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SubscribeCRASAR-U-DROIDs: A Large Scale Benchmark Dataset for Building Alignment and Damage Assessment in Georectified sUAS Imagery
This document presents the Center for Robot Assisted Search And Rescue - Uncrewed Aerial Systems - Disaster Response Overhead Inspection Dataset (CRASAR-U-DROIDs) for building damage assessment and spatial alignment collected from small uncrewed aerial systems (sUAS) geospatial imagery. This dataset is motivated by the increasing use of sUAS in disaster response and the lack of previous work in utilizing high-resolution geospatial sUAS imagery for machine learning and computer vision models, the lack of alignment with operational use cases, and with hopes of enabling further investigations between sUAS and satellite imagery. The CRASAR-U-DRIODs dataset consists of fifty-two (52) orthomosaics from ten (10) federally declared disasters (Hurricane Ian, Hurricane Ida, Hurricane Harvey, Hurricane Idalia, Hurricane Laura, Hurricane Michael, Musset Bayou Fire, Mayfield Tornado, Kilauea Eruption, and Champlain Towers Collapse) spanning 67.98 square kilometers (26.245 square miles), containing 21,716 building polygons and damage labels, and 7,880 adjustment annotations. The imagery was tiled and presented in conjunction with overlaid building polygons to a pool of 130 annotators who provided human judgments of damage according to the Joint Damage Scale. These annotations were then reviewed via a two-stage review process in which building polygon damage labels were first reviewed individually and then again by committee. Additionally, the building polygons have been aligned spatially to precisely overlap with the imagery to enable more performant machine learning models to be trained. It appears that CRASAR-U-DRIODs is the largest labeled dataset of sUAS orthomosaic imagery.
xBD: A Dataset for Assessing Building Damage from Satellite Imagery
We present xBD, a new, large-scale dataset for the advancement of change detection and building damage assessment for humanitarian assistance and disaster recovery research. Natural disaster response requires an accurate understanding of damaged buildings in an affected region. Current response strategies require in-person damage assessments within 24-48 hours of a disaster. Massive potential exists for using aerial imagery combined with computer vision algorithms to assess damage and reduce the potential danger to human life. In collaboration with multiple disaster response agencies, xBD provides pre- and post-event satellite imagery across a variety of disaster events with building polygons, ordinal labels of damage level, and corresponding satellite metadata. Furthermore, the dataset contains bounding boxes and labels for environmental factors such as fire, water, and smoke. xBD is the largest building damage assessment dataset to date, containing 850,736 building annotations across 45,362 km2 of imagery.
Non-Uniform Spatial Alignment Errors in sUAS Imagery From Wide-Area Disasters
This work presents the first quantitative study of alignment errors between small uncrewed aerial systems (sUAS) geospatial imagery and a priori building polygons and finds that alignment errors are non-uniform and irregular. The work also introduces a publicly available dataset of imagery, building polygons, and human-generated and curated adjustments that can be used to evaluate existing strategies for aligning building polygons with sUAS imagery. There are no efforts that have aligned pre-existing spatial data with sUAS imagery, and thus, there is no clear state of practice. However, this effort and analysis show that the translational alignment errors present in this type of data, averaging 82px and an intersection over the union of 0.65, which would induce further errors and biases in downstream machine learning systems unless addressed. This study identifies and analyzes the translational alignment errors of 21,619 building polygons in fifty-one orthomosaic images, covering 16787.2 Acres (26.23 square miles), constructed from sUAS raw imagery from nine wide-area disasters (Hurricane Ian, Hurricane Harvey, Hurricane Michael, Hurricane Ida, Hurricane Idalia, Hurricane Laura, the Mayfield Tornado, the Musset Bayou Fire, and the Kilauea Eruption). The analysis finds no uniformity among the angle and distance metrics of the building polygon alignments as they present an average degree variance of 0.4 and an average pixel distance variance of 0.45. This work alerts the sUAS community to the problem of spatial alignment and that a simple linear transform, often used to align satellite imagery, will not be sufficient to align spatial data in sUAS orthomosaic imagery.
Pix2Poly: A Sequence Prediction Method for End-to-end Polygonal Building Footprint Extraction from Remote Sensing Imagery
Extraction of building footprint polygons from remotely sensed data is essential for several urban understanding tasks such as reconstruction, navigation, and mapping. Despite significant progress in the area, extracting accurate polygonal building footprints remains an open problem. In this paper, we introduce Pix2Poly, an attention-based end-to-end trainable and differentiable deep neural network capable of directly generating explicit high-quality building footprints in a ring graph format. Pix2Poly employs a generative encoder-decoder transformer to produce a sequence of graph vertex tokens whose connectivity information is learned by an optimal matching network. Compared to previous graph learning methods, ours is a truly end-to-end trainable approach that extracts high-quality building footprints and road networks without requiring complicated, computationally intensive raster loss functions and intricate training pipelines. Upon evaluating Pix2Poly on several complex and challenging datasets, we report that Pix2Poly outperforms state-of-the-art methods in several vector shape quality metrics while being an entirely explicit method. Our code is available at https://github.com/yeshwanth95/Pix2Poly.
Polygonal Building Segmentation by Frame Field Learning
While state of the art image segmentation models typically output segmentations in raster format, applications in geographic information systems often require vector polygons. To help bridge the gap between deep network output and the format used in downstream tasks, we add a frame field output to a deep segmentation model for extracting buildings from remote sensing images. We train a deep neural network that aligns a predicted frame field to ground truth contours. This additional objective improves segmentation quality by leveraging multi-task learning and provides structural information that later facilitates polygonization; we also introduce a polygonization algorithm that utilizes the frame field along with the raster segmentation. Our code is available at https://github.com/Lydorn/Polygonization-by-Frame-Field-Learning.
PolyGen: An Autoregressive Generative Model of 3D Meshes
Polygon meshes are an efficient representation of 3D geometry, and are of central importance in computer graphics, robotics and games development. Existing learning-based approaches have avoided the challenges of working with 3D meshes, instead using alternative object representations that are more compatible with neural architectures and training approaches. We present an approach which models the mesh directly, predicting mesh vertices and faces sequentially using a Transformer-based architecture. Our model can condition on a range of inputs, including object classes, voxels, and images, and because the model is probabilistic it can produce samples that capture uncertainty in ambiguous scenarios. We show that the model is capable of producing high-quality, usable meshes, and establish log-likelihood benchmarks for the mesh-modelling task. We also evaluate the conditional models on surface reconstruction metrics against alternative methods, and demonstrate competitive performance despite not training directly on this task.
PoNQ: a Neural QEM-based Mesh Representation
Although polygon meshes have been a standard representation in geometry processing, their irregular and combinatorial nature hinders their suitability for learning-based applications. In this work, we introduce a novel learnable mesh representation through a set of local 3D sample Points and their associated Normals and Quadric error metrics (QEM) w.r.t. the underlying shape, which we denote PoNQ. A global mesh is directly derived from PoNQ by efficiently leveraging the knowledge of the local quadric errors. Besides marking the first use of QEM within a neural shape representation, our contribution guarantees both topological and geometrical properties by ensuring that a PoNQ mesh does not self-intersect and is always the boundary of a volume. Notably, our representation does not rely on a regular grid, is supervised directly by the target surface alone, and also handles open surfaces with boundaries and/or sharp features. We demonstrate the efficacy of PoNQ through a learning-based mesh prediction from SDF grids and show that our method surpasses recent state-of-the-art techniques in terms of both surface and edge-based metrics.
GeoCode: Interpretable Shape Programs
Mapping high-fidelity 3D geometry to a representation that allows for intuitive edits remains an elusive goal in computer vision and graphics. The key challenge is the need to model both continuous and discrete shape variations. Current approaches, such as implicit shape representation, lack straightforward interpretable encoding, while others that employ procedural methods output coarse geometry. We present GeoCode, a technique for 3D shape synthesis using an intuitively editable parameter space. We build a novel program that enforces a complex set of rules and enables users to perform intuitive and controlled high-level edits that procedurally propagate at a low level to the entire shape. Our program produces high-quality mesh outputs by construction. We use a neural network to map a given point cloud or sketch to our interpretable parameter space. Once produced by our procedural program, shapes can be easily modified. Empirically, we show that GeoCode can infer and recover 3D shapes more accurately compared to existing techniques and we demonstrate its ability to perform controlled local and global shape manipulations.
Connecting the Dots: Floorplan Reconstruction Using Two-Level Queries
We address 2D floorplan reconstruction from 3D scans. Existing approaches typically employ heuristically designed multi-stage pipelines. Instead, we formulate floorplan reconstruction as a single-stage structured prediction task: find a variable-size set of polygons, which in turn are variable-length sequences of ordered vertices. To solve it we develop a novel Transformer architecture that generates polygons of multiple rooms in parallel, in a holistic manner without hand-crafted intermediate stages. The model features two-level queries for polygons and corners, and includes polygon matching to make the network end-to-end trainable. Our method achieves a new state-of-the-art for two challenging datasets, Structured3D and SceneCAD, along with significantly faster inference than previous methods. Moreover, it can readily be extended to predict additional information, i.e., semantic room types and architectural elements like doors and windows. Our code and models are available at: https://github.com/ywyue/RoomFormer.
