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Oct 30

SketchAssist: A Practical Assistant for Semantic Edits and Precise Local Redrawing

Sketch editing is central to digital illustration, yet existing image editing systems struggle to preserve the sparse, style-sensitive structure of line art while supporting both high-level semantic changes and precise local redrawing. We present SketchAssist, an interactive sketch drawing assistant that accelerates creation by unifying instruction-guided global edits with line-guided region redrawing, while keeping unrelated regions and overall composition intact. To enable this assistant at scale, we introduce a controllable data generation pipeline that (i) constructs attribute-addition sequences from attribute-free base sketches, (ii) forms multi-step edit chains via cross-sequence sampling, and (iii) expands stylistic coverage with a style-preserving attribute-removal model applied to diverse sketches. Building on this data, SketchAssist employs a unified sketch editing framework with minimal changes to DiT-based editors. We repurpose the RGB channels to encode the inputs, enabling seamless switching between instruction-guided edits and line-guided redrawing within a single input interface. To further specialize behavior across modes, we integrate a task-guided mixture-of-experts into LoRA layers, routing by text and visual cues to improve semantic controllability, structural fidelity, and style preservation. Extensive experiments show state-of-the-art results on both tasks, with superior instruction adherence and style/structure preservation compared to recent baselines. Together, our dataset and SketchAssist provide a practical, controllable assistant for sketch creation and revision.

  • 6 authors
·
Dec 16, 2025

StructureClaw: Traceable LLM Agents and an Executable Benchmark for Structural Engineering Workflows

Addressing a structural-engineering request requires more than a single answer; it requires a chain of interdependent artifacts: interpreted requirements, a computable model, validation records, solver outputs, code-check records, and a final report. Evaluations centered on question answering or script generation rarely verify this complete evidence chain and may therefore reward fluent outputs even when the underlying engineering workflow is incomplete, internally inconsistent, or non-executable. To address this limitation, we present StructureClaw, an artifact-centered workbench in which LLM agents operate through governed engineering skills, typed tools, shared artifact state, and local analysis backends. We also introduce StructureClaw-Bench, an executable benchmark of 150 controlled scenarios spanning standard workflow execution, interactive robustness, and multimodal structural-model reconstruction. A scenario succeeds only when all required artifact- and execution-level assertions pass in a single run. Across ten agent-model configurations, each evaluated on the same 50 standard cases, the average Success Rate rises from 56.8% with the generic-skill baseline to 88.6% with the full automatic workflow. The interactive and multimodal evaluations identify two prominent remaining challenges: safe handling of invalid numerical inputs and fixture-consistent reconstruction of structural models. These findings show that artifact-centered evaluation can expose workflow-level failures that are difficult to identify from final responses alone, providing a more rigorous basis for evaluating and improving structural-engineering agents. The code and benchmark are available at https://github.com/structureclaw/structureclaw.

  • 16 authors
·
Jul 15

Back2Struct: Making Structured Images Editable Again

Structured images, such as diagrams, charts, and flowcharts, are inherently symbolic and can be compactly represented in an editable format, yet in practice, they are often rendered as images, and therefore not graphically editable. This mismatch presents a significant challenge for researchers, engineers, and designers who wish to incorporate modified versions of existing graphic content into new materials without manually reconstructing it. In this study, we presentBack2Struct, which "makes structured images editable again" by directly recovering vector graphics code (SVG / XML) from image representations. Given an image of a structured graphic, Back2Struct predicts semantically object-level SVG / XML code that explicitly encodes text, shapes, topology, and layout, rather than performing low-level pixel vectorization. The generated code can be seamlessly imported into tools such as PowerPoint, allowing users to edit, refine, restyle, and reuse graphic content while preserving structural fidelity. Beyond supervised fine-tuning on ground-truth SVG token sequences, we further optimize Back2Struct with reward-based learning to better match deployment-time requirements: the output should be syntactically valid, properly concise, and visually faithful to the input diagram. Specifically, we design a composite reward that jointly encourages SVG / XML compilability, length consistency with the reference code, and structural or semantic similarity between the generated and ground-truth graphics. These complementary signals guide the model to produce SVGs that are not only closer to the training distribution, but also more complete, editable, and renderable in practice. Experiments show that Back2Struct improves accuracy, editability, validity, and user alignment over baselines. Dataset and code are available at: pengyu965.github.io/Back2Struct.github.io

  • 4 authors
·
Sep 28

SolarRenderer: Few-Step Generative Reference Rendering

Game engines and coding agents can specify the layout, motion, and camera of a scene, yet turning such coarse structure into realistic video requires a renderer that follows the structure and completes the appearance it leaves open. Existing renderers are tied to the representation of one engine, need tens of denoising steps or a costly distillation of their own, and learn from conditions that are not aligned with their target videos. We present SolarRenderer, a structure-conditioned video renderer that adapts a frozen MiniMax-H3 33B backbone with two lightweight LoRAs. Structural videos enter the native reference pathway of the backbone at the positions of the frames they describe, without a type identifier and described only in plain text, so that a single control LoRA follows arbitrary structural representations. Starting from a pretrained four-step LoRA, structure-guided distribution matching renders in four steps, 12.3 times faster than 50-step sampling, while preserving the learned control. A block-causal variant extends the same design to streaming and renders 768p video in real time. To train the model, we build a frame-aligned corpus of 136K clips from game engines, simulators, and YouTube videos. Experiments on an in-distribution test set and a generalization benchmark of 16 structural representations show that SolarRenderer achieves state-of-the-art results across both, and generalizes to 11 unseen representations, including pose skeletons, drawings, and point clouds.

showlab Show Lab
·
Oct 19 2

SARe: Structure-Aware Large-Scale 3D Fragment Reassembly

3D fragment reassembly aims to recover the rigid poses of unordered fragment point clouds or meshes in a common object coordinate system to reconstruct the complete shape. The problem becomes particularly challenging as the number of fragments grows, since the target shape is unknown and fragments provide weak semantic cues. Existing end-to-end approaches are prone to cascading failures due to unreliable contact reasoning, most notably inaccurate fragment adjacencies. To address this, we propose Structure-Aware Reassembly (SARe), a generative framework with SARe-Gen for Euclidean-space assembly generation and SARe-Refine for inference-time refinement, with explicit contact modeling. SARe-Gen jointly predicts fracture-surface token probabilities and an inter-fragment contact graph to localize contact regions and infer candidate adjacencies. It adopts a query-point-based conditioning scheme and extracts aligned local geometric tokens at query locations from a frozen geometry encoder, yielding queryable structural representations without additional structural pretraining. We further introduce an inference-time refinement stage, SARe-Refine. By verifying candidate contact edges with geometric-consistency checks, it selects reliable substructures and resamples the remaining uncertain regions while keeping verified parts fixed, leading to more stable and consistent assemblies in the many-fragment regime. We evaluate SARe across three settings, including synthetic fractures, simulated fractures from scanned real objects, and real physically fractured scans. The results demonstrate state-of-the-art performance, with more graceful degradation and higher success rates as the fragment count increases in challenging large-scale reassembly.

  • 7 authors
·
Mar 23

StructDiff: A Structure-Preserving and Spatially Controllable Diffusion Model for Single-Image Generation

This paper introduces StructDiff, a generative framework based on a single-scale diffusion model for single-image generation. Single-image generation aims to synthesize diverse samples with similar visual content to the source image by capturing its internal statistics, without relying on external data. However, existing methods often struggle to preserve the structural layout, especially for images with large rigid objects or strict spatial constraints. Moreover, most approaches lack spatial controllability, making it difficult to guide the structure or placement of generated content. To address these challenges, StructDiff introduces an adaptive receptive field module to maintain both global and local distributions. Building on this foundation, StructDiff incorporates 3D positional encoding (PE) as a spatial prior, allowing flexible control over positions, scale, and local details of generated objects. To our knowledge, this spatial control capability represents the first exploration of PE-based manipulation in single-image generation. Furthermore, we propose a novel evaluation criterion for single-image generation based on large language models (LLMs). This criterion specifically addresses the limitations of existing objective metrics and the high labor costs associated with user studies. StructDiff also demonstrates broad applicability across downstream tasks, such as text-guided image generation, image editing, outpainting, and paint-to-image synthesis. Extensive experiments demonstrate that StructDiff outperforms existing methods in structural consistency, visual quality, and spatial controllability. The project page is available at https://butter-crab.github.io/StructDiff/.

