A better way to turn 2D designs into 3D models for rapid prototyping
Researchers developed an automated framework that helps AI models generate CAD programs more accurately and efficiently.
The article introduces "InstructMesh," a new tool that allows users to repair AI-generated 3D models and then fabricate them exactly as desired. It can generate designs for everyday objects that are easy to edit and suitable for both experts and newcomers to 3D modeling.
Researchers developed an automated framework that helps AI models generate CAD programs more accurately and efficiently.
arXiv:2608.24169v1 Announce Type: new Abstract: 3D geometry editing is a critical yet labor-intensive part of the graphics pipeline, requiring artists to translate creative intent into precise operat...
arXiv:2605. 28579v2 Announce Type: replace Abstract: Large language models (LLMs) have recently advanced text-driven 3D generation, yet Text-to-CAD remains far from supporting industrial product design.
EditHero is presented as the first benchmark for long-horizon, part-level 3D editing, featuring natural-language instructions and target images for both geometry and texture. The benchmark uses a deterministic assembly engine that produces the exact target after each edit, and every sequence is manually reviewed. It compares non-agentic top‑down methods with LLM/VLM agent bottom‑up approaches, finding that the latter follow instructions more closely and preserve unedited parts better, though each edit takes minutes.
arXiv:2607. 23189v1 Announce Type: cross Abstract: AI-generated content (AIGC) has made significant progress, with 2D generative models becoming ready-to-use tools for the digital fashion industry.
LiteReality-Agent is an agentic system that reconstructs real indoor environments into realistic, articulated, and simulation-ready 3D scenes from RGB‑D scans. It treats reconstruction as a coding problem, where a coding agent iteratively edits a Python script (Room.py) using specialized tools, while an observe‑edit‑verify harness ensures evidence gathering, measurement, verification, layout optimisation, simulation readiness, and quality control. The system outperforms recent models like Astra and Fable in geometric accuracy, visual realism, and simulation compatibility, and its modular framework is positioned as a robust foundation for future agent‑driven reconstruction tasks.
Procedura is a new 3D modeling agent that treats 3D shape as code, using a large language model to generate a procedural assembly from a text prompt. It constructs an assembly graph, writes a parametric program with named parts and typed mates, and verifies each part through compile, mate, and connectivity checks before adding it. A vision critic refines the assembly step‑by‑step, and the resulting program includes per‑part materials and simulator‑validated articulation, producing sharp edges and editable, part‑structured outputs that outperform existing native 3D generators on P3D‑Bench and MechBench‑36.
arXiv:2608.18560v2 Announce Type: replace-cross Abstract: Fine-grained control over continuous semantic attributes of 3D objects is essential for 3D content creation, but is not well supported by con...
Fine-grained control over continuous semantic attributes of 3D objects is essential for 3D content creation, but is not well supported by conventional 3D modeling workflows or prompt-based interaction...
arXiv:2606. 30429v1 Announce Type: new Abstract: Text-to-3D systems can now synthesize a mechanical part from a single sentence, yet the result is a shape to render, not a design to edit.
arXiv:2606. 01057v1 Announce Type: cross Abstract: Procedural 3D modeling through code is emerging as a versatile paradigm, offering deterministic, engine-ready, and precisely editable assets that neural 3D generators inherently lack.
The paper introduces RoomWright, a code‑driven framework that generates 3D indoor scenes for embodied AI by focusing on functional usage rather than just visual layout. It performs usage‑driven object reasoning, treating anchors as task centers to select task‑required objects and their affordances, and compiles interactions into trigger‑condition‑effect rules that update object states. The system also addresses ambiguous object orientation through annotation‑guided usage cues, producing scenes that are executable, editable, and ready for simulation‑based policy learning.