGB images of a person as input, it outputs a watertight clothed mesh, the aligned SMPL-X body mesh, and a Gaussian-splat representation for photorealistic novel-view rendering. Prior methods for clothed human reconstruction either optimize parametric templates, which overlook loose garments and human-object interactions, or train implicit functions under simplified camera assumptions, limiting applicability in real scenes. In contrast, HART predicts per-pixel 3D point maps, normals, and body correspondences, and employs an occlusion-aware Poisson reconstruction to recover complete geometry, even in self-occluded regions. These predictions also align with a parametric SMPL-X body model, ensuring that reconstructed geometry remains consistent with human structure while capturing loose clothing and interactions. These human-aligned meshes initialize Gaussian splats to further enable sparse-view rendering. While trained on only 2.3K synthetic scans, HART achieves state-of-the-art results: Chamfer Distance improves by 18-23 percent for clothed-mesh reconstruction, PA-V2V drops by 6-27 percent for SMPL-X estimation, LPIPS decreases by 15-27 percent for novel-view synthesis on a wide range of datasets. These results suggest that feed-forward transformers can serve as a scalable model for robust human reconstruction in real-world settings. Code and models will be released.

  • 6 authors
·
Sep 30, 2025

Assembler: Scalable 3D Part Assembly via Anchor Point Diffusion

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

  • 5 authors
·
Jun 20, 2025

NeuSurfEmb: A Complete Pipeline for Dense Correspondence-based 6D Object Pose Estimation without CAD Models

State-of-the-art approaches for 6D object pose estimation assume the availability of CAD models and require the user to manually set up physically-based rendering (PBR) pipelines for synthetic training data generation. Both factors limit the application of these methods in real-world scenarios. In this work, we present a pipeline that does not require CAD models and allows training a state-of-the-art pose estimator requiring only a small set of real images as input. Our method is based on a NeuS2 object representation, that we learn through a semi-automated procedure based on Structure-from-Motion (SfM) and object-agnostic segmentation. We exploit the novel-view synthesis ability of NeuS2 and simple cut-and-paste augmentation to automatically generate photorealistic object renderings, which we use to train the correspondence-based SurfEmb pose estimator. We evaluate our method on the LINEMOD-Occlusion dataset, extensively studying the impact of its individual components and showing competitive performance with respect to approaches based on CAD models and PBR data. We additionally demonstrate the ease of use and effectiveness of our pipeline on self-collected real-world objects, showing that our method outperforms state-of-the-art CAD-model-free approaches, with better accuracy and robustness to mild occlusions. To allow the robotics community to benefit from this system, we will publicly release it at https://www.github.com/ethz-asl/neusurfemb.

  • 5 authors
·
Jul 16, 2024

MeshAnything: Artist-Created Mesh Generation with Autoregressive Transformers

Recently, 3D assets created via reconstruction and generation have matched the quality of manually crafted assets, highlighting their potential for replacement. However, this potential is largely unrealized because these assets always need to be converted to meshes for 3D industry applications, and the meshes produced by current mesh extraction methods are significantly inferior to Artist-Created Meshes (AMs), i.e., meshes created by human artists. Specifically, current mesh extraction methods rely on dense faces and ignore geometric features, leading to inefficiencies, complicated post-processing, and lower representation quality. To address these issues, we introduce MeshAnything, a model that treats mesh extraction as a generation problem, producing AMs aligned with specified shapes. By converting 3D assets in any 3D representation into AMs, MeshAnything can be integrated with various 3D asset production methods, thereby enhancing their application across the 3D industry. The architecture of MeshAnything comprises a VQ-VAE and a shape-conditioned decoder-only transformer. We first learn a mesh vocabulary using the VQ-VAE, then train the shape-conditioned decoder-only transformer on this vocabulary for shape-conditioned autoregressive mesh generation. Our extensive experiments show that our method generates AMs with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods.

