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SubscribePoint-PRC: A Prompt Learning Based Regulation Framework for Generalizable Point Cloud Analysis
This paper investigates the 3D domain generalization (3DDG) ability of large 3D models based on prevalent prompt learning. Recent works demonstrate the performances of 3D point cloud recognition can be boosted remarkably by parameter-efficient prompt tuning. However, we observe that the improvement on downstream tasks comes at the expense of a severe drop in 3D domain generalization. To resolve this challenge, we present a comprehensive regulation framework that allows the learnable prompts to actively interact with the well-learned general knowledge in large 3D models to maintain good generalization. Specifically, the proposed framework imposes multiple explicit constraints on the prompt learning trajectory by maximizing the mutual agreement between task-specific predictions and task-agnostic knowledge. We design the regulation framework as a plug-and-play module to embed into existing representative large 3D models. Surprisingly, our method not only realizes consistently increasing generalization ability but also enhances task-specific 3D recognition performances across various 3DDG benchmarks by a clear margin. Considering the lack of study and evaluation on 3DDG, we also create three new benchmarks, namely base-to-new, cross-dataset and few-shot generalization benchmarks, to enrich the field and inspire future research. Code and benchmarks are available at https://github.com/auniquesun/Point-PRC.
S2O: Static to Openable Enhancement for Articulated 3D Objects
Despite much progress in large 3D datasets there are currently few interactive 3D object datasets, and their scale is limited due to the manual effort required in their construction. We introduce the static to openable (S2O) task which creates interactive articulated 3D objects from static counterparts through openable part detection, motion prediction, and interior geometry completion. We formulate a unified framework to tackle this task, and curate a challenging dataset of openable 3D objects that serves as a test bed for systematic evaluation. Our experiments benchmark methods from prior work and simple yet effective heuristics for the S2O task. We find that turning static 3D objects into interactively openable counterparts is possible but that all methods struggle to generalize to realistic settings of the task, and we highlight promising future work directions.
ATT3D: Amortized Text-to-3D Object Synthesis
Text-to-3D modelling has seen exciting progress by combining generative text-to-image models with image-to-3D methods like Neural Radiance Fields. DreamFusion recently achieved high-quality results but requires a lengthy, per-prompt optimization to create 3D objects. To address this, we amortize optimization over text prompts by training on many prompts simultaneously with a unified model, instead of separately. With this, we share computation across a prompt set, training in less time than per-prompt optimization. Our framework - Amortized text-to-3D (ATT3D) - enables knowledge-sharing between prompts to generalize to unseen setups and smooth interpolations between text for novel assets and simple animations.
Instant3D: Instant Text-to-3D Generation
Text-to-3D generation, which aims to synthesize vivid 3D objects from text prompts, has attracted much attention from the computer vision community. While several existing works have achieved impressive results for this task, they mainly rely on a time-consuming optimization paradigm. Specifically, these methods optimize a neural field from scratch for each text prompt, taking approximately one hour or more to generate one object. This heavy and repetitive training cost impedes their practical deployment. In this paper, we propose a novel framework for fast text-to-3D generation, dubbed Instant3D. Once trained, Instant3D is able to create a 3D object for an unseen text prompt in less than one second with a single run of a feedforward network. We achieve this remarkable speed by devising a new network that directly constructs a 3D triplane from a text prompt. The core innovation of our Instant3D lies in our exploration of strategies to effectively inject text conditions into the network. Furthermore, we propose a simple yet effective activation function, the scaled-sigmoid, to replace the original sigmoid function, which speeds up the training convergence by more than ten times. Finally, to address the Janus (multi-head) problem in 3D generation, we propose an adaptive Perp-Neg algorithm that can dynamically adjust its concept negation scales according to the severity of the Janus problem during training, effectively reducing the multi-head effect. Extensive experiments on a wide variety of benchmark datasets demonstrate that the proposed algorithm performs favorably against the state-of-the-art methods both qualitatively and quantitatively, while achieving significantly better efficiency. The project page is at https://ming1993li.github.io/Instant3DProj.
Aligning Text, Images, and 3D Structure Token-by-Token
Creating machines capable of understanding the world in 3D is essential in assisting designers that build and edit 3D environments and robots navigating and interacting within a three-dimensional space. Inspired by advances in language and image modeling, we investigate the potential of autoregressive models for a new modality: structured 3D scenes. To this end, we propose a unified LLM framework that aligns language, images, and 3D scenes and provide a detailed ''cookbook'' outlining critical design choices for achieving optimal training and performance addressing key questions related to data representation, modality-specific objectives, and more. We evaluate performance across four core 3D tasks -- rendering, recognition, instruction-following, and question-answering -- and four 3D datasets, synthetic and real-world. We extend our approach to reconstruct complex 3D object shapes by enriching our 3D modality with quantized shape encodings, and show our model's effectiveness on real-world 3D object recognition tasks. Project webpage: https://glab-caltech.github.io/kyvo/
PlaceIt3D: Language-Guided Object Placement in Real 3D Scenes
We introduce the novel task of Language-Guided Object Placement in Real 3D Scenes. Our model is given a 3D scene's point cloud, a 3D asset, and a textual prompt broadly describing where the 3D asset should be placed. The task here is to find a valid placement for the 3D asset that respects the prompt. Compared with other language-guided localization tasks in 3D scenes such as grounding, this task has specific challenges: it is ambiguous because it has multiple valid solutions, and it requires reasoning about 3D geometric relationships and free space. We inaugurate this task by proposing a new benchmark and evaluation protocol. We also introduce a new dataset for training 3D LLMs on this task, as well as the first method to serve as a non-trivial baseline. We believe that this challenging task and our new benchmark could become part of the suite of benchmarks used to evaluate and compare generalist 3D LLM models.
M3DBench: Let's Instruct Large Models with Multi-modal 3D Prompts
Recently, 3D understanding has become popular to facilitate autonomous agents to perform further decisionmaking. However, existing 3D datasets and methods are often limited to specific tasks. On the other hand, recent progress in Large Language Models (LLMs) and Multimodal Language Models (MLMs) have demonstrated exceptional general language and imagery tasking performance. Therefore, it is interesting to unlock MLM's potential to be 3D generalist for wider tasks. However, current MLMs' research has been less focused on 3D tasks due to a lack of large-scale 3D instruction-following datasets. In this work, we introduce a comprehensive 3D instructionfollowing dataset called M3DBench, which possesses the following characteristics: 1) It supports general multimodal instructions interleaved with text, images, 3D objects, and other visual prompts. 2) It unifies diverse 3D tasks at both region and scene levels, covering a variety of fundamental abilities in real-world 3D environments. 3) It is a large-scale 3D instruction-following dataset with over 320k instruction-response pairs. Furthermore, we establish a new benchmark for assessing the performance of large models in understanding multi-modal 3D prompts. Extensive experiments demonstrate the effectiveness of our dataset and baseline, supporting general 3D-centric tasks, which can inspire future research.
LATTE3D: Large-scale Amortized Text-To-Enhanced3D Synthesis
Recent text-to-3D generation approaches produce impressive 3D results but require time-consuming optimization that can take up to an hour per prompt. Amortized methods like ATT3D optimize multiple prompts simultaneously to improve efficiency, enabling fast text-to-3D synthesis. However, they cannot capture high-frequency geometry and texture details and struggle to scale to large prompt sets, so they generalize poorly. We introduce LATTE3D, addressing these limitations to achieve fast, high-quality generation on a significantly larger prompt set. Key to our method is 1) building a scalable architecture and 2) leveraging 3D data during optimization through 3D-aware diffusion priors, shape regularization, and model initialization to achieve robustness to diverse and complex training prompts. LATTE3D amortizes both neural field and textured surface generation to produce highly detailed textured meshes in a single forward pass. LATTE3D generates 3D objects in 400ms, and can be further enhanced with fast test-time optimization.
Bridging Geometry-Coherent Text-to-3D Generation with Multi-View Diffusion Priors and Gaussian Splatting
Score Distillation Sampling (SDS) leverages pretrained 2D diffusion models to advance text-to-3D generation but neglects multi-view correlations, being prone to geometric inconsistencies and multi-face artifacts in the generated 3D content. In this work, we propose Coupled Score Distillation (CSD), a framework that couples multi-view joint distribution priors to ensure geometrically consistent 3D generation while enabling the stable and direct optimization of 3D Gaussian Splatting. Specifically, by reformulating the optimization as a multi-view joint optimization problem, we derive an effective optimization rule that effectively couples multi-view priors to guide optimization across different viewpoints while preserving the diversity of generated 3D assets. Additionally, we propose a framework that directly optimizes 3D Gaussian Splatting (3D-GS) with random initialization to generate geometrically consistent 3D content. We further employ a deformable tetrahedral grid, initialized from 3D-GS and refined through CSD, to produce high-quality, refined meshes. Quantitative and qualitative experimental results demonstrate the efficiency and competitive quality of our approach.
Self-supervised Learning of Motion Capture
Current state-of-the-art solutions for motion capture from a single camera are optimization driven: they optimize the parameters of a 3D human model so that its re-projection matches measurements in the video (e.g. person segmentation, optical flow, keypoint detections etc.). Optimization models are susceptible to local minima. This has been the bottleneck that forced using clean green-screen like backgrounds at capture time, manual initialization, or switching to multiple cameras as input resource. In this work, we propose a learning based motion capture model for single camera input. Instead of optimizing mesh and skeleton parameters directly, our model optimizes neural network weights that predict 3D shape and skeleton configurations given a monocular RGB video. Our model is trained using a combination of strong supervision from synthetic data, and self-supervision from differentiable rendering of (a) skeletal keypoints, (b) dense 3D mesh motion, and (c) human-background segmentation, in an end-to-end framework. Empirically we show our model combines the best of both worlds of supervised learning and test-time optimization: supervised learning initializes the model parameters in the right regime, ensuring good pose and surface initialization at test time, without manual effort. Self-supervision by back-propagating through differentiable rendering allows (unsupervised) adaptation of the model to the test data, and offers much tighter fit than a pretrained fixed model. We show that the proposed model improves with experience and converges to low-error solutions where previous optimization methods fail.
Inst3D-LMM: Instance-Aware 3D Scene Understanding with Multi-modal Instruction Tuning
Despite encouraging progress in 3D scene understanding, it remains challenging to develop an effective Large Multi-modal Model (LMM) that is capable of understanding and reasoning in complex 3D environments. Most previous methods typically encode 3D point and 2D image features separately, neglecting interactions between 2D semantics and 3D object properties, as well as the spatial relationships within the 3D environment. This limitation not only hinders comprehensive representations of 3D scene, but also compromises training and inference efficiency. To address these challenges, we propose a unified Instance-aware 3D Large Multi-modal Model (Inst3D-LMM) to deal with multiple 3D scene understanding tasks simultaneously. To obtain the fine-grained instance-level visual tokens, we first introduce a novel Multi-view Cross-Modal Fusion (MCMF) module to inject the multi-view 2D semantics into their corresponding 3D geometric features. For scene-level relation-aware tokens, we further present a 3D Instance Spatial Relation (3D-ISR) module to capture the intricate pairwise spatial relationships among objects. Additionally, we perform end-to-end multi-task instruction tuning simultaneously without the subsequent task-specific fine-tuning. Extensive experiments demonstrate that our approach outperforms the state-of-the-art methods across 3D scene understanding, reasoning and grounding tasks. Source code is available at https://github.com/hanxunyu/Inst3D-LMM
FreeArt3D: Training-Free Articulated Object Generation using 3D Diffusion
Articulated 3D objects are central to many applications in robotics, AR/VR, and animation. Recent approaches to modeling such objects either rely on optimization-based reconstruction pipelines that require dense-view supervision or on feed-forward generative models that produce coarse geometric approximations and often overlook surface texture. In contrast, open-world 3D generation of static objects has achieved remarkable success, especially with the advent of native 3D diffusion models such as Trellis. However, extending these methods to articulated objects by training native 3D diffusion models poses significant challenges. In this work, we present FreeArt3D, a training-free framework for articulated 3D object generation. Instead of training a new model on limited articulated data, FreeArt3D repurposes a pre-trained static 3D diffusion model (e.g., Trellis) as a powerful shape prior. It extends Score Distillation Sampling (SDS) into the 3D-to-4D domain by treating articulation as an additional generative dimension. Given a few images captured in different articulation states, FreeArt3D jointly optimizes the object's geometry, texture, and articulation parameters without requiring task-specific training or access to large-scale articulated datasets. Our method generates high-fidelity geometry and textures, accurately predicts underlying kinematic structures, and generalizes well across diverse object categories. Despite following a per-instance optimization paradigm, FreeArt3D completes in minutes and significantly outperforms prior state-of-the-art approaches in both quality and versatility.
Large Language and Text-to-3D Models for Engineering Design Optimization
The current advances in generative AI for learning large neural network models with the capability to produce essays, images, music and even 3D assets from text prompts create opportunities for a manifold of disciplines. In the present paper, we study the potential of deep text-to-3D models in the engineering domain, with focus on the chances and challenges when integrating and interacting with 3D assets in computational simulation-based design optimization. In contrast to traditional design optimization of 3D geometries that often searches for the optimum designs using numerical representations, such as B-Spline surface or deformation parameters in vehicle aerodynamic optimization, natural language challenges the optimization framework by requiring a different interpretation of variation operators while at the same time may ease and motivate the human user interaction. Here, we propose and realize a fully automated evolutionary design optimization framework using Shap-E, a recently published text-to-3D asset network by OpenAI, in the context of aerodynamic vehicle optimization. For representing text prompts in the evolutionary optimization, we evaluate (a) a bag-of-words approach based on prompt templates and Wordnet samples, and (b) a tokenisation approach based on prompt templates and the byte pair encoding method from GPT4. Our main findings from the optimizations indicate that, first, it is important to ensure that the designs generated from prompts are within the object class of application, i.e. diverse and novel designs need to be realistic, and, second, that more research is required to develop methods where the strength of text prompt variations and the resulting variations of the 3D designs share causal relations to some degree to improve the optimization.
3D-LFM: Lifting Foundation Model
The lifting of 3D structure and camera from 2D landmarks is at the cornerstone of the entire discipline of computer vision. Traditional methods have been confined to specific rigid objects, such as those in Perspective-n-Point (PnP) problems, but deep learning has expanded our capability to reconstruct a wide range of object classes (e.g. C3PDO and PAUL) with resilience to noise, occlusions, and perspective distortions. All these techniques, however, have been limited by the fundamental need to establish correspondences across the 3D training data -- significantly limiting their utility to applications where one has an abundance of "in-correspondence" 3D data. Our approach harnesses the inherent permutation equivariance of transformers to manage varying number of points per 3D data instance, withstands occlusions, and generalizes to unseen categories. We demonstrate state of the art performance across 2D-3D lifting task benchmarks. Since our approach can be trained across such a broad class of structures we refer to it simply as a 3D Lifting Foundation Model (3D-LFM) -- the first of its kind.
