Papers for
3d content creators
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Feed-forward model improves 3D scene capture with faster Gaussian refinement
GradSplat: Gradients Inside the Forward Pass for Feed-Forward 3D Gaussian Splatting
Abstract: Feed-forward 3D Gaussian Splatting predicts a scene from a few images, but our predictor is less accurate than its own Gaussians optimized per scene on those images. This gap lies mostly in the shape of the Gaussians, their scale and rotation, since optimizing the shape alone recovers almost all of it and opacity and color recover less. Gradient steps on the input views correct this shape, and the model holds these views at inference. Log-anisotropy correction changes the axis ratios of each Gaussian in log space at constant volume, and in-forward gradient refinement renders the Gaussians into the input views and applies the gradient of the photometric loss with a learned recurrent update, first to opacity and color and then to the shape. GradSplat is a feed-forward model that refines its own Gaussians by learned gradient steps inside its forward pass, with no target view. On both complete six-view RealEstate10K protocols, it has the best PSNR and SSIM among nine methods and keeps its accuracy from $6$ to $42$ input views. Without fine-tuning, it is the most accurate on DL3DV and has the best PSNR and SSIM on ScanNet++. The code will be released at https://github.com/Jingong-Chen/GradSplat/.
Gate3DGen improves 3D image quality by selectively cleaning photos
Gate3DGen: A Pre-processing Model that Selectively Purifies Real-World Images for 3D Generation
Abstract: Single-image 3D generation has achieved high fidelity on curated benchmarks, yet degrades sharply on real-world images with uneven illumination, blur, and occlusions. Purifying such inputs requires deciding when to intervene and preserving the visual cues needed for 3D generation, while leaving clean inputs unchanged. We introduce Gate3DGen, a selective pre-processing model that gates image inputs to existing 3D generators without retraining them. A degradation-aware router bypasses inputs classified as clean and extracts features to guide purification of the remaining inputs. Conditioned on these features, a 3D-oriented one-step purifier purifies degraded inputs with spatial losses that encourage preservation of object identity, contours, and textural cues. To provide paired supervision, we construct a synthetic data engine that renders clean views of 3D assets and synthesises composite degradations. On the synthetic benchmark, the purifier improves image fidelity and downstream 3D geometry in only 2.3s on average, reducing TRELLIS.2 mesh distance by 61.5% relative to degraded inputs. VLM evaluation and human preferences on real photographs further support identity preservation and degradation correction. More demos and code are available at https://supra-3d.github.io/gate3dgen.
Leap method speeds up diffusion model sampling with accuracy
LEAP: Accelerating ODE-based Diffusion Sampling with Optimal Linear Leaps
Abstract: Diffusion models primarily rely on general-purpose ODE-based numerical methods for training-free accelerated sampling, but performance degrades with coarse time discretization. In this paper, we propose optimal linear leaps (LEAP), a specialized method grounded in theoretical and empirical investigations of sampling trajectory geometry. Built upon low-dimensionality and cross-trajectory consistency, LEAP formulates a supervised least-squares optimization problem within the local trajectory subspace, achieving a precise approximation of future states without model evaluations. Extensive experiments demonstrate that LEAP outperforms previous methods across diverse modalities, including text-to-image (Stable Diffusion 3.5, FLUX.1-dev) and image-to-3D (TRELLIS.2) generation. Furthermore, LEAP can be seamlessly integrated into existing solver-based methods, offering a plug-and-play enhancement for modern diffusion models. Code is available at https://github.com/zju-pi/LEAP.