  • 12 authors
·
Jun 14, 2024 2

Learning Embeddings with Centroid Triplet Loss for Object Identification in Robotic Grasping

Foundation models are a strong trend in deep learning and computer vision. These models serve as a base for applications as they require minor or no further fine-tuning by developers to integrate into their applications. Foundation models for zero-shot object segmentation such as Segment Anything (SAM) output segmentation masks from images without any further object information. When they are followed in a pipeline by an object identification model, they can perform object detection without training. Here, we focus on training such an object identification model. A crucial practical aspect for an object identification model is to be flexible in input size. As object identification is an image retrieval problem, a suitable method should handle multi-query multi-gallery situations without constraining the number of input images (e.g. by having fixed-size aggregation layers). The key solution to train such a model is the centroid triplet loss (CTL), which aggregates image features to their centroids. CTL yields high accuracy, avoids misleading training signals and keeps the model input size flexible. In our experiments, we establish a new state of the art on the ArmBench object identification task, which shows general applicability of our model. We furthermore demonstrate an integrated unseen object detection pipeline on the challenging HOPE dataset, which requires fine-grained detection. There, our pipeline matches and surpasses related methods which have been trained on dataset-specific data.

  • 5 authors
·
Apr 9, 2024

Pushing Auto-regressive Models for 3D Shape Generation at Capacity and Scalability

Auto-regressive models have achieved impressive results in 2D image generation by modeling joint distributions in grid space. In this paper, we extend auto-regressive models to 3D domains, and seek a stronger ability of 3D shape generation by improving auto-regressive models at capacity and scalability simultaneously. Firstly, we leverage an ensemble of publicly available 3D datasets to facilitate the training of large-scale models. It consists of a comprehensive collection of approximately 900,000 objects, with multiple properties of meshes, points, voxels, rendered images, and text captions. This diverse labeled dataset, termed Objaverse-Mix, empowers our model to learn from a wide range of object variations. However, directly applying 3D auto-regression encounters critical challenges of high computational demands on volumetric grids and ambiguous auto-regressive order along grid dimensions, resulting in inferior quality of 3D shapes. To this end, we then present a novel framework Argus3D in terms of capacity. Concretely, our approach introduces discrete representation learning based on a latent vector instead of volumetric grids, which not only reduces computational costs but also preserves essential geometric details by learning the joint distributions in a more tractable order. The capacity of conditional generation can thus be realized by simply concatenating various conditioning inputs to the latent vector, such as point clouds, categories, images, and texts. In addition, thanks to the simplicity of our model architecture, we naturally scale up our approach to a larger model with an impressive 3.6 billion parameters, further enhancing the quality of versatile 3D generation. Extensive experiments on four generation tasks demonstrate that Argus3D can synthesize diverse and faithful shapes across multiple categories, achieving remarkable performance.

  • 12 authors
·
Feb 19, 2024 1

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.

  • 10 authors
·
Feb 4, 2024

Robust Weight Signatures: Gaining Robustness as Easy as Patching Weights?

Given a robust model trained to be resilient to one or multiple types of distribution shifts (e.g., natural image corruptions), how is that "robustness" encoded in the model weights, and how easily can it be disentangled and/or "zero-shot" transferred to some other models? This paper empirically suggests a surprisingly simple answer: linearly - by straightforward model weight arithmetic! We start by drawing several key observations: (1)assuming that we train the same model architecture on both a clean dataset and its corrupted version, resultant weights mostly differ in shallow layers; (2)the weight difference after projection, which we call "Robust Weight Signature" (RWS), appears to be discriminative and indicative of different corruption types; (3)for the same corruption type, the RWSs obtained by one model architecture are highly consistent and transferable across different datasets. We propose a minimalistic model robustness "patching" framework that carries a model trained on clean data together with its pre-extracted RWSs. In this way, injecting certain robustness to the model is reduced to directly adding the corresponding RWS to its weight. We verify our proposed framework to be remarkably (1)lightweight. since RWSs concentrate on the shallowest few layers and we further show they can be painlessly quantized, storing an RWS is up to 13 x more compact than storing the full weight copy; (2)in-situ adjustable. RWSs can be appended as needed and later taken off to restore the intact clean model. We further demonstrate one can linearly re-scale the RWS to control the patched robustness strength; (3)composable. Multiple RWSs can be added simultaneously to patch more comprehensive robustness at once; and (4)transferable. Even when the clean model backbone is continually adapted or updated, RWSs remain as effective patches due to their outstanding cross-dataset transferability.

