3D shapes from scanning, reconstruction, or AI-generated content often lack simple quad mesh layouts—critical for efficient editing and modeling. Existing quad-remeshing techniques typically produce complex layouts with irregular loops, leading to tedious manual cleanup and extensive algorithm tuning. We introduce SQUADGEN, a diffusion-based generative framework that leverages Chart Distance Fields (CDF) to synthesize simple quad layouts on 3D shapes. Our approach addresses two key challenges: (1) the discrete nature of mesh connectivity, which hinders learning, and (2) the scarcity of large-scale datasets with simple quad meshes. To overcome the first, we propose CDF, a continuous surface-based representation enabling effective learning and synthesis of quad layouts. To address the second, we define loop-aware simplicity metrics and construct a large-scale dataset of high-quality quad layouts recovered from public 3D repositories through a robust quad-recovery pipeline. Extensive evaluations across diverse 3D inputs show that SQUADGEN consistently outperforms existing methods, producing robust, artist-friendly simple quad layouts.
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Generating realistic 3D human motions in real-time within interactive applications is key for animation, simulation, and humanoid robotics. While recent offline motion generation approaches offer precise control via text and kinematic constraints, they lack the inference speed required for interactive settings. Conversely, existing online methods enable real-time synthesis but often sacrifice controllability or struggle with complex text semantics and long-horizon goals due to limited context windows. In this work, we introduce ARDY, a streaming generation framework that bridges this gap by enabling high-fidelity motion generation controllable via online text prompts and flexible kinematic constraints. ARDY employs a hybrid representation that combines explicit root features with a latent body embedding, balancing precise trajectory control with efficient generative learning. We propose a two-stage autoregressive transformer denoiser that features variable history context and supports conditioning on flexible, long-horizon kinematic constraints. By training on a large-scale motion capture dataset and being directly conditioned on text labels and kinematic constraints sampled from ground truth poses, ARDY natively learns controllable generation that supports online prompting and flexible long-horizon goals. Extensive evaluations on the HumanML3D benchmark and the large-scale, high-fidelity Bones Rigplay dataset demonstrate ARDY's high motion quality and constraint adherence, validating the efficacy of our key architectural decisions. Finally, we demonstrate the method's practical versatility through an interactive demo featuring dynamic text control, diverse keyframe pose constraints, path following, and interactive locomotion control via mouse and keyboard. Supplementary video results, code, and model releases can be found at https://research.nvidia.com/labs/sil/projects/ardy/.
We propose a system to optimize parametric designs subject to radiation pressure, i.e., the effect of light on the motion of objects. This is most relevant in the design of spacecraft, where radiation pressure presents the dominant non-conservative forcing mechanism, which is the case beyond approximately 800 km altitude. Despite its importance, the high computational cost of high-fidelity radiation pressure modeling has limited its use in large-scale spacecraft design, optimization, and space situational awareness applications. We enable this by offering three innovations in the simulation, in representation and in optimization: First, a practical computer graphics-inspired Monte-Carlo (MC) simulation of radiation pressure. The simulation is highly parallel, uses importance sampling and next-event estimation to reduce variance and allows simulating an entire family of designs instead of a single spacecraft as in previous work. Second, we introduce neural networks as a representation of forces from design parameters. This neural proxy model, learned from simulations, is inherently differentiable and can query forces orders of magnitude faster than a full MC simulation. Third, and finally, we demonstrate optimizing inverse radiation pressure designs, such as finding geometry, material or operation parameters that minimizes travel time, maximizes proximity given a desired end-point, minimize thruster fuel, trains mission control policies or allocated compute budget in extraterrestrial compute.
Despite recent advancements in native latent diffusion models for single-view 3D generation, they still suffer from inadequate geometric details due to the global entanglement of VecSet-based representations and inaccurate structural topology arising from single-view ambiguity. Existing solutions often rely on model scaling over large-scale datasets to improve fidelity, which is computationally prohibitive and inefficient in capturing fine-grained details. In this work, we propose Tempo3D, a resource-efficient paradigm for high-fidelity VecSet-based 3D generation via efficient temporal-aware fine-tuning and multi-view latent aggregation. Our approach consists of two critical components: (1) To facilitate robust detail learning, we establish the TempoDetail dataset and design the Time-Segmented LoRA (TS-LoRA) module. TS-LoRA exploits the inherent "structure-to-details" temporal transition of flow-based models to decouple feature learning, significantly bolstering the capacity to produce high-frequency details without large-scale retraining. (2) To mitigate geometric inaccuracies stemming from single-view ambiguity, we propose a multi-view latent aggregation strategy incorporating Soft Flow Trajectory Projection (Soft FTP) and Score-based Velocity Field Aggregation (SVFA). By aggregating reference views derived from Multimodal Large Language Models (MLLMs), these components resolve the intrinsic conflicts between velocity vectors caused by cross-view latent discrepancies, thereby preventing geometric collapse and ensuring directional consistency. Moreover, the integration of MLLMs empowers Tempo3D to support precise semantic 3D editing via natural language prompts while maintaining structural integrity. Experiments demonstrate that Tempo3D outperforms state-of-the-art baselines in generation quality, geometric precision, and editability under a highly efficient computational budget.