Pareto Manifold Learning: Tackling multiple tasks via ensembles of single-task models
In Multi-Task Learning (MTL), tasks may compete and limit the performance achieved on each other, rather than guiding the optimization to a solution, superior to all its single-task trained counterparts. Since there is often not a unique solution optimal for all tasks, practitioners have to balance tradeoffs between tasks' performance, and resort to optimality in the Pareto sense. Most MTL methodologies either completely neglect this aspect, and instead of aiming at learning a Pareto Front, produce one solution predefined by their optimization schemes, or produce diverse but discrete solutions. Recent approaches parameterize the Pareto Front via neural networks, leading to complex mappings from tradeoff to objective space. In this paper, we conjecture that the Pareto Front admits a linear parameterization in parameter space, which leads us to propose Pareto Manifold Learning, an ensembling method in weight space. Our approach produces a continuous Pareto Front in a single training run, that allows to modulate the performance on each task during inference. Experiments on multi-task learning benchmarks, ranging from image classification to tabular datasets and scene understanding, show that Pareto Manifold Learning outperforms state-of-the-art single-point algorithms, while learning a better Pareto parameterization than multi-point baselines.
Instance-aware Dynamic Prompt Tuning for Pre-trained Point Cloud Models
Pre-trained point cloud models have found extensive applications in 3D understanding tasks like object classification and part segmentation. However, the prevailing strategy of full fine-tuning in downstream tasks leads to large per-task storage overhead for model parameters, which limits the efficiency when applying large-scale pre-trained models. Inspired by the recent success of visual prompt tuning (VPT), this paper attempts to explore prompt tuning on pre-trained point cloud models, to pursue an elegant balance between performance and parameter efficiency. We find while instance-agnostic static prompting, e.g. VPT, shows some efficacy in downstream transfer, it is vulnerable to the distribution diversity caused by various types of noises in real-world point cloud data. To conquer this limitation, we propose a novel Instance-aware Dynamic Prompt Tuning (IDPT) strategy for pre-trained point cloud models. The essence of IDPT is to develop a dynamic prompt generation module to perceive semantic prior features of each point cloud instance and generate adaptive prompt tokens to enhance the model's robustness. Notably, extensive experiments demonstrate that IDPT outperforms full fine-tuning in most tasks with a mere 7% of the trainable parameters, providing a promising solution to parameter-efficient learning for pre-trained point cloud models. Code is available at https://github.com/zyh16143998882/ICCV23-IDPT.
PonderV2: Pave the Way for 3D Foundation Model with A Universal Pre-training Paradigm
In contrast to numerous NLP and 2D vision foundational models, learning a 3D foundational model poses considerably greater challenges. This is primarily due to the inherent data variability and diversity of downstream tasks. In this paper, we introduce a novel universal 3D pre-training framework designed to facilitate the acquisition of efficient 3D representation, thereby establishing a pathway to 3D foundational models. Considering that informative 3D features should encode rich geometry and appearance cues that can be utilized to render realistic images, we propose to learn 3D representations by differentiable neural rendering. We train a 3D backbone with a devised volumetric neural renderer by comparing the rendered with the real images. Notably, our approach seamlessly integrates the learned 3D encoder into various downstream tasks. These tasks encompass not only high-level challenges such as 3D detection and segmentation but also low-level objectives like 3D reconstruction and image synthesis, spanning both indoor and outdoor scenarios. Besides, we also illustrate the capability of pre-training a 2D backbone using the proposed methodology, surpassing conventional pre-training methods by a large margin. For the first time, PonderV2 achieves state-of-the-art performance on 11 indoor and outdoor benchmarks, implying its effectiveness. Code and models are available at https://github.com/OpenGVLab/PonderV2.
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.
VP3D: Unleashing 2D Visual Prompt for Text-to-3D Generation
Recent innovations on text-to-3D generation have featured Score Distillation Sampling (SDS), which enables the zero-shot learning of implicit 3D models (NeRF) by directly distilling prior knowledge from 2D diffusion models. However, current SDS-based models still struggle with intricate text prompts and commonly result in distorted 3D models with unrealistic textures or cross-view inconsistency issues. In this work, we introduce a novel Visual Prompt-guided text-to-3D diffusion model (VP3D) that explicitly unleashes the visual appearance knowledge in 2D visual prompt to boost text-to-3D generation. Instead of solely supervising SDS with text prompt, VP3D first capitalizes on 2D diffusion model to generate a high-quality image from input text, which subsequently acts as visual prompt to strengthen SDS optimization with explicit visual appearance. Meanwhile, we couple the SDS optimization with additional differentiable reward function that encourages rendering images of 3D models to better visually align with 2D visual prompt and semantically match with text prompt. Through extensive experiments, we show that the 2D Visual Prompt in our VP3D significantly eases the learning of visual appearance of 3D models and thus leads to higher visual fidelity with more detailed textures. It is also appealing in view that when replacing the self-generating visual prompt with a given reference image, VP3D is able to trigger a new task of stylized text-to-3D generation. Our project page is available at https://vp3d-cvpr24.github.io.
OpenMask3D: Open-Vocabulary 3D Instance Segmentation
We introduce the task of open-vocabulary 3D instance segmentation. Traditional approaches for 3D instance segmentation largely rely on existing 3D annotated datasets, which are restricted to a closed-set of object categories. This is an important limitation for real-life applications where one might need to perform tasks guided by novel, open-vocabulary queries related to objects from a wide variety. Recently, open-vocabulary 3D scene understanding methods have emerged to address this problem by learning queryable features per each point in the scene. While such a representation can be directly employed to perform semantic segmentation, existing methods have limitations in their ability to identify object instances. In this work, we address this limitation, and propose OpenMask3D, which is a zero-shot approach for open-vocabulary 3D instance segmentation. Guided by predicted class-agnostic 3D instance masks, our model aggregates per-mask features via multi-view fusion of CLIP-based image embeddings. We conduct experiments and ablation studies on the ScanNet200 dataset to evaluate the performance of OpenMask3D, and provide insights about the open-vocabulary 3D instance segmentation task. We show that our approach outperforms other open-vocabulary counterparts, particularly on the long-tail distribution. Furthermore, OpenMask3D goes beyond the limitations of close-vocabulary approaches, and enables the segmentation of object instances based on free-form queries describing object properties such as semantics, geometry, affordances, and material properties.
Mask3D: Mask Transformer for 3D Semantic Instance Segmentation
Modern 3D semantic instance segmentation approaches predominantly rely on specialized voting mechanisms followed by carefully designed geometric clustering techniques. Building on the successes of recent Transformer-based methods for object detection and image segmentation, we propose the first Transformer-based approach for 3D semantic instance segmentation. We show that we can leverage generic Transformer building blocks to directly predict instance masks from 3D point clouds. In our model called Mask3D each object instance is represented as an instance query. Using Transformer decoders, the instance queries are learned by iteratively attending to point cloud features at multiple scales. Combined with point features, the instance queries directly yield all instance masks in parallel. Mask3D has several advantages over current state-of-the-art approaches, since it neither relies on (1) voting schemes which require hand-selected geometric properties (such as centers) nor (2) geometric grouping mechanisms requiring manually-tuned hyper-parameters (e.g. radii) and (3) enables a loss that directly optimizes instance masks. Mask3D sets a new state-of-the-art on ScanNet test (+6.2 mAP), S3DIS 6-fold (+10.1 mAP), STPLS3D (+11.2 mAP) and ScanNet200 test (+12.4 mAP).
Learning Object Bounding Boxes for 3D Instance Segmentation on Point Clouds
We propose a novel, conceptually simple and general framework for instance segmentation on 3D point clouds. Our method, called 3D-BoNet, follows the simple design philosophy of per-point multilayer perceptrons (MLPs). The framework directly regresses 3D bounding boxes for all instances in a point cloud, while simultaneously predicting a point-level mask for each instance. It consists of a backbone network followed by two parallel network branches for 1) bounding box regression and 2) point mask prediction. 3D-BoNet is single-stage, anchor-free and end-to-end trainable. Moreover, it is remarkably computationally efficient as, unlike existing approaches, it does not require any post-processing steps such as non-maximum suppression, feature sampling, clustering or voting. Extensive experiments show that our approach surpasses existing work on both ScanNet and S3DIS datasets while being approximately 10x more computationally efficient. Comprehensive ablation studies demonstrate the effectiveness of our design.
MetaDreamer: Efficient Text-to-3D Creation With Disentangling Geometry and Texture
Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.
Sherpa3D: Boosting High-Fidelity Text-to-3D Generation via Coarse 3D Prior
Recently, 3D content creation from text prompts has demonstrated remarkable progress by utilizing 2D and 3D diffusion models. While 3D diffusion models ensure great multi-view consistency, their ability to generate high-quality and diverse 3D assets is hindered by the limited 3D data. In contrast, 2D diffusion models find a distillation approach that achieves excellent generalization and rich details without any 3D data. However, 2D lifting methods suffer from inherent view-agnostic ambiguity thereby leading to serious multi-face Janus issues, where text prompts fail to provide sufficient guidance to learn coherent 3D results. Instead of retraining a costly viewpoint-aware model, we study how to fully exploit easily accessible coarse 3D knowledge to enhance the prompts and guide 2D lifting optimization for refinement. In this paper, we propose Sherpa3D, a new text-to-3D framework that achieves high-fidelity, generalizability, and geometric consistency simultaneously. Specifically, we design a pair of guiding strategies derived from the coarse 3D prior generated by the 3D diffusion model: a structural guidance for geometric fidelity and a semantic guidance for 3D coherence. Employing the two types of guidance, the 2D diffusion model enriches the 3D content with diversified and high-quality results. Extensive experiments show the superiority of our Sherpa3D over the state-of-the-art text-to-3D methods in terms of quality and 3D consistency.
Open3DIS: Open-vocabulary 3D Instance Segmentation with 2D Mask Guidance
We introduce Open3DIS, a novel solution designed to tackle the problem of Open-Vocabulary Instance Segmentation within 3D scenes. Objects within 3D environments exhibit diverse shapes, scales, and colors, making precise instance-level identification a challenging task. Recent advancements in Open-Vocabulary scene understanding have made significant strides in this area by employing class-agnostic 3D instance proposal networks for object localization and learning queryable features for each 3D mask. While these methods produce high-quality instance proposals, they struggle with identifying small-scale and geometrically ambiguous objects. The key idea of our method is a new module that aggregates 2D instance masks across frames and maps them to geometrically coherent point cloud regions as high-quality object proposals addressing the above limitations. These are then combined with 3D class-agnostic instance proposals to include a wide range of objects in the real world. To validate our approach, we conducted experiments on three prominent datasets, including ScanNet200, S3DIS, and Replica, demonstrating significant performance gains in segmenting objects with diverse categories over the state-of-the-art approaches.
VEnvision3D: A Synthetic Perception Dataset for 3D Multi-Task Model Research
Developing a unified multi-task foundation model has become a critical challenge in computer vision research. In the current field of 3D computer vision, most datasets solely focus on a relatively limited set of tasks, which complicates the concurrent training requirements of various downstream tasks. This makes the training of multi-objective networks difficult to proceed with, which further hinders the development of foundation models in the 3D vision field. In this paper, we introduce VEnvision3D, a large 3D synthetic perception dataset for multi-task learning, including depth completion, segmentation, upsampling, place recognition, and 3D reconstruction. Since the data for each task was collected in the same scenarios, tasks are inherently aligned in terms of the utilized data. Therefore, such a unique attribute can assist in exploring the potential for the multi-task model and even the foundation model without separate training methods. Several new benchmarks based on the characteristics of the proposed dataset were presented. Extensive studies were performed on end-to-end models, revealing new observations, challenges, and opportunities for future research. In addition, we designed a straightfoward multi-task network to uncover the ability that VEnvision3D can offer for the foundation model. Our dataset and code will be open-sourced upon acceptance.
Fast Inference and Transfer of Compositional Task Structures for Few-shot Task Generalization
We tackle real-world problems with complex structures beyond the pixel-based game or simulator. We formulate it as a few-shot reinforcement learning problem where a task is characterized by a subtask graph that defines a set of subtasks and their dependencies that are unknown to the agent. Different from the previous meta-rl methods trying to directly infer the unstructured task embedding, our multi-task subtask graph inferencer (MTSGI) first infers the common high-level task structure in terms of the subtask graph from the training tasks, and use it as a prior to improve the task inference in testing. Our experiment results on 2D grid-world and complex web navigation domains show that the proposed method can learn and leverage the common underlying structure of the tasks for faster adaptation to the unseen tasks than various existing algorithms such as meta reinforcement learning, hierarchical reinforcement learning, and other heuristic agents.
OBJECT 3DIT: Language-guided 3D-aware Image Editing
Existing image editing tools, while powerful, typically disregard the underlying 3D geometry from which the image is projected. As a result, edits made using these tools may become detached from the geometry and lighting conditions that are at the foundation of the image formation process. In this work, we formulate the newt ask of language-guided 3D-aware editing, where objects in an image should be edited according to a language instruction in context of the underlying 3D scene. To promote progress towards this goal, we release OBJECT: a dataset consisting of 400K editing examples created from procedurally generated 3D scenes. Each example consists of an input image, editing instruction in language, and the edited image. We also introduce 3DIT : single and multi-task models for four editing tasks. Our models show impressive abilities to understand the 3D composition of entire scenes, factoring in surrounding objects, surfaces, lighting conditions, shadows, and physically-plausible object configurations. Surprisingly, training on only synthetic scenes from OBJECT, editing capabilities of 3DIT generalize to real-world images.
SampleNet: Differentiable Point Cloud Sampling
There is a growing number of tasks that work directly on point clouds. As the size of the point cloud grows, so do the computational demands of these tasks. A possible solution is to sample the point cloud first. Classic sampling approaches, such as farthest point sampling (FPS), do not consider the downstream task. A recent work showed that learning a task-specific sampling can improve results significantly. However, the proposed technique did not deal with the non-differentiability of the sampling operation and offered a workaround instead. We introduce a novel differentiable relaxation for point cloud sampling that approximates sampled points as a mixture of points in the primary input cloud. Our approximation scheme leads to consistently good results on classification and geometry reconstruction applications. We also show that the proposed sampling method can be used as a front to a point cloud registration network. This is a challenging task since sampling must be consistent across two different point clouds for a shared downstream task. In all cases, our approach outperforms existing non-learned and learned sampling alternatives. Our code is publicly available at https://github.com/itailang/SampleNet.
IGGT: Instance-Grounded Geometry Transformer for Semantic 3D Reconstruction
Humans naturally perceive the geometric structure and semantic content of a 3D world as intertwined dimensions, enabling coherent and accurate understanding of complex scenes. However, most prior approaches prioritize training large geometry models for low-level 3D reconstruction and treat high-level spatial understanding in isolation, overlooking the crucial interplay between these two fundamental aspects of 3D-scene analysis, thereby limiting generalization and leading to poor performance in downstream 3D understanding tasks. Recent attempts have mitigated this issue by simply aligning 3D models with specific language models, thus restricting perception to the aligned model's capacity and limiting adaptability to downstream tasks. In this paper, we propose InstanceGrounded Geometry Transformer (IGGT), an end-to-end large unified transformer to unify the knowledge for both spatial reconstruction and instance-level contextual understanding. Specifically, we design a 3D-Consistent Contrastive Learning strategy that guides IGGT to encode a unified representation with geometric structures and instance-grounded clustering through only 2D visual inputs. This representation supports consistent lifting of 2D visual inputs into a coherent 3D scene with explicitly distinct object instances. To facilitate this task, we further construct InsScene-15K, a large-scale dataset with high-quality RGB images, poses, depth maps, and 3D-consistent instance-level mask annotations with a novel data curation pipeline.