Point2Building: Reconstructing Buildings from Airborne LiDAR Point Clouds
We present a learning-based approach to reconstruct buildings as 3D polygonal meshes from airborne LiDAR point clouds. What makes 3D building reconstruction from airborne LiDAR hard is the large diversity of building designs and especially roof shapes, the low and varying point density across the scene, and the often incomplete coverage of building facades due to occlusions by vegetation or to the viewing angle of the sensor. To cope with the diversity of shapes and inhomogeneous and incomplete object coverage, we introduce a generative model that directly predicts 3D polygonal meshes from input point clouds. Our autoregressive model, called Point2Building, iteratively builds up the mesh by generating sequences of vertices and faces. This approach enables our model to adapt flexibly to diverse geometries and building structures. Unlike many existing methods that rely heavily on pre-processing steps like exhaustive plane detection, our model learns directly from the point cloud data, thereby reducing error propagation and increasing the fidelity of the reconstruction. We experimentally validate our method on a collection of airborne LiDAR data of Zurich, Berlin and Tallinn. Our method shows good generalization to diverse urban styles.
MadVoro: Parallel Construction of Voronoi Diagrams in Distributed Memory Systems
Voronoi diagrams are essential geometrical structures with numerous applications, particularly astrophysics-driven finite volume methods. While serial algorithms for constructing these entities are well-established, parallel construction remains challenging. This is especially true in distributed memory systems, where each host manages only a subset of the input points. This process requires redistributing points across hosts and accurately computing the corresponding Voronoi cells. In this paper, we introduce a new distributed construction algorithm, which is implemented in our open-source C++ 3-dimensional Voronoi construction framework. Our approach leverages Delaunay triangulation as an intermediate step, which is then transformed into a Voronoi diagram. We introduce the algorithms we implemented for the precise construction and our load-balancing approach and compare the running time with other state-of-the-art frameworks. MadVoro is a versatile tool that can be applied in various scientific domains, such as mesh decomposition, computational physics, chemistry, and machine learning.
DreamPolish: Domain Score Distillation With Progressive Geometry Generation
We introduce DreamPolish, a text-to-3D generation model that excels in producing refined geometry and high-quality textures. In the geometry construction phase, our approach leverages multiple neural representations to enhance the stability of the synthesis process. Instead of relying solely on a view-conditioned diffusion prior in the novel sampled views, which often leads to undesired artifacts in the geometric surface, we incorporate an additional normal estimator to polish the geometry details, conditioned on viewpoints with varying field-of-views. We propose to add a surface polishing stage with only a few training steps, which can effectively refine the artifacts attributed to limited guidance from previous stages and produce 3D objects with more desirable geometry. The key topic of texture generation using pretrained text-to-image models is to find a suitable domain in the vast latent distribution of these models that contains photorealistic and consistent renderings. In the texture generation phase, we introduce a novel score distillation objective, namely domain score distillation (DSD), to guide neural representations toward such a domain. We draw inspiration from the classifier-free guidance (CFG) in textconditioned image generation tasks and show that CFG and variational distribution guidance represent distinct aspects in gradient guidance and are both imperative domains for the enhancement of texture quality. Extensive experiments show our proposed model can produce 3D assets with polished surfaces and photorealistic textures, outperforming existing state-of-the-art methods.
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.
Adapting HouseDiffusion for conditional Floor Plan generation on Modified Swiss Dwellings dataset
Automated floor plan generation has recently gained momentum with several methods that have been proposed. The CVAAD Floor Plan Auto-Completion workshop challenge introduced MSD, a new dataset that includes existing structural walls of the building as an additional input constraint. This technical report presents an approach for extending a recent work, HouseDiffusion (arXiv:2211.13287 [cs.CV]), to the MSD dataset. The adaption involves modifying the model's transformer layers to condition on a set of wall lines. The report introduces a pre-processing pipeline to extract wall lines from the binary mask of the building structure provided as input. Additionally, it was found that a data processing procedure that simplifies all room polygons to rectangles leads to better performance. This indicates that future work should explore better representations of variable-length polygons in diffusion models. The code will be made available at a later date.
Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians
Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative models for building creation often overlook these patterns, leading to low visual fidelity and limited scalability. Drawing inspiration from procedural modeling techniques used in the gaming and visual effects industry, our method, Proc-GS, integrates procedural code into the 3D Gaussian Splatting (3D-GS) framework, leveraging their advantages in high-fidelity rendering and efficient asset management from both worlds. By manipulating procedural code, we can streamline this process and generate an infinite variety of buildings. This integration significantly reduces model size by utilizing shared foundational assets, enabling scalable generation with precise control over building assembly. We showcase the potential for expansive cityscape generation while maintaining high rendering fidelity and precise control on both real and synthetic cases.
GlobalMapper: Arbitrary-Shaped Urban Layout Generation
Modeling and designing urban building layouts is of significant interest in computer vision, computer graphics, and urban applications. A building layout consists of a set of buildings in city blocks defined by a network of roads. We observe that building layouts are discrete structures, consisting of multiple rows of buildings of various shapes, and are amenable to skeletonization for mapping arbitrary city block shapes to a canonical form. Hence, we propose a fully automatic approach to building layout generation using graph attention networks. Our method generates realistic urban layouts given arbitrary road networks, and enables conditional generation based on learned priors. Our results, including user study, demonstrate superior performance as compared to prior layout generation networks, support arbitrary city block and varying building shapes as demonstrated by generating layouts for 28 large cities.
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.
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.
MeshXL: Neural Coordinate Field for Generative 3D Foundation Models
The polygon mesh representation of 3D data exhibits great flexibility, fast rendering speed, and storage efficiency, which is widely preferred in various applications. However, given its unstructured graph representation, the direct generation of high-fidelity 3D meshes is challenging. Fortunately, with a pre-defined ordering strategy, 3D meshes can be represented as sequences, and the generation process can be seamlessly treated as an auto-regressive problem. In this paper, we validate the Neural Coordinate Field (NeurCF), an explicit coordinate representation with implicit neural embeddings, is a simple-yet-effective representation for large-scale sequential mesh modeling. After that, we present MeshXL, a family of generative pre-trained auto-regressive models, which addresses the process of 3D mesh generation with modern large language model approaches. Extensive experiments show that MeshXL is able to generate high-quality 3D meshes, and can also serve as foundation models for various down-stream applications.
CAD-GPT: Synthesising CAD Construction Sequence with Spatial Reasoning-Enhanced Multimodal LLMs
Computer-aided design (CAD) significantly enhances the efficiency, accuracy, and innovation of design processes by enabling precise 2D and 3D modeling, extensive analysis, and optimization. Existing methods for creating CAD models rely on latent vectors or point clouds, which are difficult to obtain and costly to store. Recent advances in Multimodal Large Language Models (MLLMs) have inspired researchers to use natural language instructions and images for CAD model construction. However, these models still struggle with inferring accurate 3D spatial location and orientation, leading to inaccuracies in determining the spatial 3D starting points and extrusion directions for constructing geometries. This work introduces CAD-GPT, a CAD synthesis method with spatial reasoning-enhanced MLLM that takes either a single image or a textual description as input. To achieve precise spatial inference, our approach introduces a 3D Modeling Spatial Mechanism. This method maps 3D spatial positions and 3D sketch plane rotation angles into a 1D linguistic feature space using a specialized spatial unfolding mechanism, while discretizing 2D sketch coordinates into an appropriate planar space to enable precise determination of spatial starting position, sketch orientation, and 2D sketch coordinate translations. Extensive experiments demonstrate that CAD-GPT consistently outperforms existing state-of-the-art methods in CAD model synthesis, both quantitatively and qualitatively.
Img2CAD: Conditioned 3D CAD Model Generation from Single Image with Structured Visual Geometry
In this paper, we propose Img2CAD, the first approach to our knowledge that uses 2D image inputs to generate CAD models with editable parameters. Unlike existing AI methods for 3D model generation using text or image inputs often rely on mesh-based representations, which are incompatible with CAD tools and lack editability and fine control, Img2CAD enables seamless integration between AI-based 3D reconstruction and CAD software. We have identified an innovative intermediate representation called Structured Visual Geometry (SVG), characterized by vectorized wireframes extracted from objects. This representation significantly enhances the performance of generating conditioned CAD models. Additionally, we introduce two new datasets to further support research in this area: ABC-mono, the largest known dataset comprising over 200,000 3D CAD models with rendered images, and KOCAD, the first dataset featuring real-world captured objects alongside their ground truth CAD models, supporting further research in conditioned CAD model generation.
CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner
We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan
GroundUp: Rapid Sketch-Based 3D City Massing
We propose GroundUp, the first sketch-based ideation tool for 3D city massing of urban areas. We focus on early-stage urban design, where sketching is a common tool and the design starts from balancing building volumes (masses) and open spaces. With Human-Centered AI in mind, we aim to help architects quickly revise their ideas by easily switching between 2D sketches and 3D models, allowing for smoother iteration and sharing of ideas. Inspired by feedback from architects and existing workflows, our system takes as a first input a user sketch of multiple buildings in a top-down view. The user then draws a perspective sketch of the envisioned site. Our method is designed to exploit the complementarity of information in the two sketches and allows users to quickly preview and adjust the inferred 3D shapes. Our model has two main components. First, we propose a novel sketch-to-depth prediction network for perspective sketches that exploits top-down sketch shapes. Second, we use depth cues derived from the perspective sketch as a condition to our diffusion model, which ultimately completes the geometry in a top-down view. Thus, our final 3D geometry is represented as a heightfield, allowing users to construct the city `from the ground up'.
VisDiff: SDF-Guided Polygon Generation for Visibility Reconstruction and Recognition
The capability to learn latent representations plays a key role in the effectiveness of recent machine learning methods. An active frontier in representation learning is understanding representations for combinatorial structures which may not admit well-behaved local neighborhoods or distance functions. For example, for polygons, slightly perturbing vertex locations might lead to significant changes in their combinatorial structure and may even lead to invalid polygons. In this paper, we investigate representations to capture the underlying combinatorial structures of polygons. Specifically, we study the open problem of Visibility Reconstruction: Given a visibility graph G, construct a polygon P whose visibility graph is G. We introduce VisDiff, a novel diffusion-based approach to reconstruct a polygon from its given visibility graph G. Our method first estimates the signed distance function (SDF) of P from G. Afterwards, it extracts ordered vertex locations that have the pairwise visibility relationship given by the edges of G. Our main insight is that going through the SDF significantly improves learning for reconstruction. In order to train VisDiff, we make two main contributions: (1) We design novel loss components for computing the visibility in a differentiable manner and (2) create a carefully curated dataset. We use this dataset to benchmark our method and achieve 21% improvement in F1-Score over standard methods. We also demonstrate effective generalization to out-of-distribution polygon types and show that learning a generative model allows us to sample the set of polygons with a given visibility graph. Finally, we extend our method to the related combinatorial problem of reconstruction from a triangulation. We achieve 95% classification accuracy of triangulation edges and a 4% improvement in Chamfer distance compared to current architectures.
WonderWorld: Interactive 3D Scene Generation from a Single Image
We present WonderWorld, a novel framework for interactive 3D scene generation that enables users to interactively specify scene contents and layout and see the created scenes in low latency. The major challenge lies in achieving fast generation of 3D scenes. Existing scene generation approaches fall short of speed as they often require (1) progressively generating many views and depth maps, and (2) time-consuming optimization of the scene geometry representations. We introduce the Fast Layered Gaussian Surfels (FLAGS) as our scene representation and an algorithm to generate it from a single view. Our approach does not need multiple views, and it leverages a geometry-based initialization that significantly reduces optimization time. Another challenge is generating coherent geometry that allows all scenes to be connected. We introduce the guided depth diffusion that allows partial conditioning of depth estimation. WonderWorld generates connected and diverse 3D scenes in less than 10 seconds on a single A6000 GPU, enabling real-time user interaction and exploration. We demonstrate the potential of WonderWorld for user-driven content creation and exploration in virtual environments. We will release full code and software for reproducibility. Project website: https://kovenyu.com/WonderWorld/.
An Object is Worth 64x64 Pixels: Generating 3D Object via Image Diffusion
We introduce a new approach for generating realistic 3D models with UV maps through a representation termed "Object Images." This approach encapsulates surface geometry, appearance, and patch structures within a 64x64 pixel image, effectively converting complex 3D shapes into a more manageable 2D format. By doing so, we address the challenges of both geometric and semantic irregularity inherent in polygonal meshes. This method allows us to use image generation models, such as Diffusion Transformers, directly for 3D shape generation. Evaluated on the ABO dataset, our generated shapes with patch structures achieve point cloud FID comparable to recent 3D generative models, while naturally supporting PBR material generation.
HouseDiffusion: Vector Floorplan Generation via a Diffusion Model with Discrete and Continuous Denoising
The paper presents a novel approach for vector-floorplan generation via a diffusion model, which denoises 2D coordinates of room/door corners with two inference objectives: 1) a single-step noise as the continuous quantity to precisely invert the continuous forward process; and 2) the final 2D coordinate as the discrete quantity to establish geometric incident relationships such as parallelism, orthogonality, and corner-sharing. Our task is graph-conditioned floorplan generation, a common workflow in floorplan design. We represent a floorplan as 1D polygonal loops, each of which corresponds to a room or a door. Our diffusion model employs a Transformer architecture at the core, which controls the attention masks based on the input graph-constraint and directly generates vector-graphics floorplans via a discrete and continuous denoising process. We have evaluated our approach on RPLAN dataset. The proposed approach makes significant improvements in all the metrics against the state-of-the-art with significant margins, while being capable of generating non-Manhattan structures and controlling the exact number of corners per room. A project website with supplementary video and document is here https://aminshabani.github.io/housediffusion.
DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
CityDreamer: Compositional Generative Model of Unbounded 3D Cities
In recent years, extensive research has focused on 3D natural scene generation, but the domain of 3D city generation has not received as much exploration. This is due to the greater challenges posed by 3D city generation, mainly because humans are more sensitive to structural distortions in urban environments. Additionally, generating 3D cities is more complex than 3D natural scenes since buildings, as objects of the same class, exhibit a wider range of appearances compared to the relatively consistent appearance of objects like trees in natural scenes. To address these challenges, we propose CityDreamer, a compositional generative model designed specifically for unbounded 3D cities, which separates the generation of building instances from other background objects, such as roads, green lands, and water areas, into distinct modules. Furthermore, we construct two datasets, OSM and GoogleEarth, containing a vast amount of real-world city imagery to enhance the realism of the generated 3D cities both in their layouts and appearances. Through extensive experiments, CityDreamer has proven its superiority over state-of-the-art methods in generating a wide range of lifelike 3D cities.
3D VR Sketch Guided 3D Shape Prototyping and Exploration
3D shape modeling is labor-intensive, time-consuming, and requires years of expertise. To facilitate 3D shape modeling, we propose a 3D shape generation network that takes a 3D VR sketch as a condition. We assume that sketches are created by novices without art training and aim to reconstruct geometrically realistic 3D shapes of a given category. To handle potential sketch ambiguity, our method creates multiple 3D shapes that align with the original sketch's structure. We carefully design our method, training the model step-by-step and leveraging multi-modal 3D shape representation to support training with limited training data. To guarantee the realism of generated 3D shapes we leverage the normalizing flow that models the distribution of the latent space of 3D shapes. To encourage the fidelity of the generated 3D shapes to an input sketch, we propose a dedicated loss that we deploy at different stages of the training process. The code is available at https://github.com/Rowl1ng/3Dsketch2shape.
PolyFormer: Referring Image Segmentation as Sequential Polygon Generation
In this work, instead of directly predicting the pixel-level segmentation masks, the problem of referring image segmentation is formulated as sequential polygon generation, and the predicted polygons can be later converted into segmentation masks. This is enabled by a new sequence-to-sequence framework, Polygon Transformer (PolyFormer), which takes a sequence of image patches and text query tokens as input, and outputs a sequence of polygon vertices autoregressively. For more accurate geometric localization, we propose a regression-based decoder, which predicts the precise floating-point coordinates directly, without any coordinate quantization error. In the experiments, PolyFormer outperforms the prior art by a clear margin, e.g., 5.40% and 4.52% absolute improvements on the challenging RefCOCO+ and RefCOCOg datasets. It also shows strong generalization ability when evaluated on the referring video segmentation task without fine-tuning, e.g., achieving competitive 61.5% J&F on the Ref-DAVIS17 dataset.
Hybrid Imitative Planning with Geometric and Predictive Costs in Off-road Environments
Geometric methods for solving open-world off-road navigation tasks, by learning occupancy and metric maps, provide good generalization but can be brittle in outdoor environments that violate their assumptions (e.g., tall grass). Learning-based methods can directly learn collision-free behavior from raw observations, but are difficult to integrate with standard geometry-based pipelines. This creates an unfortunate conflict -- either use learning and lose out on well-understood geometric navigational components, or do not use it, in favor of extensively hand-tuned geometry-based cost maps. In this work, we reject this dichotomy by designing the learning and non-learning-based components in a way such that they can be effectively combined in a self-supervised manner. Both components contribute to a planning criterion: the learned component contributes predicted traversability as rewards, while the geometric component contributes obstacle cost information. We instantiate and comparatively evaluate our system in both in-distribution and out-of-distribution environments, showing that this approach inherits complementary gains from the learned and geometric components and significantly outperforms either of them. Videos of our results are hosted at https://sites.google.com/view/hybrid-imitative-planning
CubiCasa5K: A Dataset and an Improved Multi-Task Model for Floorplan Image Analysis
Better understanding and modelling of building interiors and the emergence of more impressive AR/VR technology has brought up the need for automatic parsing of floorplan images. However, there is a clear lack of representative datasets to investigate the problem further. To address this shortcoming, this paper presents a novel image dataset called CubiCasa5K, a large-scale floorplan image dataset containing 5000 samples annotated into over 80 floorplan object categories. The dataset annotations are performed in a dense and versatile manner by using polygons for separating the different objects. Diverging from the classical approaches based on strong heuristics and low-level pixel operations, we present a method relying on an improved multi-task convolutional neural network. By releasing the novel dataset and our implementations, this study significantly boosts the research on automatic floorplan image analysis as it provides a richer set of tools for investigating the problem in a more comprehensive manner.
