Related papers: MeshAnything: Artist-Created Mesh Generation with …
We introduce MeshLAM, a feed-forward framework for one-shot animatable mesh head reconstruction that generates high-fidelity, animatable 3D head avatars from a single image. Unlike previous work that relies on time-consuming test-time…
We present Meta 3D AssetGen (AssetGen), a significant advancement in text-to-3D generation which produces faithful, high-quality meshes with texture and material control. Compared to works that bake shading in the 3D object's appearance,…
We introduce VertexRegen, a novel mesh generation framework that enables generation at a continuous level of detail. Existing autoregressive methods generate meshes in a partial-to-complete manner and thus intermediate steps of generation…
With the emergence of neural radiance fields (NeRFs), view synthesis quality has reached an unprecedented level. Compared to traditional mesh-based assets, this volumetric representation is more powerful in expressing scene geometry but…
Deep generative models of 3D shapes have received a great deal of research interest. Yet, almost all of them generate discrete shape representations, such as voxels, point clouds, and polygon meshes. We present the first 3D generative model…
Interactive 3D assets used in games and simulation are typically decomposed into specific semantic parts to support animation, physics, and scripted behaviors, yet most generative 3D models produce either monolithic meshes or arbitrary part…
Mechanical metamaterials enable precise control over structural properties, but their design method remains challenging due to their complex structure. Although additive manufacturing has expanded geometric freedom, navigating this vast and…
We present Magic123, a two-stage coarse-to-fine approach for high-quality, textured 3D meshes generation from a single unposed image in the wild using both2D and 3D priors. In the first stage, we optimize a neural radiance field to produce…
Interactive 3D simulated objects are crucial in AR/VR, animations, and robotics, driving immersive experiences and advanced automation. However, creating these articulated objects requires extensive human effort and expertise, limiting…
We propose DeepMetaHandles, a 3D conditional generative model based on mesh deformation. Given a collection of 3D meshes of a category and their deformation handles (control points), our method learns a set of meta-handles for each shape,…
Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little…
Mesh deformation is a fundamental tool in 3D content manipulation. Despite extensive prior research, existing approaches often suffer from low output quality, require significant manual tuning, or depend on data-intensive training. To…
Existing 3D reconstruction methods utilize guidances such as 2D images, 3D point clouds, shape contours and single semantics to recover the 3D surface, which limits the creative exploration of 3D modeling. In this paper, we propose a novel…
3D generation from natural language offers significant potential to reduce expert manual modeling efforts and enhance accessibility to 3D assets. However, existing methods often yield unstructured meshes and exhibit poor interactivity,…
Recent advances in 3D generative models have shown promising results but often fall short in capturing the complexity of architectural geometries and topologies and fine geometric details at high resolutions. To tackle this, we present…
Rigged 3D assets are fundamental to 3D deformation and animation. However, existing 3D generation methods face challenges in generating animatable geometry, while rigging techniques lack fine-grained structural control over skeleton…
Skinning is a popular way to rig and deform characters for animation, to compute reduced-order simulations, and to define features for geometry processing. Methods built on skinning rely on weight functions that distribute the influence of…
We present a suite of techniques for jointly optimizing triangle meshes and shading models to match the appearance of reference scenes. This capability has a number of uses, including appearance-preserving simplification of extremely…
Recent facial image synthesis methods have been mainly based on conditional generative models. Sketch-based conditions can effectively describe the geometry of faces, including the contours of facial components, hair structures, as well as…
3D reconstruction and simulation, although interrelated, have distinct objectives: reconstruction requires a flexible 3D representation that can adapt to diverse scenes, while simulation needs a structured representation to model motion…