DSO: Aligning 3D Generators with Simulation Feedback for Physical Soundness
Most 3D object generators focus on aesthetic quality, often neglecting physical constraints necessary in applications. One such constraint is that the 3D object should be self-supporting, i.e., remains balanced under gravity. Prior approaches to generating stable 3D objects used differentiable physics simulators to optimize geometry at test-time, which is slow, unstable, and prone to local optima. Inspired by the literature on aligning generative models to external feedback, we propose Direct Simulation Optimization (DSO), a framework to use the feedback from a (non-differentiable) simulator to increase the likelihood that the 3D generator outputs stable 3D objects directly. We construct a dataset of 3D objects labeled with a stability score obtained from the physics simulator. We can then fine-tune the 3D generator using the stability score as the alignment metric, via direct preference optimization (DPO) or direct reward optimization (DRO), a novel objective, which we introduce, to align diffusion models without requiring pairwise preferences. Our experiments show that the fine-tuned feed-forward generator, using either DPO or DRO objective, is much faster and more likely to produce stable objects than test-time optimization. Notably, the DSO framework works even without any ground-truth 3D objects for training, allowing the 3D generator to self-improve by automatically collecting simulation feedback on its own outputs.
Independent Component Alignment for Multi-Task Learning
In a multi-task learning (MTL) setting, a single model is trained to tackle a diverse set of tasks jointly. Despite rapid progress in the field, MTL remains challenging due to optimization issues such as conflicting and dominating gradients. In this work, we propose using a condition number of a linear system of gradients as a stability criterion of an MTL optimization. We theoretically demonstrate that a condition number reflects the aforementioned optimization issues. Accordingly, we present Aligned-MTL, a novel MTL optimization approach based on the proposed criterion, that eliminates instability in the training process by aligning the orthogonal components of the linear system of gradients. While many recent MTL approaches guarantee convergence to a minimum, task trade-offs cannot be specified in advance. In contrast, Aligned-MTL provably converges to an optimal point with pre-defined task-specific weights, which provides more control over the optimization result. Through experiments, we show that the proposed approach consistently improves performance on a diverse set of MTL benchmarks, including semantic and instance segmentation, depth estimation, surface normal estimation, and reinforcement learning. The source code is publicly available at https://github.com/SamsungLabs/MTL .
carps: A Framework for Comparing N Hyperparameter Optimizers on M Benchmarks
Hyperparameter Optimization (HPO) is crucial to develop well-performing machine learning models. In order to ease prototyping and benchmarking of HPO methods, we propose carps, a benchmark framework for Comprehensive Automated Research Performance Studies allowing to evaluate N optimizers on M benchmark tasks. In this first release of carps, we focus on the four most important types of HPO task types: blackbox, multi-fidelity, multi-objective and multi-fidelity-multi-objective. With 3 336 tasks from 5 community benchmark collections and 28 variants of 9 optimizer families, we offer the biggest go-to library to date to evaluate and compare HPO methods. The carps framework relies on a purpose-built, lightweight interface, gluing together optimizers and benchmark tasks. It also features an analysis pipeline, facilitating the evaluation of optimizers on benchmarks. However, navigating a huge number of tasks while developing and comparing methods can be computationally infeasible. To address this, we obtain a subset of representative tasks by minimizing the star discrepancy of the subset, in the space spanned by the full set. As a result, we propose an initial subset of 10 to 30 diverse tasks for each task type, and include functionality to re-compute subsets as more benchmarks become available, enabling efficient evaluations. We also establish a first set of baseline results on these tasks as a measure for future comparisons. With carps (https://www.github.com/automl/CARP-S), we make an important step in the standardization of HPO evaluation.
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.
DreamDPO: Aligning Text-to-3D Generation with Human Preferences via Direct Preference Optimization
Text-to-3D generation automates 3D content creation from textual descriptions, which offers transformative potential across various fields. However, existing methods often struggle to align generated content with human preferences, limiting their applicability and flexibility. To address these limitations, in this paper, we propose DreamDPO, an optimization-based framework that integrates human preferences into the 3D generation process, through direct preference optimization. Practically, DreamDPO first constructs pairwise examples, then compare their alignment with human preferences using reward or large multimodal models, and lastly optimizes the 3D representation with a preference-driven loss function. By leveraging pairwise comparison to reflect preferences, DreamDPO reduces reliance on precise pointwise quality evaluations while enabling fine-grained controllability through preference-guided optimization. Experiments demonstrate that DreamDPO achieves competitive results, and provides higher-quality and more controllable 3D content compared to existing methods. The code and models will be open-sourced.
Make-Your-3D: Fast and Consistent Subject-Driven 3D Content Generation
Recent years have witnessed the strong power of 3D generation models, which offer a new level of creative flexibility by allowing users to guide the 3D content generation process through a single image or natural language. However, it remains challenging for existing 3D generation methods to create subject-driven 3D content across diverse prompts. In this paper, we introduce a novel 3D customization method, dubbed Make-Your-3D that can personalize high-fidelity and consistent 3D content from only a single image of a subject with text description within 5 minutes. Our key insight is to harmonize the distributions of a multi-view diffusion model and an identity-specific 2D generative model, aligning them with the distribution of the desired 3D subject. Specifically, we design a co-evolution framework to reduce the variance of distributions, where each model undergoes a process of learning from the other through identity-aware optimization and subject-prior optimization, respectively. Extensive experiments demonstrate that our method can produce high-quality, consistent, and subject-specific 3D content with text-driven modifications that are unseen in subject image.
MUSES: 3D-Controllable Image Generation via Multi-Modal Agent Collaboration
Despite recent advancements in text-to-image generation, most existing methods struggle to create images with multiple objects and complex spatial relationships in 3D world. To tackle this limitation, we introduce a generic AI system, namely MUSES, for 3D-controllable image generation from user queries. Specifically, our MUSES addresses this challenging task by developing a progressive workflow with three key components, including (1) Layout Manager for 2D-to-3D layout lifting, (2) Model Engineer for 3D object acquisition and calibration, (3) Image Artist for 3D-to-2D image rendering. By mimicking the collaboration of human professionals, this multi-modal agent pipeline facilitates the effective and automatic creation of images with 3D-controllable objects, through an explainable integration of top-down planning and bottom-up generation. Additionally, we find that existing benchmarks lack detailed descriptions of complex 3D spatial relationships of multiple objects. To fill this gap, we further construct a new benchmark of T2I-3DisBench (3D image scene), which describes diverse 3D image scenes with 50 detailed prompts. Extensive experiments show the state-of-the-art performance of MUSES on both T2I-CompBench and T2I-3DisBench, outperforming recent strong competitors such as DALL-E 3 and Stable Diffusion 3. These results demonstrate a significant step of MUSES forward in bridging natural language, 2D image generation, and 3D world. Our codes and models will be released soon.
Uni3DL: Unified Model for 3D and Language Understanding
In this work, we present Uni3DL, a unified model for 3D and Language understanding. Distinct from existing unified vision-language models in 3D which are limited in task variety and predominantly dependent on projected multi-view images, Uni3DL operates directly on point clouds. This approach significantly expands the range of supported tasks in 3D, encompassing both vision and vision-language tasks in 3D. At the core of Uni3DL, a query transformer is designed to learn task-agnostic semantic and mask outputs by attending to 3D visual features, and a task router is employed to selectively generate task-specific outputs required for diverse tasks. With a unified architecture, our Uni3DL model enjoys seamless task decomposition and substantial parameter sharing across tasks. Uni3DL has been rigorously evaluated across diverse 3D vision-language understanding tasks, including semantic segmentation, object detection, instance segmentation, visual grounding, 3D captioning, and text-3D cross-modal retrieval. It demonstrates performance on par with or surpassing state-of-the-art (SOTA) task-specific models. We hope our benchmark and Uni3DL model will serve as a solid step to ease future research in unified models in the realm of 3D and language understanding. Project page: https://uni3dl.github.io.
Parameter-efficient Prompt Learning for 3D Point Cloud Understanding
This paper presents a parameter-efficient prompt tuning method, named PPT, to adapt a large multi-modal model for 3D point cloud understanding. Existing strategies are quite expensive in computation and storage, and depend on time-consuming prompt engineering. We address the problems from three aspects. Firstly, a PromptLearner module is devised to replace hand-crafted prompts with learnable contexts to automate the prompt tuning process. Then, we lock the pre-trained backbone instead of adopting the full fine-tuning paradigm to substantially improve the parameter efficiency. Finally, a lightweight PointAdapter module is arranged near target tasks to enhance prompt tuning for 3D point cloud understanding. Comprehensive experiments are conducted to demonstrate the superior parameter and data efficiency of the proposed method.Meanwhile, we obtain new records on 4 public datasets and multiple 3D tasks, i.e., point cloud recognition, few-shot learning, and part segmentation. The implementation is available at https://github.com/auniquesun/PPT.
MesaTask: Towards Task-Driven Tabletop Scene Generation via 3D Spatial Reasoning
The ability of robots to interpret human instructions and execute manipulation tasks necessitates the availability of task-relevant tabletop scenes for training. However, traditional methods for creating these scenes rely on time-consuming manual layout design or purely randomized layouts, which are limited in terms of plausibility or alignment with the tasks. In this paper, we formulate a novel task, namely task-oriented tabletop scene generation, which poses significant challenges due to the substantial gap between high-level task instructions and the tabletop scenes. To support research on such a challenging task, we introduce MesaTask-10K, a large-scale dataset comprising approximately 10,700 synthetic tabletop scenes with manually crafted layouts that ensure realistic layouts and intricate inter-object relations. To bridge the gap between tasks and scenes, we propose a Spatial Reasoning Chain that decomposes the generation process into object inference, spatial interrelation reasoning, and scene graph construction for the final 3D layout. We present MesaTask, an LLM-based framework that utilizes this reasoning chain and is further enhanced with DPO algorithms to generate physically plausible tabletop scenes that align well with given task descriptions. Exhaustive experiments demonstrate the superior performance of MesaTask compared to baselines in generating task-conforming tabletop scenes with realistic layouts. Project page is at https://mesatask.github.io/
Benchmarking global optimization techniques for unmanned aerial vehicle path planning
The Unmanned Aerial Vehicle (UAV) path planning problem is a complex optimization problem in the field of robotics. In this paper, we investigate the possible utilization of this problem in benchmarking global optimization methods. We devise a problem instance generator and pick 56 representative instances, which we compare to established benchmarking suits through Exploratory Landscape Analysis to show their uniqueness. For the computational comparison, we select twelve well-performing global optimization techniques from both subfields of stochastic algorithms (evolutionary computation methods) and deterministic algorithms (Dividing RECTangles, or DIRECT-type methods). The experiments were conducted in settings with varying dimensionality and computational budgets. The results were analyzed through several criteria (number of best-found solutions, mean relative error, Friedman ranks) and utilized established statistical tests. The best-ranking methods for the UAV problems were almost universally the top-performing evolutionary techniques from recent competitions on numerical optimization at the Institute of Electrical and Electronics Engineers Congress on Evolutionary Computation. Lastly, we discussed the variable dimension characteristics of the studied UAV problems that remain still largely under-investigated.
SAM-guided Graph Cut for 3D Instance Segmentation
This paper addresses the challenge of 3D instance segmentation by simultaneously leveraging 3D geometric and multi-view image information. Many previous works have applied deep learning techniques to 3D point clouds for instance segmentation. However, these methods often failed to generalize to various types of scenes due to the scarcity and low-diversity of labeled 3D point cloud data. Some recent works have attempted to lift 2D instance segmentations to 3D within a bottom-up framework. The inconsistency in 2D instance segmentations among views can substantially degrade the performance of 3D segmentation. In this work, we introduce a novel 3D-to-2D query framework to effectively exploit 2D segmentation models for 3D instance segmentation. Specifically, we pre-segment the scene into several superpoints in 3D, formulating the task into a graph cut problem. The superpoint graph is constructed based on 2D segmentation models, where node features are obtained from multi-view image features and edge weights are computed based on multi-view segmentation results, enabling the better generalization ability. To process the graph, we train a graph neural network using pseudo 3D labels from 2D segmentation models. Experimental results on the ScanNet, ScanNet++ and KITTI-360 datasets demonstrate that our method achieves robust segmentation performance and can generalize across different types of scenes. Our project page is available at https://zju3dv.github.io/sam_graph.
Cook and Clean Together: Teaching Embodied Agents for Parallel Task Execution
Task scheduling is critical for embodied AI, enabling agents to follow natural language instructions and execute actions efficiently in 3D physical worlds. However, existing datasets often simplify task planning by ignoring operations research (OR) knowledge and 3D spatial grounding. In this work, we propose Operations Research knowledge-based 3D Grounded Task Scheduling (ORS3D), a new task that requires the synergy of language understanding, 3D grounding, and efficiency optimization. Unlike prior settings, ORS3D demands that agents minimize total completion time by leveraging parallelizable subtasks, e.g., cleaning the sink while the microwave operates. To facilitate research on ORS3D, we construct ORS3D-60K, a large-scale dataset comprising 60K composite tasks across 4K real-world scenes. Furthermore, we propose GRANT, an embodied multi-modal large language model equipped with a simple yet effective scheduling token mechanism to generate efficient task schedules and grounded actions. Extensive experiments on ORS3D-60K validate the effectiveness of GRANT across language understanding, 3D grounding, and scheduling efficiency. The code is available at https://github.com/H-EmbodVis/GRANT
AToM: Amortized Text-to-Mesh using 2D Diffusion
We introduce Amortized Text-to-Mesh (AToM), a feed-forward text-to-mesh framework optimized across multiple text prompts simultaneously. In contrast to existing text-to-3D methods that often entail time-consuming per-prompt optimization and commonly output representations other than polygonal meshes, AToM directly generates high-quality textured meshes in less than 1 second with around 10 times reduction in the training cost, and generalizes to unseen prompts. Our key idea is a novel triplane-based text-to-mesh architecture with a two-stage amortized optimization strategy that ensures stable training and enables scalability. Through extensive experiments on various prompt benchmarks, AToM significantly outperforms state-of-the-art amortized approaches with over 4 times higher accuracy (in DF415 dataset) and produces more distinguishable and higher-quality 3D outputs. AToM demonstrates strong generalizability, offering finegrained 3D assets for unseen interpolated prompts without further optimization during inference, unlike per-prompt solutions.