VGBench: Evaluating Large Language Models on Vector Graphics Understanding and Generation
In the realm of vision models, the primary mode of representation is using pixels to rasterize the visual world. Yet this is not always the best or unique way to represent visual content, especially for designers and artists who depict the world using geometry primitives such as polygons. Vector graphics (VG), on the other hand, offer a textual representation of visual content, which can be more concise and powerful for content like cartoons or sketches. Recent studies have shown promising results on processing vector graphics with capable Large Language Models (LLMs). However, such works focus solely on qualitative results, understanding, or a specific type of vector graphics. We propose VGBench, a comprehensive benchmark for LLMs on handling vector graphics through diverse aspects, including (a) both visual understanding and generation, (b) evaluation of various vector graphics formats, (c) diverse question types, (d) wide range of prompting techniques, (e) under multiple LLMs. Evaluating on our collected 4279 understanding and 5845 generation samples, we find that LLMs show strong capability on both aspects while exhibiting less desirable performance on low-level formats (SVG). Both data and evaluation pipeline will be open-sourced at https://vgbench.github.io.
MeshCNN: A Network with an Edge
Polygonal meshes provide an efficient representation for 3D shapes. They explicitly capture both shape surface and topology, and leverage non-uniformity to represent large flat regions as well as sharp, intricate features. This non-uniformity and irregularity, however, inhibits mesh analysis efforts using neural networks that combine convolution and pooling operations. In this paper, we utilize the unique properties of the mesh for a direct analysis of 3D shapes using MeshCNN, a convolutional neural network designed specifically for triangular meshes. Analogous to classic CNNs, MeshCNN combines specialized convolution and pooling layers that operate on the mesh edges, by leveraging their intrinsic geodesic connections. Convolutions are applied on edges and the four edges of their incident triangles, and pooling is applied via an edge collapse operation that retains surface topology, thereby, generating new mesh connectivity for the subsequent convolutions. MeshCNN learns which edges to collapse, thus forming a task-driven process where the network exposes and expands the important features while discarding the redundant ones. We demonstrate the effectiveness of our task-driven pooling on various learning tasks applied to 3D meshes.
COHO: Context-Sensitive City-Scale Hierarchical Urban Layout Generation
The generation of large-scale urban layouts has garnered substantial interest across various disciplines. Prior methods have utilized procedural generation requiring manual rule coding or deep learning needing abundant data. However, prior approaches have not considered the context-sensitive nature of urban layout generation. Our approach addresses this gap by leveraging a canonical graph representation for the entire city, which facilitates scalability and captures the multi-layer semantics inherent in urban layouts. We introduce a novel graph-based masked autoencoder (GMAE) for city-scale urban layout generation. The method encodes attributed buildings, city blocks, communities and cities into a unified graph structure, enabling self-supervised masked training for graph autoencoder. Additionally, we employ scheduled iterative sampling for 2.5D layout generation, prioritizing the generation of important city blocks and buildings. Our approach achieves good realism, semantic consistency, and correctness across the heterogeneous urban styles in 330 US cities. Codes and datasets are released at https://github.com/Arking1995/COHO.
Texture2LoD3: Enabling LoD3 Building Reconstruction With Panoramic Images
Despite recent advancements in surface reconstruction, Level of Detail (LoD) 3 building reconstruction remains an unresolved challenge. The main issue pertains to the object-oriented modelling paradigm, which requires georeferencing, watertight geometry, facade semantics, and low-poly representation -- Contrasting unstructured mesh-oriented models. In Texture2LoD3, we introduce a novel method leveraging the ubiquity of 3D building model priors and panoramic street-level images, enabling the reconstruction of LoD3 building models. We observe that prior low-detail building models can serve as valid planar targets for ortho-rectifying street-level panoramic images. Moreover, deploying segmentation on accurately textured low-level building surfaces supports maintaining essential georeferencing, watertight geometry, and low-poly representation for LoD3 reconstruction. In the absence of LoD3 validation data, we additionally introduce the ReLoD3 dataset, on which we experimentally demonstrate that our method leads to improved facade segmentation accuracy by 11% and can replace costly manual projections. We believe that Texture2LoD3 can scale the adoption of LoD3 models, opening applications in estimating building solar potential or enhancing autonomous driving simulations. The project website, code, and data are available here: https://wenzhaotang.github.io/Texture2LoD3/.
Text-to-3D using Gaussian Splatting
In this paper, we present Gaussian Splatting based text-to-3D generation (GSGEN), a novel approach for generating high-quality 3D objects. Previous methods suffer from inaccurate geometry and limited fidelity due to the absence of 3D prior and proper representation. We leverage 3D Gaussian Splatting, a recent state-of-the-art representation, to address existing shortcomings by exploiting the explicit nature that enables the incorporation of 3D prior. Specifically, our method adopts a progressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under a 3D geometry prior along with the ordinary 2D SDS loss, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative refinement to enrich details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D content with delicate details and more accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components. Video results are provided at https://gsgen3d.github.io. Our code is available at https://github.com/gsgen3d/gsgen
DeepCAD: A Deep Generative Network for Computer-Aided Design Models
Deep generative models of 3D shapes have received a great deal of research interest. Yet, almost all of them generate discrete shape representations, such as voxels, point clouds, and polygon meshes. We present the first 3D generative model for a drastically different shape representation --- describing a shape as a sequence of computer-aided design (CAD) operations. Unlike meshes and point clouds, CAD models encode the user creation process of 3D shapes, widely used in numerous industrial and engineering design tasks. However, the sequential and irregular structure of CAD operations poses significant challenges for existing 3D generative models. Drawing an analogy between CAD operations and natural language, we propose a CAD generative network based on the Transformer. We demonstrate the performance of our model for both shape autoencoding and random shape generation. To train our network, we create a new CAD dataset consisting of 178,238 models and their CAD construction sequences. We have made this dataset publicly available to promote future research on this topic.
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.
Geometry Distributions
Neural representations of 3D data have been widely adopted across various applications, particularly in recent work leveraging coordinate-based networks to model scalar or vector fields. However, these approaches face inherent challenges, such as handling thin structures and non-watertight geometries, which limit their flexibility and accuracy. In contrast, we propose a novel geometric data representation that models geometry as distributions-a powerful representation that makes no assumptions about surface genus, connectivity, or boundary conditions. Our approach uses diffusion models with a novel network architecture to learn surface point distributions, capturing fine-grained geometric details. We evaluate our representation qualitatively and quantitatively across various object types, demonstrating its effectiveness in achieving high geometric fidelity. Additionally, we explore applications using our representation, such as textured mesh representation, neural surface compression, dynamic object modeling, and rendering, highlighting its potential to advance 3D geometric learning.
Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.
DreamCraft3D++: Efficient Hierarchical 3D Generation with Multi-Plane Reconstruction Model
We introduce DreamCraft3D++, an extension of DreamCraft3D that enables efficient high-quality generation of complex 3D assets. DreamCraft3D++ inherits the multi-stage generation process of DreamCraft3D, but replaces the time-consuming geometry sculpting optimization with a feed-forward multi-plane based reconstruction model, speeding up the process by 1000x. For texture refinement, we propose a training-free IP-Adapter module that is conditioned on the enhanced multi-view images to enhance texture and geometry consistency, providing a 4x faster alternative to DreamCraft3D's DreamBooth fine-tuning. Experiments on diverse datasets demonstrate DreamCraft3D++'s ability to generate creative 3D assets with intricate geometry and realistic 360{\deg} textures, outperforming state-of-the-art image-to-3D methods in quality and speed. The full implementation will be open-sourced to enable new possibilities in 3D content creation.
MeshGPT: Generating Triangle Meshes with Decoder-Only Transformers
We introduce MeshGPT, a new approach for generating triangle meshes that reflects the compactness typical of artist-created meshes, in contrast to dense triangle meshes extracted by iso-surfacing methods from neural fields. Inspired by recent advances in powerful large language models, we adopt a sequence-based approach to autoregressively generate triangle meshes as sequences of triangles. We first learn a vocabulary of latent quantized embeddings, using graph convolutions, which inform these embeddings of the local mesh geometry and topology. These embeddings are sequenced and decoded into triangles by a decoder, ensuring that they can effectively reconstruct the mesh. A transformer is then trained on this learned vocabulary to predict the index of the next embedding given previous embeddings. Once trained, our model can be autoregressively sampled to generate new triangle meshes, directly generating compact meshes with sharp edges, more closely imitating the efficient triangulation patterns of human-crafted meshes. MeshGPT demonstrates a notable improvement over state of the art mesh generation methods, with a 9% increase in shape coverage and a 30-point enhancement in FID scores across various categories.