FineSplat improves 3D scene reconstruction with detailed patches
FineSplat: Fine Patches, Local Groups, Detailed Splats
Abstract: Feed-forward 3D Gaussian Splatting (3DGS) promises instant scene reconstruction with high-quality novel-view synthesis. Yet, fine-grained geometry and appearance remain difficult to recover, motivating us to revisit how feed-forward models represent, aggregate, and refine detailed visual information. We introduce FineSplat, a feed-forward 3DGS framework built around fine-grained image patches. Since global multi-view attention becomes prohibitively expensive at such high token resolutions, we develop a dual-grouping strategy that combines two complementary forms of locality: view-wise grouping enables efficient interaction among neighboring views, while 3D spatial grouping reconnects geometrically related tokens that may never have interacted under view-wise grouping by lifting them into the 3D scene space. We further leverage reconstruction error as direct feedback, providing an explicit rendering-based signal to recover fine-grained structures and appearance, thereby overcoming the limitations of one-pass feed-forward prediction. Finally, a compact Gaussian generation scheme preserves the benefits of fine-grained features without unnecessarily increasing the number of primitives. Together, these designs enable FineSplat to recover richer geometry and appearance while remaining efficient and compact, achieving state-of-the-art results by a substantial margin, under the same or smaller Gaussian budgets than existing methods.
Flexpart controls 3d part segmentation using text at any level
FlexPart: Text-Controlled Semantics-Aware 3D Part Segmentation at Flexible Granularity
Abstract: A 3D asset admits multiple valid part decompositions, while semantics-aware segmentation should reflect both the desired granularity and the parts a user wants to extract. Ideally, a practical segmentation model should strive for a simple principle: what you ask for is what you get. However, realizing this goal is hindered by two core obstacles: the lack of multi-granularity training data and the absence of a holistic control mechanism. We propose FLEXPART, a unified framework for text-controlled 3D mesh segmentation. To establish flexible control, we introduce a holistic control prompt comprising semantic part names with location and shape clauses. To support this mechanism, we utilize an automated Vision-Language Model (VLM) pipeline to construct a large-scale dataset of multi-granularity partitions and their corresponding prompts. Driven by this data, FLEXPART generates a view-independent part-identity field in native 3D space, directly assigning discrete part IDs to mesh faces. To compel the model to respect semantic conditions rather than rely on geometric priors, we train the model using randomized background dropping. Furthermore, an inference-time VLM planner can automatically complete descriptive clauses from 2D renderings, allowing users to simply name the desired parts in ordinary words. FLEXPART with planner-completed prompts outperforms the strongest evaluated baseline by 15% in mIoU, even when that baseline receives ground-truth guidance. On our held-out FLEXPARTBENCH, FLEXPART leads at each granularity and improves average mIoU by 22% over the strongest baseline. With only the requested part names supplied by the user, it also improves IoU by 35% over the strongest click-driven baseline on selective segmentation.
3d generation method improves texture detail and surface completion
SUPRA-TEX: 3D Generation with Super-Aligned Texture
Abstract: Single image 3D generation aims to dress a given 3D mesh with relightable materials while faithfully preserving the visual details of a reference image. Existing methods either introduce artifacts when fusing inconsistent multi-view predictions or struggle to preserve fine details through implicit image-feature conditioning. To resolve these challenges, we introduce SUPRA-Tex, built on the principle of decoupling visible-material estimation, surface alignment, and observation-guided 3D completion. This division of labor allows the 3D generator, trained on limited 3D data, to focus its capacity on preserving visible evidence and completing unobserved surfaces. Specifically, we first train an MLLM-based image editing model to predict lighting-separated PBR maps in the reference view. We then project these maps onto the visible surface and encode them with the pretrained material VAE encoder into native observation latents that share the generation target's latent space. An interleaved flow transformer holds these latents as fixed, read-only anchors while alternating unobserved-region and full-surface updates to generate complete material latents. This design achieves super-alignment with the reference, delivering What You See Is What You Get fidelity on visible regions and coherent completion on unobserved surfaces. Trained solely on public datasets, SUPRA-Tex achieves SOTA performance in both geometry-conditioned texturing and end-to-end asset generation, matching or even exceeding leading commercial systems on in-the-wild images. Project page: https://supra-3d.github.io/supratex/