AGG: Amortized Generative 3D Gaussians for Single Image to 3D
Given the growing need for automatic 3D content creation pipelines, various 3D representations have been studied to generate 3D objects from a single image. Due to its superior rendering efficiency, 3D Gaussian splatting-based models have recently excelled in both 3D reconstruction and generation. 3D Gaussian splatting approaches for image to 3D generation are often optimization-based, requiring many computationally expensive score-distillation steps. To overcome these challenges, we introduce an Amortized Generative 3D Gaussian framework (AGG) that instantly produces 3D Gaussians from a single image, eliminating the need for per-instance optimization. Utilizing an intermediate hybrid representation, AGG decomposes the generation of 3D Gaussian locations and other appearance attributes for joint optimization. Moreover, we propose a cascaded pipeline that first generates a coarse representation of the 3D data and later upsamples it with a 3D Gaussian super-resolution module. Our method is evaluated against existing optimization-based 3D Gaussian frameworks and sampling-based pipelines utilizing other 3D representations, where AGG showcases competitive generation abilities both qualitatively and quantitatively while being several orders of magnitude faster. Project page: https://ir1d.github.io/AGG/
3DIS-FLUX: simple and efficient multi-instance generation with DiT rendering
The growing demand for controllable outputs in text-to-image generation has driven significant advancements in multi-instance generation (MIG), enabling users to define both instance layouts and attributes. Currently, the state-of-the-art methods in MIG are primarily adapter-based. However, these methods necessitate retraining a new adapter each time a more advanced model is released, resulting in significant resource consumption. A methodology named Depth-Driven Decoupled Instance Synthesis (3DIS) has been introduced, which decouples MIG into two distinct phases: 1) depth-based scene construction and 2) detail rendering with widely pre-trained depth control models. The 3DIS method requires adapter training solely during the scene construction phase, while enabling various models to perform training-free detail rendering. Initially, 3DIS focused on rendering techniques utilizing U-Net architectures such as SD1.5, SD2, and SDXL, without exploring the potential of recent DiT-based models like FLUX. In this paper, we present 3DIS-FLUX, an extension of the 3DIS framework that integrates the FLUX model for enhanced rendering capabilities. Specifically, we employ the FLUX.1-Depth-dev model for depth map controlled image generation and introduce a detail renderer that manipulates the Attention Mask in FLUX's Joint Attention mechanism based on layout information. This approach allows for the precise rendering of fine-grained attributes of each instance. Our experimental results indicate that 3DIS-FLUX, leveraging the FLUX model, outperforms the original 3DIS method, which utilized SD2 and SDXL, and surpasses current state-of-the-art adapter-based methods in terms of both performance and image quality. Project Page: https://limuloo.github.io/3DIS/.
Articulated 3D Human-Object Interactions from RGB Videos: An Empirical Analysis of Approaches and Challenges
Human-object interactions with articulated objects are common in everyday life. Despite much progress in single-view 3D reconstruction, it is still challenging to infer an articulated 3D object model from an RGB video showing a person manipulating the object. We canonicalize the task of articulated 3D human-object interaction reconstruction from RGB video, and carry out a systematic benchmark of five families of methods for this task: 3D plane estimation, 3D cuboid estimation, CAD model fitting, implicit field fitting, and free-form mesh fitting. Our experiments show that all methods struggle to obtain high accuracy results even when provided ground truth information about the observed objects. We identify key factors which make the task challenging and suggest directions for future work on this challenging 3D computer vision task. Short video summary at https://www.youtube.com/watch?v=5tAlKBojZwc
BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis
Text-to-3D synthesis has recently seen intriguing advances by combining the text-to-image models with 3D representation methods, e.g., Gaussian Splatting (GS), via Score Distillation Sampling (SDS). However, a hurdle of existing methods is the low efficiency, per-prompt optimization for a single 3D object. Therefore, it is imperative for a paradigm shift from per-prompt optimization to one-stage generation for any unseen text prompts, which yet remains challenging. A hurdle is how to directly generate a set of millions of 3D Gaussians to represent a 3D object. This paper presents BrightDreamer, an end-to-end single-stage approach that can achieve generalizable and fast (77 ms) text-to-3D generation. Our key idea is to formulate the generation process as estimating the 3D deformation from an anchor shape with predefined positions. For this, we first propose a Text-guided Shape Deformation (TSD) network to predict the deformed shape and its new positions, used as the centers (one attribute) of 3D Gaussians. To estimate the other four attributes (i.e., scaling, rotation, opacity, and SH coefficient), we then design a novel Text-guided Triplane Generator (TTG) to generate a triplane representation for a 3D object. The center of each Gaussian enables us to transform the triplane feature into the four attributes. The generated 3D Gaussians can be finally rendered at 705 frames per second. Extensive experiments demonstrate the superiority of our method over existing methods. Also, BrightDreamer possesses a strong semantic understanding capability even for complex text prompts. The project code is available at https://vlislab22.github.io/BrightDreamer.
Radiant Triangle Soup with Soft Connectivity Forces for 3D Reconstruction and Novel View Synthesis
We introduce an inference-time scene optimization algorithm utilizing triangle soup, a collection of disconnected translucent triangle primitives, as the representation for the geometry and appearance of a scene. Unlike full-rank Gaussian kernels, triangles are a natural, locally-flat proxy for surfaces that can be connected to achieve highly complex geometry. When coupled with per-vertex Spherical Harmonics (SH), triangles provide a rich visual representation without incurring an expensive increase in primitives. We leverage our new representation to incorporate optimization objectives and enforce spatial regularization directly on the underlying primitives. The main differentiator of our approach is the definition and enforcement of soft connectivity forces between triangles during optimization, encouraging explicit, but soft, surface continuity in 3D. Experiments on representative 3D reconstruction and novel view synthesis datasets show improvements in geometric accuracy compared to current state-of-the-art algorithms without sacrificing visual fidelity.
PerfDojo: Automated ML Library Generation for Heterogeneous Architectures
The increasing complexity of machine learning models and the proliferation of diverse hardware architectures (CPUs, GPUs, accelerators) make achieving optimal performance a significant challenge. Heterogeneity in instruction sets, specialized kernel requirements for different data types and model features (e.g., sparsity, quantization), and architecture-specific optimizations complicate performance tuning. Manual optimization is resource-intensive, while existing automatic approaches often rely on complex hardware-specific heuristics and uninterpretable intermediate representations, hindering performance portability. We introduce PerfLLM, a novel automatic optimization methodology leveraging Large Language Models (LLMs) and Reinforcement Learning (RL). Central to this is PerfDojo, an environment framing optimization as an RL game using a human-readable, mathematically-inspired code representation that guarantees semantic validity through transformations. This allows effective optimization without prior hardware knowledge, facilitating both human analysis and RL agent training. We demonstrate PerfLLM's ability to achieve significant performance gains across diverse CPU (x86, Arm, RISC-V) and GPU architectures.
Native 3D Editing with Full Attention
Instruction-guided 3D editing is a rapidly emerging field with the potential to broaden access to 3D content creation. However, existing methods face critical limitations: optimization-based approaches are prohibitively slow, while feed-forward approaches relying on multi-view 2D editing often suffer from inconsistent geometry and degraded visual quality. To address these issues, we propose a novel native 3D editing framework that directly manipulates 3D representations in a single, efficient feed-forward pass. Specifically, we create a large-scale, multi-modal dataset for instruction-guided 3D editing, covering diverse addition, deletion, and modification tasks. This dataset is meticulously curated to ensure that edited objects faithfully adhere to the instructional changes while preserving the consistency of unedited regions with the source object. Building upon this dataset, we explore two distinct conditioning strategies for our model: a conventional cross-attention mechanism and a novel 3D token concatenation approach. Our results demonstrate that token concatenation is more parameter-efficient and achieves superior performance. Extensive evaluations show that our method outperforms existing 2D-lifting approaches, setting a new benchmark in generation quality, 3D consistency, and instruction fidelity.
Depth Anything: Unleashing the Power of Large-Scale Unlabeled Data
This work presents Depth Anything, a highly practical solution for robust monocular depth estimation. Without pursuing novel technical modules, we aim to build a simple yet powerful foundation model dealing with any images under any circumstances. To this end, we scale up the dataset by designing a data engine to collect and automatically annotate large-scale unlabeled data (~62M), which significantly enlarges the data coverage and thus is able to reduce the generalization error. We investigate two simple yet effective strategies that make data scaling-up promising. First, a more challenging optimization target is created by leveraging data augmentation tools. It compels the model to actively seek extra visual knowledge and acquire robust representations. Second, an auxiliary supervision is developed to enforce the model to inherit rich semantic priors from pre-trained encoders. We evaluate its zero-shot capabilities extensively, including six public datasets and randomly captured photos. It demonstrates impressive generalization ability. Further, through fine-tuning it with metric depth information from NYUv2 and KITTI, new SOTAs are set. Our better depth model also results in a better depth-conditioned ControlNet. Our models are released at https://github.com/LiheYoung/Depth-Anything.
OneFormer3D: One Transformer for Unified Point Cloud Segmentation
Semantic, instance, and panoptic segmentation of 3D point clouds have been addressed using task-specific models of distinct design. Thereby, the similarity of all segmentation tasks and the implicit relationship between them have not been utilized effectively. This paper presents a unified, simple, and effective model addressing all these tasks jointly. The model, named OneFormer3D, performs instance and semantic segmentation consistently, using a group of learnable kernels, where each kernel is responsible for generating a mask for either an instance or a semantic category. These kernels are trained with a transformer-based decoder with unified instance and semantic queries passed as an input. Such a design enables training a model end-to-end in a single run, so that it achieves top performance on all three segmentation tasks simultaneously. Specifically, our OneFormer3D ranks 1st and sets a new state-of-the-art (+2.1 mAP50) in the ScanNet test leaderboard. We also demonstrate the state-of-the-art results in semantic, instance, and panoptic segmentation of ScanNet (+21 PQ), ScanNet200 (+3.8 mAP50), and S3DIS (+0.8 mIoU) datasets.
RVT: Robotic View Transformer for 3D Object Manipulation
For 3D object manipulation, methods that build an explicit 3D representation perform better than those relying only on camera images. But using explicit 3D representations like voxels comes at large computing cost, adversely affecting scalability. In this work, we propose RVT, a multi-view transformer for 3D manipulation that is both scalable and accurate. Some key features of RVT are an attention mechanism to aggregate information across views and re-rendering of the camera input from virtual views around the robot workspace. In simulations, we find that a single RVT model works well across 18 RLBench tasks with 249 task variations, achieving 26% higher relative success than the existing state-of-the-art method (PerAct). It also trains 36X faster than PerAct for achieving the same performance and achieves 2.3X the inference speed of PerAct. Further, RVT can perform a variety of manipulation tasks in the real world with just a few (sim10) demonstrations per task. Visual results, code, and trained model are provided at https://robotic-view-transformer.github.io/.
Open-YOLO 3D: Towards Fast and Accurate Open-Vocabulary 3D Instance Segmentation
Recent works on open-vocabulary 3D instance segmentation show strong promise, but at the cost of slow inference speed and high computation requirements. This high computation cost is typically due to their heavy reliance on 3D clip features, which require computationally expensive 2D foundation models like Segment Anything (SAM) and CLIP for multi-view aggregation into 3D. As a consequence, this hampers their applicability in many real-world applications that require both fast and accurate predictions. To this end, we propose a fast yet accurate open-vocabulary 3D instance segmentation approach, named Open-YOLO 3D, that effectively leverages only 2D object detection from multi-view RGB images for open-vocabulary 3D instance segmentation. We address this task by generating class-agnostic 3D masks for objects in the scene and associating them with text prompts. We observe that the projection of class-agnostic 3D point cloud instances already holds instance information; thus, using SAM might only result in redundancy that unnecessarily increases the inference time. We empirically find that a better performance of matching text prompts to 3D masks can be achieved in a faster fashion with a 2D object detector. We validate our Open-YOLO 3D on two benchmarks, ScanNet200 and Replica, under two scenarios: (i) with ground truth masks, where labels are required for given object proposals, and (ii) with class-agnostic 3D proposals generated from a 3D proposal network. Our Open-YOLO 3D achieves state-of-the-art performance on both datasets while obtaining up to sim16times speedup compared to the best existing method in literature. On ScanNet200 val. set, our Open-YOLO 3D achieves mean average precision (mAP) of 24.7\% while operating at 22 seconds per scene. Code and model are available at github.com/aminebdj/OpenYOLO3D.
ORIGEN: Zero-Shot 3D Orientation Grounding in Text-to-Image Generation
We introduce ORIGEN, the first zero-shot method for 3D orientation grounding in text-to-image generation across multiple objects and diverse categories. While previous work on spatial grounding in image generation has mainly focused on 2D positioning, it lacks control over 3D orientation. To address this, we propose a reward-guided sampling approach using a pretrained discriminative model for 3D orientation estimation and a one-step text-to-image generative flow model. While gradient-ascent-based optimization is a natural choice for reward-based guidance, it struggles to maintain image realism. Instead, we adopt a sampling-based approach using Langevin dynamics, which extends gradient ascent by simply injecting random noise--requiring just a single additional line of code. Additionally, we introduce adaptive time rescaling based on the reward function to accelerate convergence. Our experiments show that ORIGEN outperforms both training-based and test-time guidance methods across quantitative metrics and user studies.
RL4CO: an Extensive Reinforcement Learning for Combinatorial Optimization Benchmark
We introduce RL4CO, an extensive reinforcement learning (RL) for combinatorial optimization (CO) benchmark. RL4CO employs state-of-the-art software libraries as well as best practices in implementation, such as modularity and configuration management, to be efficient and easily modifiable by researchers for adaptations of neural network architecture, environments, and algorithms. Contrary to the existing focus on specific tasks like the traveling salesman problem (TSP) for performance assessment, we underline the importance of scalability and generalization capabilities for diverse optimization tasks. We also systematically benchmark sample efficiency, zero-shot generalization, and adaptability to changes in data distributions of various models. Our experiments show that some recent state-of-the-art methods fall behind their predecessors when evaluated using these new metrics, suggesting the necessity for a more balanced view of the performance of neural CO solvers. We hope RL4CO will encourage the exploration of novel solutions to complex real-world tasks, allowing to compare with existing methods through a standardized interface that decouples the science from the software engineering. We make our library publicly available at https://github.com/kaist-silab/rl4co.
EpiGRAF: Rethinking training of 3D GANs
A very recent trend in generative modeling is building 3D-aware generators from 2D image collections. To induce the 3D bias, such models typically rely on volumetric rendering, which is expensive to employ at high resolutions. During the past months, there appeared more than 10 works that address this scaling issue by training a separate 2D decoder to upsample a low-resolution image (or a feature tensor) produced from a pure 3D generator. But this solution comes at a cost: not only does it break multi-view consistency (i.e. shape and texture change when the camera moves), but it also learns the geometry in a low fidelity. In this work, we show that it is possible to obtain a high-resolution 3D generator with SotA image quality by following a completely different route of simply training the model patch-wise. We revisit and improve this optimization scheme in two ways. First, we design a location- and scale-aware discriminator to work on patches of different proportions and spatial positions. Second, we modify the patch sampling strategy based on an annealed beta distribution to stabilize training and accelerate the convergence. The resulted model, named EpiGRAF, is an efficient, high-resolution, pure 3D generator, and we test it on four datasets (two introduced in this work) at 256^2 and 512^2 resolutions. It obtains state-of-the-art image quality, high-fidelity geometry and trains {approx} 2.5 times faster than the upsampler-based counterparts. Project website: https://universome.github.io/epigraf.
RVT-2: Learning Precise Manipulation from Few Demonstrations
In this work, we study how to build a robotic system that can solve multiple 3D manipulation tasks given language instructions. To be useful in industrial and household domains, such a system should be capable of learning new tasks with few demonstrations and solving them precisely. Prior works, like PerAct and RVT, have studied this problem, however, they often struggle with tasks requiring high precision. We study how to make them more effective, precise, and fast. Using a combination of architectural and system-level improvements, we propose RVT-2, a multitask 3D manipulation model that is 6X faster in training and 2X faster in inference than its predecessor RVT. RVT-2 achieves a new state-of-the-art on RLBench, improving the success rate from 65% to 82%. RVT-2 is also effective in the real world, where it can learn tasks requiring high precision, like picking up and inserting plugs, with just 10 demonstrations. Visual results, code, and trained model are provided at: https://robotic-view-transformer-2.github.io/.