  • 5 authors
·
Apr 13

SK-Adapter: Skeleton-Based Structural Control for Native 3D Generation

Native 3D generative models have achieved remarkable fidelity and speed, yet they suffer from a critical limitation: inability to prescribe precise structural articulations, where precise structural control within the native 3D space remains underexplored. This paper proposes SK-Adapter, a simple and yet highly efficient and effective framework that unlocks precise skeletal manipulation for native 3D generation. Moving beyond text or image prompts, which can be ambiguous for precise structure, we treat the 3D skeleton as a first-class control signal. SK-Adapter is a lightweight structural adapter network that encodes joint coordinates and topology into learnable tokens, which are injected into the frozen 3D generation backbone via cross-attention. This smart design allows the model to not only effectively "attend" to specific 3D structural constraints but also preserve its original generative priors. To bridge the data gap, we contribute Objaverse-TMS dataset, a large-scale dataset of 24k text-mesh-skeleton pairs. Extensive experiments confirm that our method achieves robust structural control while preserving the geometry and texture quality of the foundation model, significantly outperforming existing baselines. Furthermore, we extend this capability to local 3D editing, enabling the region specific editing of existing assets with skeletal guidance, which is unattainable by previous methods. Project Page: https://sk-adapter.github.io/

  • 4 authors
·
Mar 14 2

Image2Struct: Benchmarking Structure Extraction for Vision-Language Models

We introduce Image2Struct, a benchmark to evaluate vision-language models (VLMs) on extracting structure from images. Our benchmark 1) captures real-world use cases, 2) is fully automatic and does not require human judgment, and 3) is based on a renewable stream of fresh data. In Image2Struct, VLMs are prompted to generate the underlying structure (e.g., LaTeX code or HTML) from an input image (e.g., webpage screenshot). The structure is then rendered to produce an output image (e.g., rendered webpage), which is compared against the input image to produce a similarity score. This round-trip evaluation allows us to quantitatively evaluate VLMs on tasks with multiple valid structures. We create a pipeline that downloads fresh data from active online communities upon execution and evaluates the VLMs without human intervention. We introduce three domains (Webpages, LaTeX, and Musical Scores) and use five image metrics (pixel similarity, cosine similarity between the Inception vectors, learned perceptual image patch similarity, structural similarity index measure, and earth mover similarity) that allow efficient and automatic comparison between pairs of images. We evaluate Image2Struct on 14 prominent VLMs and find that scores vary widely, indicating that Image2Struct can differentiate between the performances of different VLMs. Additionally, the best score varies considerably across domains (e.g., 0.402 on sheet music vs. 0.830 on LaTeX equations), indicating that Image2Struct contains tasks of varying difficulty. For transparency, we release the full results at https://crfm.stanford.edu/helm/image2struct/v1.0.1/.

  • 6 authors
·
Oct 29, 2024

Agentic Designer: Progressive Multi-Agent Collaboration for Structure-Aware Interior Layout Generation

Generating realistic interior furniture layouts that strictly adhere to architectural constraints (e.g., walls, doors, and windows) remains a fundamental challenge in automated spatial design. Existing approaches, primarily based on one-shot generation using diffusion models or Large Language Models (LLMs), lack explicit mechanisms for intermediate geometric constraint verification, often resulting in structural collisions and functionally infeasible arrangements under complex room constraints. To address these challenges, we propose Agentic Designer, a progressive, multi-agent framework that formulates structure-aware interior layout generation as an iterative and constraint-verified decision process. By decomposing layout synthesis into modular stages of proposal, verification, and adjustment, the framework coordinates three specialized agents, a Generator, an Evaluator, and a Refiner, through a Progressive Consensus Mechanism. This mechanism enforces stepwise geometric validation and correction before each placement is committed, thereby preventing error accumulation. To facilitate this structure-aware paradigm and standardize evaluation, we establish InStruct, a comprehensive benchmark that integrates a dataset comprising over 18,000 high-quality, parametrically annotated samples with a novel suite of structure-centric metrics. Extensive quantitative evaluations, qualitative analyses, and user studies show that Agentic Designer significantly outperforms state-of-the-art methods, demonstrating substantial improvements in strict structural adherence and functional design coherence.

  • 7 authors
·
Jul 22

SciForma: Structure-Faithful Generation of Scientific Diagrams

Structural fidelity is essential to scientific methodology diagrams. To communicate research logic, these diagrams must faithfully render components, directional relations, and textual annotations. Since a single error, such as a reversed arrow or an unreadable equation, can invalidate the entire figure, structural fidelity is inherently conjunctive: correctness on one axis cannot compensate for failure on another. Current open-source models fail to satisfy this criterion. Supervised fine-tuning (SFT) learns plausible layouts but cannot reliably ensure structural correctness, while scalar reward-based post-training obscures which structural dimension has failed. To address this, we introduce SciForma, a framework for the structure faithful generation of scientific methodology diagrams. Specifically, SciForma decomposes diagram quality into three structural axes: Component, Arrow, and Text, guided by a structural inventory. Built on this foundation, we curate SciFormaData-700K for structured training and SciFormaBench-2K for logic-verified evaluation. To close the gap left by SFT, we develop Multi-Dimensional Conjunctive Preference Optimization (M-DPO), which enforces simultaneous correctness across all axes and adaptively routes gradients to the most deficient dimension in post-training. The same structural inventory also enables iterative editing at inference time to correct residual errors. This combination allows SciForma-9B to exceed all open-source baselines and GPT-Image-1.5 on both SciFormaBench-2K and AIBench, bringing open scientific diagram generation close to proprietary-level structural fidelity. Our code and data will be available at: https://github.com/microsoft/SciForma.

Interp3D: Correspondence-aware Interpolation for Generative Textured 3D Morphing

Textured 3D morphing seeks to generate smooth and plausible transitions between two 3D assets, preserving both structural coherence and fine-grained appearance. This ability is crucial not only for advancing 3D generation research but also for practical applications in animation, editing, and digital content creation. Existing approaches either operate directly on geometry, limiting them to shape-only morphing while neglecting textures, or extend 2D interpolation strategies into 3D, which often causes semantic ambiguity, structural misalignment, and texture blurring. These challenges underscore the necessity to jointly preserve geometric consistency, texture alignment, and robustness throughout the transition process. To address this, we propose Interp3D, a novel training-free framework for textured 3D morphing. It harnesses generative priors and adopts a progressive alignment principle to ensure both geometric fidelity and texture coherence. Starting from semantically aligned interpolation in condition space, Interp3D enforces structural consistency via SLAT (Structured Latent)-guided structure interpolation, and finally transfers appearance details through fine-grained texture fusion. For comprehensive evaluations, we construct a dedicated dataset, Interp3DData, with graded difficulty levels and assess generation results from fidelity, transition smoothness, and plausibility. Both quantitative metrics and human studies demonstrate the significant advantages of our proposed approach over previous methods. Source code is available at https://github.com/xiaolul2/Interp3D.

  • 7 authors
·
Jan 20 3

Refaçade: Editing Object with Given Reference Texture

Recent advances in diffusion models have brought remarkable progress in image and video editing, yet some tasks remain underexplored. In this paper, we introduce a new task, Object Retexture, which transfers local textures from a reference object to a target object in images or videos. To perform this task, a straightforward solution is to use ControlNet conditioned on the source structure and the reference texture. However, this approach suffers from limited controllability for two reasons: conditioning on the raw reference image introduces unwanted structural information, and it fails to disentangle the visual texture and structure information of the source. To address this problem, we propose Refaçade, a method that consists of two key designs to achieve precise and controllable texture transfer in both images and videos. First, we employ a texture remover trained on paired textured/untextured 3D mesh renderings to remove appearance information while preserving the geometry and motion of source videos. Second, we disrupt the reference global layout using a jigsaw permutation, encouraging the model to focus on local texture statistics rather than the global layout of the object. Extensive experiments demonstrate superior visual quality, precise editing, and controllability, outperforming strong baselines in both quantitative and human evaluations. Code is available at https://github.com/fishZe233/Refacade.

  • 6 authors
·
Dec 4, 2025

Towards Scalable and Consistent 3D Editing

3D editing - the task of locally modifying the geometry or appearance of a 3D asset - has wide applications in immersive content creation, digital entertainment, and AR/VR. However, unlike 2D editing, it remains challenging due to the need for cross-view consistency, structural fidelity, and fine-grained controllability. Existing approaches are often slow, prone to geometric distortions, or dependent on manual and accurate 3D masks that are error-prone and impractical. To address these challenges, we advance both the data and model fronts. On the data side, we introduce 3DEditVerse, the largest paired 3D editing benchmark to date, comprising 116,309 high-quality training pairs and 1,500 curated test pairs. Built through complementary pipelines of pose-driven geometric edits and foundation model-guided appearance edits, 3DEditVerse ensures edit locality, multi-view consistency, and semantic alignment. On the model side, we propose 3DEditFormer, a 3D-structure-preserving conditional transformer. By enhancing image-to-3D generation with dual-guidance attention and time-adaptive gating, 3DEditFormer disentangles editable regions from preserved structure, enabling precise and consistent edits without requiring auxiliary 3D masks. Extensive experiments demonstrate that our framework outperforms state-of-the-art baselines both quantitatively and qualitatively, establishing a new standard for practical and scalable 3D editing. Dataset and code will be released. Project: https://www.lv-lab.org/3DEditFormer/

  • 3 authors
·
Oct 3, 2025 2

DrawingSpinUp: 3D Animation from Single Character Drawings

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

  • 4 authors
·
Sep 13, 2024 2

Charts Are Not Images: On the Challenges of Scientific Chart Editing

Generative models, such as diffusion and autoregressive approaches, have demonstrated impressive capabilities in editing natural images. However, applying these tools to scientific charts rests on a flawed assumption: a chart is not merely an arrangement of pixels but a visual representation of structured data governed by a graphical grammar. Consequently, chart editing is not a pixel-manipulation task but a structured transformation problem. To address this fundamental mismatch, we introduce FigEdit, a large-scale benchmark for scientific figure editing comprising over 30,000 samples. Grounded in real-world data, our benchmark is distinguished by its diversity, covering 10 distinct chart types and a rich vocabulary of complex editing instructions. The benchmark is organized into five distinct and progressively challenging tasks: single edits, multi edits, conversational edits, visual-guidance-based edits, and style transfer. Our evaluation of a range of state-of-the-art models on this benchmark reveals their poor performance on scientific figures, as they consistently fail to handle the underlying structured transformations required for valid edits. Furthermore, our analysis indicates that traditional evaluation metrics (e.g., SSIM, PSNR) have limitations in capturing the semantic correctness of chart edits. Our benchmark demonstrates the profound limitations of pixel-level manipulation and provides a robust foundation for developing and evaluating future structure-aware models. By releasing FigEdit (https://github.com/adobe-research/figure-editing), we aim to enable systematic progress in structure-aware figure editing, provide a common ground for fair comparison, and encourage future research on models that understand both the visual and semantic layers of scientific charts.

