ModelsSelected

Hi3D open-sources v1.0 image-to-3D model

Why we picked it

The 90% slicing success rate at 1536 resolution means outputs are far more likely to be directly 3D-printable, a practical gap that most image-to-3D models fail. Teams in product design, prototyping and game asset creation can self-host it and build internal tools on top of a permissively licensed model. Compared with TRELLIS.2, it trades color and texture output for far more robust geometry from every angle.

Hi3D (formerly Sparc3D) has open-sourced Hi3D v1.0, an image-to-3D model with code and weights on GitHub and Hugging Face, free for commercial use up to 200K monthly users or US$1M monthly revenue. The model refines an input image plus a coarse mesh in three passes at 512, 1024 and 1536 voxel resolution, using sparse computation and a self-pruning decoder. It scored best among 9 image-to-3D models, including TRELLIS.2 and Hunyuan3D-2.1, on multi-view fidelity (0.75) and detail richness (0.841), and reached a 90% slicing success rate versus 17% for TRELLIS.2. In 562 side-by-side ratings by 13 professionals, it was preferred 83.5% of the time. Training data grew from 500K to about 2M curated 3D assets, and the model outputs geometry only, requiring an NVIDIA GPU.

Original · rohanpaul_ai

This is so good for open 3D generation. last year’s cutting-edge technology, open-sourced this year

@Hi3D_AI has open-sourced Hi3D v1.0 (formerly Sparc3D), an image-to-3D model that holds together from every angle and already ran in Hi3D’s live product before release.

> Anyone can run it privately on their own servers, connect it to their internal systems, and build tools and apps for their industry on top of it. > Code and weights are on GitHub and Hugging Face, free to use including commercially,

Most image-to-3D models get judged by how the front looks, so the back, the bottom and thin parts like wings, horns and handles often come out blobby, broken or missing.

Hi3D v1.0 takes the image plus a rough draft shape (a “coarse mesh” from another model) and sharpens it in 3 passes, at 512, 1024 and 1536 resolution.

Resolution here means the space around the object is cut into tiny cubes called voxels, basically 3D pixels, and 1536 means 1536 cubes along each side.

That full grid would hold over 3.6B cubes, so the model works sparse, only touching cubes near the surface and skipping empty air and the solid inside.

In each pass, a “self-pruning” decoder rebuilds the surface at 8x finer scale and drops cubes that turn out empty.

Training data grew from 500K to about 2M curated 3D assets.

Against 8 other image-to-3D models, including TRELLIS.2 and Hunyuan3D-2.1, it scored best on multi-view fidelity (0.75), which checks the shape stays consistent and unbroken from 6 camera angles, and detail richness (0.841), which grades fine surface relief and small parts.

It also kept a 90% slicing success rate, the share of models a 3D printer’s software could cut into print layers, versus 7% for Pixal3D, the only other model at 1536, and 17% for TRELLIS.2.

In 562 side-by-side ratings by 13 people with professional 3D experience, Hi3D v1.0 was picked 83.5% of the time.

It outputs shape only (no colors or textures), needs an NVIDIA GPU, and the code and weights are free for commercial use up to 200K monthly users or $1M monthly revenue.

And Hi3D 1.0 Is Now Open Source

https://t.co/AaRHAfa3Bu