End-to-End Fine-Tuning of 3D Texture Generation using Differentiable Rewards
While recent 3D generative models can produce high-quality texture images, they often fail to capture human preferences or meet task-specific requirements. Moreover, a core challenge in the 3D texture generation domain is that most existing approaches rely on repeated calls to 2D text-to-image generative models, which lack an inherent understanding of the 3D structure of the input 3D mesh object. To alleviate these issues, we propose an end-to-end differentiable, reinforcement-learning-free framework that embeds human feedback, expressed as differentiable reward functions, directly into the 3D texture synthesis pipeline. By back-propagating preference signals through both geometric and appearance modules of the proposed framework, our method generates textures that respect the 3D geometry structure and align with desired criteria. To demonstrate its versatility, we introduce three novel geometry-aware reward functions, which offer a more controllable and interpretable pathway for creating high-quality 3D content from natural language. By conducting qualitative, quantitative, and user-preference evaluations against state-of-the-art methods, we demonstrate that our proposed strategy consistently outperforms existing approaches. We will make our implementation code publicly available upon acceptance of the paper.
DreamFlow: High-Quality Text-to-3D Generation by Approximating Probability Flow
Recent progress in text-to-3D generation has been achieved through the utilization of score distillation methods: they make use of the pre-trained text-to-image (T2I) diffusion models by distilling via the diffusion model training objective. However, such an approach inevitably results in the use of random timesteps at each update, which increases the variance of the gradient and ultimately prolongs the optimization process. In this paper, we propose to enhance the text-to-3D optimization by leveraging the T2I diffusion prior in the generative sampling process with a predetermined timestep schedule. To this end, we interpret text-to3D optimization as a multi-view image-to-image translation problem, and propose a solution by approximating the probability flow. By leveraging the proposed novel optimization algorithm, we design DreamFlow, a practical three-stage coarseto-fine text-to-3D optimization framework that enables fast generation of highquality and high-resolution (i.e., 1024x1024) 3D contents. For example, we demonstrate that DreamFlow is 5 times faster than the existing state-of-the-art text-to-3D method, while producing more photorealistic 3D contents. Visit our project page (https://kyungmnlee.github.io/dreamflow.github.io/) for visualizations.
Dream3D: Zero-Shot Text-to-3D Synthesis Using 3D Shape Prior and Text-to-Image Diffusion Models
Recent CLIP-guided 3D optimization methods, such as DreamFields and PureCLIPNeRF, have achieved impressive results in zero-shot text-to-3D synthesis. However, due to scratch training and random initialization without prior knowledge, these methods often fail to generate accurate and faithful 3D structures that conform to the input text. In this paper, we make the first attempt to introduce explicit 3D shape priors into the CLIP-guided 3D optimization process. Specifically, we first generate a high-quality 3D shape from the input text in the text-to-shape stage as a 3D shape prior. We then use it as the initialization of a neural radiance field and optimize it with the full prompt. To address the challenging text-to-shape generation task, we present a simple yet effective approach that directly bridges the text and image modalities with a powerful text-to-image diffusion model. To narrow the style domain gap between the images synthesized by the text-to-image diffusion model and shape renderings used to train the image-to-shape generator, we further propose to jointly optimize a learnable text prompt and fine-tune the text-to-image diffusion model for rendering-style image generation. Our method, Dream3D, is capable of generating imaginative 3D content with superior visual quality and shape accuracy compared to state-of-the-art methods.
Online 3D Bin Packing with Constrained Deep Reinforcement Learning
We solve a challenging yet practically useful variant of 3D Bin Packing Problem (3D-BPP). In our problem, the agent has limited information about the items to be packed into the bin, and an item must be packed immediately after its arrival without buffering or readjusting. The item's placement also subjects to the constraints of collision avoidance and physical stability. We formulate this online 3D-BPP as a constrained Markov decision process. To solve the problem, we propose an effective and easy-to-implement constrained deep reinforcement learning (DRL) method under the actor-critic framework. In particular, we introduce a feasibility predictor to predict the feasibility mask for the placement actions and use it to modulate the action probabilities output by the actor during training. Such supervisions and transformations to DRL facilitate the agent to learn feasible policies efficiently. Our method can also be generalized e.g., with the ability to handle lookahead or items with different orientations. We have conducted extensive evaluation showing that the learned policy significantly outperforms the state-of-the-art methods. A user study suggests that our method attains a human-level performance.
Advances in Feed-Forward 3D Reconstruction and View Synthesis: A Survey
3D reconstruction and view synthesis are foundational problems in computer vision, graphics, and immersive technologies such as augmented reality (AR), virtual reality (VR), and digital twins. Traditional methods rely on computationally intensive iterative optimization in a complex chain, limiting their applicability in real-world scenarios. Recent advances in feed-forward approaches, driven by deep learning, have revolutionized this field by enabling fast and generalizable 3D reconstruction and view synthesis. This survey offers a comprehensive review of feed-forward techniques for 3D reconstruction and view synthesis, with a taxonomy according to the underlying representation architectures including point cloud, 3D Gaussian Splatting (3DGS), Neural Radiance Fields (NeRF), etc. We examine key tasks such as pose-free reconstruction, dynamic 3D reconstruction, and 3D-aware image and video synthesis, highlighting their applications in digital humans, SLAM, robotics, and beyond. In addition, we review commonly used datasets with detailed statistics, along with evaluation protocols for various downstream tasks. We conclude by discussing open research challenges and promising directions for future work, emphasizing the potential of feed-forward approaches to advance the state of the art in 3D vision.
3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation
The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.
Hyper-3DG: Text-to-3D Gaussian Generation via Hypergraph
Text-to-3D generation represents an exciting field that has seen rapid advancements, facilitating the transformation of textual descriptions into detailed 3D models. However, current progress often neglects the intricate high-order correlation of geometry and texture within 3D objects, leading to challenges such as over-smoothness, over-saturation and the Janus problem. In this work, we propose a method named ``3D Gaussian Generation via Hypergraph (Hyper-3DG)'', designed to capture the sophisticated high-order correlations present within 3D objects. Our framework is anchored by a well-established mainflow and an essential module, named ``Geometry and Texture Hypergraph Refiner (HGRefiner)''. This module not only refines the representation of 3D Gaussians but also accelerates the update process of these 3D Gaussians by conducting the Patch-3DGS Hypergraph Learning on both explicit attributes and latent visual features. Our framework allows for the production of finely generated 3D objects within a cohesive optimization, effectively circumventing degradation. Extensive experimentation has shown that our proposed method significantly enhances the quality of 3D generation while incurring no additional computational overhead for the underlying framework. (Project code: https://github.com/yjhboy/Hyper3DG)
Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning
Increasing the scale of reinforcement learning experiments has allowed researchers to achieve unprecedented results in both training sophisticated agents for video games, and in sim-to-real transfer for robotics. Typically such experiments rely on large distributed systems and require expensive hardware setups, limiting wider access to this exciting area of research. In this work we aim to solve this problem by optimizing the efficiency and resource utilization of reinforcement learning algorithms instead of relying on distributed computation. We present the "Sample Factory", a high-throughput training system optimized for a single-machine setting. Our architecture combines a highly efficient, asynchronous, GPU-based sampler with off-policy correction techniques, allowing us to achieve throughput higher than 10^5 environment frames/second on non-trivial control problems in 3D without sacrificing sample efficiency. We extend Sample Factory to support self-play and population-based training and apply these techniques to train highly capable agents for a multiplayer first-person shooter game. The source code is available at https://github.com/alex-petrenko/sample-factory
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.
MeTTA: Single-View to 3D Textured Mesh Reconstruction with Test-Time Adaptation
Reconstructing 3D from a single view image is a long-standing challenge. One of the popular approaches to tackle this problem is learning-based methods, but dealing with the test cases unfamiliar with training data (Out-of-distribution; OoD) introduces an additional challenge. To adapt for unseen samples in test time, we propose MeTTA, a test-time adaptation (TTA) exploiting generative prior. We design joint optimization of 3D geometry, appearance, and pose to handle OoD cases with only a single view image. However, the alignment between the reference image and the 3D shape via the estimated viewpoint could be erroneous, which leads to ambiguity. To address this ambiguity, we carefully design learnable virtual cameras and their self-calibration. In our experiments, we demonstrate that MeTTA effectively deals with OoD scenarios at failure cases of existing learning-based 3D reconstruction models and enables obtaining a realistic appearance with physically based rendering (PBR) textures.
Task-oriented Sequential Grounding in 3D Scenes
Grounding natural language in physical 3D environments is essential for the advancement of embodied artificial intelligence. Current datasets and models for 3D visual grounding predominantly focus on identifying and localizing objects from static, object-centric descriptions. These approaches do not adequately address the dynamic and sequential nature of task-oriented grounding necessary for practical applications. In this work, we propose a new task: Task-oriented Sequential Grounding in 3D scenes, wherein an agent must follow detailed step-by-step instructions to complete daily activities by locating a sequence of target objects in indoor scenes. To facilitate this task, we introduce SG3D, a large-scale dataset containing 22,346 tasks with 112,236 steps across 4,895 real-world 3D scenes. The dataset is constructed using a combination of RGB-D scans from various 3D scene datasets and an automated task generation pipeline, followed by human verification for quality assurance. We adapted three state-of-the-art 3D visual grounding models to the sequential grounding task and evaluated their performance on SG3D. Our results reveal that while these models perform well on traditional benchmarks, they face significant challenges with task-oriented sequential grounding, underscoring the need for further research in this area.
Recent Advance in 3D Object and Scene Generation: A Survey
In recent years, the demand for 3D content has grown exponentially with intelligent upgrading of interactive media, extended reality (XR), and Metaverse industries. In order to overcome the limitation of traditional manual modeling approaches, such as labor-intensive workflows and prolonged production cycles, revolutionary advances have been achieved through the convergence of novel 3D representation paradigms and artificial intelligence generative technologies. In this survey, we conduct a systematically review of the cutting-edge achievements in static 3D object and scene generation, as well as establish a comprehensive technical framework through systematic categorization. Specifically, we initiate our analysis with mainstream 3D object representations, followed by in-depth exploration of two principal technical pathways in object generation: data-driven supervised learning methods and deep generative model-based approaches. Regarding scene generation, we focus on three dominant paradigms: layout-guided compositional synthesis, 2D prior-based scene generation, and rule-driven modeling. Finally, we critically examine persistent challenges in 3D generation and propose potential research directions for future investigation. This survey aims to provide readers with a structured understanding of state-of-the-art 3D generation technologies while inspiring researchers to undertake more exploration in this domain.
Omni3D: A Large Benchmark and Model for 3D Object Detection in the Wild
Recognizing scenes and objects in 3D from a single image is a longstanding goal of computer vision with applications in robotics and AR/VR. For 2D recognition, large datasets and scalable solutions have led to unprecedented advances. In 3D, existing benchmarks are small in size and approaches specialize in few object categories and specific domains, e.g. urban driving scenes. Motivated by the success of 2D recognition, we revisit the task of 3D object detection by introducing a large benchmark, called Omni3D. Omni3D re-purposes and combines existing datasets resulting in 234k images annotated with more than 3 million instances and 97 categories.3D detection at such scale is challenging due to variations in camera intrinsics and the rich diversity of scene and object types. We propose a model, called Cube R-CNN, designed to generalize across camera and scene types with a unified approach. We show that Cube R-CNN outperforms prior works on the larger Omni3D and existing benchmarks. Finally, we prove that Omni3D is a powerful dataset for 3D object recognition, show that it improves single-dataset performance and can accelerate learning on new smaller datasets via pre-training.
How Well Does GPT-4o Understand Vision? Evaluating Multimodal Foundation Models on Standard Computer Vision Tasks
Multimodal foundation models, such as GPT-4o, have recently made remarkable progress, but it is not clear where exactly these models stand in terms of understanding vision. In this paper, we benchmark the performance of popular multimodal foundation models (GPT-4o, o4-mini, Gemini 1.5 Pro and Gemini 2.0 Flash, Claude 3.5 Sonnet, Qwen2-VL, Llama 3.2) on standard computer vision tasks (semantic segmentation, object detection, image classification, depth and surface normal prediction) using established datasets (e.g., COCO, ImageNet and its variants, etc). The main challenges to performing this are: 1) most models are trained to output text and cannot natively express versatile domains, such as segments or 3D geometry, and 2) many leading models are proprietary and accessible only at an API level, i.e., there is no weight access to adapt them. We address these challenges by translating standard vision tasks into equivalent text-promptable and API-compatible tasks via prompt chaining to create a standardized benchmarking framework. We observe that 1) the models are not close to the state-of-the-art specialist models at any task. However, 2) they are respectable generalists; this is remarkable as they are presumably trained on primarily image-text-based tasks. 3) They perform semantic tasks notably better than geometric ones. 4) While the prompt-chaining techniques affect performance, better models exhibit less sensitivity to prompt variations. 5) GPT-4o performs the best among non-reasoning models, securing the top position in 4 out of 6 tasks, 6) reasoning models, e.g. o3, show improvements in geometric tasks, and 7) a preliminary analysis of models with native image generation, like the latest GPT-4o, shows they exhibit quirks like hallucinations and spatial misalignments.
Point-PEFT: Parameter-Efficient Fine-Tuning for 3D Pre-trained Models
The popularity of pre-trained large models has revolutionized downstream tasks across diverse fields, such as language, vision, and multi-modality. To minimize the adaption cost for downstream tasks, many Parameter-Efficient Fine-Tuning (PEFT) techniques are proposed for language and 2D image pre-trained models. However, the specialized PEFT method for 3D pre-trained models is still under-explored. To this end, we introduce Point-PEFT, a novel framework for adapting point cloud pre-trained models with minimal learnable parameters. Specifically, for a pre-trained 3D model, we freeze most of its parameters, and only tune the newly added PEFT modules on downstream tasks, which consist of a Point-prior Prompt and a Geometry-aware Adapter. The Point-prior Prompt adopts a set of learnable prompt tokens, for which we propose to construct a memory bank with domain-specific knowledge, and utilize a parameter-free attention to enhance the prompt tokens. The Geometry-aware Adapter aims to aggregate point cloud features within spatial neighborhoods to capture fine-grained geometric information through local interactions. Extensive experiments indicate that our Point-PEFT can achieve better performance than the full fine-tuning on various downstream tasks, while using only 5% of the trainable parameters, demonstrating the efficiency and effectiveness of our approach. Code is released at https://github.com/Ivan-Tang-3D/Point-PEFT.
Task Me Anything
Benchmarks for large multimodal language models (MLMs) now serve to simultaneously assess the general capabilities of models instead of evaluating for a specific capability. As a result, when a developer wants to identify which models to use for their application, they are overwhelmed by the number of benchmarks and remain uncertain about which benchmark's results are most reflective of their specific use case. This paper introduces Task-Me-Anything, a benchmark generation engine which produces a benchmark tailored to a user's needs. Task-Me-Anything maintains an extendable taxonomy of visual assets and can programmatically generate a vast number of task instances. Additionally, it algorithmically addresses user queries regarding MLM performance efficiently within a computational budget. It contains 113K images, 10K videos, 2K 3D object assets, over 365 object categories, 655 attributes, and 335 relationships. It can generate 750M image/video question-answering pairs, which focus on evaluating MLM perceptual capabilities. Task-Me-Anything reveals critical insights: open-source MLMs excel in object and attribute recognition but lack spatial and temporal understanding; each model exhibits unique strengths and weaknesses; larger models generally perform better, though exceptions exist; and GPT4o demonstrates challenges in recognizing rotating/moving objects and distinguishing colors.