  • 8 authors
·
Nov 30, 2025

CAMEO: A Conditional and Quality-Aware Multi-Agent Image Editing Orchestrator

Conditional image editing aims to modify a source image according to textual prompts and optional reference guidance. Such editing is crucial in scenarios requiring strict structural control (i.e., anomaly insertion in driving scenes and complex human pose transformation). Despite recent advances in large-scale editing models (i.e., Seedream, Nano Banana, etc), most approaches rely on single-step generation. This paradigm often lacks explicit quality control, may introduce excessive deviation from the original image, and frequently produces structural artifacts or environment-inconsistent modifications, typically requiring manual prompt tuning to achieve acceptable results. We propose CAMEO, a structured multi-agent framework that reformulates conditional editing as a quality-aware, feedback-driven process rather than a one-shot generation task. CAMEO decomposes editing into coordinated stages of planning, structured prompting, hypothesis generation, and adaptive reference grounding, where external guidance is invoked only when task complexity requires it. To overcome the lack of intrinsic quality control in existing methods, evaluation is embedded directly within the editing loop. Intermediate results are iteratively refined through structured feedback, forming a closed-loop process that progressively corrects structural and contextual inconsistencies. We evaluate CAMEO on anomaly insertion and human pose switching tasks. Across multiple strong editing backbones and independent evaluation models, CAMEO consistently achieves 20\% more win rate on average compared to multiple state-of-the-art models, demonstrating improved robustness, controllability, and structural reliability in conditional image editing.

  • 7 authors
·
Apr 2

CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner

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 an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan

  • 7 authors
·
May 23, 2024 2

EDITBRIDGE: Towards Faithful and Efficient Ultra-High-Resolution Image Editing

High-resolution image editing is increasingly demanded in professional workflows, yet existing diffusion-based models remain constrained to resolutions below 1K due to quadratic attention complexity and prohibitive memory requirements. A prevalent workaround employs a two-stage pipeline: editing at low resolution followed by independent super-resolution. However, this approach suffers from two critical issues: information divergence, where hallucinated details contradict the original high-resolution (HR) source, and texture degradation, manifesting as over-smoothed or over-sharpened artifacts. We propose EditBridge, a diffusion bridge framework for efficient ultra high-resolution editing. Unlike conventional diffusion that regenerates from noise, we formulate refinement as structured data-to-data translation from the low-resolution (LR) edited result to its HR counterpart, explicitly conditioned on the original HR source to preserve authentic details. To efficiently incorporate HR source guidance, we introduce a prior-guided block-wise sparse attention mechanism that exploits semantic correspondence from first-stage editing to constrain cross-image interactions to spatially aligned regions, significantly reducing computational overhead. Extensive experiments demonstrate that EditBridge achieves high-fidelity editing with superior perceptual quality at resolutions up to 4K, delivering 3.6--8.4times speedup at 2K and enabling practical 4K editing in 61 seconds.

  • 8 authors
·
Aug 17 2

Integrating Large Language Models for Automated Structural Analysis

Automated analysis for engineering structures offers considerable potential for boosting efficiency by minimizing repetitive tasks. Although AI-driven methods are increasingly common, no systematic framework yet leverages Large Language Models (LLMs) for automatic structural analysis. To address this gap, we propose a novel framework that integrates LLMs with structural analysis software. LLMs serve as the core engine: they parse structural descriptions from text and translate them into executable Python scripts. Moreover, the framework integrates the generative capabilities of LLMs with code-based finite element (FE) tools like OpenSeesPy. It employs domain-specific prompt design and in-context learning strategies to enhance the LLM's problem-solving capabilities and generative stability, enabling fully automated structural analysis from descriptive text to model outputs. In our experiments, we introduce a well-curated small-scale benchmark dataset of 20 structural analysis word problems (SAWPs) with ground-truth solutions and evaluate the performance of different LLMs within our framework in solving these SAWPs. The role of system instructions, crafted by structural engineers, is also investigated to understand their impact on LLM-driven structural analysis. Additionally, the generative stability of our framework is examined. Through multiple validation experiments on the benchmark, our results demonstrate that the proposed framework can substantially increase the level of automation in solving SAWPs compared to traditional methods. Quantitatively, the framework, built on GPT-4o, achieved 100% accuracy, surpassing GPT-4 (85%), Gemini 1.5 Pro (80%), and Llama-3.3 (30%) on the test examples. Furthermore, integrating domain-specific instructions enhanced performance by 30% on problems with asymmetrical structural configurations.

  • 3 authors
·
Apr 13, 2025

UltraShape 1.0: High-Fidelity 3D Shape Generation via Scalable Geometric Refinement

In this report, we introduce UltraShape 1.0, a scalable 3D diffusion framework for high-fidelity 3D geometry generation. The proposed approach adopts a two-stage generation pipeline: a coarse global structure is first synthesized and then refined to produce detailed, high-quality geometry. To support reliable 3D generation, we develop a comprehensive data processing pipeline that includes a novel watertight processing method and high-quality data filtering. This pipeline improves the geometric quality of publicly available 3D datasets by removing low-quality samples, filling holes, and thickening thin structures, while preserving fine-grained geometric details. To enable fine-grained geometry refinement, we decouple spatial localization from geometric detail synthesis in the diffusion process. We achieve this by performing voxel-based refinement at fixed spatial locations, where voxel queries derived from coarse geometry provide explicit positional anchors encoded via RoPE, allowing the diffusion model to focus on synthesizing local geometric details within a reduced, structured solution space. Our model is trained exclusively on publicly available 3D datasets, achieving strong geometric quality despite limited training resources. Extensive evaluations demonstrate that UltraShape 1.0 performs competitively with existing open-source methods in both data processing quality and geometry generation. All code and trained models will be released to support future research.

  • 13 authors
·
Dec 24, 2025 4

Struc-Bench: Are Large Language Models Really Good at Generating Complex Structured Data?

Despite the power of Large Language Models (LLMs) like GPT-4, they still struggle with tasks that require generating complex, structured outputs. In this study, we assess the capability of Current LLMs in generating complex structured data and propose a structure-aware fine-tuning approach as a solution to improve this ability. To perform a comprehensive evaluation, we propose Struc-Bench, include five representative LLMs (i.e., GPT-NeoX 20B, GPT-3.5, GPT-4, and Vicuna) and evaluate them on our carefully constructed datasets spanning raw text, HTML, and LaTeX tables. Based on our analysis of current model performance, we identify specific common formatting errors and areas of potential improvement. To address complex formatting requirements, we utilize FormatCoT (Chain-of-Thought) to generate format instructions from target outputs. Our experiments show that our structure-aware fine-tuning method, when applied to LLaMA-7B, significantly improves adherence to natural language constraints, outperforming other evaluated LLMs. Based on these results, we present an ability map of model capabilities from six dimensions (i.e., coverage, formatting, reasoning, comprehension, pragmatics, and hallucination). This map highlights the weaknesses of LLMs in handling complex structured outputs and suggests promising directions for future work. Our code and models can be found at https://github.com/gersteinlab/Struc-Bench.

  • 5 authors
·
Sep 16, 2023 1

RADmesh: Remesh-Aware Mesh Deformation

We propose a remeshing-enhanced method for generatively deforming shapes with visual losses. It is intuitive that sufficiently drastic deformations of a mesh without changing its triangulation can easily compromise element quality, even if such large geometry changes may be semantically desired. Shape deformation methods could thus benefit from changing the triangulation; however, this is not done by most generative, text-based, visually-supervised mesh deformation methods. Remeshing is a discrete operation, proven to be especially challenging to couple with the notoriously noisy supervision signal provided by visual losses. We propose a vertex-based deformation optimization quantity capable of large deformations and robustness to such noise; we periodically remesh using an isotropic remesher that interpolates and carries forward the deformation optimization state. This enables continuous, geometry-informed progress in coarse-to-fine addition of resolution. The resulting shapes' triangulations fit their optimized geometry and have neat isotropic elements. Further, our method is localizable, able to grow new features on a base shape with expressive detail, leaving the rest unchanged. We showcase the effectiveness of our method on a variety of shapes and prompts, both local and global deformations, and demonstrate its superior visual quality and triangle efficiency. Our project page is at https://threedle.github.io/radmesh.