Following the success of deep neural networks in 2D pose estimation, reconstruction-based approaches have significantly advanced multi-person 3D pose estimation from sparse multi-view images. These methods typically detect 2D poses independently in each view and then associate them for 3D reconstruction. However, despite strong progress, recent state-of-the-art methods still face critical limitations: 1) They often depend on global optimization over a large and complex set of multi-view 2D joints to jointly infer 3D poses for all individuals, making the process highly complex and prone to suboptimal solutions; 2) Their tight coupling with the bottom-up detector OpenPose hinders the use of more advanced top-down or single-stage 2D pose estimators and restricts the integration of richer instance-level cues learned by these models. To address these limitations, we propose TwinPose, a novel framework that alleviates the complexity of global pose inference by optimizing within person-specific 3D pose subspaces, while fully supporting diverse 2D pose detectors and effectively leveraging pose-instance cues. The key idea is to introduce a twin pose — a 3D counterpart of each 2D pose — that inherits its instance representation and aggregates geometrically consistent 2D joints from other views. All twin poses are unified in a common 3D space, where those belonging to the same individual naturally share a number of bones. This structural property enables association by counting shared bones, forming person-specific subspaces from which each individual's 3D pose can be inferred independently in an efficient and robust manner. Extensive experiments demonstrate that TwinPose achieves state-of-the-art performance in both accuracy and efficiency across multiple public and proprietary datasets. Importantly, it is fully detector-agnostic, allowing seamless integration with current and future advances in 2D pose estimation while remaining highly robust to noisy or imperfect 2D predictions. Project page with code and additional resources: https://github.com/zgspose/TwinPose
Recent work in 3D deep learning has demonstrated that unsigned distance functions (UDFs) are a useful representation for 3D reconstruction and shape generation because they can represent surfaces with arbitrary topology. However, extracting meshes that preserve the intended topology, especially in the presence of non-manifold structures, remains challenging. We present DCx, an extension of the standard Dual Contouring (DC) method which was originally proposed for isosurface extraction from signed distance functions (SDFs). Standard DC operates on individual voxels and inserts one vertex per active cube, where activation is determined by detecting sign changes. To address the lack of sign information in UDFs, DCx adopts an optimization-based strategy for determining active cubes. It operates on each 2 × 2 × 2 voxel block, referred to as an expanded cube, and introduces a voxel-to-mesh lookup table that stores connectivity patterns based on local voxel configurations. This enables efficient triangle extraction using predefined templates. These changes improve upon DC by avoiding failure cases caused by unreliable active-cube detection in UDFs and by correcting mesh connections in non-manifold regions. As a result, DCx supports the extraction of both manifold and non-manifold surfaces from neural UDFs. DCx is conceptually simple and easy to implement. Experimental results show that DCx produces meshes with higher accuracy in a more robust way than existing methods, particularly on shapes with complex geometry or non-manifold structures. The source code is available at http://github.com/jjjkkyz/DCx.
Implicit neural representations are powerful for geometric modeling, but their practical use is often limited by the high computational cost of network evaluations. We observe that implicit representations require progressively lower accuracy as query points move farther from the target surface, and that even within the same iso-surface, representation difficulty varies spatially with local geometric complexity. However, conventional neural implicit models evaluate all query points with the same network depth and computational cost, ignoring this spatial variation and thereby incurring substantial computational waste. Motivated by this observation, we propose an efficient neural implicit geometry representation framework with spatially adaptive network depth (SAND). SAND leverages a volumetric network-depth map together with a tailed multi-layer perceptron (T-MLP) to model implicit representation. The volumetric depth map records, for each spatial region, the network depth required to achieve sufficient accuracy, while the T-MLP is a modified MLP designed to learn implicit functions such as signed distance functions, where an output branch, referred to as a tail, is attached to each hidden layer. This design allows network evaluation to terminate adaptively without traversing the full network and directs computational resources to geometrically important and complex regions, improving efficiency while preserving high-fidelity representations. Extensive experimental results demonstrate that our approach can significantly improve the inference-time query speed of implicit neural representations.
