arXiv:2607.13563cs.CV2026-07被引 3

用扩散模型直接生成高质量三角网格,避免传统方法的误差累积问题。

Nexus: Native Mesh Generation with Diffusion

论文配图:Nexus: Native Mesh Generation with Diffusion
图 1 · 摘自论文原文
  • 将顶点生成视为分层稀疏体素,用扩散模型逐步细化。
  • 提出时空间隔编码,实现复杂拓扑的全局高效恢复。
  • 在真实场景和数据集上均优于现有方法,3D从业者偏好度高。

高质量三角网格生成对电影、游戏和交互式3D应用至关重要。主流方法依赖网格序列化与自回归过程,存在推理效率低且易积累误差的问题。本文提出Nexus,一种通过解耦顶点与拓扑生成实现整体网格生成的扩散方法。首先,将网格顶点视为按八叉树组织的稀疏体素,采用扩散模型以粗到精的方式生成顶点。其次,针对拓扑建模,提出时空间隔(Spacetime Interval),作为时空距离的扩展,将任意边与面拓扑编码为连续的顶点嵌入表示,实现复杂拓扑的全局高效恢复。随后,在生成的顶点上使用扩散模型生成连续嵌入。在Objaverse和Toys4K数据集及真实图像上的大量实验表明,该方法显著优于当前最先进的自回归与两阶段基线模型,有效规避了序列化建模的固有缺陷。盲测用户研究显示,3D从业者对结果有明显感知偏好。

原文摘要 · Abstract (English)

Generating high-quality triangle meshes is essential for film, gaming, and interactive 3D applications. Mainstream methods rely on mesh serialization and autoregressive processes, which stuggles in effective inference and is sensitive to error accumulation. In this paper, we present Nexus, a diffusion method that achieves holistic mesh generation via decoupled vertex and topology generation. First, we view mesh vertices as sparse voxels organized as an octree and adopt a diffusion model to generate the vertices in a coarse-to-fine manner. Second, for topology modeling, we propose Spacetime Interval, as an extension of Spacetime Distance to encode arbitrary edge and face topology into continuous per-vertex embeddings. It allows for a global and efficient recovery of complex topology. We then employ a diffusion model to generate the continuous embeddings on the generated vertices. Extensive experiments on the Objaverse and Toys4K datasets and in-the-wild images demonstrate that our method outperforms state-of-the-art autoregressive and two-stage baselines, effectively circumventing the inherent limitations of sequential mesh modeling. A blind user study from 3D practitioners confirms strong perceptual preference for our results.

网格生成扩散模型拓扑建模

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