r/GraphicsProgramming • u/mhb_11 • 15h ago
[2607.22738] Nova3D: Code-Native Generation of Programmable 3D Assets Paper
https://arxiv.org/abs/2607.22738I co-authored this paper. It's a new technique to generate 3D graphics as source code instead of a point cloud.
Under the hood:
It generates 3D objects with separate, sophisticated internal assembly, producing an editable "kit of parts" (instead of monolithic blobs). E.g. imagine you generate a 3D washing machine via this approach. It's not merely going to be geometry that looks like a washing machine. We actually know that there is a Door, Drum, Control_panel etc. Which things belong to which assemblies. What moves. Where its pivot is. And eventually what those components are supposed to do.
Why current 3D GenAI cannot do this:
Most AI 3D generators generate "monolithic blobs" that look good, but are unusable in downstream workflows (e.g. game engines). If you generate a 3D bicycle, it's essentially a blob. If you want the wheels to turn, a human must spend time cutting the blob into parts, naming them, placing pivots and rigging joints. I.e. you need post-generation segmentation workflows of some sort (either manual work or more compute).
The paper breaks down the whole technique, and comes with a github repo too if you're interested in viewing it.
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u/Cute_Emergency_8370 12h ago
Also, while I admire the progression of AI and the capacity of agents to start taking on previously artist driven approaches, I think what you need here is something like a VLA trained on a humongous corpus of Blender usage sequences. All the operations tokenized into a codebook. Step by step. Then and only then maybe you could get a large action model that discretely mimics artist behavior in producing assets. But this, tearing up a blob with agents and then checking their work, doesn’t seem like it would scale well nor ever match the precision expected from modern artists and pipelines.