  • 3 authors
·
Feb 24, 2023

StableMaterials: Enhancing Diversity in Material Generation via Semi-Supervised Learning

We introduce StableMaterials, a novel approach for generating photorealistic physical-based rendering (PBR) materials that integrate semi-supervised learning with Latent Diffusion Models (LDMs). Our method employs adversarial training to distill knowledge from existing large-scale image generation models, minimizing the reliance on annotated data and enhancing the diversity in generation. This distillation approach aligns the distribution of the generated materials with that of image textures from an SDXL model, enabling the generation of novel materials that are not present in the initial training dataset. Furthermore, we employ a diffusion-based refiner model to improve the visual quality of the samples and achieve high-resolution generation. Finally, we distill a latent consistency model for fast generation in just four steps and propose a new tileability technique that removes visual artifacts typically associated with fewer diffusion steps. We detail the architecture and training process of StableMaterials, the integration of semi-supervised training within existing LDM frameworks and show the advantages of our approach. Comparative evaluations with state-of-the-art methods show the effectiveness of StableMaterials, highlighting its potential applications in computer graphics and beyond. StableMaterials is publicly available at https://gvecchio.com/stablematerials.

  • 1 authors
·
Jun 13, 2024

ECR: Manifold-Guided Semantic Cues for Compact Language Models

Compact models often lose the structure of their embedding space. The issue shows up when the capacity is tight or the data spans several languages. Such collapse makes it difficult for downstream tasks to build on the resulting representation. Existing compression methods focus on aligning model outputs at a superficial level but fail to preserve the underlying manifold structure. This mismatch often leads to semantic drift in the compact model, causing both task behavior and linguistic properties to deviate from the reference model. To address those issues, we provide a new framework called Embedding Consistency Regulation (ECR). This framework first derives a set of semantic anchors from teacher embeddings (computed once offline). Then, the compact model learns to maintain consistent geometry around these anchors, without relying on matching logits or internal features. ECR adds only a small projection step at inference, without altering the decoding architecture or its runtime behavior. In experiments on a 100K multilingual corpus, ECR consistently stabilizes training and preserves semantic structure across tasks and languages. It also produces a more compact and task-aligned representation space, enabling low-capacity models to learn cleaner manifolds than conventional baselines. ECR works without teacher outputs and is compatible with, but independent of, distillation. Taken together, our results show that ECR helps compact models better follow task requirements and makes them easier to deploy under strict efficiency or privacy limits.

  • 1 authors
·
Jan 1

GaussianObject: Just Taking Four Images to Get A High-Quality 3D Object with Gaussian Splatting

Reconstructing and rendering 3D objects from highly sparse views is of critical importance for promoting applications of 3D vision techniques and improving user experience. However, images from sparse views only contain very limited 3D information, leading to two significant challenges: 1) Difficulty in building multi-view consistency as images for matching are too few; 2) Partially omitted or highly compressed object information as view coverage is insufficient. To tackle these challenges, we propose GaussianObject, a framework to represent and render the 3D object with Gaussian splatting, that achieves high rendering quality with only 4 input images. We first introduce techniques of visual hull and floater elimination which explicitly inject structure priors into the initial optimization process for helping build multi-view consistency, yielding a coarse 3D Gaussian representation. Then we construct a Gaussian repair model based on diffusion models to supplement the omitted object information, where Gaussians are further refined. We design a self-generating strategy to obtain image pairs for training the repair model. Our GaussianObject is evaluated on several challenging datasets, including MipNeRF360, OmniObject3D, and OpenIllumination, achieving strong reconstruction results from only 4 views and significantly outperforming previous state-of-the-art methods.

  • 8 authors
·
Feb 15, 2024 4

LATTICE: Democratize High-Fidelity 3D Generation at Scale

We present LATTICE, a new framework for high-fidelity 3D asset generation that bridges the quality and scalability gap between 3D and 2D generative models. While 2D image synthesis benefits from fixed spatial grids and well-established transformer architectures, 3D generation remains fundamentally more challenging due to the need to predict both spatial structure and detailed geometric surfaces from scratch. These challenges are exacerbated by the computational complexity of existing 3D representations and the lack of structured and scalable 3D asset encoding schemes. To address this, we propose VoxSet, a semi-structured representation that compresses 3D assets into a compact set of latent vectors anchored to a coarse voxel grid, enabling efficient and position-aware generation. VoxSet retains the simplicity and compression advantages of prior VecSet methods while introducing explicit structure into the latent space, allowing positional embeddings to guide generation and enabling strong token-level test-time scaling. Built upon this representation, LATTICE adopts a two-stage pipeline: first generating a sparse voxelized geometry anchor, then producing detailed geometry using a rectified flow transformer. Our method is simple at its core, but supports arbitrary resolution decoding, low-cost training, and flexible inference schemes, achieving state-of-the-art performance on various aspects, and offering a significant step toward scalable, high-quality 3D asset creation.