CADCrafter: Generating Computer-Aided Design Models from Unconstrained Images
Creating CAD digital twins from the physical world is crucial for manufacturing, design, and simulation. However, current methods typically rely on costly 3D scanning with labor-intensive post-processing. To provide a user-friendly design process, we explore the problem of reverse engineering from unconstrained real-world CAD images that can be easily captured by users of all experiences. However, the scarcity of real-world CAD data poses challenges in directly training such models. To tackle these challenges, we propose CADCrafter, an image-to-parametric CAD model generation framework that trains solely on synthetic textureless CAD data while testing on real-world images. To bridge the significant representation disparity between images and parametric CAD models, we introduce a geometry encoder to accurately capture diverse geometric features. Moreover, the texture-invariant properties of the geometric features can also facilitate the generalization to real-world scenarios. Since compiling CAD parameter sequences into explicit CAD models is a non-differentiable process, the network training inherently lacks explicit geometric supervision. To impose geometric validity constraints, we employ direct preference optimization (DPO) to fine-tune our model with the automatic code checker feedback on CAD sequence quality. Furthermore, we collected a real-world dataset, comprised of multi-view images and corresponding CAD command sequence pairs, to evaluate our method. Experimental results demonstrate that our approach can robustly handle real unconstrained CAD images, and even generalize to unseen general objects.
STPLS3D: A Large-Scale Synthetic and Real Aerial Photogrammetry 3D Point Cloud Dataset
Although various 3D datasets with different functions and scales have been proposed recently, it remains challenging for individuals to complete the whole pipeline of large-scale data collection, sanitization, and annotation. Moreover, the created datasets usually suffer from extremely imbalanced class distribution or partial low-quality data samples. Motivated by this, we explore the procedurally synthetic 3D data generation paradigm to equip individuals with the full capability of creating large-scale annotated photogrammetry point clouds. Specifically, we introduce a synthetic aerial photogrammetry point clouds generation pipeline that takes full advantage of open geospatial data sources and off-the-shelf commercial packages. Unlike generating synthetic data in virtual games, where the simulated data usually have limited gaming environments created by artists, the proposed pipeline simulates the reconstruction process of the real environment by following the same UAV flight pattern on different synthetic terrain shapes and building densities, which ensure similar quality, noise pattern, and diversity with real data. In addition, the precise semantic and instance annotations can be generated fully automatically, avoiding the expensive and time-consuming manual annotation. Based on the proposed pipeline, we present a richly-annotated synthetic 3D aerial photogrammetry point cloud dataset, termed STPLS3D, with more than 16 km^2 of landscapes and up to 18 fine-grained semantic categories. For verification purposes, we also provide a parallel dataset collected from four areas in the real environment. Extensive experiments conducted on our datasets demonstrate the effectiveness and quality of the proposed synthetic dataset.
TetSphere Splatting: Representing High-Quality Geometry with Lagrangian Volumetric Meshes
We introduce TetSphere Splatting, a Lagrangian geometry representation designed for high-quality 3D shape modeling. TetSphere splatting leverages an underused yet powerful geometric primitive -- volumetric tetrahedral meshes. It represents 3D shapes by deforming a collection of tetrahedral spheres, with geometric regularizations and constraints that effectively resolve common mesh issues such as irregular triangles, non-manifoldness, and floating artifacts. Experimental results on multi-view and single-view reconstruction highlight TetSphere splatting's superior mesh quality while maintaining competitive reconstruction accuracy compared to state-of-the-art methods. Additionally, TetSphere splatting demonstrates versatility by seamlessly integrating into generative modeling tasks, such as image-to-3D and text-to-3D generation.
OpenSatMap: A Fine-grained High-resolution Satellite Dataset for Large-scale Map Construction
In this paper, we propose OpenSatMap, a fine-grained, high-resolution satellite dataset for large-scale map construction. Map construction is one of the foundations of the transportation industry, such as navigation and autonomous driving. Extracting road structures from satellite images is an efficient way to construct large-scale maps. However, existing satellite datasets provide only coarse semantic-level labels with a relatively low resolution (up to level 19), impeding the advancement of this field. In contrast, the proposed OpenSatMap (1) has fine-grained instance-level annotations; (2) consists of high-resolution images (level 20); (3) is currently the largest one of its kind; (4) collects data with high diversity. Moreover, OpenSatMap covers and aligns with the popular nuScenes dataset and Argoverse 2 dataset to potentially advance autonomous driving technologies. By publishing and maintaining the dataset, we provide a high-quality benchmark for satellite-based map construction and downstream tasks like autonomous driving.
Advances in 3D Generation: A Survey
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
ControlCity: A Multimodal Diffusion Model Based Approach for Accurate Geospatial Data Generation and Urban Morphology Analysis
Volunteer Geographic Information (VGI), with its rich variety, large volume, rapid updates, and diverse sources, has become a critical source of geospatial data. However, VGI data from platforms like OSM exhibit significant quality heterogeneity across different data types, particularly with urban building data. To address this, we propose a multi-source geographic data transformation solution, utilizing accessible and complete VGI data to assist in generating urban building footprint data. We also employ a multimodal data generation framework to improve accuracy. First, we introduce a pipeline for constructing an 'image-text-metadata-building footprint' dataset, primarily based on road network data and supplemented by other multimodal data. We then present ControlCity, a geographic data transformation method based on a multimodal diffusion model. This method first uses a pre-trained text-to-image model to align text, metadata, and building footprint data. An improved ControlNet further integrates road network and land-use imagery, producing refined building footprint data. Experiments across 22 global cities demonstrate that ControlCity successfully simulates real urban building patterns, achieving state-of-the-art performance. Specifically, our method achieves an average FID score of 50.94, reducing error by 71.01% compared to leading methods, and a MIoU score of 0.36, an improvement of 38.46%. Additionally, our model excels in tasks like urban morphology transfer, zero-shot city generation, and spatial data completeness assessment. In the zero-shot city task, our method accurately predicts and generates similar urban structures, demonstrating strong generalization. This study confirms the effectiveness of our approach in generating urban building footprint data and capturing complex city characteristics.
GeoQA: A Geometric Question Answering Benchmark Towards Multimodal Numerical Reasoning
Automatic math problem solving has recently attracted increasing attention as a long-standing AI benchmark. In this paper, we focus on solving geometric problems, which requires a comprehensive understanding of textual descriptions, visual diagrams, and theorem knowledge. However, the existing methods were highly dependent on handcraft rules and were merely evaluated on small-scale datasets. Therefore, we propose a Geometric Question Answering dataset GeoQA, containing 4,998 geometric problems with corresponding annotated programs, which illustrate the solving process of the given problems. Compared with another publicly available dataset GeoS, GeoQA is 25 times larger, in which the program annotations can provide a practical testbed for future research on explicit and explainable numerical reasoning. Moreover, we introduce a Neural Geometric Solver (NGS) to address geometric problems by comprehensively parsing multimodal information and generating interpretable programs. We further add multiple self-supervised auxiliary tasks on NGS to enhance cross-modal semantic representation. Extensive experiments on GeoQA validate the effectiveness of our proposed NGS and auxiliary tasks. However, the results are still significantly lower than human performance, which leaves large room for future research. Our benchmark and code are released at https://github.com/chen-judge/GeoQA .
SOLIDGEO: Measuring Multimodal Spatial Math Reasoning in Solid Geometry
Geometry is a fundamental branch of mathematics and plays a crucial role in evaluating the reasoning capabilities of multimodal large language models (MLLMs). However, existing multimodal mathematics benchmarks mainly focus on plane geometry and largely ignore solid geometry, which requires spatial reasoning and is more challenging than plane geometry. To address this critical gap, we introduce SolidGeo, the first large-scale benchmark specifically designed to evaluate the performance of MLLMs on mathematical reasoning tasks in solid geometry. SolidGeo consists of 3,113 real-world K-12 and competition-level problems, each paired with visual context and annotated with difficulty levels and fine-grained solid geometry categories. Our benchmark covers a wide range of 3D reasoning subjects such as projection, unfolding, spatial measurement, and spatial vector, offering a rigorous testbed for assessing solid geometry. Through extensive experiments, we observe that MLLMs encounter substantial challenges in solid geometry math tasks, with a considerable performance gap relative to human capabilities on SolidGeo. Moreover, we analyze the performance, inference efficiency and error patterns of various models, offering insights into the solid geometric mathematical reasoning capabilities of MLLMs. We hope SolidGeo serves as a catalyst for advancing MLLMs toward deeper geometric reasoning and spatial intelligence.
