Experiments demonstrate that the MultiCube method can generate high-quality compositional 3D objects with precise part-level control, including those with unique layouts difficult to achieve with text or image prompting alone.
Abstract
Digital 3D objects used in games and animation are often required to be compositional; that is, decomposed into semantically meaningful parts. Recent 3D generation methods can produce high-quality compositional objects conditioned on image or text prompts. Yet, such global conditioning lacks the precise part-level controllability required for professional creative workflows. To address this, we introduce MultiCube, a novel compositional 3D generation method that provides explicit, independent control over both the semantics and spatial arrangement of each part. MultiCube takes as input a global text prompt, a text schema specifying the desired parts, and a spatial layout indicating the bounding boxes of the parts in the given schema. It outputs a 3D object composed of distinct meshes, one per specified part, that adhere to the given semantic and spatial conditions. Our approach employs a two-stage diffusion process, first generating a schema- and layout-aligned monolithic mesh, then decomposing the mesh into individual parts simultaneously. A novel Part Layout Adapter is used to encode per-part conditions independently of the other parts. Experiments demonstrate that our method can generate high-quality compositional 3D objects with precise part-level control, including those with unique layouts difficult to achieve with text or image prompting alone. Project page: https://multi-cube.github.io
Part-aware 3D generation aims to create digital assets that are coherent as complete objects while exposing structural parts for editing, material assignment, animation, and reuse. Existing methods impose this structure outside the native generation loop: segmentation-based methods partition an already generated shape, while additive methods synthesize parts from predefined layouts, boxes, or tokens and then reconcile them into a whole. The former preserves the generated geometry but fixes the object before part boundaries are determined; the latter exposes part cardinality but often leaves shared boundaries vulnerable to gaps, interpenetrations, and material discontinuities. In this paper, we propose SCULPT, a framework that addresses these challenges through subtractive composition. Given a complete object represented in a structured 3D latent space, SCULPT iteratively applies a joint split predictor to generate one extracted part together with the remaining object. The predictor performs a coupled denoising process conditioned on both the image and the current 3D state, so the extracted part and updated remainder are generated together rather than reconciled after generation. The joint split predictor processes both outputs on the union of their native sparse 3D supports, allowing neighboring supports to overlap rather than imposing a disjoint voxel partition. The rollout ends when the remainder support becomes empty or reaches a fixed safety cap, allowing the number of generated parts to adapt to each object within that bound. Extensive experiments demonstrate state-of-the-art geometry on PartObjaverse while preserving strong complete-object reconstruction after part assembly. Results on four dataset images, one text-to-image-generated input, and one real-world photograph further show fine-grained textured part decomposition beyond the benchmark.
Sikuang Li, Chen Yang, Jiemin Fang et al.· 0 citations
As Extended Reality (XR) evolves into an immersive computing medium, interactive 3D authoring becomes essential for creative and functional workflows. However, existing generative XR systems produce monolithic outputs lacking explicit semantic structure, limiting post-generation control. We introduce PartInteractor, a representation-to-interaction framework that investigates how semantic part hierarchies can be incorporated into generative XR authoring, and exposed as first-class, directly manipulable units, turning one-shot prompt-to-object generation into continuous component-level co-creation. PartInteractor supports speech, sketch, and image inputs, integrating an LLM interpreter with a retrieval-generation strategy to scaffold user intent prior to 3D generation. Instead of producing monolithic objects, our system generates semantically decomposed 3D assets with explicit part hierarchies, enabling rich component-level interaction over object structure and composition. Our evaluations suggest that part-aware representation increases post-generation control and reduces reliance on whole-object regeneration, while intent scaffolding mitigates ambiguity and improves intent-result alignment, together supporting more expressive and controllable human-AI co-creation workflows. These results highlight part-aware representation and intent scaffolding as promising design considerations for future generative XR authoring systems.
While generative AI has unlocked new opportunities for 3D content creation, current workflows often rely on multiple regenerations, which provides limited control and unpredictable outcomes. We present Compos3D, a system that introduces a compositional workflow for generative 3D modeling through remixing. Instead of repeatedly regenerating models, users generate multiple candidates from text or image prompts, select parts of interest via 2D image regions or 3D mesh segments, and assemble them into a coherent design. The system synthesizes these compositions into a refined 3D model, preserving high-level intent while resolving low-level geometry. To evaluate this approach, we conducted a controlled user study comparing remixing and regeneration workflows across both 2D and 3D modalities. Results show that the remixing workflow provides participants with greater creative control, stronger alignment with their intent, and higher satisfaction. We conclude with design recommendations for future AI-assisted 3D modeling workflows.
Faraz Faruqi, Sean J. Liu, George Fitzmaurice et al.· 0 citations
Part-level 3D generation has recently attracted increasing attention for producing structured and editable 3D assets. However, existing methods typically decompose objects according to functional semantics rather than the editable material boundaries (e.g., fabric, wood, metal) required in practical 3D applications such as interior design. Additionally, current methods often generate parts independently, causing computational costs to scale linearly with the part count. To address these limitations, we present PartMat, an efficient material-aware 3D part decomposition pipeline that represents multi-part geometry with a single global latent. Given a reference image and a single whole-object geometry, PartMat decomposes the object into parts that follow material boundaries. First, we propose PartVAE to learn such a unified representation and decode all material parts in a single forward pass, thereby decoupling inference cost from the number of parts. Second, with this representation, a diffusion model is trained for part generation and refined via reinforcement learning for accurate material assignment and overlap suppression. Finally, to recover fine-grained geometric details, we introduce a sparse-voxel flow-matching model with part attention for geometry post-processing. Extensive experiments demonstrate that PartMat significantly outperforms existing baselines in material-aware decomposition accuracy and achieves comparable geometric quality, while maintaining efficient inference.
Guangming Fu, Jin Song, Y. Fei et al.· 0 citations
Rapid advancements in generative models have enabled substantial progress in text-to-3D scene synthesis. However, existing approaches often lack hierarchical structure and geometric consistency, limiting their use in complex, editable scene creation. To address this issue, an end-to-end hierarchical framework for text-to-3D scene generation is introduced. The main contribution of this study lies not in advancing a single generative model but in the design of a framework that synergistically integrates state-of-the-art components for video synthesis and mesh reconstruction. By decoupling scene semantics from dynamic camera trajectory control, the proposed system efficiently produces structured object-level editable three-dimensional scenes from natural language. Comprehensive experiments showed that the proposed integrated approach achieved superior scene quality, consistency, and editing flexibility compared with existing methods, offering a powerful solution for applications, such as virtual reality and digital twins.
Zuan Gu, Tianhan Gao, Langxu Zhao et al.· Visual Computing for Industr...· 0 citations
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