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.
By Yipeng Gao, Lei Shu, Genzhi Ye, Xi Xiong, Ameesh Makadia, Meiqi Guo, Laurent Itti, Jindong Chen
Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically.
The paper introduces 3DVerifierBench, a benchmark covering ten tasks that evaluates 3D content generation for correctness, rejection explanations, and responsiveness to specification changes. It highlights a significant performance gap between humans and current models, and presents a scalable pipeline that generates over 14,000 training examples with contradiction explanations. The study also demonstrates how verification can improve 3D generation via candidate selection and recursive refinement, raising factual success rates dramatically.
By Shuanglin Li, Jiaying Lin, Shuquan Ye
Code4Scene is a benchmark that evaluates coding agents on constructing and editing 3D scenes in Unreal Engine. It tests agents on two tasks: construction, where they must build a scene from open‑ended language, and editing, where they must recover a target scene from reference images while preserving everything else. The benchmark measures task fulfillment, artifact integrity, and physical validity, revealing that construction and editing performance are correlated but not interchangeable, with agents struggling most with spatial composition and precise edits.
By Xiaokang Ye, Siddhant Hitesh Mantri, Zimeng Chen, Edward Zhang, Zhaoxu Zheng, Yuanheng Li, Yizhao Chen, Tianyang Huang, Lianhui Qin
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.
By Youtian Lin, Yikang Yang, Zhanpeng Hu, Mengqi Zhou, Feihu Zhang, Xun Cao, Jiaheng Liu, Yao Yao
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...
By Bo Pang, Jiaqi Pan, Xiaocheng Zhang, Jiacheng Xu, Guoping Wang, Peng-Shuai Wang