Thingi10K: A Dataset of 10,000 3D-Printing Models
Empirically validating new 3D-printing related algorithms and implementations requires testing data representative of inputs encountered in the wild. An ideal benchmarking dataset should not only draw from the same distribution of shapes people print in terms of class (e.g., toys, mechanisms, jewelry), representation type (e.g., triangle soup meshes) and complexity (e.g., number of facets), but should also capture problems and artifacts endemic to 3D printing models (e.g., self-intersections, non-manifoldness). We observe that the contextual and geometric characteristics of 3D printing models differ significantly from those used for computer graphics applications, not to mention standard models (e.g., Stanford bunny, Armadillo, Fertility). We present a new dataset of 10,000 models collected from an online 3D printing model-sharing database. Via analysis of both geometric (e.g., triangle aspect ratios, manifoldness) and contextual (e.g., licenses, tags, classes) characteristics, we demonstrate that this dataset represents a more concise summary of real-world models used for 3D printing compared to existing datasets. To facilitate future research endeavors, we also present an online query interface to select subsets of the dataset according to project-specific characteristics. The complete dataset and per-model statistical data are freely available to the public.
Euclid: Supercharging Multimodal LLMs with Synthetic High-Fidelity Visual Descriptions
Multimodal large language models (MLLMs) have made rapid progress in recent years, yet continue to struggle with low-level visual perception (LLVP) -- particularly the ability to accurately describe the geometric details of an image. This capability is crucial for applications in areas such as robotics, medical image analysis, and manufacturing. In this paper, we first introduce Geoperception, a benchmark designed to evaluate an MLLM's ability to accurately transcribe 2D geometric information from an image. Using this benchmark, we demonstrate the limitations of leading MLLMs, and then conduct a comprehensive empirical study to explore strategies for improving their performance on geometric tasks. Our findings highlight the benefits of certain model architectures, training techniques, and data strategies, including the use of high-fidelity synthetic data and multi-stage training with a data curriculum. Notably, we find that a data curriculum enables models to learn challenging geometry understanding tasks which they fail to learn from scratch. Leveraging these insights, we develop Euclid, a family of models specifically optimized for strong low-level geometric perception. Although purely trained on synthetic multimodal data, Euclid shows strong generalization ability to novel geometry shapes. For instance, Euclid outperforms the best closed-source model, Gemini-1.5-Pro, by up to 58.56% on certain Geoperception benchmark tasks and 10.65% on average across all tasks.
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.
CAD-Coder: Text-to-CAD Generation with Chain-of-Thought and Geometric Reward
In this work, we introduce CAD-Coder, a novel framework that reformulates text-to-CAD as the generation of CadQuery scripts - a Python-based, parametric CAD language. This representation enables direct geometric validation, a richer modeling vocabulary, and seamless integration with existing LLMs. To further enhance code validity and geometric fidelity, we propose a two-stage learning pipeline: (1) supervised fine-tuning on paired text-CadQuery data, and (2) reinforcement learning with Group Reward Policy Optimization (GRPO), guided by a CAD-specific reward comprising both a geometric reward (Chamfer Distance) and a format reward. We also introduce a chain-of-thought (CoT) planning process to improve model reasoning, and construct a large-scale, high-quality dataset of 110K text-CadQuery-3D model triplets and 1.5K CoT samples via an automated pipeline. Extensive experiments demonstrate that CAD-Coder enables LLMs to generate diverse, valid, and complex CAD models directly from natural language, advancing the state of the art of text-to-CAD generation and geometric reasoning.
Neural Face Identification in a 2D Wireframe Projection of a Manifold Object
In computer-aided design (CAD) systems, 2D line drawings are commonly used to illustrate 3D object designs. To reconstruct the 3D models depicted by a single 2D line drawing, an important key is finding the edge loops in the line drawing which correspond to the actual faces of the 3D object. In this paper, we approach the classical problem of face identification from a novel data-driven point of view. We cast it as a sequence generation problem: starting from an arbitrary edge, we adopt a variant of the popular Transformer model to predict the edges associated with the same face in a natural order. This allows us to avoid searching the space of all possible edge loops with various hand-crafted rules and heuristics as most existing methods do, deal with challenging cases such as curved surfaces and nested edge loops, and leverage additional cues such as face types. We further discuss how possibly imperfect predictions can be used for 3D object reconstruction.
Shortcut Partitions in Minor-Free Graphs: Steiner Point Removal, Distance Oracles, Tree Covers, and More
The notion of shortcut partition, introduced recently by Chang, Conroy, Le, Milenkovi\'c, Solomon, and Than [CCLMST23], is a new type of graph partition into low-diameter clusters. Roughly speaking, the shortcut partition guarantees that for every two vertices u and v in the graph, there exists a path between u and v that intersects only a few clusters. They proved that any planar graph admits a shortcut partition and gave several applications, including a construction of tree cover for arbitrary planar graphs with stretch 1+varepsilon and O(1) many trees for any fixed varepsilon in (0,1). However, the construction heavily exploits planarity in multiple steps, and is thus inherently limited to planar graphs. In this work, we breach the "planarity barrier" to construct a shortcut partition for K_r-minor-free graphs for any r. To this end, we take a completely different approach -- our key contribution is a novel deterministic variant of the cop decomposition in minor-free graphs [And86, AGG14]. Our shortcut partition for K_r-minor-free graphs yields several direct applications. Most notably, we construct the first optimal distance oracle for K_r-minor-free graphs, with 1+varepsilon stretch, linear space, and constant query time for any fixed varepsilon in (0,1). The previous best distance oracle [AG06] uses O(nlog n) space and O(log n) query time, and its construction relies on Robertson-Seymour structural theorem and other sophisticated tools. We also obtain the first tree cover of O(1) size for minor-free graphs with stretch 1+varepsilon, while the previous best (1+varepsilon)-tree cover has size O(log^2 n) [BFN19].
Parametric Point Cloud Completion for Polygonal Surface Reconstruction
Existing polygonal surface reconstruction methods heavily depend on input completeness and struggle with incomplete point clouds. We argue that while current point cloud completion techniques may recover missing points, they are not optimized for polygonal surface reconstruction, where the parametric representation of underlying surfaces remains overlooked. To address this gap, we introduce parametric completion, a novel paradigm for point cloud completion, which recovers parametric primitives instead of individual points to convey high-level geometric structures. Our presented approach, PaCo, enables high-quality polygonal surface reconstruction by leveraging plane proxies that encapsulate both plane parameters and inlier points, proving particularly effective in challenging scenarios with highly incomplete data. Comprehensive evaluations of our approach on the ABC dataset establish its effectiveness with superior performance and set a new standard for polygonal surface reconstruction from incomplete data. Project page: https://parametric-completion.github.io.
A-Scan2BIM: Assistive Scan to Building Information Modeling
This paper proposes an assistive system for architects that converts a large-scale point cloud into a standardized digital representation of a building for Building Information Modeling (BIM) applications. The process is known as Scan-to-BIM, which requires many hours of manual work even for a single building floor by a professional architect. Given its challenging nature, the paper focuses on helping architects on the Scan-to-BIM process, instead of replacing them. Concretely, we propose an assistive Scan-to-BIM system that takes the raw sensor data and edit history (including the current BIM model), then auto-regressively predicts a sequence of model editing operations as APIs of a professional BIM software (i.e., Autodesk Revit). The paper also presents the first building-scale Scan2BIM dataset that contains a sequence of model editing operations as the APIs of Autodesk Revit. The dataset contains 89 hours of Scan2BIM modeling processes by professional architects over 16 scenes, spanning over 35,000 m^2. We report our system's reconstruction quality with standard metrics, and we introduce a novel metric that measures how natural the order of reconstructed operations is. A simple modification to the reconstruction module helps improve performance, and our method is far superior to two other baselines in the order metric. We will release data, code, and models at a-scan2bim.github.io.
ConvMesh: Reimagining Mesh Quality Through Convex Optimization
Mesh generation has become a critical topic in recent years, forming the foundation of all 3D objects used across various applications, such as virtual reality, gaming, and 3D printing. With advancements in computational resources and machine learning, neural networks have emerged as powerful tools for generating high-quality 3D object representations, enabling accurate scene and object reconstructions. Despite these advancements, many methods produce meshes that lack realism or exhibit geometric and textural flaws, necessitating additional processing to improve their quality. This research introduces a convex optimization programming called disciplined convex programming to enhance existing meshes by refining their texture and geometry with a conic solver. By focusing on a sparse set of point clouds from both the original and target meshes, this method demonstrates significant improvements in mesh quality with minimal data requirements. To evaluate the approach, the classical dolphin mesh dataset from Facebook AI was used as a case study, with optimization performed using the CVXPY library. The results reveal promising potential for streamlined and effective mesh refinement.
SkexGen: Autoregressive Generation of CAD Construction Sequences with Disentangled Codebooks
We present SkexGen, a novel autoregressive generative model for computer-aided design (CAD) construction sequences containing sketch-and-extrude modeling operations. Our model utilizes distinct Transformer architectures to encode topological, geometric, and extrusion variations of construction sequences into disentangled codebooks. Autoregressive Transformer decoders generate CAD construction sequences sharing certain properties specified by the codebook vectors. Extensive experiments demonstrate that our disentangled codebook representation generates diverse and high-quality CAD models, enhances user control, and enables efficient exploration of the design space. The code is available at https://samxuxiang.github.io/skexgen.