3DiffTection: 3D Object Detection with Geometry-Aware Diffusion Features
We present 3DiffTection, a state-of-the-art method for 3D object detection from single images, leveraging features from a 3D-aware diffusion model. Annotating large-scale image data for 3D detection is resource-intensive and time-consuming. Recently, pretrained large image diffusion models have become prominent as effective feature extractors for 2D perception tasks. However, these features are initially trained on paired text and image data, which are not optimized for 3D tasks, and often exhibit a domain gap when applied to the target data. Our approach bridges these gaps through two specialized tuning strategies: geometric and semantic. For geometric tuning, we fine-tune a diffusion model to perform novel view synthesis conditioned on a single image, by introducing a novel epipolar warp operator. This task meets two essential criteria: the necessity for 3D awareness and reliance solely on posed image data, which are readily available (e.g., from videos) and does not require manual annotation. For semantic refinement, we further train the model on target data with detection supervision. Both tuning phases employ ControlNet to preserve the integrity of the original feature capabilities. In the final step, we harness these enhanced capabilities to conduct a test-time prediction ensemble across multiple virtual viewpoints. Through our methodology, we obtain 3D-aware features that are tailored for 3D detection and excel in identifying cross-view point correspondences. Consequently, our model emerges as a powerful 3D detector, substantially surpassing previous benchmarks, e.g., Cube-RCNN, a precedent in single-view 3D detection by 9.43\% in AP3D on the Omni3D-ARkitscene dataset. Furthermore, 3DiffTection showcases robust data efficiency and generalization to cross-domain data.
Free3D: Consistent Novel View Synthesis without 3D Representation
We introduce Free3D, a simple approach designed for open-set novel view synthesis (NVS) from a single image. Similar to Zero-1-to-3, we start from a pre-trained 2D image generator for generalization, and fine-tune it for NVS. Compared to recent and concurrent works, we obtain significant improvements without resorting to an explicit 3D representation, which is slow and memory-consuming or training an additional 3D network. We do so by encoding better the target camera pose via a new per-pixel ray conditioning normalization (RCN) layer. The latter injects pose information in the underlying 2D image generator by telling each pixel its specific viewing direction. We also improve multi-view consistency via a light-weight multi-view attention layer and multi-view noise sharing. We train Free3D on the Objaverse dataset and demonstrate excellent generalization to various new categories in several new datasets, including OminiObject3D and GSO. We hope our simple and effective approach will serve as a solid baseline and help future research in NVS with more accuracy pose. The project page is available at https://chuanxiaz.com/free3d/.
Objaverse-XL: A Universe of 10M+ 3D Objects
Natural language processing and 2D vision models have attained remarkable proficiency on many tasks primarily by escalating the scale of training data. However, 3D vision tasks have not seen the same progress, in part due to the challenges of acquiring high-quality 3D data. In this work, we present Objaverse-XL, a dataset of over 10 million 3D objects. Our dataset comprises deduplicated 3D objects from a diverse set of sources, including manually designed objects, photogrammetry scans of landmarks and everyday items, and professional scans of historic and antique artifacts. Representing the largest scale and diversity in the realm of 3D datasets, Objaverse-XL enables significant new possibilities for 3D vision. Our experiments demonstrate the improvements enabled with the scale provided by Objaverse-XL. We show that by training Zero123 on novel view synthesis, utilizing over 100 million multi-view rendered images, we achieve strong zero-shot generalization abilities. We hope that releasing Objaverse-XL will enable further innovations in the field of 3D vision at scale.
Multitask Vision-Language Prompt Tuning
Prompt Tuning, conditioning on task-specific learned prompt vectors, has emerged as a data-efficient and parameter-efficient method for adapting large pretrained vision-language models to multiple downstream tasks. However, existing approaches usually consider learning prompt vectors for each task independently from scratch, thereby failing to exploit the rich shareable knowledge across different vision-language tasks. In this paper, we propose multitask vision-language prompt tuning (MVLPT), which incorporates cross-task knowledge into prompt tuning for vision-language models. Specifically, (i) we demonstrate the effectiveness of learning a single transferable prompt from multiple source tasks to initialize the prompt for each target task; (ii) we show many target tasks can benefit each other from sharing prompt vectors and thus can be jointly learned via multitask prompt tuning. We benchmark the proposed MVLPT using three representative prompt tuning methods, namely text prompt tuning, visual prompt tuning, and the unified vision-language prompt tuning. Results in 20 vision tasks demonstrate that the proposed approach outperforms all single-task baseline prompt tuning methods, setting the new state-of-the-art on the few-shot ELEVATER benchmarks and cross-task generalization benchmarks. To understand where the cross-task knowledge is most effective, we also conduct a large-scale study on task transferability with 20 vision tasks in 400 combinations for each prompt tuning method. It shows that the most performant MVLPT for each prompt tuning method prefers different task combinations and many tasks can benefit each other, depending on their visual similarity and label similarity. Code is available at https://github.com/sIncerass/MVLPT.
Concrete Subspace Learning based Interference Elimination for Multi-task Model Fusion
Merging models fine-tuned from a common, extensively pre-trained large model but specialized for different tasks has been demonstrated as a cheap and scalable strategy to construct a multi-task model that performs well across diverse tasks. Recent research, exemplified by task arithmetic, highlights that this multi-task model can be derived through arithmetic operations on task vectors. Nevertheless, current merging techniques frequently resolve potential conflicts among parameters from task-specific models by evaluating individual attributes, such as the parameters' magnitude or sign, overlooking their collective impact on the overall functionality of the model. In this work, we propose the CONtinuous relaxation of disCRETE (Concrete) subspace learning method to identify a common low-dimensional subspace and utilize its shared information to track the interference problem without sacrificing much performance. Specifically, we model the problem as a bi-level optimization problem and introduce a meta-learning framework to find the Concrete subspace mask through gradient-based techniques. At the upper level, we focus on learning a shared Concrete mask to identify the subspace, while at the inner level, model merging is performed to maximize the performance of the merged model. We conduct extensive experiments on both vision domain and language domain, and the results demonstrate the effectiveness of our method. The code is available at https://github.com/tanganke/subspace_fusion
3D-MOOD: Lifting 2D to 3D for Monocular Open-Set Object Detection
Monocular 3D object detection is valuable for various applications such as robotics and AR/VR. Existing methods are confined to closed-set settings, where the training and testing sets consist of the same scenes and/or object categories. However, real-world applications often introduce new environments and novel object categories, posing a challenge to these methods. In this paper, we address monocular 3D object detection in an open-set setting and introduce the first end-to-end 3D Monocular Open-set Object Detector (3D-MOOD). We propose to lift the open-set 2D detection into 3D space through our designed 3D bounding box head, enabling end-to-end joint training for both 2D and 3D tasks to yield better overall performance. We condition the object queries with geometry prior and overcome the generalization for 3D estimation across diverse scenes. To further improve performance, we design the canonical image space for more efficient cross-dataset training. We evaluate 3D-MOOD on both closed-set settings (Omni3D) and open-set settings (Omni3D to Argoverse 2, ScanNet), and achieve new state-of-the-art results. Code and models are available at royyang0714.github.io/3D-MOOD.
AnyPlace: Learning Generalized Object Placement for Robot Manipulation
Object placement in robotic tasks is inherently challenging due to the diversity of object geometries and placement configurations. To address this, we propose AnyPlace, a two-stage method trained entirely on synthetic data, capable of predicting a wide range of feasible placement poses for real-world tasks. Our key insight is that by leveraging a Vision-Language Model (VLM) to identify rough placement locations, we focus only on the relevant regions for local placement, which enables us to train the low-level placement-pose-prediction model to capture diverse placements efficiently. For training, we generate a fully synthetic dataset of randomly generated objects in different placement configurations (insertion, stacking, hanging) and train local placement-prediction models. We conduct extensive evaluations in simulation, demonstrating that our method outperforms baselines in terms of success rate, coverage of possible placement modes, and precision. In real-world experiments, we show how our approach directly transfers models trained purely on synthetic data to the real world, where it successfully performs placements in scenarios where other models struggle -- such as with varying object geometries, diverse placement modes, and achieving high precision for fine placement. More at: https://any-place.github.io.
Trace is the New AutoDiff -- Unlocking Efficient Optimization of Computational Workflows
We study a class of optimization problems motivated by automating the design and update of AI systems like coding assistants, robots, and copilots. We propose an end-to-end optimization framework, Trace, which treats the computational workflow of an AI system as a graph akin to neural networks, based on a generalization of back-propagation. Optimization of computational workflows often involves rich feedback (e.g. console output or user's responses), heterogeneous parameters (e.g. prompts, hyper-parameters, codes), and intricate objectives (beyond maximizing a score). Moreover, its computation graph can change dynamically with the inputs and parameters. We frame a new mathematical setup of iterative optimization, Optimization with Trace Oracle (OPTO), to capture and abstract these properties so as to design optimizers that work across many domains. In OPTO, an optimizer receives an execution trace along with feedback on the computed output and updates parameters iteratively. Trace is the tool to implement OPTO in practice. Trace has a Python interface that efficiently converts a computational workflow into an OPTO instance using a PyTorch-like interface. Using Trace, we develop a general-purpose LLM-based optimizer called OptoPrime that can effectively solve OPTO problems. In empirical studies, we find that OptoPrime is capable of first-order numerical optimization, prompt optimization, hyper-parameter tuning, robot controller design, code debugging, etc., and is often competitive with specialized optimizers for each domain. We believe that Trace, OptoPrime and the OPTO framework will enable the next generation of interactive agents that automatically adapt using various kinds of feedback. Website: https://microsoft.github.io/Trace
PanopticNeRF-360: Panoramic 3D-to-2D Label Transfer in Urban Scenes
Training perception systems for self-driving cars requires substantial annotations. However, manual labeling in 2D images is highly labor-intensive. While existing datasets provide rich annotations for pre-recorded sequences, they fall short in labeling rarely encountered viewpoints, potentially hampering the generalization ability for perception models. In this paper, we present PanopticNeRF-360, a novel approach that combines coarse 3D annotations with noisy 2D semantic cues to generate consistent panoptic labels and high-quality images from any viewpoint. Our key insight lies in exploiting the complementarity of 3D and 2D priors to mutually enhance geometry and semantics. Specifically, we propose to leverage noisy semantic and instance labels in both 3D and 2D spaces to guide geometry optimization. Simultaneously, the improved geometry assists in filtering noise present in the 3D and 2D annotations by merging them in 3D space via a learned semantic field. To further enhance appearance, we combine MLP and hash grids to yield hybrid scene features, striking a balance between high-frequency appearance and predominantly contiguous semantics. Our experiments demonstrate PanopticNeRF-360's state-of-the-art performance over existing label transfer methods on the challenging urban scenes of the KITTI-360 dataset. Moreover, PanopticNeRF-360 enables omnidirectional rendering of high-fidelity, multi-view and spatiotemporally consistent appearance, semantic and instance labels. We make our code and data available at https://github.com/fuxiao0719/PanopticNeRF
Sel3DCraft: Interactive Visual Prompts for User-Friendly Text-to-3D Generation
Text-to-3D (T23D) generation has transformed digital content creation, yet remains bottlenecked by blind trial-and-error prompting processes that yield unpredictable results. While visual prompt engineering has advanced in text-to-image domains, its application to 3D generation presents unique challenges requiring multi-view consistency evaluation and spatial understanding. We present Sel3DCraft, a visual prompt engineering system for T23D that transforms unstructured exploration into a guided visual process. Our approach introduces three key innovations: a dual-branch structure combining retrieval and generation for diverse candidate exploration; a multi-view hybrid scoring approach that leverages MLLMs with innovative high-level metrics to assess 3D models with human-expert consistency; and a prompt-driven visual analytics suite that enables intuitive defect identification and refinement. Extensive testing and user studies demonstrate that Sel3DCraft surpasses other T23D systems in supporting creativity for designers.
Disentangled 3D Scene Generation with Layout Learning
We introduce a method to generate 3D scenes that are disentangled into their component objects. This disentanglement is unsupervised, relying only on the knowledge of a large pretrained text-to-image model. Our key insight is that objects can be discovered by finding parts of a 3D scene that, when rearranged spatially, still produce valid configurations of the same scene. Concretely, our method jointly optimizes multiple NeRFs from scratch - each representing its own object - along with a set of layouts that composite these objects into scenes. We then encourage these composited scenes to be in-distribution according to the image generator. We show that despite its simplicity, our approach successfully generates 3D scenes decomposed into individual objects, enabling new capabilities in text-to-3D content creation. For results and an interactive demo, see our project page at https://dave.ml/layoutlearning/
PyTorchGeoNodes: Enabling Differentiable Shape Programs for 3D Shape Reconstruction
We propose PyTorchGeoNodes, a differentiable module for reconstructing 3D objects from images using interpretable shape programs. In comparison to traditional CAD model retrieval methods, the use of shape programs for 3D reconstruction allows for reasoning about the semantic properties of reconstructed objects, editing, low memory footprint, etc. However, the utilization of shape programs for 3D scene understanding has been largely neglected in past works. As our main contribution, we enable gradient-based optimization by introducing a module that translates shape programs designed in Blender, for example, into efficient PyTorch code. We also provide a method that relies on PyTorchGeoNodes and is inspired by Monte Carlo Tree Search (MCTS) to jointly optimize discrete and continuous parameters of shape programs and reconstruct 3D objects for input scenes. In our experiments, we apply our algorithm to reconstruct 3D objects in the ScanNet dataset and evaluate our results against CAD model retrieval-based reconstructions. Our experiments indicate that our reconstructions match well the input scenes while enabling semantic reasoning about reconstructed objects.
3D-GPT: Procedural 3D Modeling with Large Language Models
In the pursuit of efficient automated content creation, procedural generation, leveraging modifiable parameters and rule-based systems, emerges as a promising approach. Nonetheless, it could be a demanding endeavor, given its intricate nature necessitating a deep understanding of rules, algorithms, and parameters. To reduce workload, we introduce 3D-GPT, a framework utilizing large language models~(LLMs) for instruction-driven 3D modeling. 3D-GPT positions LLMs as proficient problem solvers, dissecting the procedural 3D modeling tasks into accessible segments and appointing the apt agent for each task. 3D-GPT integrates three core agents: the task dispatch agent, the conceptualization agent, and the modeling agent. They collaboratively achieve two objectives. First, it enhances concise initial scene descriptions, evolving them into detailed forms while dynamically adapting the text based on subsequent instructions. Second, it integrates procedural generation, extracting parameter values from enriched text to effortlessly interface with 3D software for asset creation. Our empirical investigations confirm that 3D-GPT not only interprets and executes instructions, delivering reliable results but also collaborates effectively with human designers. Furthermore, it seamlessly integrates with Blender, unlocking expanded manipulation possibilities. Our work highlights the potential of LLMs in 3D modeling, offering a basic framework for future advancements in scene generation and animation.