  • 4 authors
·
Aug 16

GTR: Improving Large 3D Reconstruction Models through Geometry and Texture Refinement

We propose a novel approach for 3D mesh reconstruction from multi-view images. Our method takes inspiration from large reconstruction models like LRM that use a transformer-based triplane generator and a Neural Radiance Field (NeRF) model trained on multi-view images. However, in our method, we introduce several important modifications that allow us to significantly enhance 3D reconstruction quality. First of all, we examine the original LRM architecture and find several shortcomings. Subsequently, we introduce respective modifications to the LRM architecture, which lead to improved multi-view image representation and more computationally efficient training. Second, in order to improve geometry reconstruction and enable supervision at full image resolution, we extract meshes from the NeRF field in a differentiable manner and fine-tune the NeRF model through mesh rendering. These modifications allow us to achieve state-of-the-art performance on both 2D and 3D evaluation metrics, such as a PSNR of 28.67 on Google Scanned Objects (GSO) dataset. Despite these superior results, our feed-forward model still struggles to reconstruct complex textures, such as text and portraits on assets. To address this, we introduce a lightweight per-instance texture refinement procedure. This procedure fine-tunes the triplane representation and the NeRF color estimation model on the mesh surface using the input multi-view images in just 4 seconds. This refinement improves the PSNR to 29.79 and achieves faithful reconstruction of complex textures, such as text. Additionally, our approach enables various downstream applications, including text- or image-to-3D generation.

  • 10 authors
·
Jun 9, 2024

STEP-LLM: Generating CAD STEP Models from Natural Language with Large Language Models

Computer-aided design (CAD) is vital to modern manufacturing, yet model creation remains labor-intensive and expertise-heavy. To enable non-experts to translate intuitive design intent into manufacturable artifacts, recent large language models-based text-to-CAD efforts focus on command sequences or script-based formats like CadQuery. However, these formats are kernel-dependent and lack universality for manufacturing. In contrast, the Standard for the Exchange of Product Data (STEP, ISO 10303) file is a widely adopted, neutral boundary representation (B-rep) format directly compatible with manufacturing, but its graph-structured, cross-referenced nature poses unique challenges for auto-regressive LLMs. To address this, we curate a dataset of ~40K STEP-caption pairs and introduce novel preprocessing tailored for the graph-structured format of STEP, including a depth-first search-based reserialization that linearizes cross-references while preserving locality and chain-of-thought(CoT)-style structural annotations that guide global coherence. We integrate retrieval-augmented generation to ground predictions in relevant examples for supervised fine-tuning, and refine generation quality through reinforcement learning with a specific Chamfer Distance-based geometric reward. Experiments demonstrate consistent gains of our STEP-LLM in geometric fidelity over the Text2CAD baseline, with improvements arising from multiple stages of our framework: the RAG module substantially enhances completeness and renderability, the DFS-based reserialization strengthens overall accuracy, and the RL further reduces geometric discrepancy. Both metrics and visual comparisons confirm that STEP-LLM generates shapes with higher fidelity than Text2CAD. These results show the feasibility of LLM-driven STEP model generation from natural language, showing its potential to democratize CAD design for manufacturing.

  • 11 authors
·
Jan 18

Refinement Is Inherently Editable: Training-Free Prompt-to-Prompt Image Editing with Generative Refinement Network

Text-guided image editing must introduce the requested changes while preserving unrelated source content. Diffusion-based editors rely on spatial controls whose inaccuracies can leave edits incomplete or alter unrelated regions. Causal autoregressive editors face a further constraint: their fixed decoding order limits revision of earlier decisions. We introduce RefineEdit, a training-free prompt-to-prompt image editing framework built on a Generative Refinement Network. Our key idea is to couple edit localization with content generation through the global refinement of binary image codes, allowing editing evidence to be reassessed as the image evolves. RefineEdit initializes an editing branch from an intermediate source state, reusing the emerging layout. We compare the probabilities assigned by the two branches to the same source-sampled bits, using their signed differences to select editable positions and bits. Selected bits follow editing refinement, while the remaining bits copy the evolving source state. To stabilize editing across refinement steps, adaptive spatial freezing limits unnecessary mask expansion, while finite bit locking keeps recently selected bits editable. The framework requires no additional training, external masks, or attention control. Across nine editing categories of PIE-Bench, RefineEdit achieves the best background-preservation scores in PSNR, LPIPS, MSE and SSIM, together with the highest whole-image and edited-region CLIP scores among the evaluated methods.

VoxStruct3D: Structure-Leading Flow Matching for Voxel-Space 3D MRI Synthesis

High-fidelity 3D MRI synthesis requires both globally coherent anatomy and fine-grained voxel-level detail. Although latent diffusion makes volumetric generation tractable, its image autoencoder introduces a reconstruction bottleneck that can limit the fine detail recoverable in the final volume. We present VoxStruct3D, a voxel-space flow-matching framework that directly models full-resolution MRI volumes using a clean-data prediction objective. Its Volumetric Voxel Generator (VVG) combines factorized 3D patch embedding with overlapping upsampling, time-modulated residual refinement, and skip fusion, enabling neighboring tokens to jointly reconstruct shared voxel regions and suppress patch-boundary artifacts. To complement direct voxel-space modeling with an explicit anatomical prior, we further introduce a Structure-First, Image-Follows (SFIF) strategy. A frozen pretrained 3D medical encoder and a StructVAE extract compact structure tokens that preserve dominant anatomy, while a structure-leading schedule keeps their trajectory ahead of the image trajectory. Patch-Aligned RoPE spatially aligns the unequal token grids, and asymmetric attention enforces one-way guidance from structure to image. Experiments on pathological and healthy T1-weighted brain MRI datasets show that VoxStruct3D achieves the strongest overall performance across feature-distribution alignment, sample diversity, and perceptual quality, producing anatomically coherent and visually realistic volumes.

  • 8 authors
·
Aug 4

Generating Diverse Structure for Image Inpainting With Hierarchical VQ-VAE

Given an incomplete image without additional constraint, image inpainting natively allows for multiple solutions as long as they appear plausible. Recently, multiplesolution inpainting methods have been proposed and shown the potential of generating diverse results. However, these methods have difficulty in ensuring the quality of each solution, e.g. they produce distorted structure and/or blurry texture. We propose a two-stage model for diverse inpainting, where the first stage generates multiple coarse results each of which has a different structure, and the second stage refines each coarse result separately by augmenting texture. The proposed model is inspired by the hierarchical vector quantized variational auto-encoder (VQ-VAE), whose hierarchical architecture isentangles structural and textural information. In addition, the vector quantization in VQVAE enables autoregressive modeling of the discrete distribution over the structural information. Sampling from the distribution can easily generate diverse and high-quality structures, making up the first stage of our model. In the second stage, we propose a structural attention module inside the texture generation network, where the module utilizes the structural information to capture distant correlations. We further reuse the VQ-VAE to calculate two feature losses, which help improve structure coherence and texture realism, respectively. Experimental results on CelebA-HQ, Places2, and ImageNet datasets show that our method not only enhances the diversity of the inpainting solutions but also improves the visual quality of the generated multiple images. Code and models are available at: https://github.com/USTC-JialunPeng/Diverse-Structure-Inpainting.

  • 4 authors
·
Mar 18, 2021

Structure From Tracking: Distilling Structure-Preserving Motion for Video Generation

Reality is a dance between rigid constraints and deformable structures. For video models, that means generating motion that preserves fidelity as well as structure. Despite progress in diffusion models, producing realistic structure-preserving motion remains challenging, especially for articulated and deformable objects such as humans and animals. Scaling training data alone, so far, has failed to resolve physically implausible transitions. Existing approaches rely on conditioning with noisy motion representations, such as optical flow or skeletons extracted using an external imperfect model. To address these challenges, we introduce an algorithm to distill structure-preserving motion priors from an autoregressive video tracking model (SAM2) into a bidirectional video diffusion model (CogVideoX). With our method, we train SAM2VideoX, which contains two innovations: (1) a bidirectional feature fusion module that extracts global structure-preserving motion priors from a recurrent model like SAM2; (2) a Local Gram Flow loss that aligns how local features move together. Experiments on VBench and in human studies show that SAM2VideoX delivers consistent gains (+2.60\% on VBench, 21-22\% lower FVD, and 71.4\% human preference) over prior baselines. Specifically, on VBench, we achieve 95.51\%, surpassing REPA (92.91\%) by 2.60\%, and reduce FVD to 360.57, a 21.20\% and 22.46\% improvement over REPA- and LoRA-finetuning, respectively. The project website can be found at https://sam2videox.github.io/ .

  • 7 authors
·
Dec 12, 2025 2

Stroke3D: Lifting 2D strokes into rigged 3D model via latent diffusion models

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 creation. To address these limitations, we introduce Stroke3D, a novel framework that directly generates rigged meshes from user inputs: 2D drawn strokes and a descriptive text prompt. Our approach pioneers a two-stage pipeline that separates the generation into: 1) Controllable Skeleton Generation, we employ the Skeletal Graph VAE (Sk-VAE) to encode the skeleton's graph structure into a latent space, where the Skeletal Graph DiT (Sk-DiT) generates a skeletal embedding. The generation process is conditioned on both the text for semantics and the 2D strokes for explicit structural control, with the VAE's decoder reconstructing the final high-quality 3D skeleton; and 2) Enhanced Mesh Synthesis via TextuRig and SKA-DPO, where we then synthesize a textured mesh conditioned on the generated skeleton. For this stage, we first enhance an existing skeleton-to-mesh model by augmenting its training data with TextuRig: a dataset of textured and rigged meshes with captions, curated from Objaverse-XL. Additionally, we employ a preference optimization strategy, SKA-DPO, guided by a skeleton-mesh alignment score, to further improve geometric fidelity. Together, our framework enables a more intuitive workflow for creating ready to animate 3D content. To the best of our knowledge, our work is the first to generate rigged 3D meshes conditioned on user-drawn 2D strokes. Extensive experiments demonstrate that Stroke3D produces plausible skeletons and high-quality meshes.