  • 8 authors
·
Nov 23, 2025 2

Nautilus: Locality-aware Autoencoder for Scalable Mesh Generation

Triangle meshes are fundamental to 3D applications, enabling efficient modification and rasterization while maintaining compatibility with standard rendering pipelines. However, current automatic mesh generation methods typically rely on intermediate representations that lack the continuous surface quality inherent to meshes. Converting these representations into meshes produces dense, suboptimal outputs. Although recent autoregressive approaches demonstrate promise in directly modeling mesh vertices and faces, they are constrained by the limitation in face count, scalability, and structural fidelity. To address these challenges, we propose Nautilus, a locality-aware autoencoder for artist-like mesh generation that leverages the local properties of manifold meshes to achieve structural fidelity and efficient representation. Our approach introduces a novel tokenization algorithm that preserves face proximity relationships and compresses sequence length through locally shared vertices and edges, enabling the generation of meshes with an unprecedented scale of up to 5,000 faces. Furthermore, we develop a Dual-stream Point Conditioner that provides multi-scale geometric guidance, ensuring global consistency and local structural fidelity by capturing fine-grained geometric features. Extensive experiments demonstrate that Nautilus significantly outperforms state-of-the-art methods in both fidelity and scalability. The project page is at https://nautilusmeshgen.github.io.

  • 9 authors
·
Jan 24, 2025

GASP: Gaussian Splatting for Physic-Based Simulations

Physics simulation is paramount for modeling and utilizing 3D scenes in various real-world applications. However, integrating with state-of-the-art 3D scene rendering techniques such as Gaussian Splatting (GS) remains challenging. Existing models use additional meshing mechanisms, including triangle or tetrahedron meshing, marching cubes, or cage meshes. Alternatively, we can modify the physics-grounded Newtonian dynamics to align with 3D Gaussian components. Current models take the first-order approximation of a deformation map, which locally approximates the dynamics by linear transformations. In contrast, our GS for Physics-Based Simulations (GASP) pipeline uses parametrized flat Gaussian distributions. Consequently, the problem of modeling Gaussian components using the physics engine is reduced to working with 3D points. In our work, we present additional rules for manipulating Gaussians, demonstrating how to adapt the pipeline to incorporate meshes, control Gaussian sizes during simulations, and enhance simulation efficiency. This is achieved through the Gaussian grouping strategy, which implements hierarchical structuring and enables simulations to be performed exclusively on selected Gaussians. The resulting solution can be integrated into any physics engine that can be treated as a black box. As demonstrated in our studies, the proposed pipeline exhibits superior performance on a diverse range of benchmark datasets designed for 3D object rendering. The project webpage, which includes additional visualizations, can be found at https://waczjoan.github.io/GASP.

  • 6 authors
·
Sep 9, 2024

CADmium: Fine-Tuning Code Language Models for Text-Driven Sequential CAD Design

Computer-aided design (CAD) is the digital construction of 2D and 3D objects, and is central to a wide range of engineering and manufacturing applications like automobile and aviation. Despite its importance, CAD modeling remains largely a time-intensive, manual task. Recent works have attempted to automate this process with small transformer-based models and handcrafted CAD sequence representations. However, there has been little effort to leverage the potential of large language models (LLMs) for sequential CAD design. In this work, we introduce a new large-scale dataset of more than 170k CAD models annotated with high-quality, human-like descriptions generated with our pipeline based on GPT-4.1. Using this dataset, we fine-tune powerful code-LLMs to generate CAD sequences represented in a JSON-based format from natural language descriptions, demonstrating the viability and effectiveness of this approach for text-conditioned CAD generation. Because simple metrics often fail to reflect the quality of generated objects, we introduce geometric and topological metrics based on sphericity, mean curvature, and Euler characteristic to provide richer structural insights. Our experiments and ablation studies on both synthetic and human-annotated data demonstrate that CADmium is able to automate CAD design, drastically speeding up the design of new objects. The dataset, code, and fine-tuned models are available online.

