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首次观测 · 记录 #1CVF · CVPR 2026:cvf:69d3d34a006ad70f26e008708f220aadCVF · CVPR 2026

3D Space as a Scratchpad for Editable Text-to-Image Generation

Saha, Oindrila, Krs, Vojtech, Mech, Radomir, Maji, Subhransu, Gadelha, Matheus, Blackburn-Matzen, Kevin

原文摘要

Recent progress in large language models (LLMs) has shown that reasoning improves when intermediate thoughts are externalized into explicit workspaces, such as chain-of-thought traces or tool-augmented reasoning. Yet, visual language models (VLMs) lack an analogous mechanism for spatial reasoning, limiting their ability to generate images that accurately reflect geometric relations, object identities, and compositional intent. We introduce the concept of a spatial scratchpad -- a 3D reasoning substrate that bridges linguistic intent and image synthesis. Given a text prompt, our framework parses subjects and background elements, instantiates them as editable 3D meshes, and employs agentic scene planning for placement, orientation, and viewpoint selection. The resulting 3D arrangement is rendered back into the image domain with identity-preserving cues, enabling the VLM to generate spatially consistent and visually coherent outputs. Unlike prior 2D layout-based methods, our approach supports intuitive 3D edits that propagate reliably into final images. Empirically, it achieves a 32% improvement in text alignment on GenAI-Bench, demonstrating the benefit of explicit 3D reasoning for precise, controllable image generation. Our results highlight a new paradigm for vision-language models that deliberate not only in language, but also in space. Code and visualizations at https://oindrilasaha.github.io/3DScratchpad/

cs.CV · cs.CL · cs.AI

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:7f30dc4588d74bd75dbccc8b3b8078dbCVF · CVPR 2026

Residual Primitive Fitting of 3D Shapes with SuperFrusta

Ganeshan, Aditya, Gadelha, Matheus, Groueix, Thibault, Chen, Zhiqin, Chaudhuri, Siddhartha, Kim, Vladimir, Yifan, Wang, Ritchie, Daniel

原文摘要

We introduce a framework for converting 3D shapes into compact and editable assemblies of analytic primitives, directly addressing the persistent trade-off between reconstruction fidelity and parsimony. Our approach combines two key contributions: a novel primitive, termed SuperFrustum, and an iterative inference algorithm, Residual Primitive Fitting (ResFit). SuperFrustum is a analytical primitive that is simultaneously (1) expressive, being able to express various common solids such as cylinders, spheres, cones & their tapered and bent forms, (2) editable, being compactly parameterized with 8 parameters, and (3) optimizable, with a sign distance field differentiable w.r.t. its parameters almost everywhere. ResFit is an unsupervised procedure that interleaves global shape analysis with local optimization, iteratively fitting primitives to the unexplained residual of a shape to discover a parsimonious yet accurate decompositions for each input shape. On diverse 3D benchmarks, our method achieves state-of-the-art results, improving IoU by over 9 points while using nearly half as many primitives as prior work. The resulting assemblies bridge the gap between dense 3D data and human-controllable design, producing high-fidelity and editable shape programs.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:b7605f4386b5fb1ad0009a34b1f6bdd2CVF · CVPR 2026

Material Magic Wand: Material-Aware Grouping of 3D Parts in Untextured Meshes

Jain, Umangi, Kim, Vladimir, Gadelha, Matheus, Gilitschenski, Igor, Chen, Zhiqin

原文摘要

We introduce the problem of material-aware part grouping in untextured meshes.Many real-world shapes, such as scales of pinecones or windows of buildings, contain repeated structures that share the same material but exhibit geometric variations.When assigning materials to such meshes, these repeated parts often require piece-by-piece manual identification and selection, which is tedious and time-consuming.To address this, we propose Material Magic Wand, a tool that allows artists to select part groups based on their estimated material properties -- when one part is selected, our algorithm automatically retrieves all other parts likely to share the same material. The key component of our approach is a part encoder that generates a material-aware embedding for each 3D part, accounting for both local geometry and global context.We train our model with a supervised contrastive loss that brings embeddings of material-consistent parts closer while separating those of different materials;therefore, part grouping can be achieved by retrieving embeddings that are close to the embedding of the selected part.To benchmark this task, we introduce a curated dataset of 100 shapes with 241 part-level queries.We verify the effectiveness of our method through extensive experiments and demonstrate its practical value in an interactive material assignment application.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:fe5e70495ea11fadda3c0336ea751a0dCVF · CVPR 2026

MeshSplatting: Differentiable Rendering with Opaque Meshes

Held, Jan, Son, Sanghyun, Vandeghen, Renaud, Rebain, Daniel, Gadelha, Matheus, Zhou, Yi, Cioppa, Anthony, Lin, Ming C. 等 10 位作者

原文摘要

Primitive-based splatting methods like 3D Gaussian Splatting (3DGS) have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present Mesh Splatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, Mesh Splatting creates end-to-end smooth, high-fidelity meshes that render efficiently in real-time engines. On Mip-NeRF360 and Tanks&Temples, it boosts PSNR by +0.69dB, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表