Carve3D: Improving Multi-view Reconstruction Consistency for Diffusion Models with RL Finetuning

Recent advancements in the text-to-3D task leverage finetuned text-to-image diffusion models to generate multi-view images, followed by NeRF reconstruction. Yet, existing supervised finetuned (SFT) diffusion models still suffer from multi-view inconsistency and the resulting NeRF artifacts. Although training longer with SFT improves consistency, it also causes distribution shift, which reduces diversity and realistic details. We argue that the SFT of multi-view diffusion models resembles the instruction finetuning stage of the LLM alignment pipeline and can benefit from RL finetuning (RLFT) methods. Essentially, RLFT methods optimize models beyond their SFT data distribution by using their own outputs, effectively mitigating distribution shift. To this end, we introduce Carve3D, a RLFT method coupled with the Multi-view Reconstruction Consistency (MRC) metric, to improve the consistency of multi-view diffusion models. To compute MRC on a set of multi-view images, we compare them with their corresponding renderings of the reconstructed NeRF at the same viewpoints. We validate the robustness of MRC with extensive experiments conducted under controlled inconsistency levels. We enhance the base RLFT algorithm to stabilize the training process, reduce distribution shift, and identify scaling laws. Through qualitative and quantitative experiments, along with a user study, we demonstrate Carve3D's improved multi-view consistency, the resulting superior NeRF reconstruction quality, and minimal distribution shift compared to longer SFT. Project webpage: https://desaixie.github.io/carve-3d.

  • 9 authors
·
Dec 21, 2023 1

mPLUG-DocOwl 1.5: Unified Structure Learning for OCR-free Document Understanding

Structure information is critical for understanding the semantics of text-rich images, such as documents, tables, and charts. Existing Multimodal Large Language Models (MLLMs) for Visual Document Understanding are equipped with text recognition ability but lack general structure understanding abilities for text-rich document images. In this work, we emphasize the importance of structure information in Visual Document Understanding and propose the Unified Structure Learning to boost the performance of MLLMs. Our Unified Structure Learning comprises structure-aware parsing tasks and multi-grained text localization tasks across 5 domains: document, webpage, table, chart, and natural image. To better encode structure information, we design a simple and effective vision-to-text module H-Reducer, which can not only maintain the layout information but also reduce the length of visual features by merging horizontal adjacent patches through convolution, enabling the LLM to understand high-resolution images more efficiently. Furthermore, by constructing structure-aware text sequences and multi-grained pairs of texts and bounding boxes for publicly available text-rich images, we build a comprehensive training set DocStruct4M to support structure learning. Finally, we construct a small but high-quality reasoning tuning dataset DocReason25K to trigger the detailed explanation ability in the document domain. Our model DocOwl 1.5 achieves state-of-the-art performance on 10 visual document understanding benchmarks, improving the SOTA performance of MLLMs with a 7B LLM by more than 10 points in 5/10 benchmarks. Our codes, models, and datasets are publicly available at https://github.com/X-PLUG/mPLUG-DocOwl/tree/main/DocOwl1.5.

  • 11 authors
·
Mar 19, 2024 8

FireRed-OCR Technical Report

We present FireRed-OCR, a systematic framework to specialize general VLMs into high-performance OCR models. Large Vision-Language Models (VLMs) have demonstrated impressive general capabilities but frequently suffer from ``structural hallucination'' when processing complex documents, limiting their utility in industrial OCR applications. In this paper, we introduce FireRed-OCR, a novel framework designed to transform general-purpose VLMs (based on Qwen3-VL) into pixel-precise structural document parsing experts. To address the scarcity of high-quality structured data, we construct a ``Geometry + Semantics'' Data Factory. Unlike traditional random sampling, our pipeline leverages geometric feature clustering and multi-dimensional tagging to synthesize and curate a highly balanced dataset, effectively handling long-tail layouts and rare document types. Furthermore, we propose a Three-Stage Progressive Training strategy that guides the model from pixel-level perception to logical structure generation. This curriculum includes: (1) Multi-task Pre-alignment to ground the model's understanding of document structure; (2) Specialized SFT for standardizing full-image Markdown output; and (3) Format-Constrained Group Relative Policy Optimization (GRPO), which utilizes reinforcement learning to enforce strict syntactic validity and structural integrity (e.g., table closure, formula syntax). Extensive evaluations on OmniDocBench v1.5 demonstrate that FireRed-OCR achieves state-of-the-art performance with an overall score of 92.94\%, significantly outperforming strong baselines such as DeepSeek-OCR 2 and OCRVerse across text, formula, table, and reading order metrics. We open-source our code and model weights to facilitate the ``General VLM to Specialized Structural Expert'' paradigm.

  • 22 authors
·
Mar 2 2

From Density to Geometry: YOLOv8 Instance Segmentation for Reverse Engineering of Optimized Structures

This paper introduces YOLOv8-TO, a novel approach for reverse engineering of topology-optimized structures into interpretable geometric parameters using the YOLOv8 instance segmentation model. Density-based topology optimization methods require post-processing to convert the optimal density distribution into a parametric representation for design exploration and integration with CAD tools. Traditional methods such as skeletonization struggle with complex geometries and require manual intervention. YOLOv8-TO addresses these challenges by training a custom YOLOv8 model to automatically detect and reconstruct structural components from binary density distributions. The model is trained on a diverse dataset of both optimized and random structures generated using the Moving Morphable Components method. A custom reconstruction loss function based on the dice coefficient of the predicted geometry is used to train the new regression head of the model via self-supervised learning. The method is evaluated on test sets generated from different topology optimization methods, including out-of-distribution samples, and compared against a skeletonization approach. Results show that YOLOv8-TO significantly outperforms skeletonization in reconstructing visually and structurally similar designs. The method showcases an average improvement of 13.84% in the Dice coefficient, with peak enhancements reaching 20.78%. The method demonstrates good generalization to complex geometries and fast inference times, making it suitable for integration into design workflows using regular workstations. Limitations include the sensitivity to non-max suppression thresholds. YOLOv8-TO represents a significant advancement in topology optimization post-processing, enabling efficient and accurate reverse engineering of optimized structures for design exploration and manufacturing.

  • 4 authors
·
Apr 29, 2024

Sketch3DVE: Sketch-based 3D-Aware Scene Video Editing

Recent video editing methods achieve attractive results in style transfer or appearance modification. However, editing the structural content of 3D scenes in videos remains challenging, particularly when dealing with significant viewpoint changes, such as large camera rotations or zooms. Key challenges include generating novel view content that remains consistent with the original video, preserving unedited regions, and translating sparse 2D inputs into realistic 3D video outputs. To address these issues, we propose Sketch3DVE, a sketch-based 3D-aware video editing method to enable detailed local manipulation of videos with significant viewpoint changes. To solve the challenge posed by sparse inputs, we employ image editing methods to generate edited results for the first frame, which are then propagated to the remaining frames of the video. We utilize sketching as an interaction tool for precise geometry control, while other mask-based image editing methods are also supported. To handle viewpoint changes, we perform a detailed analysis and manipulation of the 3D information in the video. Specifically, we utilize a dense stereo method to estimate a point cloud and the camera parameters of the input video. We then propose a point cloud editing approach that uses depth maps to represent the 3D geometry of newly edited components, aligning them effectively with the original 3D scene. To seamlessly merge the newly edited content with the original video while preserving the features of unedited regions, we introduce a 3D-aware mask propagation strategy and employ a video diffusion model to produce realistic edited videos. Extensive experiments demonstrate the superiority of Sketch3DVE in video editing. Homepage and code: http://http://geometrylearning.com/Sketch3DVE/

  • 5 authors
·
Aug 19, 2025 2

Spice-E : Structural Priors in 3D Diffusion using Cross-Entity Attention

We are witnessing rapid progress in automatically generating and manipulating 3D assets due to the availability of pretrained text-image diffusion models. However, time-consuming optimization procedures are required for synthesizing each sample, hindering their potential for democratizing 3D content creation. Conversely, 3D diffusion models now train on million-scale 3D datasets, yielding high-quality text-conditional 3D samples within seconds. In this work, we present Spice-E - a neural network that adds structural guidance to 3D diffusion models, extending their usage beyond text-conditional generation. At its core, our framework introduces a cross-entity attention mechanism that allows for multiple entities (in particular, paired input and guidance 3D shapes) to interact via their internal representations within the denoising network. We utilize this mechanism for learning task-specific structural priors in 3D diffusion models from auxiliary guidance shapes. We show that our approach supports a variety of applications, including 3D stylization, semantic shape editing and text-conditional abstraction-to-3D, which transforms primitive-based abstractions into highly-expressive shapes. Extensive experiments demonstrate that Spice-E achieves SOTA performance over these tasks while often being considerably faster than alternative methods. Importantly, this is accomplished without tailoring our approach for any specific task.