NeuSDFusion: A Spatial-Aware Generative Model for 3D Shape Completion, Reconstruction, and Generation
3D shape generation aims to produce innovative 3D content adhering to specific conditions and constraints. Existing methods often decompose 3D shapes into a sequence of localized components, treating each element in isolation without considering spatial consistency. As a result, these approaches exhibit limited versatility in 3D data representation and shape generation, hindering their ability to generate highly diverse 3D shapes that comply with the specified constraints. In this paper, we introduce a novel spatial-aware 3D shape generation framework that leverages 2D plane representations for enhanced 3D shape modeling. To ensure spatial coherence and reduce memory usage, we incorporate a hybrid shape representation technique that directly learns a continuous signed distance field representation of the 3D shape using orthogonal 2D planes. Additionally, we meticulously enforce spatial correspondences across distinct planes using a transformer-based autoencoder structure, promoting the preservation of spatial relationships in the generated 3D shapes. This yields an algorithm that consistently outperforms state-of-the-art 3D shape generation methods on various tasks, including unconditional shape generation, multi-modal shape completion, single-view reconstruction, and text-to-shape synthesis.
Sat2Density: Faithful Density Learning from Satellite-Ground Image Pairs
This paper aims to develop an accurate 3D geometry representation of satellite images using satellite-ground image pairs. Our focus is on the challenging problem of 3D-aware ground-views synthesis from a satellite image. We draw inspiration from the density field representation used in volumetric neural rendering and propose a new approach, called Sat2Density. Our method utilizes the properties of ground-view panoramas for the sky and non-sky regions to learn faithful density fields of 3D scenes in a geometric perspective. Unlike other methods that require extra depth information during training, our Sat2Density can automatically learn accurate and faithful 3D geometry via density representation without depth supervision. This advancement significantly improves the ground-view panorama synthesis task. Additionally, our study provides a new geometric perspective to understand the relationship between satellite and ground-view images in 3D space.
ShapefileGPT: A Multi-Agent Large Language Model Framework for Automated Shapefile Processing
Vector data is one of the two core data structures in geographic information science (GIS), essential for accurately storing and representing geospatial information. Shapefile, the most widely used vector data format, has become the industry standard supported by all major geographic information systems. However, processing this data typically requires specialized GIS knowledge and skills, creating a barrier for researchers from other fields and impeding interdisciplinary research in spatial data analysis. Moreover, while large language models (LLMs) have made significant advancements in natural language processing and task automation, they still face challenges in handling the complex spatial and topological relationships inherent in GIS vector data. To address these challenges, we propose ShapefileGPT, an innovative framework powered by LLMs, specifically designed to automate Shapefile tasks. ShapefileGPT utilizes a multi-agent architecture, in which the planner agent is responsible for task decomposition and supervision, while the worker agent executes the tasks. We developed a specialized function library for handling Shapefiles and provided comprehensive API documentation, enabling the worker agent to operate Shapefiles efficiently through function calling. For evaluation, we developed a benchmark dataset based on authoritative textbooks, encompassing tasks in categories such as geometric operations and spatial queries. ShapefileGPT achieved a task success rate of 95.24%, outperforming the GPT series models. In comparison to traditional LLMs, ShapefileGPT effectively handles complex vector data analysis tasks, overcoming the limitations of traditional LLMs in spatial analysis. This breakthrough opens new pathways for advancing automation and intelligence in the GIS field, with significant potential in interdisciplinary data analysis and application contexts.
UniGeo: Unifying Geometry Logical Reasoning via Reformulating Mathematical Expression
Geometry problem solving is a well-recognized testbed for evaluating the high-level multi-modal reasoning capability of deep models. In most existing works, two main geometry problems: calculation and proving, are usually treated as two specific tasks, hindering a deep model to unify its reasoning capability on multiple math tasks. However, in essence, these two tasks have similar problem representations and overlapped math knowledge which can improve the understanding and reasoning ability of a deep model on both two tasks. Therefore, we construct a large-scale Unified Geometry problem benchmark, UniGeo, which contains 4,998 calculation problems and 9,543 proving problems. Each proving problem is annotated with a multi-step proof with reasons and mathematical expressions. The proof can be easily reformulated as a proving sequence that shares the same formats with the annotated program sequence for calculation problems. Naturally, we also present a unified multi-task Geometric Transformer framework, Geoformer, to tackle calculation and proving problems simultaneously in the form of sequence generation, which finally shows the reasoning ability can be improved on both two tasks by unifying formulation. Furthermore, we propose a Mathematical Expression Pretraining (MEP) method that aims to predict the mathematical expressions in the problem solution, thus improving the Geoformer model. Experiments on the UniGeo demonstrate that our proposed Geoformer obtains state-of-the-art performance by outperforming task-specific model NGS with over 5.6% and 3.2% accuracies on calculation and proving problems, respectively.
DreamPolisher: Towards High-Quality Text-to-3D Generation via Geometric Diffusion
We present DreamPolisher, a novel Gaussian Splatting based method with geometric guidance, tailored to learn cross-view consistency and intricate detail from textual descriptions. While recent progress on text-to-3D generation methods have been promising, prevailing methods often fail to ensure view-consistency and textural richness. This problem becomes particularly noticeable for methods that work with text input alone. To address this, we propose a two-stage Gaussian Splatting based approach that enforces geometric consistency among views. Initially, a coarse 3D generation undergoes refinement via geometric optimization. Subsequently, we use a ControlNet driven refiner coupled with the geometric consistency term to improve both texture fidelity and overall consistency of the generated 3D asset. Empirical evaluations across diverse textual prompts spanning various object categories demonstrate the efficacy of DreamPolisher in generating consistent and realistic 3D objects, aligning closely with the semantics of the textual instructions.
DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior
We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Code available at https://github.com/deepseek-ai/DreamCraft3D.
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.
Meshtron: High-Fidelity, Artist-Like 3D Mesh Generation at Scale
Meshes are fundamental representations of 3D surfaces. However, creating high-quality meshes is a labor-intensive task that requires significant time and expertise in 3D modeling. While a delicate object often requires over 10^4 faces to be accurately modeled, recent attempts at generating artist-like meshes are limited to 1.6K faces and heavy discretization of vertex coordinates. Hence, scaling both the maximum face count and vertex coordinate resolution is crucial to producing high-quality meshes of realistic, complex 3D objects. We present Meshtron, a novel autoregressive mesh generation model able to generate meshes with up to 64K faces at 1024-level coordinate resolution --over an order of magnitude higher face count and 8{times} higher coordinate resolution than current state-of-the-art methods. Meshtron's scalability is driven by four key components: (1) an hourglass neural architecture, (2) truncated sequence training, (3) sliding window inference, (4) a robust sampling strategy that enforces the order of mesh sequences. This results in over 50{%} less training memory, 2.5{times} faster throughput, and better consistency than existing works. Meshtron generates meshes of detailed, complex 3D objects at unprecedented levels of resolution and fidelity, closely resembling those created by professional artists, and opening the door to more realistic generation of detailed 3D assets for animation, gaming, and virtual environments.
R-CoT: Reverse Chain-of-Thought Problem Generation for Geometric Reasoning in Large Multimodal Models
Existing Large Multimodal Models (LMMs) struggle with mathematical geometric reasoning due to a lack of high-quality image-text paired data. Current geometric data generation approaches, which apply preset templates to generate geometric data or use Large Language Models (LLMs) to rephrase questions and answers (Q&A), unavoidably limit data accuracy and diversity. To synthesize higher-quality data, we propose a two-stage Reverse Chain-of-Thought (R-CoT) geometry problem generation pipeline. First, we introduce GeoChain to produce high-fidelity geometric images and corresponding descriptions highlighting relations among geometric elements. We then design a Reverse A&Q method that reasons step-by-step based on the descriptions and generates questions in reverse from the reasoning results. Experiments demonstrate that the proposed method brings significant and consistent improvements on multiple LMM baselines, achieving new performance records in the 2B, 7B, and 8B settings. Notably, R-CoT-8B significantly outperforms previous state-of-the-art open-source mathematical models by 16.6% on MathVista and 9.2% on GeoQA, while also surpassing the closed-source model GPT-4o by an average of 13% across both datasets. The code is available at https://github.com/dle666/R-CoT.
Geometric Framework for 3D Cell Segmentation Correction
3D cellular image segmentation methods are commonly divided into non-2D-based and 2D-based approaches, the latter reconstructing 3D shapes from the segmentation results of 2D layers. However, errors in 2D results often propagate, leading to oversegmentations in the final 3D results. To tackle this issue, we introduce an interpretable geometric framework that addresses the oversegmentations by correcting the 2D segmentation results based on geometric information from adjacent layers. Leveraging both geometric (layer-to-layer, 2D) and topological (3D shape) features, we use binary classification to determine whether neighboring cells should be stitched. We develop a pre-trained classifier on public plant cell datasets and validate its performance on animal cell datasets, confirming its effectiveness in correcting oversegmentations under the transfer learning setting. Furthermore, we demonstrate that our framework can be extended to correcting oversegmentation on non-2D-based methods. A clear pipeline is provided for end-users to build the pre-trained model to any labeled dataset.