3DCodeVerse builds a dataset and toolset for coding 3D worlds
3DCodeVerse: Exploring 3D Worlds as Code
Abstract: We introduce 3DCodeVerse, a research ecosystem that enables coding agents to create editable and verifiable 3D content at scale. 3DCodeVerse comprises large-scale, high-quality datasets of executable 3D code, a coding harness for spatial reasoning and automated verification, and practical guidance for 3D coding. First, we construct 3DCodeVerse-2M, a large-scale curated dataset of standalone 3D executable code. We build this corpus by collecting open-source data, converting specialized representations, and generating new programs with coding agents. Each program is packaged with the source files and associated assets required for execution in its declared environment, along with available descriptions and verification records. Second, we develop the 3DCodeVerse Harness, a multi-agent directed acyclic graph framework for generating and refining 3D content. It uses execution checks, spatial measurements, and visual feedback to automatically evaluate and revise generated programs without human feedback during generation. Third, we conduct systematic empirical studies of 3D coding, establishing baselines with fine-tuned open models and deriving practical guidance through component-level analyses of our harness. Extensive experiments demonstrate that fine-tuning on our dataset significantly improves the 3D coding capabilities of open-source models. Notably, our 3DCodeVerse harness achieves a 90% win rate against Claude Design (3D Object) in pairwise human evaluations, when both are utilized by Claude Opus 5.5.
GenIA improves 3D object reconstruction from limited images
GenIA: Generative Reconstruction with Test-Time Input Alignment
Abstract: Reconstructing complete 3D object assets from monocular or sparse multi-view observations remains challenging. Generative 3D foundation models can complete object geometry beyond the observed views, but their predictions may not faithfully reproduce the observed geometry, appearance, or pose. We introduce GenIA, a framework for test-time input-aligned generation that grounds SAM3D's generative prior in geometric and photometric observations without retraining the foundation model. We improve object pose by deriving translation and scale from geometry while retaining the learned rotation prior, and align appearance through visibility-biased attention, cross-observation fusion, and differentiable rendering guidance during denoising. An optional post-denoising refinement further adapts the appearance latent, lightweight decoder adapters, and object placement to the observations. Our framework also supports externally supplied geometry; when given temporal shapes of dynamic objects, it recovers a shared, input-aligned canonical appearance and stable world-space placement. Across synthetic and real benchmarks, GenIA improves pose prediction and object reconstruction from monocular, multi-view, and dynamic inputs, outperforming recent optimization-based, per-frame image-to-3D, and video-to-4D methods. Our project page is available at https://facebookresearch.github.io/GenIA.
Mc-sparse speeds up diffusion transformers while keeping quality high
MC-Sparse: Deconstructing and Closing the Dense-Sparse Attention Gap in Diffusion Transformers
Abstract: Sparse attention is a primary approach to reducing the latency of diffusion transformers in long-sequence generation tasks, such as video and high-resolution 3D asset generation. However, existing methods can degrade generation quality and fidelity at high sparsity levels. Through controlled oracle comparisons, we trace this degradation to three sources: constraints imposed by token grouping, inaccurate interaction selection, and the attention contributions lost when tokens are discarded. Guided by this analysis, we propose Meta-Cached Sparse Attention (MC-Sparse), a training-free framework that selects individual key-value (KV) tokens while organizing similar queries into tile-aligned groups for efficient GPU execution. MC-Sparse caches metadata comprising query groups, KV indices selected using exact attention probabilities, and residuals between dense and sparse attention outputs, and reuses them across subsequent denoising steps. Across video and 3D generation models, MC-Sparse achieves higher fidelity to dense-attention outputs and larger denoising speedups than existing sparse-attention baselines, without visible quality degradation. Relative to dense attention, it delivers a $1.80\times$ denoising speedup on Minimax-H3-Base and a $2.32\times$ speedup on 3D asset generation, both with negligible quality loss.