LEO-VL: Towards 3D Vision-Language Generalists via Data Scaling with Efficient Representation
Developing 3D-VL generalists capable of understanding 3D scenes and following natural language instructions to perform a wide range of tasks has been a long-standing goal in the 3D-VL community. Despite recent progress, 3D-VL models still lag behind their 2D counterparts in capability and robustness, falling short of the generalist standard. A key obstacle to developing 3D-VL generalists lies in data scalability, hindered by the lack of an efficient scene representation. We propose LEO-VL, a 3D-VL model built upon condensed feature grid (CFG), an efficient scene representation that bridges 2D perception and 3D spatial structure while significantly reducing token overhead. This efficiency unlocks large-scale training towards 3D-VL generalist, for which we curate over 700k high-quality 3D-VL data spanning four domains of real-world indoor scenes and five tasks such as captioning and dialogue. LEO-VL achieves state-of-the-art performance on a variety of 3D QA benchmarks, including SQA3D, MSQA, and Beacon3D. Ablation studies confirm the efficiency of our representation, the importance of task and scene diversity, and the validity of our data curation principle. Furthermore, we introduce SceneDPO, a novel post-training objective that enhances the robustness of 3D-VL models. We hope our findings contribute to the advancement of scalable and robust 3D-VL generalists.
Functionality understanding and segmentation in 3D scenes
Understanding functionalities in 3D scenes involves interpreting natural language descriptions to locate functional interactive objects, such as handles and buttons, in a 3D environment. Functionality understanding is highly challenging, as it requires both world knowledge to interpret language and spatial perception to identify fine-grained objects. For example, given a task like 'turn on the ceiling light', an embodied AI agent must infer that it needs to locate the light switch, even though the switch is not explicitly mentioned in the task description. To date, no dedicated methods have been developed for this problem. In this paper, we introduce Fun3DU, the first approach designed for functionality understanding in 3D scenes. Fun3DU uses a language model to parse the task description through Chain-of-Thought reasoning in order to identify the object of interest. The identified object is segmented across multiple views of the captured scene by using a vision and language model. The segmentation results from each view are lifted in 3D and aggregated into the point cloud using geometric information. Fun3DU is training-free, relying entirely on pre-trained models. We evaluate Fun3DU on SceneFun3D, the most recent and only dataset to benchmark this task, which comprises over 3000 task descriptions on 230 scenes. Our method significantly outperforms state-of-the-art open-vocabulary 3D segmentation approaches. Project page: https://jcorsetti.github.io/fun3du
Neural Prompt Search
The size of vision models has grown exponentially over the last few years, especially after the emergence of Vision Transformer. This has motivated the development of parameter-efficient tuning methods, such as learning adapter layers or visual prompt tokens, which allow a tiny portion of model parameters to be trained whereas the vast majority obtained from pre-training are frozen. However, designing a proper tuning method is non-trivial: one might need to try out a lengthy list of design choices, not to mention that each downstream dataset often requires custom designs. In this paper, we view the existing parameter-efficient tuning methods as "prompt modules" and propose Neural prOmpt seArcH (NOAH), a novel approach that learns, for large vision models, the optimal design of prompt modules through a neural architecture search algorithm, specifically for each downstream dataset. By conducting extensive experiments on over 20 vision datasets, we demonstrate that NOAH (i) is superior to individual prompt modules, (ii) has a good few-shot learning ability, and (iii) is domain-generalizable. The code and models are available at https://github.com/Davidzhangyuanhan/NOAH.
GaPro: Box-Supervised 3D Point Cloud Instance Segmentation Using Gaussian Processes as Pseudo Labelers
Instance segmentation on 3D point clouds (3DIS) is a longstanding challenge in computer vision, where state-of-the-art methods are mainly based on full supervision. As annotating ground truth dense instance masks is tedious and expensive, solving 3DIS with weak supervision has become more practical. In this paper, we propose GaPro, a new instance segmentation for 3D point clouds using axis-aligned 3D bounding box supervision. Our two-step approach involves generating pseudo labels from box annotations and training a 3DIS network with the resulting labels. Additionally, we employ the self-training strategy to improve the performance of our method further. We devise an effective Gaussian Process to generate pseudo instance masks from the bounding boxes and resolve ambiguities when they overlap, resulting in pseudo instance masks with their uncertainty values. Our experiments show that GaPro outperforms previous weakly supervised 3D instance segmentation methods and has competitive performance compared to state-of-the-art fully supervised ones. Furthermore, we demonstrate the robustness of our approach, where we can adapt various state-of-the-art fully supervised methods to the weak supervision task by using our pseudo labels for training. The source code and trained models are available at https://github.com/VinAIResearch/GaPro.
LocateAnything3D: Vision-Language 3D Detection with Chain-of-Sight
To act in the world, a model must name what it sees and know where it is in 3D. Today's vision-language models (VLMs) excel at open-ended 2D description and grounding, yet multi-object 3D detection remains largely missing from the VLM toolbox. We present LocateAnything3D, a VLM-native recipe that casts 3D detection as a next-token prediction problem. The key is a short, explicit Chain-of-Sight (CoS) sequence that mirrors how human reason from images: find an object in 2D, then infer its distance, size, and pose. The decoder first emits 2D detections as a visual chain-of-thought, then predicts 3D boxes under an easy-to-hard curriculum: across objects, a near-to-far order reduces early ambiguity and matches ego-centric utility; within each object, a center-from-camera, dimensions, and rotation factorization ranks information by stability and learnability. This VLM-native interface preserves open-vocabulary and visual-prompting capability without specialized heads. On the challenging Omni3D benchmark, our model achieves state-of-the-art results, with 49.89 AP_3D, surpassing the previous best by +15.51 absolute improvement even when the baseline is given ground-truth 2D boxes. It also generalizes zero-shot to held-out categories with strong robustness. By turning 3D detection into a disciplined next-token problem, LocateAnything3D offers a practical foundation for models to perceive in 3D.
3D-PreMise: Can Large Language Models Generate 3D Shapes with Sharp Features and Parametric Control?
Recent advancements in implicit 3D representations and generative models have markedly propelled the field of 3D object generation forward. However, it remains a significant challenge to accurately model geometries with defined sharp features under parametric controls, which is crucial in fields like industrial design and manufacturing. To bridge this gap, we introduce a framework that employs Large Language Models (LLMs) to generate text-driven 3D shapes, manipulating 3D software via program synthesis. We present 3D-PreMise, a dataset specifically tailored for 3D parametric modeling of industrial shapes, designed to explore state-of-the-art LLMs within our proposed pipeline. Our work reveals effective generation strategies and delves into the self-correction capabilities of LLMs using a visual interface. Our work highlights both the potential and limitations of LLMs in 3D parametric modeling for industrial applications.
Details Matter for Indoor Open-vocabulary 3D Instance Segmentation
Unlike closed-vocabulary 3D instance segmentation that is often trained end-to-end, open-vocabulary 3D instance segmentation (OV-3DIS) often leverages vision-language models (VLMs) to generate 3D instance proposals and classify them. While various concepts have been proposed from existing research, we observe that these individual concepts are not mutually exclusive but complementary. In this paper, we propose a new state-of-the-art solution for OV-3DIS by carefully designing a recipe to combine the concepts together and refining them to address key challenges. Our solution follows the two-stage scheme: 3D proposal generation and instance classification. We employ robust 3D tracking-based proposal aggregation to generate 3D proposals and remove overlapped or partial proposals by iterative merging/removal. For the classification stage, we replace the standard CLIP model with Alpha-CLIP, which incorporates object masks as an alpha channel to reduce background noise and obtain object-centric representation. Additionally, we introduce the standardized maximum similarity (SMS) score to normalize text-to-proposal similarity, effectively filtering out false positives and boosting precision. Our framework achieves state-of-the-art performance on ScanNet200 and S3DIS across all AP and AR metrics, even surpassing an end-to-end closed-vocabulary method.
Lowis3D: Language-Driven Open-World Instance-Level 3D Scene Understanding
Open-world instance-level scene understanding aims to locate and recognize unseen object categories that are not present in the annotated dataset. This task is challenging because the model needs to both localize novel 3D objects and infer their semantic categories. A key factor for the recent progress in 2D open-world perception is the availability of large-scale image-text pairs from the Internet, which cover a wide range of vocabulary concepts. However, this success is hard to replicate in 3D scenarios due to the scarcity of 3D-text pairs. To address this challenge, we propose to harness pre-trained vision-language (VL) foundation models that encode extensive knowledge from image-text pairs to generate captions for multi-view images of 3D scenes. This allows us to establish explicit associations between 3D shapes and semantic-rich captions. Moreover, to enhance the fine-grained visual-semantic representation learning from captions for object-level categorization, we design hierarchical point-caption association methods to learn semantic-aware embeddings that exploit the 3D geometry between 3D points and multi-view images. In addition, to tackle the localization challenge for novel classes in the open-world setting, we develop debiased instance localization, which involves training object grouping modules on unlabeled data using instance-level pseudo supervision. This significantly improves the generalization capabilities of instance grouping and thus the ability to accurately locate novel objects. We conduct extensive experiments on 3D semantic, instance, and panoptic segmentation tasks, covering indoor and outdoor scenes across three datasets. Our method outperforms baseline methods by a significant margin in semantic segmentation (e.g. 34.5%sim65.3%), instance segmentation (e.g. 21.8%sim54.0%) and panoptic segmentation (e.g. 14.7%sim43.3%). Code will be available.
FunGraph: Functionality Aware 3D Scene Graphs for Language-Prompted Scene Interaction
The concept of 3D scene graphs is increasingly recognized as a powerful semantic and hierarchical representation of the environment. Current approaches often address this at a coarse, object-level resolution. In contrast, our goal is to develop a representation that enables robots to directly interact with their environment by identifying both the location of functional interactive elements and how these can be used. To achieve this, we focus on detecting and storing objects at a finer resolution, focusing on affordance-relevant parts. The primary challenge lies in the scarcity of data that extends beyond instance-level detection and the inherent difficulty of capturing detailed object features using robotic sensors. We leverage currently available 3D resources to generate 2D data and train a detector, which is then used to augment the standard 3D scene graph generation pipeline. Through our experiments, we demonstrate that our approach achieves functional element segmentation comparable to state-of-the-art 3D models and that our augmentation enables task-driven affordance grounding with higher accuracy than the current solutions. See our project page at https://fungraph.github.io.
PartNet: A Large-scale Benchmark for Fine-grained and Hierarchical Part-level 3D Object Understanding
We present PartNet: a consistent, large-scale dataset of 3D objects annotated with fine-grained, instance-level, and hierarchical 3D part information. Our dataset consists of 573,585 part instances over 26,671 3D models covering 24 object categories. This dataset enables and serves as a catalyst for many tasks such as shape analysis, dynamic 3D scene modeling and simulation, affordance analysis, and others. Using our dataset, we establish three benchmarking tasks for evaluating 3D part recognition: fine-grained semantic segmentation, hierarchical semantic segmentation, and instance segmentation. We benchmark four state-of-the-art 3D deep learning algorithms for fine-grained semantic segmentation and three baseline methods for hierarchical semantic segmentation. We also propose a novel method for part instance segmentation and demonstrate its superior performance over existing methods.
Dynamic Neural Network for Multi-Task Learning Searching across Diverse Network Topologies
In this paper, we present a new MTL framework that searches for structures optimized for multiple tasks with diverse graph topologies and shares features among tasks. We design a restricted DAG-based central network with read-in/read-out layers to build topologically diverse task-adaptive structures while limiting search space and time. We search for a single optimized network that serves as multiple task adaptive sub-networks using our three-stage training process. To make the network compact and discretized, we propose a flow-based reduction algorithm and a squeeze loss used in the training process. We evaluate our optimized network on various public MTL datasets and show ours achieves state-of-the-art performance. An extensive ablation study experimentally validates the effectiveness of the sub-module and schemes in our framework.
Hash3D: Training-free Acceleration for 3D Generation
The evolution of 3D generative modeling has been notably propelled by the adoption of 2D diffusion models. Despite this progress, the cumbersome optimization process per se presents a critical hurdle to efficiency. In this paper, we introduce Hash3D, a universal acceleration for 3D generation without model training. Central to Hash3D is the insight that feature-map redundancy is prevalent in images rendered from camera positions and diffusion time-steps in close proximity. By effectively hashing and reusing these feature maps across neighboring timesteps and camera angles, Hash3D substantially prevents redundant calculations, thus accelerating the diffusion model's inference in 3D generation tasks. We achieve this through an adaptive grid-based hashing. Surprisingly, this feature-sharing mechanism not only speed up the generation but also enhances the smoothness and view consistency of the synthesized 3D objects. Our experiments covering 5 text-to-3D and 3 image-to-3D models, demonstrate Hash3D's versatility to speed up optimization, enhancing efficiency by 1.3 to 4 times. Additionally, Hash3D's integration with 3D Gaussian splatting largely speeds up 3D model creation, reducing text-to-3D processing to about 10 minutes and image-to-3D conversion to roughly 30 seconds. The project page is at https://adamdad.github.io/hash3D/.
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.
Hyperspherical Embedding for Point Cloud Completion
Most real-world 3D measurements from depth sensors are incomplete, and to address this issue the point cloud completion task aims to predict the complete shapes of objects from partial observations. Previous works often adapt an encoder-decoder architecture, where the encoder is trained to extract embeddings that are used as inputs to generate predictions from the decoder. However, the learned embeddings have sparse distribution in the feature space, which leads to worse generalization results during testing. To address these problems, this paper proposes a hyperspherical module, which transforms and normalizes embeddings from the encoder to be on a unit hypersphere. With the proposed module, the magnitude and direction of the output hyperspherical embedding are decoupled and only the directional information is optimized. We theoretically analyze the hyperspherical embedding and show that it enables more stable training with a wider range of learning rates and more compact embedding distributions. Experiment results show consistent improvement of point cloud completion in both single-task and multi-task learning, which demonstrates the effectiveness of the proposed method.
HiFA: High-fidelity Text-to-3D with Advanced Diffusion Guidance
Automatic text-to-3D synthesis has achieved remarkable advancements through the optimization of 3D models. Existing methods commonly rely on pre-trained text-to-image generative models, such as diffusion models, providing scores for 2D renderings of Neural Radiance Fields (NeRFs) and being utilized for optimizing NeRFs. However, these methods often encounter artifacts and inconsistencies across multiple views due to their limited understanding of 3D geometry. To address these limitations, we propose a reformulation of the optimization loss using the diffusion prior. Furthermore, we introduce a novel training approach that unlocks the potential of the diffusion prior. To improve 3D geometry representation, we apply auxiliary depth supervision for NeRF-rendered images and regularize the density field of NeRFs. Extensive experiments demonstrate the superiority of our method over prior works, resulting in advanced photo-realism and improved multi-view consistency.
