Related papers: MeshArt: Generating Articulated Meshes with Struct…
Generating articulated assets is crucial for robotics, digital twins, and embodied intelligence. Existing generative models often rely on single-view inputs representing closed states, resulting in ambiguous or unrealistic kinematic…
Reconstructing articulated objects is essential for building digital twins of interactive environments. However, prior methods typically decouple geometry and motion by first reconstructing object shape in distinct states and then…
Recent point-based differentiable rendering techniques have achieved significant success in high-fidelity reconstruction and fast rendering. However, due to the unstructured nature of point-based representations, they are difficult to apply…
If a picture is worth thousand words, a moving 3d shape must be worth a million. We build upon the success of recent generative methods that create images fitting the semantics of a text prompt, and extend it to the controlled generation of…
We address the challenge of creating 3D assets for household articulated objects from a single image. Prior work on articulated object creation either requires multi-view multi-state input, or only allows coarse control over the generation…
Scaling artist-designed meshes to high triangle numbers remains challenging for autoregressive generative models. Existing transformer-based methods suffer from long-sequence bottlenecks and limited quantization resolution, primarily due to…
Recent mesh generation approaches typically tokenize triangle meshes into sequences of tokens and train autoregressive models to generate these tokens sequentially. Despite substantial progress, such token sequences inevitably reuse…
Mesh generation is a crucial step in numerical simulations, significantly impacting simulation accuracy and efficiency. However, generating meshes remains time-consuming and requires expensive computational resources. In this paper, we…
For designing a wide range of everyday objects, the design process should be aware of both the human body and the underlying semantics of the design specification. However, these two objectives present significant challenges to the current…
Generating animated 3D objects is at the heart of many applications, yet most advanced works are typically difficult to apply in practice because of their limited setup, their long runtime, or their limited quality. We introduce ActionMesh,…
We introduce TreeMeshGPT, an autoregressive Transformer designed to generate high-quality artistic meshes aligned with input point clouds. Instead of the conventional next-token prediction in autoregressive Transformer, we propose a novel…
We introduce Scan2Mesh, a novel data-driven generative approach which transforms an unstructured and potentially incomplete range scan into a structured 3D mesh representation. The main contribution of this work is a generative neural…
We propose a novel technique for adding geometric details to an input coarse 3D mesh guided by a text prompt. Our method is composed of three stages. First, we generate a single-view RGB image conditioned on the input coarse geometry and…
We consider the problem of regenerating 3D objects from 2D images and initial 3D shapes. Most 3D generators operate in a one-shot fashion, converting text or images to a 3D object with limited controllability. We introduce instead…
With the explosive growth of 3D content creation, there is an increasing demand for automatically converting static 3D models into articulation-ready versions that support realistic animation. Traditional approaches rely heavily on manual…
We propose a new dataset and a novel approach to learning hand-object interaction priors for hand and articulated object pose estimation. We first collect a dataset using visual teleoperation, where the human operator can directly play…
We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in…
Autoregressive models for 3D mesh generation suffer from a fundamental limitation: they flatten meshes into long vertex-coordinate sequences. This results in prohibitive computational costs, hindering the efficient synthesis of…
Primitive-based splatting methods like 3D Gaussian Splatting have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and…
Recently, implicit neural representation has been widely used to generate animatable human avatars. However, the materials and geometry of those representations are coupled in the neural network and hard to edit, which hinders their…