Geometry conditioned method speeds up multi view image generation
NAMVIS: Next-Scale Autoregressive Multi-View Image Synthesis
Abstract: Sparse-view novel view synthesis is a central problem in 3D content creation, but diffusion-based approaches remain limited by iterative denoising, making multi-view generation expensive at inference time. We introduce NAMVIS, a diffusion-free framework that reformulates multi-view image synthesis as geometry-conditioned next-scale autoregression. Instead of generating target views through repeated denoising, NAMVIS predicts discrete visual tokens through a small number of coarse-to-fine scale steps, while sampling all tokens within each scale and across target views in parallel. To anchor this generation process to explicit camera geometry, we propose Multi-scale Projective Pose Encoding, which injects source and target camera transformations into both target-view self-attention and source-to-target cross-attention at every resolution. NAMVIS further combines global conditioning with dense geometry-aware cross-attention, enabling the model to preserve source-view appearance while maintaining target-view consistency. Across Objaverse, GSO, and OmniObject3D, NAMVIS outperforms diffusion-based baselines in PSNR, SSIM, and LPIPS, while running over 3 times faster than the evaluated diffusion baselines under the same evaluation setting. These results suggest that geometry-conditioned next-scale autoregression is a promising and efficient alternative to diffusion for sparse-view multi-view synthesis. Additional qualitative results, videos, and resources are available at https://corl-team.github.io/namvis/
Sequential reward scheduling improves text to 3D model training
OuroReward: Sequential Reward Scheduling for Reinforcement Learning in Text-to-3D Generation
Abstract: Reinforcement learning (RL) for Text-to-3D (T23D) generation requires optimization across multiple quality dimensions such as semantic alignment and texture clarity. Existing methods typically optimize these dimensions simultaneously through multiple reward aggregation, without explicitly modeling inter-dimension dependencies. This can cause imbalanced optimization and persistent interference among conflicting dimensions. To address this limitation, we propose OuroReward, an interference-aware sequential reward scheduling strategy for T23D RL. OuroReward first estimates pairwise dependencies among dimensions and constructs a cyclic optimization path that minimizes cumulative interference. By incorporating the tail-to-head dependency, the cycle captures global compatibility across the entire schedule. Then, OuroReward converts the cycle into a one-pass sequence, and starts optimization from the dimension with the lowest aggregate interference. Rather than assigning a fixed optimization budget to each dimension-wise reward, training adaptively determines when to advance to the next reward according to the remaining optimization headroom of the current one. We further introduce AdaSelect, an adaptive prompt selection strategy that identifies reliable and informative prompts aligned with the model's current capability. By focusing policy updates on these prompts, AdaSelect effectively improves training stability. Extensive experiments across different T23D models and RL algorithms demonstrate that our framework consistently improves generation quality across multiple dimensions.
