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Nova3D:可编程3D资产的代码原生生成

Nova3D: Code-Native Generation of Programmable 3D Assets

Nimra Noor, Muhammad Bilal, Abdullah Hussain, Hassan Baig

arXiv 2607.22738首次发表:更新:

发表机构

Raresense Inc; University of Edinburgh(锐感公司; 爱丁堡大学)

机构由 AI 辅助整理,请以论文原文为准。

AI 中文总结

研究针对交互式3D世界需求,提出Nova3D系统,以代码原生方式生成可编程3D资产。通过在基准测试中的表现,展示其能生成有效工件,满足多种约束,实现局部编辑和关节运动,在几何方面有竞争力,转变了3D对象的表示形式。

AI 中文摘要

当前3D生成模型大多生成最终表面,而交互式3D世界需要更多元素。本文提出Nova3D系统,它将3D资产生成为可执行的Blender源代码,编译后的网格作为工件。在Nova3D-Bench基准测试中,Nova3D能为54/54个项目生成可执行程序和有效工件,满足多数约束,通过局部编辑,关节几何有效性高,其几何有竞争力,实现了从生成不透明表面到可编程资产的转变。

英文摘要

Current 3D generative models mostly produce a final surface: a visually strong but largely opaque mesh. Interactive 3D worlds need more than a surface. They need named parts, an assembly hierarchy, measurable constraints, local edit handles, and joints for articulation. We present Nova3D, a system that generates 3D assets as executable Blender source code; the compiled mesh, a binary glTF (GLB), is treated as the artifact, not the asset. Because the output is a program, semantic handles exist at generation time rather than being recovered afterward by segmentation or rigging. We evaluate on Nova3D-Bench, a frozen, spec-grounded benchmark of 54 items across six domains and three difficulty levels with text and image inputs, against eleven baselines in four families (mesh-native, part-structured, code-native, and CAD) plus a same-LLM ablation. Nova3D produces an executable program and a valid artifact for 54/54 items. Every asset exposes named parts organized in a parent-child assembly tree; no mesh-native, CAD, or segmentation baseline exposes either. It satisfies 51/52 prompt-stated numeric and count constraints (best baseline: 11/52), passes 14/18 blinded local edits with locality preserved in 18/18, and articulates 59 joints across 12 assets at 98.3% geometric validity, where every baseline exposes zero native joints. Its geometry is competitive: it wins the structured domains in a pairwise shape-quality tournament and is second only to the strongest mesh-native model, while conceding texture realism to baked-PBR systems. The central result is representational: code-native generation turns a generated 3D object from an opaque surface into a programmable asset that downstream systems can inspect, measure, edit, and animate.

论文原文

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