  • 5 authors
·
Jul 13, 2025

ShapeFusion: A 3D diffusion model for localized shape editing

In the realm of 3D computer vision, parametric models have emerged as a ground-breaking methodology for the creation of realistic and expressive 3D avatars. Traditionally, they rely on Principal Component Analysis (PCA), given its ability to decompose data to an orthonormal space that maximally captures shape variations. However, due to the orthogonality constraints and the global nature of PCA's decomposition, these models struggle to perform localized and disentangled editing of 3D shapes, which severely affects their use in applications requiring fine control such as face sculpting. In this paper, we leverage diffusion models to enable diverse and fully localized edits on 3D meshes, while completely preserving the un-edited regions. We propose an effective diffusion masking training strategy that, by design, facilitates localized manipulation of any shape region, without being limited to predefined regions or to sparse sets of predefined control vertices. Following our framework, a user can explicitly set their manipulation region of choice and define an arbitrary set of vertices as handles to edit a 3D mesh. Compared to the current state-of-the-art our method leads to more interpretable shape manipulations than methods relying on latent code state, greater localization and generation diversity while offering faster inference than optimization based approaches. Project page: https://rolpotamias.github.io/Shapefusion/

  • 4 authors
·
Mar 28, 2024

PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling

Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.

  • 5 authors
·
Jun 25, 2025 3

Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives

Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .

  • 5 authors
·
Jul 11, 2023

XDen-1K: A Density Field Dataset of Real-World Objects

A deep understanding of the physical world is a central goal for embodied AI and realistic simulation. While current models excel at capturing an object's surface geometry and appearance, they largely neglect its internal physical properties. This omission is critical, as properties like volumetric density are fundamental for predicting an object's center of mass, stability, and interaction dynamics in applications ranging from robotic manipulation to physical simulation. The primary bottleneck has been the absence of large-scale, real-world data. To bridge this gap, we introduce XDen-1K, the first large-scale, multi-modal dataset designed for real-world physical property estimation, with a particular focus on volumetric density. The core of this dataset consists of 1,000 real-world objects across 148 categories, for which we provide comprehensive multi-modal data, including a high-resolution 3D geometric model with part-level annotations and a corresponding set of real-world biplanar X-ray scans. Building upon this data, we introduce a novel optimization framework that recovers a high-fidelity volumetric density field of each object from its sparse X-ray views. To demonstrate its practical value, we add X-ray images as a conditioning signal to an existing segmentation network and perform volumetric segmentation. Furthermore, we conduct experiments on downstream robotics tasks. The results show that leveraging the dataset can effectively improve the accuracy of center-of-mass estimation and the success rate of robotic manipulation. We believe XDen-1K will serve as a foundational resource and a challenging new benchmark, catalyzing future research in physically grounded visual inference and embodied AI.

  • 9 authors
·
Dec 11, 2025

MPMAvatar: Learning 3D Gaussian Avatars with Accurate and Robust Physics-Based Dynamics

While there has been significant progress in the field of 3D avatar creation from visual observations, modeling physically plausible dynamics of humans with loose garments remains a challenging problem. Although a few existing works address this problem by leveraging physical simulation, they suffer from limited accuracy or robustness to novel animation inputs. In this work, we present MPMAvatar, a framework for creating 3D human avatars from multi-view videos that supports highly realistic, robust animation, as well as photorealistic rendering from free viewpoints. For accurate and robust dynamics modeling, our key idea is to use a Material Point Method-based simulator, which we carefully tailor to model garments with complex deformations and contact with the underlying body by incorporating an anisotropic constitutive model and a novel collision handling algorithm. We combine this dynamics modeling scheme with our canonical avatar that can be rendered using 3D Gaussian Splatting with quasi-shadowing, enabling high-fidelity rendering for physically realistic animations. In our experiments, we demonstrate that MPMAvatar significantly outperforms the existing state-of-the-art physics-based avatar in terms of (1) dynamics modeling accuracy, (2) rendering accuracy, and (3) robustness and efficiency. Additionally, we present a novel application in which our avatar generalizes to unseen interactions in a zero-shot manner-which was not achievable with previous learning-based methods due to their limited simulation generalizability. Our project page is at: https://KAISTChangmin.github.io/MPMAvatar/