  • 4 authors
·
Nov 29, 2023

OrnaStyler: Ornament-Aware Latent Editing for Content-Preserving 3D Stylization

Text-guided style editing of 3D assets is essential for adapting existing objects to diverse visual aesthetics in digital content creation. Despite rapid progress in 3D shape modeling, faithfully stylizing an existing asset remains challenging when the desired stylization involves fine-grained structural ornamentation, which requires the model to preserve the source geometry and object identity, while coherently integrating new style-specific details. We propose OrnaStyler, a zero-shot framework for text-guided ornament-aware 3D stylization. Built upon rectified flow-based generative modeling, OrnaStyler introduces an inversion-guided editing strategy that recovers content-aware latent representations at both geometry and appearance levels in a staged manner to facilitate faithful editing. Our core idea is to explicitly model the spatial configuration of stylistic elements, thereby mitigating the fundamental tension between content preservation and style expression in the voxel space. Specifically, at the geometry level, we manipulate voxel representations through flow inversion to synthesize ornament-enhanced structures while preserving the spatial identity of the source asset. Then, at the appearance level, we introduce an adjacency-aware feature inpainting mechanism to harmonize newly generated ornaments with the original content, yielding coherent geometry-appearance integration. Our approach operates solely in the inference phase and enables selective editing over geometric augmentation or appearance stylization. Extensive experiments on both generated and real-world 3D assets against prior methods demonstrate that OrnaStyler achieves state-of-the-art editing performance in terms of content preservation, style fidelity, and overall visual realism. Code is available at: https://github.com/tomohiro0427/OrnaStyler

  • 3 authors
·
Aug 29

One Model to Rig Them All: Diverse Skeleton Rigging with UniRig

The rapid evolution of 3D content creation, encompassing both AI-powered methods and traditional workflows, is driving an unprecedented demand for automated rigging solutions that can keep pace with the increasing complexity and diversity of 3D models. We introduce UniRig, a novel, unified framework for automatic skeletal rigging that leverages the power of large autoregressive models and a bone-point cross-attention mechanism to generate both high-quality skeletons and skinning weights. Unlike previous methods that struggle with complex or non-standard topologies, UniRig accurately predicts topologically valid skeleton structures thanks to a new Skeleton Tree Tokenization method that efficiently encodes hierarchical relationships within the skeleton. To train and evaluate UniRig, we present Rig-XL, a new large-scale dataset of over 14,000 rigged 3D models spanning a wide range of categories. UniRig significantly outperforms state-of-the-art academic and commercial methods, achieving a 215% improvement in rigging accuracy and a 194% improvement in motion accuracy on challenging datasets. Our method works seamlessly across diverse object categories, from detailed anime characters to complex organic and inorganic structures, demonstrating its versatility and robustness. By automating the tedious and time-consuming rigging process, UniRig has the potential to speed up animation pipelines with unprecedented ease and efficiency. Project Page: https://zjp-shadow.github.io/works/UniRig/

  • 5 authors
·
Apr 16, 2025

Points-to-3D: Structure-Aware 3D Generation with Point Cloud Priors

Recent progress in 3D generation has been driven largely by models conditioned on images or text, while readily available 3D priors are still underused. In many real-world scenarios, the visible-region point cloud are easy to obtain from active sensors such as LiDAR or from feed-forward predictors like VGGT, offering explicit geometric constraints that current methods fail to exploit. In this work, we introduce Points-to-3D, a diffusion-based framework that leverages point cloud priors for geometry-controllable 3D asset and scene generation. Built on a latent 3D diffusion model TRELLIS, Points-to-3D first replaces pure-noise sparse structure latent initialization with a point cloud priors tailored input formulation.A structure inpainting network, trained within the TRELLIS framework on task-specific data designed to learn global structural inpainting, is then used for inference with a staged sampling strategy (structural inpainting followed by boundary refinement), completing the global geometry while preserving the visible regions of the input priors. In practice, Points-to-3D can take either accurate point-cloud priors or VGGT-estimated point clouds from single images as input. Experiments on both objects and scene scenarios consistently demonstrate superior performance over state-of-the-art baselines in terms of rendering quality and geometric fidelity, highlighting the effectiveness of explicitly embedding point-cloud priors for achieving more accurate and structurally controllable 3D generation. Project page: https://jiatongxia.github.io/points2-3D/

  • 4 authors
·
Mar 19

Pruning-based Topology Refinement of 3D Mesh using a 2D Alpha Mask

Image-based 3D reconstruction has increasingly stunning results over the past few years with the latest improvements in computer vision and graphics. Geometry and topology are two fundamental concepts when dealing with 3D mesh structures. But the latest often remains a side issue in the 3D mesh-based reconstruction literature. Indeed, performing per-vertex elementary displacements over a 3D sphere mesh only impacts its geometry and leaves the topological structure unchanged and fixed. Whereas few attempts propose to update the geometry and the topology, all need to lean on costly 3D ground-truth to determine the faces/edges to prune. We present in this work a method that aims to refine the topology of any 3D mesh through a face-pruning strategy that extensively relies upon 2D alpha masks and camera pose information. Our solution leverages a differentiable renderer that renders each face as a 2D soft map. Its pixel intensity reflects the probability of being covered during the rendering process by such a face. Based on the 2D soft-masks available, our method is thus able to quickly highlight all the incorrectly rendered faces for a given viewpoint. Because our module is agnostic to the network that produces the 3D mesh, it can be easily plugged into any self-supervised image-based (either synthetic or natural) 3D reconstruction pipeline to get complex meshes with a non-spherical topology.

  • 2 authors
·
Oct 17, 2022

WorldWarp: Propagating 3D Geometry with Asynchronous Video Diffusion

Generating long-range, geometrically consistent video presents a fundamental dilemma: while consistency demands strict adherence to 3D geometry in pixel space, state-of-the-art generative models operate most effectively in a camera-conditioned latent space. This disconnect causes current methods to struggle with occluded areas and complex camera trajectories. To bridge this gap, we propose WorldWarp, a framework that couples a 3D structural anchor with a 2D generative refiner. To establish geometric grounding, WorldWarp maintains an online 3D geometric cache built via Gaussian Splatting (3DGS). By explicitly warping historical content into novel views, this cache acts as a structural scaffold, ensuring each new frame respects prior geometry. However, static warping inevitably leaves holes and artifacts due to occlusions. We address this using a Spatio-Temporal Diffusion (ST-Diff) model designed for a "fill-and-revise" objective. Our key innovation is a spatio-temporal varying noise schedule: blank regions receive full noise to trigger generation, while warped regions receive partial noise to enable refinement. By dynamically updating the 3D cache at every step, WorldWarp maintains consistency across video chunks. Consequently, it achieves state-of-the-art fidelity by ensuring that 3D logic guides structure while diffusion logic perfects texture. Project page: https://hyokong.github.io/worldwarp-page/{https://hyokong.github.io/worldwarp-page/}.

Instructive3D: Editing Large Reconstruction Models with Text Instructions

Transformer based methods have enabled users to create, modify, and comprehend text and image data. Recently proposed Large Reconstruction Models (LRMs) further extend this by providing the ability to generate high-quality 3D models with the help of a single object image. These models, however, lack the ability to manipulate or edit the finer details, such as adding standard design patterns or changing the color and reflectance of the generated objects, thus lacking fine-grained control that may be very helpful in domains such as augmented reality, animation and gaming. Naively training LRMs for this purpose would require generating precisely edited images and 3D object pairs, which is computationally expensive. In this paper, we propose Instructive3D, a novel LRM based model that integrates generation and fine-grained editing, through user text prompts, of 3D objects into a single model. We accomplish this by adding an adapter that performs a diffusion process conditioned on a text prompt specifying edits in the triplane latent space representation of 3D object models. Our method does not require the generation of edited 3D objects. Additionally, Instructive3D allows us to perform geometrically consistent modifications, as the edits done through user-defined text prompts are applied to the triplane latent representation thus enhancing the versatility and precision of 3D objects generated. We compare the objects generated by Instructive3D and a baseline that first generates the 3D object meshes using a standard LRM model and then edits these 3D objects using text prompts when images are provided from the Objaverse LVIS dataset. We find that Instructive3D produces qualitatively superior 3D objects with the properties specified by the edit prompts.

  • 7 authors
·
Jan 8, 2025

Rethinking Image Inpainting via a Mutual Encoder-Decoder with Feature Equalizations

Deep encoder-decoder based CNNs have advanced image inpainting methods for hole filling. While existing methods recover structures and textures step-by-step in the hole regions, they typically use two encoder-decoders for separate recovery. The CNN features of each encoder are learned to capture either missing structures or textures without considering them as a whole. The insufficient utilization of these encoder features limit the performance of recovering both structures and textures. In this paper, we propose a mutual encoder-decoder CNN for joint recovery of both. We use CNN features from the deep and shallow layers of the encoder to represent structures and textures of an input image, respectively. The deep layer features are sent to a structure branch and the shallow layer features are sent to a texture branch. In each branch, we fill holes in multiple scales of the CNN features. The filled CNN features from both branches are concatenated and then equalized. During feature equalization, we reweigh channel attentions first and propose a bilateral propagation activation function to enable spatial equalization. To this end, the filled CNN features of structure and texture mutually benefit each other to represent image content at all feature levels. We use the equalized feature to supplement decoder features for output image generation through skip connections. Experiments on the benchmark datasets show the proposed method is effective to recover structures and textures and performs favorably against state-of-the-art approaches.