Cube: A Roblox View of 3D Intelligence
Foundation models trained on vast amounts of data have demonstrated remarkable reasoning and generation capabilities in the domains of text, images, audio and video. Our goal at Roblox is to build such a foundation model for 3D intelligence, a model that can support developers in producing all aspects of a Roblox experience, from generating 3D objects and scenes to rigging characters for animation to producing programmatic scripts describing object behaviors. We discuss three key design requirements for such a 3D foundation model and then present our first step towards building such a model. We expect that 3D geometric shapes will be a core data type and describe our solution for 3D shape tokenizer. We show how our tokenization scheme can be used in applications for text-to-shape generation, shape-to-text generation and text-to-scene generation. We demonstrate how these applications can collaborate with existing large language models (LLMs) to perform scene analysis and reasoning. We conclude with a discussion outlining our path to building a fully unified foundation model for 3D intelligence.
ArchCAD-400K: An Open Large-Scale Architectural CAD Dataset and New Baseline for Panoptic Symbol Spotting
Recognizing symbols in architectural CAD drawings is critical for various advanced engineering applications. In this paper, we propose a novel CAD data annotation engine that leverages intrinsic attributes from systematically archived CAD drawings to automatically generate high-quality annotations, thus significantly reducing manual labeling efforts. Utilizing this engine, we construct ArchCAD-400K, a large-scale CAD dataset consisting of 413,062 chunks from 5538 highly standardized drawings, making it over 26 times larger than the largest existing CAD dataset. ArchCAD-400K boasts an extended drawing diversity and broader categories, offering line-grained annotations. Furthermore, we present a new baseline model for panoptic symbol spotting, termed Dual-Pathway Symbol Spotter (DPSS). It incorporates an adaptive fusion module to enhance primitive features with complementary image features, achieving state-of-the-art performance and enhanced robustness. Extensive experiments validate the effectiveness of DPSS, demonstrating the value of ArchCAD-400K and its potential to drive innovation in architectural design and construction.
SceneWiz3D: Towards Text-guided 3D Scene Composition
We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.
Segmentation-guided Layer-wise Image Vectorization with Gradient Fills
The widespread use of vector graphics creates a significant demand for vectorization methods. While recent learning-based techniques have shown their capability to create vector images of clear topology, filling these primitives with gradients remains a challenge. In this paper, we propose a segmentation-guided vectorization framework to convert raster images into concise vector graphics with radial gradient fills. With the guidance of an embedded gradient-aware segmentation subroutine, our approach progressively appends gradient-filled B\'ezier paths to the output, where primitive parameters are initiated with our newly designed initialization technique and are optimized to minimize our novel loss function. We build our method on a differentiable renderer with traditional segmentation algorithms to develop it as a model-free tool for raster-to-vector conversion. It is tested on various inputs to demonstrate its feasibility, independent of datasets, to synthesize vector graphics with improved visual quality and layer-wise topology compared to prior work.
Sketch2CAD: Sequential CAD Modeling by Sketching in Context
We present a sketch-based CAD modeling system, where users create objects incrementally by sketching the desired shape edits, which our system automatically translates to CAD operations. Our approach is motivated by the close similarities between the steps industrial designers follow to draw 3D shapes, and the operations CAD modeling systems offer to create similar shapes. To overcome the strong ambiguity with parsing 2D sketches, we observe that in a sketching sequence, each step makes sense and can be interpreted in the context of what has been drawn before. In our system, this context corresponds to a partial CAD model, inferred in the previous steps, which we feed along with the input sketch to a deep neural network in charge of interpreting how the model should be modified by that sketch. Our deep network architecture then recognizes the intended CAD operation and segments the sketch accordingly, such that a subsequent optimization estimates the parameters of the operation that best fit the segmented sketch strokes. Since there exists no datasets of paired sketching and CAD modeling sequences, we train our system by generating synthetic sequences of CAD operations that we render as line drawings. We present a proof of concept realization of our algorithm supporting four frequently used CAD operations. Using our system, participants are able to quickly model a large and diverse set of objects, demonstrating Sketch2CAD to be an alternate way of interacting with current CAD modeling systems.
Wu's Method can Boost Symbolic AI to Rival Silver Medalists and AlphaGeometry to Outperform Gold Medalists at IMO Geometry
Proving geometric theorems constitutes a hallmark of visual reasoning combining both intuitive and logical skills. Therefore, automated theorem proving of Olympiad-level geometry problems is considered a notable milestone in human-level automated reasoning. The introduction of AlphaGeometry, a neuro-symbolic model trained with 100 million synthetic samples, marked a major breakthrough. It solved 25 of 30 International Mathematical Olympiad (IMO) problems whereas the reported baseline based on Wu's method solved only ten. In this note, we revisit the IMO-AG-30 Challenge introduced with AlphaGeometry, and find that Wu's method is surprisingly strong. Wu's method alone can solve 15 problems, and some of them are not solved by any of the other methods. This leads to two key findings: (i) Combining Wu's method with the classic synthetic methods of deductive databases and angle, ratio, and distance chasing solves 21 out of 30 methods by just using a CPU-only laptop with a time limit of 5 minutes per problem. Essentially, this classic method solves just 4 problems less than AlphaGeometry and establishes the first fully symbolic baseline strong enough to rival the performance of an IMO silver medalist. (ii) Wu's method even solves 2 of the 5 problems that AlphaGeometry failed to solve. Thus, by combining AlphaGeometry with Wu's method we set a new state-of-the-art for automated theorem proving on IMO-AG-30, solving 27 out of 30 problems, the first AI method which outperforms an IMO gold medalist.
Open Vocabulary 3D Scene Understanding via Geometry Guided Self-Distillation
The scarcity of large-scale 3D-text paired data poses a great challenge on open vocabulary 3D scene understanding, and hence it is popular to leverage internet-scale 2D data and transfer their open vocabulary capabilities to 3D models through knowledge distillation. However, the existing distillation-based 3D scene understanding approaches rely on the representation capacity of 2D models, disregarding the exploration of geometric priors and inherent representational advantages offered by 3D data. In this paper, we propose an effective approach, namely Geometry Guided Self-Distillation (GGSD), to learn superior 3D representations from 2D pre-trained models. Specifically, we first design a geometry guided distillation module to distill knowledge from 2D models, and then leverage the 3D geometric priors to alleviate the inherent noise in 2D models and enhance the representation learning process. Due to the advantages of 3D representation, the performance of the distilled 3D student model can significantly surpass that of the 2D teacher model. This motivates us to further leverage the representation advantages of 3D data through self-distillation. As a result, our proposed GGSD approach outperforms the existing open vocabulary 3D scene understanding methods by a large margin, as demonstrated by our experiments on both indoor and outdoor benchmark datasets.
CasaGPT: Cuboid Arrangement and Scene Assembly for Interior Design
We present a novel approach for indoor scene synthesis, which learns to arrange decomposed cuboid primitives to represent 3D objects within a scene. Unlike conventional methods that use bounding boxes to determine the placement and scale of 3D objects, our approach leverages cuboids as a straightforward yet highly effective alternative for modeling objects. This allows for compact scene generation while minimizing object intersections. Our approach, coined CasaGPT for Cuboid Arrangement and Scene Assembly, employs an autoregressive model to sequentially arrange cuboids, producing physically plausible scenes. By applying rejection sampling during the fine-tuning stage to filter out scenes with object collisions, our model further reduces intersections and enhances scene quality. Additionally, we introduce a refined dataset, 3DFRONT-NC, which eliminates significant noise presented in the original dataset, 3D-FRONT. Extensive experiments on the 3D-FRONT dataset as well as our dataset demonstrate that our approach consistently outperforms the state-of-the-art methods, enhancing the realism of generated scenes, and providing a promising direction for 3D scene synthesis.
Molecule3D: A Benchmark for Predicting 3D Geometries from Molecular Graphs
Graph neural networks are emerging as promising methods for modeling molecular graphs, in which nodes and edges correspond to atoms and chemical bonds, respectively. Recent studies show that when 3D molecular geometries, such as bond lengths and angles, are available, molecular property prediction tasks can be made more accurate. However, computing of 3D molecular geometries requires quantum calculations that are computationally prohibitive. For example, accurate calculation of 3D geometries of a small molecule requires hours of computing time using density functional theory (DFT). Here, we propose to predict the ground-state 3D geometries from molecular graphs using machine learning methods. To make this feasible, we develop a benchmark, known as Molecule3D, that includes a dataset with precise ground-state geometries of approximately 4 million molecules derived from DFT. We also provide a set of software tools for data processing, splitting, training, and evaluation, etc. Specifically, we propose to assess the error and validity of predicted geometries using four metrics. We implement two baseline methods that either predict the pairwise distance between atoms or atom coordinates in 3D space. Experimental results show that, compared with generating 3D geometries with RDKit, our method can achieve comparable prediction accuracy but with much smaller computational costs. Our Molecule3D is available as a module of the MoleculeX software library (https://github.com/divelab/MoleculeX).