  • 3 authors
·
Oct 1, 2025

Instructive3D: Editing Large Reconstruction Models with Text Instructions

Transformer based methods have enabled users to create, modify, and comprehend text and image data. Recently proposed Large Reconstruction Models (LRMs) further extend this by providing the ability to generate high-quality 3D models with the help of a single object image. These models, however, lack the ability to manipulate or edit the finer details, such as adding standard design patterns or changing the color and reflectance of the generated objects, thus lacking fine-grained control that may be very helpful in domains such as augmented reality, animation and gaming. Naively training LRMs for this purpose would require generating precisely edited images and 3D object pairs, which is computationally expensive. In this paper, we propose Instructive3D, a novel LRM based model that integrates generation and fine-grained editing, through user text prompts, of 3D objects into a single model. We accomplish this by adding an adapter that performs a diffusion process conditioned on a text prompt specifying edits in the triplane latent space representation of 3D object models. Our method does not require the generation of edited 3D objects. Additionally, Instructive3D allows us to perform geometrically consistent modifications, as the edits done through user-defined text prompts are applied to the triplane latent representation thus enhancing the versatility and precision of 3D objects generated. We compare the objects generated by Instructive3D and a baseline that first generates the 3D object meshes using a standard LRM model and then edits these 3D objects using text prompts when images are provided from the Objaverse LVIS dataset. We find that Instructive3D produces qualitatively superior 3D objects with the properties specified by the edit prompts.

  • 7 authors
·
Jan 8, 2025

Object Detectors in the Open Environment: Challenges, Solutions, and Outlook

With the emergence of foundation models, deep learning-based object detectors have shown practical usability in closed set scenarios. However, for real-world tasks, object detectors often operate in open environments, where crucial factors (e.g., data distribution, objective) that influence model learning are often changing. The dynamic and intricate nature of the open environment poses novel and formidable challenges to object detectors. Unfortunately, current research on object detectors in open environments lacks a comprehensive analysis of their distinctive characteristics, challenges, and corresponding solutions, which hinders their secure deployment in critical real-world scenarios. This paper aims to bridge this gap by conducting a comprehensive review and analysis of object detectors in open environments. We initially identified limitations of key structural components within the existing detection pipeline and propose the open environment object detector challenge framework that includes four quadrants (i.e., out-of-domain, out-of-category, robust learning, and incremental learning) based on the dimensions of the data / target changes. For each quadrant of challenges in the proposed framework, we present a detailed description and systematic analysis of the overarching goals and core difficulties, systematically review the corresponding solutions, and benchmark their performance over multiple widely adopted datasets. In addition, we engage in a discussion of open problems and potential avenues for future research. This paper aims to provide a fresh, comprehensive, and systematic understanding of the challenges and solutions associated with open-environment object detectors, thus catalyzing the development of more solid applications in real-world scenarios. A project related to this survey can be found at https://github.com/LiangSiyuan21/OEOD_Survey.

  • 8 authors
·
Mar 24, 2024

GARF: Learning Generalizable 3D Reassembly for Real-World Fractures

3D reassembly is a challenging spatial intelligence task with broad applications across scientific domains. While large-scale synthetic datasets have fueled promising learning-based approaches, their generalizability to different domains is limited. Critically, it remains uncertain whether models trained on synthetic datasets can generalize to real-world fractures where breakage patterns are more complex. To bridge this gap, we propose GARF, a generalizable 3D reassembly framework for real-world fractures. GARF leverages fracture-aware pretraining to learn fracture features from individual fragments, with flow matching enabling precise 6-DoF alignments. At inference time, we introduce one-step preassembly, improving robustness to unseen objects and varying numbers of fractures. In collaboration with archaeologists, paleoanthropologists, and ornithologists, we curate Fractura, a diverse dataset for vision and learning communities, featuring real-world fracture types across ceramics, bones, eggshells, and lithics. Comprehensive experiments have shown our approach consistently outperforms state-of-the-art methods on both synthetic and real-world datasets, achieving 82.87\% lower rotation error and 25.15\% higher part accuracy. This sheds light on training on synthetic data to advance real-world 3D puzzle solving, demonstrating its strong generalization across unseen object shapes and diverse fracture types.