Artistic styles often embed abstraction beyond surface appearance, involving deliberate reinterpretation of structure rather than mere changes in texture or color. Conventional style transfer methods typically preserve the input geometry and therefore struggle to capture this deeper abstraction behavior, especially for illustrative and non-photorealistic styles. In this work, we introduce Abstraction in Style (AiS), a generative framework that separates structural abstraction from visual stylization. Given a target image and a small set of style exemplars, AiS first derives an intermediate abstraction proxy that reinterprets the target’s structure in accordance with the abstraction logic exhibited by the style. The proxy captures semantic structure while relaxing geometric fidelity, enabling subsequent stylization to operate on an abstracted representation rather than the original image. In a second stage, the abstraction proxy is rendered to produce the final stylized output, preserving visual coherence with the reference style. Both stages are implemented using a shared image-space analogy, enabling transformations to be learned from visual exemplars without explicit geometric supervision. By decoupling abstraction from appearance and treating abstraction as an explicit, transferable process, AiS supports a wider range of stylistic transformations, improves controllability, and enables more expressive stylization.
Photorealistic volume rendering suffers from slow convergence with traditional path tracing algorithms and poses significant challenges for real-time applications. In this paper, we present Multi-feature Radiance Baking Neural Networks (MRBNN), a neural volumetric rendering method that achieves real-time performance by leveraging analytic decomposition of scattering with an efficient learned representation. Our method reformulates in-scattering integral in Volumetric Radiance Transfer Equation to diagonal scaling operator in spherical harmonics spectrum. Building on this formulation, we propose a compact factorized representation with low-rank compression in latent space that replaces costly integration. We then introduce efficient dual-pattern feature sampling and a lightweight neural decoder for fast radiance prediction. With these dedicated designs, MRBNN achieves 4 ∼ 5 × speedup over the state-of-the-art while maintaining high visual fidelity. Moreover, our method addresses key limitations of prior work, including over-illumination artifacts and inability to handle volumes with spatially varying albedo or heterogeneous phase parameters. Extensive experiments demonstrate that our neural baking method can synthesize photorealistic images for complex volumes in a few milliseconds.
We present SCOPE (Scale-Consistent One-Pass Estimation of 3D Geometry), a novel approach for estimating 3D geometry from extended monocular video sequences, where existing methods struggle to maintain both geometric accuracy and temporal consistency across hundreds of frames. Our approach generates affine-invariant 3D point maps with shared parameters across entire sequences, enabling consistent scale-invariant representations. We introduce three key innovations: viewpoint-invariant geometry aligning multi-perspective points in a unified reference frame; appearance-invariant learning enforcing consistency across exponential timescales; and frequency-modulated positioning enabling extrapolation to sequences vastly exceeding training length. Experiments across diverse datasets demonstrate significant improvements, reducing relative point map error by 24.2% and temporal alignment error by 34.9% on ScanNet compared to state-of-the-art methods. Our approach handles challenging scenarios with complex camera trajectories and lighting variations while efficiently processing extended sequences in a single pass. Code and model weights: https://github.com/zhengzhang01/SCOPE.
