论文精选

CubePart:开放词汇、部件可控的3D生成器

CubePart: An Open-Vocabulary Part-Controllable 3D Generator

精选理由

游戏和仿真开发者终于有了能按需生成语义部件的3D工具——CubePart 让部件结构成为显式控制信号,生成的资产可直接驱动动画和脚本,省去大量手动拆解工作,做交互式3D内容的团队值得一试。

AI 摘要

CubePart 是一个新型生成框架,能够根据用户定义的部件名称列表(如“轮子”“门”),生成语义一致、可组装的3D网格部件。它解决了现有3D生成模型输出单一网格或任意部件分解、无法满足游戏和仿真中特定部件需求的问题。框架包含一个大规模开放词汇部件标注数据集构建流程,以及两阶段生成架构(全局形状合成+部件级解码)。生成的3D资产可直接导入游戏引擎,无需手动后处理即可支持动画和脚本行为。

原文 · arXiv cs.AI

CubePart: An Open-Vocabulary Part-Controllable 3D Generator

Interactive 3D assets used in games and simulation are typically decomposed into specific semantic parts to support animation, physics, and scripted behaviors, yet most generative 3D models produce either monolithic meshes or arbitrary part decompositions that cannot be aligned with application-specific requirements. We present CubePart, a generative framework for open-vocabulary, part-controllable 3D mesh generation that exposes part structure as an explicit inference-time control signal. Given a global text prompt and a user-defined parts schema expressed as an open-ended list of part names, our method generates a set of meshes - one per schema element - that assemble into a coherent object while respecting the specified semantic structure. To enable this capability, we introduce a scalable data pipeline to construct a large open-vocabulary, part-labeled 3D dataset, along with a two-stage generative architecture that separates global shape synthesis from part-level decoding. We demonstrate that the resulting assets can be directly integrated into game engines and driven by animation and behavior scripts without manual post-processing. Project Page: https://cubepart.github.io/