Stage aware method erases concepts in text to 3D models
STAGE: Subspace-Targeted Affine Generative Erasure for Text-to-3D Models
Abstract: Concept erasure suppresses a target concept while preserving behavior on unrelated inputs. Existing closed-form methods were designed for 2D image diffusion and assume a single generative pathway, so one edit must cover geometry and texture at once. Native 3D generators, which synthesize structured 3D representations directly rather than by lifting 2D samples, violate this assumption. We show that shape and object concepts must be erased in the structural stage of the pipeline and material concepts in the appearance stage. We therefore formulate erasure in native text-to-3D as a stage-aware editing problem and introduce STAGE, a training-free, closed-form framework. STAGE confines each edit to the low-dimensional subspace spanned by the differences between erase and anchor embeddings, and relaxes the norm-preserving (orthogonal) constraint of prior editors into a least-squares affine correction that maps target activations onto safe anchors subject to a penalty on the displacement of retained prompts. The correction applies to the structural stage, the appearance stage, or both. We find that the stage an edit must reach is determined by concept type. On TRELLIS, the standard open native 3D generator, across 15 shape, material, and object concepts, STAGE reaches 66.7 on a composite score that balances forgetting the target concept against preserving everything else, aggregating CLIP-based semantic and physical metrics, versus 53.2 for the strongest adapted baseline. Code: https://github.com/gmum/STAGE/ Project Page https://gmum.github.io/STAGE/
Blended tile conditioning improves 3D generation from detailed images
BTC3D: Blended Tile Conditioning for Detail-Enhancing Image-to-3D Generation
Abstract: Recent diffusion-based pipelines have achieved promising progress in image-to-3D synthesis. However, generating high-fidelity details remains challenging, especially when the input image contains rich details. Existing approaches often rely on globally encoded conditioning features, which compress spatial information and limit the model to reproduce fine-grained details. This common design often leads to a phenomenon we term detail attenuation. Moreover, improving image-to-3D synthesis quality typically requires retraining or fine-tuning large diffusion models, which can be computationally expensive and impractical for complex 3D pipelines. In this work, we present Blended Tile Conditioning for image-to-3D generation (BTC3D), a training-free inference time framework that enhances fine-grained detail preservation in image-to-3D diffusion pipelines. To alleviate detail attenuation, we first examine the image feature additivity in image-to-3D models. Based on this property, we introduce a blended tile embedding that extracts local conditioning signals from split image regional patches, allowing the diffusion model to better preserve fine-grained visual details. To integrate the global and local conditioning guidance stably, we propose a dynamic conditioning schedule that gradually increases the influence of tile-level conditioning during later low-noise stages of diffusion. Our proposed method BTC3D operates entirely at inference time and can be seamlessly integrated into existing image-to-3D diffusion pipelines. Experimental results demonstrate that the proposed approach significantly improves texture quality and visual fidelity of the base model while maintaining global structural consistency in a training-free manner.
Gaussian splatting method fills 3D scenes faster without reference images
WINGS: Reference-Free Gaussian Splatting Inpainting with 3D-Native Generative Priors
Abstract: Inpainting 3D Gaussian Splatting scenes, a key challenge in 3D editing, requires generating plausible content within a masked region of 3D space. Prior approaches rely on 2D diffusion models to produce one or several inpainted reference views, making them susceptible to challenges associated with multi-view inconsistency and lengthy optimization times. Departing from these approaches, we introduce a reference-free Gaussian splatting inpainting method operating natively in 3D. Our method leverages the embedding space of a large, pre-trained 3D prior, combined with a structure completion network to feed a generative prior which reconstructs the missing region's geometry and appearance. Performing content generation entirely in 3D, it avoids the need to reconcile inconsistencies of multiple inpainted reference images, and is faster than related 2D-based methods. We demonstrate the effectiveness of our method qualitatively and quantitatively, through extensive experiments and a user study. To the best of our knowledge, this work is the first Gaussian splatting inpainting method to operate in the learned representation space of a 3D-native generative prior without relying on inpainted reference views.
Geometry improves sparse view synthesis with diffusion model guidance
VGGT-Diff: Visual Geometry Meets Diffusion for Sparse-View Novel View Synthesis
Abstract: We present VGGT-Diff, a geometry-routed multi-view diffusion model for sparse-view novel view synthesis. Existing novel view synthesis (NVS) methods face a fundamental trade-off: reconstruction-based approaches preserve observed geometry but struggle to synthesize unseen regions, while diffusion-based methods provide strong generative priors yet rely on implicit source-to-query correspondence. VGGT-Diff bridges these regimes by routing visual geometry latents from VGGT-Ω into a pretrained video diffusion model. Each visual token is associated with a 3D point and confidence, then transformed into query-aligned latent conditions through a confidence-aware Visual Geometry Router (VGR) that preserves front and back surface evidence. These conditions guide joint target-view denoising, while Point-Track Residual Consistency (PTRC) regularizes predicted-clean residuals along reliable 3D tracks, improving multi-view stability. We further introduce robust geometry conditioning, combining training-time regularization with inference-time guidance for improved robustness. Experiments show competitive or state-of-the-art performance across interpolation and extrapolation under different viewpoint difficulties. Our code is available at https://github.com/chenkangjie1123/VGGT-Diff.