Uncertainty-Aware Testing-Time Optimization for 3D Human Pose Estimation
Although data-driven methods have achieved success in 3D human pose estimation, they often suffer from domain gaps and exhibit limited generalization. In contrast, optimization-based methods excel in fine-tuning for specific cases but are generally inferior to data-driven methods in overall performance. We observe that previous optimization-based methods commonly rely on a projection constraint, which only ensures alignment in 2D space, potentially leading to the overfitting problem. To address this, we propose an Uncertainty-Aware testing-time Optimization (UAO) framework, which keeps the prior information of the pre-trained model and alleviates the overfitting problem using the uncertainty of joints. Specifically, during the training phase, we design an effective 2D-to-3D network for estimating the corresponding 3D pose while quantifying the uncertainty of each 3D joint. For optimization during testing, the proposed optimization framework freezes the pre-trained model and optimizes only a latent state. Projection loss is then employed to ensure the generated poses are well aligned in 2D space for high-quality optimization. Furthermore, we utilize the uncertainty of each joint to determine how much each joint is allowed for optimization. The effectiveness and superiority of the proposed framework are validated through extensive experiments on challenging datasets: Human3.6M, MPI-INF-3DHP, and 3DPW. Notably, our approach outperforms the previous best result by a large margin of 5.5\% on Human3.6M. Code is available at https://github.com/xiu-cs/UAO-Pose3D{https://github.com/xiu-cs/UAO-Pose3D}.
Chasing Consistency in Text-to-3D Generation from a Single Image
Text-to-3D generation from a single-view image is a popular but challenging task in 3D vision. Although numerous methods have been proposed, existing works still suffer from the inconsistency issues, including 1) semantic inconsistency, 2) geometric inconsistency, and 3) saturation inconsistency, resulting in distorted, overfitted, and over-saturated generations. In light of the above issues, we present Consist3D, a three-stage framework Chasing for semantic-, geometric-, and saturation-Consistent Text-to-3D generation from a single image, in which the first two stages aim to learn parameterized consistency tokens, and the last stage is for optimization. Specifically, the semantic encoding stage learns a token independent of views and estimations, promoting semantic consistency and robustness. Meanwhile, the geometric encoding stage learns another token with comprehensive geometry and reconstruction constraints under novel-view estimations, reducing overfitting and encouraging geometric consistency. Finally, the optimization stage benefits from the semantic and geometric tokens, allowing a low classifier-free guidance scale and therefore preventing oversaturation. Experimental results demonstrate that Consist3D produces more consistent, faithful, and photo-realistic 3D assets compared to previous state-of-the-art methods. Furthermore, Consist3D also allows background and object editing through text prompts.
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.
Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient Estimation
We show how to transform a non-differentiable rasterizer into a differentiable one with minimal engineering efforts and no external dependencies (no Pytorch/Tensorflow). We rely on Stochastic Gradient Estimation, a technique that consists of rasterizing after randomly perturbing the scene's parameters such that their gradient can be stochastically estimated and descended. This method is simple and robust but does not scale in dimensionality (number of scene parameters). Our insight is that the number of parameters contributing to a given rasterized pixel is bounded. Estimating and averaging gradients on a per-pixel basis hence bounds the dimensionality of the underlying optimization problem and makes the method scalable. Furthermore, it is simple to track per-pixel contributing parameters by rasterizing ID- and UV-buffers, which are trivial additions to a rasterization engine if not already available. With these minor modifications, we obtain an in-engine optimizer for 3D assets with millions of geometry and texture parameters.
PartSLIP++: Enhancing Low-Shot 3D Part Segmentation via Multi-View Instance Segmentation and Maximum Likelihood Estimation
Open-world 3D part segmentation is pivotal in diverse applications such as robotics and AR/VR. Traditional supervised methods often grapple with limited 3D data availability and struggle to generalize to unseen object categories. PartSLIP, a recent advancement, has made significant strides in zero- and few-shot 3D part segmentation. This is achieved by harnessing the capabilities of the 2D open-vocabulary detection module, GLIP, and introducing a heuristic method for converting and lifting multi-view 2D bounding box predictions into 3D segmentation masks. In this paper, we introduce PartSLIP++, an enhanced version designed to overcome the limitations of its predecessor. Our approach incorporates two major improvements. First, we utilize a pre-trained 2D segmentation model, SAM, to produce pixel-wise 2D segmentations, yielding more precise and accurate annotations than the 2D bounding boxes used in PartSLIP. Second, PartSLIP++ replaces the heuristic 3D conversion process with an innovative modified Expectation-Maximization algorithm. This algorithm conceptualizes 3D instance segmentation as unobserved latent variables, and then iteratively refines them through an alternating process of 2D-3D matching and optimization with gradient descent. Through extensive evaluations, we show that PartSLIP++ demonstrates better performance over PartSLIP in both low-shot 3D semantic and instance-based object part segmentation tasks. Code released at https://github.com/zyc00/PartSLIP2.
EA3D: Online Open-World 3D Object Extraction from Streaming Videos
Current 3D scene understanding methods are limited by offline-collected multi-view data or pre-constructed 3D geometry. In this paper, we present ExtractAnything3D (EA3D), a unified online framework for open-world 3D object extraction that enables simultaneous geometric reconstruction and holistic scene understanding. Given a streaming video, EA3D dynamically interprets each frame using vision-language and 2D vision foundation encoders to extract object-level knowledge. This knowledge is integrated and embedded into a Gaussian feature map via a feed-forward online update strategy. We then iteratively estimate visual odometry from historical frames and incrementally update online Gaussian features with new observations. A recurrent joint optimization module directs the model's attention to regions of interest, simultaneously enhancing both geometric reconstruction and semantic understanding. Extensive experiments across diverse benchmarks and tasks, including photo-realistic rendering, semantic and instance segmentation, 3D bounding box and semantic occupancy estimation, and 3D mesh generation, demonstrate the effectiveness of EA3D. Our method establishes a unified and efficient framework for joint online 3D reconstruction and holistic scene understanding, enabling a broad range of downstream tasks.
3D-R1: Enhancing Reasoning in 3D VLMs for Unified Scene Understanding
Large vision-language models (VLMs) have made significant strides in 2D visual understanding tasks, sparking interest in extending these capabilities to 3D scene understanding. However, current 3D VLMs often struggle with robust reasoning and generalization due to limitations in high-quality spatial data and the static nature of viewpoint assumptions. To address these challenges, we propose 3D-R1, a foundation model that enhances the reasoning capabilities of 3D VLMs. Specifically, we first construct a high-quality synthetic dataset with CoT, named Scene-30K, leveraging existing 3D-VL datasets and a data engine based on Gemini 2.5 Pro. It serves as cold-start initialization data for 3D-R1. Moreover, we leverage RLHF policy such as GRPO in the reinforcement learning training process to enhance reasoning capabilities and introduce three reward functions: a perception reward, a semantic similarity reward and a format reward to maintain detection accuracy and answer semantic precision. Furthermore, we introduce a dynamic view selection strategy that adaptively chooses the most informative perspectives for 3D scene understanding. Extensive experiments demonstrate that 3D-R1 delivers an average improvement of 10% across various 3D scene benchmarks, highlighting its effectiveness in enhancing reasoning and generalization in 3D scene understanding. Code: https://github.com/AIGeeksGroup/3D-R1. Website: https://aigeeksgroup.github.io/3D-R1.
MicroDreamer: Zero-shot 3D Generation in sim20 Seconds by Score-based Iterative Reconstruction
Optimization-based approaches, such as score distillation sampling (SDS), show promise in zero-shot 3D generation but suffer from low efficiency, primarily due to the high number of function evaluations (NFEs) required for each sample. In this paper, we introduce score-based iterative reconstruction (SIR), an efficient and general algorithm for 3D generation with a multi-view score-based diffusion model. Given the images produced by the diffusion model, SIR reduces NFEs by repeatedly optimizing 3D parameters, unlike the single optimization in SDS, mimicking the 3D reconstruction process. With other improvements including optimization in the pixel space, we present an efficient approach called MicroDreamer that generally applies to various 3D representations and 3D generation tasks. In particular, retaining a comparable performance, MicroDreamer is 5-20 times faster than SDS in generating neural radiance field and takes about 20 seconds to generate meshes from 3D Gaussian splitting on a single A100 GPU, halving the time of the fastest zero-shot baseline, DreamGaussian. Our code is available at https://github.com/ML-GSAI/MicroDreamer.
Patch-based 3D Natural Scene Generation from a Single Example
We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.
cuRobo: Parallelized Collision-Free Minimum-Jerk Robot Motion Generation
This paper explores the problem of collision-free motion generation for manipulators by formulating it as a global motion optimization problem. We develop a parallel optimization technique to solve this problem and demonstrate its effectiveness on massively parallel GPUs. We show that combining simple optimization techniques with many parallel seeds leads to solving difficult motion generation problems within 50ms on average, 60x faster than state-of-the-art (SOTA) trajectory optimization methods. We achieve SOTA performance by combining L-BFGS step direction estimation with a novel parallel noisy line search scheme and a particle-based optimization solver. To further aid trajectory optimization, we develop a parallel geometric planner that plans within 20ms and also introduce a collision-free IK solver that can solve over 7000 queries/s. We package our contributions into a state of the art GPU accelerated motion generation library, cuRobo and release it to enrich the robotics community. Additional details are available at https://curobo.org
Navigating to Objects Specified by Images
Images are a convenient way to specify which particular object instance an embodied agent should navigate to. Solving this task requires semantic visual reasoning and exploration of unknown environments. We present a system that can perform this task in both simulation and the real world. Our modular method solves sub-tasks of exploration, goal instance re-identification, goal localization, and local navigation. We re-identify the goal instance in egocentric vision using feature-matching and localize the goal instance by projecting matched features to a map. Each sub-task is solved using off-the-shelf components requiring zero fine-tuning. On the HM3D InstanceImageNav benchmark, this system outperforms a baseline end-to-end RL policy 7x and a state-of-the-art ImageNav model 2.3x (56% vs 25% success). We deploy this system to a mobile robot platform and demonstrate effective real-world performance, achieving an 88% success rate across a home and an office environment.
CAD-Assistant: Tool-Augmented VLLMs as Generic CAD Task Solvers?
We propose CAD-Assistant, a general-purpose CAD agent for AI-assisted design. Our approach is based on a powerful Vision and Large Language Model (VLLM) as a planner and a tool-augmentation paradigm using CAD-specific modules. CAD-Assistant addresses multimodal user queries by generating actions that are iteratively executed on a Python interpreter equipped with the FreeCAD software, accessed via its Python API. Our framework is able to assess the impact of generated CAD commands on geometry and adapts subsequent actions based on the evolving state of the CAD design. We consider a wide range of CAD-specific tools including Python libraries, modules of the FreeCAD Python API, helpful routines, rendering functions and other specialized modules. We evaluate our method on multiple CAD benchmarks and qualitatively demonstrate the potential of tool-augmented VLLMs as generic CAD task solvers across diverse CAD workflows.
cadrille: Multi-modal CAD Reconstruction with Online Reinforcement Learning
Computer-Aided Design (CAD) plays a central role in engineering and manufacturing, making it possible to create precise and editable 3D models. Using a variety of sensor or user-provided data as inputs for CAD reconstruction can democratize access to design applications. However, existing methods typically focus on a single input modality, such as point clouds, images, or text, which limits their generalizability and robustness. Leveraging recent advances in vision-language models (VLM), we propose a multi-modal CAD reconstruction model that simultaneously processes all three input modalities. Inspired by large language model (LLM) training paradigms, we adopt a two-stage pipeline: supervised fine-tuning (SFT) on large-scale procedurally generated data, followed by reinforcement learning (RL) fine-tuning using online feedback, obtained programatically. Furthermore, we are the first to explore RL fine-tuning of LLMs for CAD tasks demonstrating that online RL algorithms such as Group Relative Preference Optimization (GRPO) outperform offline alternatives. In the DeepCAD benchmark, our SFT model outperforms existing single-modal approaches in all three input modalities simultaneously. More importantly, after RL fine-tuning, cadrille sets new state-of-the-art on three challenging datasets, including a real-world one.
TV-3DG: Mastering Text-to-3D Customized Generation with Visual Prompt
In recent years, advancements in generative models have significantly expanded the capabilities of text-to-3D generation. Many approaches rely on Score Distillation Sampling (SDS) technology. However, SDS struggles to accommodate multi-condition inputs, such as text and visual prompts, in customized generation tasks. To explore the core reasons, we decompose SDS into a difference term and a classifier-free guidance term. Our analysis identifies the core issue as arising from the difference term and the random noise addition during the optimization process, both contributing to deviations from the target mode during distillation. To address this, we propose a novel algorithm, Classifier Score Matching (CSM), which removes the difference term in SDS and uses a deterministic noise addition process to reduce noise during optimization, effectively overcoming the low-quality limitations of SDS in our customized generation framework. Based on CSM, we integrate visual prompt information with an attention fusion mechanism and sampling guidance techniques, forming the Visual Prompt CSM (VPCSM) algorithm. Furthermore, we introduce a Semantic-Geometry Calibration (SGC) module to enhance quality through improved textual information integration. We present our approach as TV-3DG, with extensive experiments demonstrating its capability to achieve stable, high-quality, customized 3D generation. Project page: https://yjhboy.github.io/TV-3DG
Synergistic Learning with Multi-Task DeepONet for Efficient PDE Problem Solving
Multi-task learning (MTL) is an inductive transfer mechanism designed to leverage useful information from multiple tasks to improve generalization performance compared to single-task learning. It has been extensively explored in traditional machine learning to address issues such as data sparsity and overfitting in neural networks. In this work, we apply MTL to problems in science and engineering governed by partial differential equations (PDEs). However, implementing MTL in this context is complex, as it requires task-specific modifications to accommodate various scenarios representing different physical processes. To this end, we present a multi-task deep operator network (MT-DeepONet) to learn solutions across various functional forms of source terms in a PDE and multiple geometries in a single concurrent training session. We introduce modifications in the branch network of the vanilla DeepONet to account for various functional forms of a parameterized coefficient in a PDE. Additionally, we handle parameterized geometries by introducing a binary mask in the branch network and incorporating it into the loss term to improve convergence and generalization to new geometry tasks. Our approach is demonstrated on three benchmark problems: (1) learning different functional forms of the source term in the Fisher equation; (2) learning multiple geometries in a 2D Darcy Flow problem and showcasing better transfer learning capabilities to new geometries; and (3) learning 3D parameterized geometries for a heat transfer problem and demonstrate the ability to predict on new but similar geometries. Our MT-DeepONet framework offers a novel approach to solving PDE problems in engineering and science under a unified umbrella based on synergistic learning that reduces the overall training cost for neural operators.
Benchmarking and Learning Multi-Dimensional Quality Evaluator for Text-to-3D Generation
Text-to-3D generation has achieved remarkable progress in recent years, yet evaluating these methods remains challenging for two reasons: i) Existing benchmarks lack fine-grained evaluation on different prompt categories and evaluation dimensions. ii) Previous evaluation metrics only focus on a single aspect (e.g., text-3D alignment) and fail to perform multi-dimensional quality assessment. To address these problems, we first propose a comprehensive benchmark named MATE-3D. The benchmark contains eight well-designed prompt categories that cover single and multiple object generation, resulting in 1,280 generated textured meshes. We have conducted a large-scale subjective experiment from four different evaluation dimensions and collected 107,520 annotations, followed by detailed analyses of the results. Based on MATE-3D, we propose a novel quality evaluator named HyperScore. Utilizing hypernetwork to generate specified mapping functions for each evaluation dimension, our metric can effectively perform multi-dimensional quality assessment. HyperScore presents superior performance over existing metrics on MATE-3D, making it a promising metric for assessing and improving text-to-3D generation. The project is available at https://mate-3d.github.io/.