  • 12 authors
·
Apr 7, 2025

Self-supervised Learning of Implicit Shape Representation with Dense Correspondence for Deformable Objects

Learning 3D shape representation with dense correspondence for deformable objects is a fundamental problem in computer vision. Existing approaches often need additional annotations of specific semantic domain, e.g., skeleton poses for human bodies or animals, which require extra annotation effort and suffer from error accumulation, and they are limited to specific domain. In this paper, we propose a novel self-supervised approach to learn neural implicit shape representation for deformable objects, which can represent shapes with a template shape and dense correspondence in 3D. Our method does not require the priors of skeleton and skinning weight, and only requires a collection of shapes represented in signed distance fields. To handle the large deformation, we constrain the learned template shape in the same latent space with the training shapes, design a new formulation of local rigid constraint that enforces rigid transformation in local region and addresses local reflection issue, and present a new hierarchical rigid constraint to reduce the ambiguity due to the joint learning of template shape and correspondences. Extensive experiments show that our model can represent shapes with large deformations. We also show that our shape representation can support two typical applications, such as texture transfer and shape editing, with competitive performance. The code and models are available at https://iscas3dv.github.io/deformshape

  • 6 authors
·
Aug 24, 2023

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

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

  • 7 authors
·
Sep 2, 2025

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

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

  • 5 authors
·
Nov 16, 2023 1

GeoWizard: Unleashing the Diffusion Priors for 3D Geometry Estimation from a Single Image

We introduce GeoWizard, a new generative foundation model designed for estimating geometric attributes, e.g., depth and normals, from single images. While significant research has already been conducted in this area, the progress has been substantially limited by the low diversity and poor quality of publicly available datasets. As a result, the prior works either are constrained to limited scenarios or suffer from the inability to capture geometric details. In this paper, we demonstrate that generative models, as opposed to traditional discriminative models (e.g., CNNs and Transformers), can effectively address the inherently ill-posed problem. We further show that leveraging diffusion priors can markedly improve generalization, detail preservation, and efficiency in resource usage. Specifically, we extend the original stable diffusion model to jointly predict depth and normal, allowing mutual information exchange and high consistency between the two representations. More importantly, we propose a simple yet effective strategy to segregate the complex data distribution of various scenes into distinct sub-distributions. This strategy enables our model to recognize different scene layouts, capturing 3D geometry with remarkable fidelity. GeoWizard sets new benchmarks for zero-shot depth and normal prediction, significantly enhancing many downstream applications such as 3D reconstruction, 2D content creation, and novel viewpoint synthesis.

  • 9 authors
·
Mar 18, 2024

ATLAS: Decoupling Skeletal and Shape Parameters for Expressive Parametric Human Modeling

Parametric body models offer expressive 3D representation of humans across a wide range of poses, shapes, and facial expressions, typically derived by learning a basis over registered 3D meshes. However, existing human mesh modeling approaches struggle to capture detailed variations across diverse body poses and shapes, largely due to limited training data diversity and restrictive modeling assumptions. Moreover, the common paradigm first optimizes the external body surface using a linear basis, then regresses internal skeletal joints from surface vertices. This approach introduces problematic dependencies between internal skeleton and outer soft tissue, limiting direct control over body height and bone lengths. To address these issues, we present ATLAS, a high-fidelity body model learned from 600k high-resolution scans captured using 240 synchronized cameras. Unlike previous methods, we explicitly decouple the shape and skeleton bases by grounding our mesh representation in the human skeleton. This decoupling enables enhanced shape expressivity, fine-grained customization of body attributes, and keypoint fitting independent of external soft-tissue characteristics. ATLAS outperforms existing methods by fitting unseen subjects in diverse poses more accurately, and quantitative evaluations show that our non-linear pose correctives more effectively capture complex poses compared to linear models.

  • 10 authors
·
Aug 21, 2025 2