Motion warping is a core technique in character animation that enables the adaptation of existing motion data to novel spatio-temporal constraints. Conventional motion warping methods often rely on heuristic modifications that can violate physical consistency or introduce visual artifacts. More recent learning-based editing approaches improve realism, but many of them encode motion into tightly entangled latent space, which makes them struggle to balance editing flexibility and content preservation. To address this, we propose a novel deep motion warping framework that explicitly disentangles the motion structure from global and stylistic attributes for intuitive motion editing. Our key insight is to leverage learned phase features as a continuous and robust representation of the underlying structure, and explicitly disentangle motion into root velocity, phase, and learned latent variables using a phase-conditioned diffusion autoencoder. This design supports a wide range of editing operations, including root motion warping, motion exaggeration, time warping, and style transfer by directly manipulating decoupled components, without requiring paired training data. Extensive experiments demonstrate that our approach enables high-level, flexible motion editing while strictly preserving the structural consistency and physical plausibility of the source motion
Global illumination (GI) is essential for realism but remains computationally expensive. While per-scene neural methods lack generalization and screen-space approaches inherently suffer from view inconsistency, prior 3D neural rendering methods face a severe scalability barrier, restricting them to small, object-centric meshes. To overcome these trade-offs, we introduce a generalizable light transport 3D embedding that predicts global illumination directly from 3D scene configurations without rasterized or path-traced illumination cues, per-scene retraining or screen-space limitations. We employ a point-based representation to decouple our embedding from the original scene topology, then utilize a linear-complexity transformer to encode long-range light transport. This design scales to environments with millions of triangles, enabling the first generalizable GI learning on complex, high-fidelity indoor scenes, far beyond prior limits. To achieve this, we enforce a local query mechanism where rendering queries are processed independently under 3D supervision. This ensures constant complexity per pixel relative to scene size, yielding view-consistent and resolution-agnostic rendering without the memory bottlenecks typical of globally coupled attention. We further demonstrate versatility by re-targeting the encoder with limited fine-tuning, presenting preliminary results on spatial-directional radiance field prediction for glossy materials and validating transfer to downstream rendering tasks.
Traditional physically-based material models rely on analytically derived bidirectional reflectance distribution functions (BRDFs), typically by considering statistics of micro-primitives such as facets, flakes, or spheres, sometimes combined with multi-bounce interactions such as layering and multiple scattering. These derivations are often complex and model-specific. Once an analytic BRDF evaluation is defined, one still needs to design an importance sampling method for it and evaluate the probability density function (pdf) of that sampling distribution, requiring further model-specific derivations. We present PureSample: a novel neural BRDF representation that allows learning a material’s appearance purely by sampling forward random walks on the microgeometry, which is usually straightforward to implement. Our representation allows for efficient BRDF evaluation, importance sampling, and pdf evaluation, for homogeneous as well as spatially varying materials. We achieve this by two learnable components: first, the sampling distribution is modeled using a flow matching neural network, which allows both importance sampling and pdf evaluation; second, we introduce a view-dependent albedo term, captured by a lightweight neural network, which allows for converting a pdf value to a BRDF value for any pair of view and light directions. We demonstrate PureSample on challenging materials, including various microgeometries, multi-layered materials, and multiple-scattering microfacet materials.
Meshes are among the most common 3D scene representations, but directly generating meshes is challenging largely because the mesh representation contains many structures, such as permutation invariance of vertices or faces. To address this challenge, we present a novel approach that learns to generate triangle meshes represented as triangle soups. We adopt equivariant optimal-transport flow matching models that respect key symmetries within the triangle soup representation, including permutation invariance among faces and among vertices within each of the faces. Toward this goal, we propose a simple yet effective modification to the state-of-the-art Diffusion Transformer architecture, resulting in a scalable network capable of modeling a flow field while maintaining the desirable symmetries (equivariance). Moreover, we introduce a loss function grounded in optimal transport principles that improves model convergence by eliminating training signals that violate these symmetries. Our model can achieve performance comparable to state-of-the-art auto-regressive mesh generators while providing about an 18× speedup during inference.
Signed Distance Fields (SDFs) are a powerful volumetric representation for 3D geometry. Recent advances in surface generation from SDFs increasingly rely on learnable surface representations and direct mesh supervision. In this work, we challenge this trend and show that high-quality surface reconstruction can be achieved by learning to refine the volumetric signal itself. We present SuperSDF, a learning-based approach for sparse SDF super-resolution that operates directly in SDF space, without auxiliary surface representations or mesh-level supervision. Using a sparse voxel neural network restricted to a narrow band near the surface, our method predicts high-resolution signed-distance values from coarse inputs in a scalable and resolution-agnostic manner. Standard isosurface extraction algorithms can then process the resulting super-resolved SDFs to produce accurate, detailed surface meshes. Our results show that learning-based SDF upsampling alone is sufficient to recover fine geometric details missed by classical interpolation and prior reconstruction methods. Compared to state-of-the-art machine learning approaches, our method generates higher-fidelity surfaces at a fraction of the computational cost and scales to volumetric resolutions that were previously impractical.