  • 5 authors
·
Jul 14, 2020

RI3D: Few-Shot Gaussian Splatting With Repair and Inpainting Diffusion Priors

In this paper, we propose RI3D, a novel 3DGS-based approach that harnesses the power of diffusion models to reconstruct high-quality novel views given a sparse set of input images. Our key contribution is separating the view synthesis process into two tasks of reconstructing visible regions and hallucinating missing regions, and introducing two personalized diffusion models, each tailored to one of these tasks. Specifically, one model ('repair') takes a rendered image as input and predicts the corresponding high-quality image, which in turn is used as a pseudo ground truth image to constrain the optimization. The other model ('inpainting') primarily focuses on hallucinating details in unobserved areas. To integrate these models effectively, we introduce a two-stage optimization strategy: the first stage reconstructs visible areas using the repair model, and the second stage reconstructs missing regions with the inpainting model while ensuring coherence through further optimization. Moreover, we augment the optimization with a novel Gaussian initialization method that obtains per-image depth by combining 3D-consistent and smooth depth with highly detailed relative depth. We demonstrate that by separating the process into two tasks and addressing them with the repair and inpainting models, we produce results with detailed textures in both visible and missing regions that outperform state-of-the-art approaches on a diverse set of scenes with extremely sparse inputs.

  • 6 authors
·
Mar 13, 2025

Ortho2CAD: 3D CAD generation from orthographic drawings using vision language models

Engineering design intent is often communicated through rasterized orthographic drawings. However, downstream workflows require editable and parametrically defined 3D computer-aided design (CAD) models. To bridge this gap, we introduce vision language model (VLM) frameworks specifically designed to translate rasterized orthographic drawings into editable CadQuery code, which can then be converted into 3D CAD models. Firstly, due to unavailability of large scale orthographic drawing datasets, we create a pythonOCC-based drawing generator that renders first-angle orthographic projections from STEP models, with dashed hidden lines and bounding box dimensions, and generate over 1 million drawings from existing 3D CAD model datasets. We also create a dataset of 100 drawings with manually dimensioned features. We show that supervised fine-tuning applied on small open-source VLMs when paired CadQuery code is available improves reconstruction accuracy on corresponding test sets. For datasets without code labels, geometry-grounded reinforcement learning is performed which uses generated-solid intersection-over-union (IoU) with ground truth solid as the reward, improving code validity and cross-dataset generalization. Then, an inference time self-refinement framework for frontier VLMs is introduced which repeatedly repairs invalid codes and compares orthographic projections of generated 3D models with the input drawing to revise the CadQuery code. Our self-refinement framework with GPT 5.5 achieves 100% valid code generation and the highest mean IoU across all test sets, with an average relative improvement of more than 11% over the next-best method. We show that leveraging VLMs can effectively pave the way forward for orthographic drawing to 3D CAD reconstruction. Our implementation is available at https://github.com/AdityaJoglekar/Ortho2CAD.

  • 4 authors
·
Aug 10

Vitruvio: 3D Building Meshes via Single Perspective Sketches

Today's architectural engineering and construction (AEC) software require a learning curve to generate a three-dimension building representation. This limits the ability to quickly validate the volumetric implications of an initial design idea communicated via a single sketch. Allowing designers to translate a single sketch to a 3D building will enable owners to instantly visualize 3D project information without the cognitive load required. If previous state-of-the-art (SOTA) data-driven methods for single view reconstruction (SVR) showed outstanding results in the reconstruction process from a single image or sketch, they lacked specific applications, analysis, and experiments in the AEC. Therefore, this research addresses this gap, introducing the first deep learning method focused only on buildings that aim to convert a single sketch to a 3D building mesh: Vitruvio. Vitruvio adapts Occupancy Network for SVR tasks on a specific building dataset (Manhattan 1K). This adaptation brings two main improvements. First, it accelerates the inference process by more than 26% (from 0.5s to 0.37s). Second, it increases the reconstruction accuracy (measured by the Chamfer Distance) by 18%. During this adaptation in the AEC domain, we evaluate the effect of the building orientation in the learning procedure since it constitutes an important design factor. While aligning all the buildings to a canonical pose improved the overall quantitative metrics, it did not capture fine-grain details in more complex building shapes (as shown in our qualitative analysis). Finally, Vitruvio outputs a 3D-printable building mesh with arbitrary topology and genus from a single perspective sketch, providing a step forward to allow owners and designers to communicate 3D information via a 2D, effective, intuitive, and universal communication medium: the sketch.

  • 4 authors
·
Oct 24, 2022

Category-Aware 3D Object Composition with Disentangled Texture and Shape Multi-view Diffusion

In this paper, we tackle a new task of 3D object synthesis, where a 3D model is composited with another object category to create a novel 3D model. However, most existing text/image/3D-to-3D methods struggle to effectively integrate multiple content sources, often resulting in inconsistent textures and inaccurate shapes. To overcome these challenges, we propose a straightforward yet powerful approach, category+3D-to-3D (C33D), for generating novel and structurally coherent 3D models. Our method begins by rendering multi-view images and normal maps from the input 3D model, then generating a novel 2D object using adaptive text-image harmony (ATIH) with the front-view image and a text description from another object category as inputs. To ensure texture consistency, we introduce texture multi-view diffusion, which refines the textures of the remaining multi-view RGB images based on the novel 2D object. For enhanced shape accuracy, we propose shape multi-view diffusion to improve the 2D shapes of both the multi-view RGB images and the normal maps, also conditioned on the novel 2D object. Finally, these outputs are used to reconstruct a complete and novel 3D model. Extensive experiments demonstrate the effectiveness of our method, yielding impressive 3D creations, such as shark(3D)-crocodile(text) in the first row of Fig. 1. A project page is available at: https://xzr52.github.io/C33D/

  • 7 authors
·
Sep 2, 2025

Textured 3D Regenerative Morphing with 3D Diffusion Prior

Textured 3D morphing creates smooth and plausible interpolation sequences between two 3D objects, focusing on transitions in both shape and texture. This is important for creative applications like visual effects in filmmaking. Previous methods rely on establishing point-to-point correspondences and determining smooth deformation trajectories, which inherently restrict them to shape-only morphing on untextured, topologically aligned datasets. This restriction leads to labor-intensive preprocessing and poor generalization. To overcome these challenges, we propose a method for 3D regenerative morphing using a 3D diffusion prior. Unlike previous methods that depend on explicit correspondences and deformations, our method eliminates the additional need for obtaining correspondence and uses the 3D diffusion prior to generate morphing. Specifically, we introduce a 3D diffusion model and interpolate the source and target information at three levels: initial noise, model parameters, and condition features. We then explore an Attention Fusion strategy to generate more smooth morphing sequences. To further improve the plausibility of semantic interpolation and the generated 3D surfaces, we propose two strategies: (a) Token Reordering, where we match approximate tokens based on semantic analysis to guide implicit correspondences in the denoising process of the diffusion model, and (b) Low-Frequency Enhancement, where we enhance low-frequency signals in the tokens to improve the quality of generated surfaces. Experimental results show that our method achieves superior smoothness and plausibility in 3D morphing across diverse cross-category object pairs, offering a novel regenerative method for 3D morphing with textured representations.

  • 4 authors
·
Feb 20, 2025

BIMScript: Material-Aware Structured Scene Programs for BIM Ingestion

Structured-language models such as SceneScript reconstruct a scene as a short program of parametric commands, an inherently editable and semantically explicit representation. We ask three questions that stand between such models and their most compelling application, automated ingestion of existing buildings into BIM tools, studied here on synthetic scans: what is the scene made of, how fast can it be produced, and exactly where is each element. BIMScript answers all three within one grammar. First, we extend the layout language with per-element material and condition attributes, supervised by a vision-language-model material-passport corpus we build over 100k synthetic scenes (1.9M pseudo-labeled elements), and route image appearance to the material tokens through a lifted-feature point encoder. Second, we show that autoregressive decoding of these programs is dominated not by compute but by kernel-launch and host-synchronization overhead, and remove it with an output-exact CUDA-graph decoder (1.9 vs 6.4\,ms/step, 3.4times) plus a grammar-parallel, tolerance-verified draft-and-verify scheme that exploits the deterministic entity schema. Third, we address the model's 5cm token-grid granularity with training-free geometric snapping and a hybrid discrete--continuous decoder head that regresses a sub-bin offset, and measure how much of the residual error each recovers. Because each command maps one-to-one onto a native Revit object, we validate direct ingestion into a BIM authoring tool end to end with a working add-in and its IFC4 export, and the same program's language form is designed to support LLM-driven, sustainability-aware reasoning over the built asset.

  • 3 authors
·
Aug 18

Probabilistic Assessment of Engineered Timber Reusability after Moisture Exposure

Engineered timber is pivotal to low-carbon construction, but moisture uptake during its service life can compromise structural reliability and impede reuse within a circular economy model. Despite growing interest, quantitative standards for classifying the reusability of moisture-exposed timber are still lacking. This study develops a probabilistic framework to determine the post-exposure reusability of engineered timber. Laminated specimens were soaked to full saturation, dried to 25% moisture content, and subjected to destructive three-point flexural testing. Structural integrity was quantified by a residual-performance metric that assigns 80% weight to the retained flexural modulus and 20% to the retained maximum load, benchmarked against unexposed controls. A hierarchical Bayesian multinomial logistic model with horseshoe priors, calibrated through Markov-Chain Monte-Carlo sampling, jointly infers the decision threshold separating three Modern Methods of Construction (MMC) reuse levels and predicts those levels from five field-measurable features: density, moisture content, specimen size, grain orientation, and surface hardness. Results indicate that a single wet-dry cycle preserves 70% of specimens above the 0.90 residual-performance threshold (Level 1), whereas repeated cycling lowers the mean residual to 0.78 and reallocates many specimens to Levels 2-3. The proposed framework yields quantified decision boundaries and a streamlined on-site testing protocol, providing a foundation for robust quality assurance standards.

