Papers for

3d modeling software teams

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.

Reinforcement learning improves 3d shape part segmentation accuracy

Organize Primitives into Semantic Parts: Reinforcement Reasoning for 3D Segmentation

Abstract: Primitive-based 3D segmentation offers a compact and explicit alternative to dense surface prediction, naturally supporting structural abstraction and boundary localization. However, geometric decomposition alone does not determine how primitives should be organized into semantic parts: a single part may span multiple primitives, while geometrically similar or touching primitives may belong to different parts. We therefore introduce RePart (Reinforcement Part Reasoning), which formulates primitive-to-part organization as a finite-horizon Markov decision process and learns semantic organization through trajectory-level reinforcement reasoning. RePart constructs a Composable Primitive Workspace from fine-grained superquadrics and applies a merge-and-stop policy whose decisions are optimized by their downstream effects on the resulting partition rather than local primitive compatibility. The inferred part identities are then mapped back to the original mesh through Boundary-Aware Surface Labeling, preserving accurate surface boundaries beyond the primitive approximation. On PartNet, RePart achieves the strongest results across all four aggregate partition metrics; on 3DCoMPaT++, it obtains the highest RI and SC without target-dataset fine-tuning. These results demonstrate that reinforcement reasoning provides an effective mechanism for organizing geometric primitives into semantic parts while retaining dense segmentation accuracy. Code is available at https://github.com/EngineeringAI-LAB/RePart.

Sat 3 OctComputer Vision and Pattern Recognition
The gist
Breaking 3D shapes into meaningful parts is tricky because parts can span multiple simple shapes, and similar simple shapes may belong to different parts. The authors create a method called RePart that uses reinforcement learning to decide how to group these simple shapes into parts by looking at the overall effect of each grouping step. This helps the system better understand which simple shapes belong together to form meaningful parts. Their approach works well on standard 3D shape datasets, improving the accuracy of finding parts while keeping detailed shape boundaries.
Open → 2610.04602v1

Octrees improve 3D language models for shape and text understanding

Octrees as an Explicit 3D Language

Abstract: Existing 3D large language models (LLMs) compromise on two fronts: they compress shapes into latent codebook indices or coordinate text, which removes spatial structure from what the model observes, and they acquire the 3D modality by fine-tuning the backbone, which overwrites its general language ability. We present OctLLM, which addresses both limitations. Geometry enters as an explicit 3D sequence of octree occupancy tokens. However, full octree sequences grow rapidly with depth; OctLLM therefore randomly empties penultimate-level nodes and omits descendants while preserving shape, yielding a shorter coordinate- and depth-anchored Sparse Octree (S-Octree) for position-aware mask-modeling generation and 3D understanding. On the other front, existing methods introduce a new modality with full fine-tuning or LoRA, but full fine-tuning is costly, LoRA limits 3D capacity, and both modify the language pathway. OctLLM instead adds 3D capacity in parameters separate from the pretrained ones: mesh tokens are routed through independent trainable branches in a subset of blocks while text and image tokens retain the frozen vision-language pathway, and the two streams interact through shared self-attention. It trains far fewer parameters than full fine-tuning, yet sets a new state of the art among unified multimodal LLMs, lowering image-to-3D FID by $17.4\%$ and raising render-grounded captioning by $28.7$ points over ShapeLLM-Omni, while matching the backbone on general language benchmarks.

Thu 1 OctComputer Vision and Pattern Recognition
The gist
Understanding 3D shapes and language together is hard because current methods either mix up the shape details or weaken the model’s language skills. The authors made a system called OctLLM that keeps the detailed 3D shape information in a special format called octrees, which organizes 3D data efficiently. They also kept the language ability strong by adding new parts only for 3D data, without changing the original language parts. This approach makes the system better at describing and understanding 3D shapes while still being good at regular language tasks.
Open → 2610.02388v1

Coding agents tested on their accuracy building and editing 3d scenes

Code4Scene: Benchmarking Coding Agents for Constructing and Editing 3D Scenes

Abstract: Frontier coding agents can now write and execute code that authors 3D environments, but whether they reliably understand 3D structure and precisely control scene state remains unclear. The generated 3D scene is a persistent, executable artifact: a convincing render can hide incorrect spatial relations, intersecting objects, or unintended modifications. We introduce Code4Scene, a benchmark of 190 Unreal Engine cases built from human-assembled scenes that evaluates coding agents on two complementary settings under a shared execution interface. Construction tests scene-level spatial reasoning from open-ended language specifications, where many realizations are valid; editing tests precise control of scene state, where the agent must recover the target scene from reference images while preserving everything else. Rather than scoring code or rendered views, Code4Scene evaluates the generated engine-native scene for task fulfillment, artifact integrity, and static physical validity, with edits additionally compared against withheld ground truth. Across 14 coding-agent configurations on the 95-case public set, construction and editing performance are strongly correlated but not interchangeable (Spearman $ρ= 0.78$): Claude Fable 5.1 leads construction, Gemini 3.8 Flash leads editing, and GPT-6 Astra narrowly leads overall. Spatial Composition is the weakest construction category for every agent, while editing remains imprecise: the best Repair F1 is only 0.527, and 35.8% of edits that fully recover the target still introduce unintended changes elsewhere in the scene. These results expose a gap between plausible 3D generation and reliable spatial reasoning and state control.

Tue 29 SeptArtificial Intelligence
The gist
It can be hard for computer programs that write code to make 3D scenes to always get the details right. The authors created Code4Scene, a test system with real human-made 3D scenes to see how well these coding agents understand space and control changes. Their tests look at not just the picture quality but if the scenes are accurate and unchanged when they should be. They found that while some agents are good at building scenes, editing them precisely is still a challenge. This shows that making 3D scene-building programs that always work well is still a work in progress.
Open → 2609.36777v1