Boundary Representation (BRep) is the standard format for Computer-Aided Design (CAD), yet reconstructing high-quality BReps from single-view images remains challenging due to the complexity of topological constraints and operation sequences. We present Img2CADSeq, a multi-stage pipeline that overcomes these limitations by encoding CAD sequences into a three-level hierarchical codebook. Guided by an importance prioritization, this strategy values profiles over details, compressing long sequences into a stable discrete latent space. To bridge the modality gap, we leverage a coarse-to-fine point cloud intermediate, aligning 2D visual features with 3D CAD sequences via contrastive learning to condition a VQ-Diffusion model. Supported by newly introduced CAD-220K and PrintCAD datasets, our approach ensures robust industrial domain adaptation. Extensive experiments demonstrate that Img2CADSeq significantly outperforms state-of-the-art methods, producing standard STEP files that can be directly used in commercial CAD software. Code and data for this paper are at https://github.com/Rilpraa0110/Img2CADSeq
Boundary Representation (B-rep) is the most commonly used data format in Computer-Aided Design (CAD) due to its analytical precision and direct support for parametric editing. However, its heterogeneous data structure— continuous parametric geometry with discrete topological graphs—poses fundamental challenges for deep learning models. Existing methods often directly predict the heterogeneous B-rep graph, relying on fixed-size padding or sequential tokenization to handle the varying cardinality of the geometric primitives. These approaches struggle with the combinatorial complexity of CAD models. The discrete, non-differentiable nature of the graph data structure prevents end-to-end optimization of the geometry and watertightness. In this work we introduce DualBrep, a novel continuous representation that unifies B-rep geometry and topology within a fully structured Euclidean domain. DualBrep encodes a CAD model using dual scalar fields: a Signed Distance Function (SDF) to represent the global shape geometry, and an Unsigned Distance Field (UDF) that implicitly encodes the topological structure via a Voronoi partitioning of the surface elements. Rather than processing these fields independently, we compress them into a single latent space. While the dual-field formulation alone already gives reconstruction a flexible, primitive-free segmentation signal that adapts to arbitrary face counts and surface types, the shared latent also makes generation tractable: a Flow Matching model can sample geometry and topology jointly from a single code, avoiding the error accumulation that plagues sequential or autoregressive B-rep predictors. Finally, we use a neural rebuilder to extract explicit B-rep models—comprising both prismatic and free-form primitives—directly from our continuous dual scalar fields. We demonstrate that DualBrep serves as a robust, unified backbone for CAD B-rep learning, achieving strong performance in both reverse engineering from raw point clouds and generative modeling via latent flow matching. Code is available at https://github.com/AutodeskAILab/DualBrep.
Inverse sculpting modeling aims to decompose a sculpted mesh into an underlying base shape and reusable geometric details, enabling non-expert users to inherit professional sculpting effort. We present InvSculpt, a novel inverse sculpting framework that decomposes a sculpted mesh into a high-fidelity underlying shape and reusable geometric details represented as a vector displacement field (VDF). Our approach combines semantic priors from text-guided 2D image editing with a 3D rectified flow model to perform inversion-based, mask-free detail removal, recovering an underlying shape that preserves the identity of the source mesh. To represent sculpted details in a lossless and transferable manner, we extract a VDF defined on the surface of the recovered underlying shape and learn a continuous neural representation for geometry-aware transfer. We observe that standard conditional sampling after inversion often suffers from trajectory drift, leading to identity shift and low-frequency distortion. To address this issue, we introduce a trajectory correction strategy that constrains early sampling steps to follow the inversion path, effectively stabilizing subsequent conditional guidance. This design enables robust detail removal and precise extraction of the VDF. Extensive experiments demonstrate that InvSculpt achieves significantly higher-quality mesh decomposition than prior methods and supports a wide range of applications, including geometry redesign and high-fidelity geometric detail transfer.
Despite recent progress, text-to-image models still struggle to generate semantically diverse and compositionally accurate multi-person interaction scenes, often collapsing to repetitive layouts, stereotypical poses, and poorly grounded interactions. In this work, we bridge this gap by introducing a dual pose–image representation that brings person-centric structural priors into pretrained diffusion transformers. Our model jointly predicts a 2D pose visualization image and its corresponding RGB image, enabling structure and appearance to co-evolve during learning. At its core, a cross-modal alignment scheme binds text, pose, and image representations, ensuring consistent grounding across modalities. Furthermore, we design an iterative scene construction scheme, progressively generating complex multi-human interactions while effectively decomposing the overall generation complexity. Extensive experiments demonstrate that our method substantially improves prompt alignment and scene diversity in multi-person image generation.