  • 5 authors
·
May 29, 2025

P3D-Bench: Benchmarking MLLMs for Parametric 3D Generation and Structural Reasoning

Multimodal large language models can write code to produce complex programs as well as use programs to do 3D modeling, which opens up a new avenue for 3D generation powered by their priors, world knowledge and reasoning. Yet existing benchmarks rarely evaluate 3D modeling through code. Such modeling demands more than runnable code: from a text or visual specification, a model must generate a parametric 3D program that is geometrically precise, semantically aligned and assembly-consistent. We introduce P3D-Bench, a benchmark for parametric 3D generation. Unlike a 3D mesh, a parametric 3D program exposes explicit dimensions, construction operations and part relations, revealing whether a model recovers a design's structure, not just its appearance. Under a unified protocol, P3D-Bench covers three task families (Text-to-3D, Image-to-3D and Assembly-3D) and scores each output for executability, geometric fidelity, topology, text-grounded constraints, multiview semantic alignment and part-level structure. We evaluate frontier MLLMs and text-only LLMs on 400 text cases, 400 image cases and 203 annotated assemblies, with domain-specific models as reference points. Our extensive evaluation yields three findings. First, assemblies are the hardest setting, where models still fail to compose multiple parts into a coherent structure. Second, models can often recover the global shape and semantic identity of the target object, yet fail to reproduce the precise parametric geometry specified by the input. Third, part-level modeling remains weak on assemblies, where models recover neither the geometry of each part nor the right number of parts. These results position P3D-Bench as a benchmark for evaluating precise parametric geometry and part-level structure in parametric 3D generation.

SpatiaOS SpatiaOS
·
Jun 8 2

The Lift Spectrum: How Measurement-to-Space Adaptivity Shapes Robustness in Image-Free Single-Pixel Sensing

Single-pixel sensing encodes a scene as a short sequence of coded measurements, and image-free methods infer the task directly from that sequence. Removing reconstruction does not remove the difficulty: it relocates it to the lift, the map from 1D measurements to a 2D representation, which prior work treats as a trivial reshape. We recast the lift as the central design axis of image-free sensing and order methods by how strongly it adapts to its input: a fixed-physics inverse (reconstruct-then-segment), a learned static projection, or a content-adaptive retrieval; position on this lift spectrum predicts behavior as acquisition degrades. The spatiotemporal soft-fusion (STSF) network pairs a probe-selected recurrent encoder with a cross-attention lift chosen by a parameter-matched ablation, ahead of its U-Net++ decoder, and trains under task-prioritized loss scheduling (TPLS), a scheduled reconstruction prior. In simulation, STSF+TPLS surpasses the prior image-free baseline on three datasets at 3.13% sampling (+3.2 to +9.9 pp foreground mIoU) and plateaus down to 0.39%. The strongest clean-trained reconstruct-then-segment baseline wins the noiseless limit, but under calibrated measurement noise image-free inference overtakes it, for a measured reason: the reconstruction pipeline amplifies the identical measurement noise before its segmenter reads it. Each region fails in its own signature: collapse, imprinting, or coarsening. STSF+TPLS transfers without fine-tuning to a real single-pixel bench as a proof of concept, at about 14 ms per mask. Charting the lift turns a scattered design space into a map of which lift to deploy at each operating point. Code and pretrained weights: https://github.com/Hanyuyuan6/STSF-TPLS

  • 11 authors
·
Jul 23

VisEditBench: Can Vision-Language Models Edit Visualization Code from Multimodal Feedback?

Vision-language models (VLMs) have shown strong capabilities in generating visualization code from textual or visual specifications. However, real-world visualization authoring is inherently iterative: users frequently revise existing visualizations to repair flawed charts or adapt them to desired styles. Existing benchmarks primarily evaluate generation from scratch, leaving visualization code editing from multimodal feedback largely unexplored. We introduce VisEditBench, a benchmark of 1,395 human-annotated visualization code-editing tasks grounded in realistic visualization workflows and failure cases. VisEditBench covers two practical settings: feedback-guided repair, where models revise visualization code using buggy or marked charts together with textual feedback, and reference-guided restyling, where models modify code to match a target chart image. Evaluating 20 state-of-the-art VLMs reveals that visualization code editing remains challenging: Claude-4.6-Sonnet achieves the best overall pass rate of 74.46%, while most open-source models remain below 50%. Performance is particularly weak on visually grounded style adaptation, where Claude-4.6-Sonnet achieves only 55.71%. To establish a strong baseline, we further propose VisEditAgent, a render-grounded editing framework that iteratively generates, executes, validates, and refines candidate edits. Built on GPT-4o, VisEditAgent improves overall pass rate from 55.75% to 67.99%, demonstrating the importance of render-grounded feedback for faithful visualization editing. We will release VisEditBench at https://github.com/vis-nlp/VisEditBench.

  • 7 authors
·
Aug 10

InseRF: Text-Driven Generative Object Insertion in Neural 3D Scenes

We introduce InseRF, a novel method for generative object insertion in the NeRF reconstructions of 3D scenes. Based on a user-provided textual description and a 2D bounding box in a reference viewpoint, InseRF generates new objects in 3D scenes. Recently, methods for 3D scene editing have been profoundly transformed, owing to the use of strong priors of text-to-image diffusion models in 3D generative modeling. Existing methods are mostly effective in editing 3D scenes via style and appearance changes or removing existing objects. Generating new objects, however, remains a challenge for such methods, which we address in this study. Specifically, we propose grounding the 3D object insertion to a 2D object insertion in a reference view of the scene. The 2D edit is then lifted to 3D using a single-view object reconstruction method. The reconstructed object is then inserted into the scene, guided by the priors of monocular depth estimation methods. We evaluate our method on various 3D scenes and provide an in-depth analysis of the proposed components. Our experiments with generative insertion of objects in several 3D scenes indicate the effectiveness of our method compared to the existing methods. InseRF is capable of controllable and 3D-consistent object insertion without requiring explicit 3D information as input. Please visit our project page at https://mohamad-shahbazi.github.io/inserf.

  • 7 authors
·
Jan 10, 2024

4-Doodle: Text to 3D Sketches that Move!

We present a novel task: text-to-3D sketch animation, which aims to bring freeform sketches to life in dynamic 3D space. Unlike prior works focused on photorealistic content generation, we target sparse, stylized, and view-consistent 3D vector sketches, a lightweight and interpretable medium well-suited for visual communication and prototyping. However, this task is very challenging: (i) no paired dataset exists for text and 3D (or 4D) sketches; (ii) sketches require structural abstraction that is difficult to model with conventional 3D representations like NeRFs or point clouds; and (iii) animating such sketches demands temporal coherence and multi-view consistency, which current pipelines do not address. Therefore, we propose 4-Doodle, the first training-free framework for generating dynamic 3D sketches from text. It leverages pretrained image and video diffusion models through a dual-space distillation scheme: one space captures multi-view-consistent geometry using differentiable Bézier curves, while the other encodes motion dynamics via temporally-aware priors. Unlike prior work (e.g., DreamFusion), which optimizes from a single view per step, our multi-view optimization ensures structural alignment and avoids view ambiguity, critical for sparse sketches. Furthermore, we introduce a structure-aware motion module that separates shape-preserving trajectories from deformation-aware changes, enabling expressive motion such as flipping, rotation, and articulated movement. Extensive experiments show that our method produces temporally realistic and structurally stable 3D sketch animations, outperforming existing baselines in both fidelity and controllability. We hope this work serves as a step toward more intuitive and accessible 4D content creation.

  • 6 authors
·
Oct 29, 2025

Educating LLMs like Human Students: Structure-aware Injection of Domain Knowledge

This paper presents a pioneering methodology, termed StructTuning, to efficiently transform foundation Large Language Models (LLMs) into domain specialists. It significantly minimizes the training corpus requirement to a mere 0.3% while achieving an impressive 50% of traditional knowledge injection performance. Our method is inspired by the educational processes for human students, particularly how structured domain knowledge from textbooks is absorbed and then applied to tackle real-world challenges through specific exercises. Based on this, we propose a novel two-stage knowledge injection strategy: Structure-aware Continual Pre-Training (SCPT) and Structure-aware Supervised Fine-Tuning (SSFT). In the SCPT phase, we organize the training data into an auto-generated taxonomy of domain knowledge, enabling LLMs to effectively memorize textual segments linked to specific expertise within the taxonomy's architecture. Subsequently, in the SSFT phase, we explicitly prompt models to reveal the underlying knowledge structure in their outputs, leveraging this structured domain insight to address practical problems adeptly. Our ultimate method has undergone extensive evaluations across model architectures and scales, using closed-book question-answering tasks on LongBench and MMedBench datasets. Remarkably, our method matches 50% of the improvement displayed by the state-of-the-art MMedLM2 on MMedBench, but with only 0.3% quantity of the training corpus. This breakthrough showcases the potential to scale up our StructTuning for stronger domain-specific LLMs. Code will be made public soon.

  • 8 authors
·
Jul 23, 2024