Ultratex speeds up high-resolution 3d texture generation by dropping background data
UltraTex: Unleashing 2K Multi-View Diffusion for 3D Texturing
Abstract: High-quality texture generation is essential for creating realistic and production-ready 3D assets. Recent multi-view diffusion methods have shown promising results for image-guided 3D texturing, but they are typically constrained to low operating resolutions such as 512 or 768, making it difficult to preserve high-frequency details from high-resolution reference images. Scaling this paradigm to 2048 resolution is computationally prohibitive, as the unified multi-view sequence exceeds 212K tokens and incurs excessive memory and latency. In this paper, we present UltraTex, an efficient end-to-end framework for high-resolution multi-view diffusion-based 3D texturing. Our key observation is that object-centric multi-view renderings contain two major sources of redundancy: background-induced sequence redundancy and sparse token interactions within the foreground. To address them, we introduce Background Token Dropping, which removes background tokens before the DiT backbone, and Block-Sparse Attention, which reduces attention computation over the retained foreground sequence. To enable efficient foreground-only inference while avoiding reconstruction artifacts, we further design Foreground-Aware VAE Decoding to ensure the quality of the final high-resolution views. To satisfy the demanding data requirements of 2K-resolution multi-view diffusion training, we construct G-buffer TexVerse, a large-scale, ultra-high-resolution multi-view rendering dataset covering over 268,000 3D assets. Extensive experiments show that UltraTex generates visually faithful textures with rich fine-grained details, while substantially improving efficiency, achieving $20.6\times$--$91.1\times$ training speedup and $22.3\times$--$74.6\times$ end-to-end inference speedup over the baseline on common samples in our dataset. Code and data is at https://yiboz2001.github.io/UltraTex.
VoxelTTO improves 3D scene reconstruction and camera pose accuracy
VoxelTTO: Voxel-Aligned Feed-Forward 3D Gaussian Splatting with Test-Time Optimization
Abstract: Recent feed-forward 3D Gaussian Splatting (3DGS) methods typically regress pixel-aligned Gaussian primitives, often causing excessive overlap and artifacts, while inaccuracies in predicted camera poses can lead to misalignment in novel-view synthesis (NVS). We present VoxelTTO, a feed-forward framework for reconstructing geometrically accurate 3DGS scenes from an arbitrary number of images and optional camera parameters. VoxelTTO aggregates dense image features into a global voxel representation and decodes Gaussians from voxel features, breaking the pixel-to-Gaussian correspondence. To exploit known camera parameters while keeping the pretrained visual foundation model (VFM) parameters frozen, we introduce test-time optimization (TTO) that adapts lightweight LoRA modules using pose supervision. We further replace vanilla 3DGS rasterization with stochastic solid volume rendering during training and inference, improving geometric fidelity. Training updates only the voxel-aligned Gaussian reconstruction modules, requiring 80 GPU hours. Experiments on Replica, Tanks and Temples, and DTU demonstrate improved RGB-D NVS and camera-pose estimation relative to prior methods.
Multi-view method improves 3d shape generation with guided noise control
ReconPlusGen: Injecting Reconstruction Prior into Multi-view 3D Generation through Noise Inversion and Modulation
Abstract: Qualitative results and an illustration of our core idea. Top left: reconstruction results on benchmark images. Top right: reconstruction results on real-world images. Bottom: illustration of reconstruction-guided noise initialization and modulation. Given multiple input images, we predict a point cloud in canonical space, deterministically inject the predicted geometry into the diffusion process through noise inversion, and modulate the resulting noise to preserve the generative flexibility required to complete unobserved regions and refine visible geometry.