Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeText-Based Reasoning About Vector Graphics
While large multimodal models excel in broad vision-language benchmarks, they often struggle with tasks requiring precise perception of low-level visual details, such as comparing line lengths or solving simple mazes. In particular, this failure mode persists in question-answering tasks about vector graphics -- images composed purely of 2D objects and shapes. To address this challenge, we propose the Visually Descriptive Language Model (VDLM), which performs text-based reasoning about vector graphics. VDLM leverages Scalable Vector Graphics (SVG) for a more precise visual description and first uses an off-the-shelf raster-to-SVG algorithm for encoding. Since existing language models cannot understand raw SVGs in a zero-shot setting, VDLM then bridges SVG with pretrained language models through a newly introduced intermediate symbolic representation, Primal Visual Description (PVD), comprising primitive attributes (e.g., shape, position, measurement) with their corresponding predicted values. PVD is task-agnostic and represents visual primitives that are universal across all vector graphics. It can be learned with procedurally generated (SVG, PVD) pairs and also enables the direct use of LLMs for generalization to complex reasoning tasks. By casting an image to a text-based representation, we can leverage the power of language models to learn alignment from SVG to visual primitives and generalize to unseen question-answering tasks. Empirical results show that VDLM achieves stronger zero-shot performance compared to state-of-the-art LMMs, such as GPT-4V, in various low-level multimodal perception and reasoning tasks on vector graphics. We additionally present extensive analyses on VDLM's performance, demonstrating that our framework offers better interpretability due to its disentangled perception and reasoning processes. Project page: https://mikewangwzhl.github.io/VDLM/
SVGDreamer: Text Guided SVG Generation with Diffusion Model
Recently, text-guided scalable vector graphics (SVGs) synthesis has shown promise in domains such as iconography and sketch. However, existing text-to-SVG generation methods lack editability and struggle with visual quality and result diversity. To address these limitations, we propose a novel text-guided vector graphics synthesis method called SVGDreamer. SVGDreamer incorporates a semantic-driven image vectorization (SIVE) process that enables the decomposition of synthesis into foreground objects and background, thereby enhancing editability. Specifically, the SIVE process introduce attention-based primitive control and an attention-mask loss function for effective control and manipulation of individual elements. Additionally, we propose a Vectorized Particle-based Score Distillation (VPSD) approach to tackle the challenges of color over-saturation, vector primitives over-smoothing, and limited result diversity in existing text-to-SVG generation methods. Furthermore, on the basis of VPSD, we introduce Reward Feedback Learning (ReFL) to accelerate VPSD convergence and improve aesthetic appeal. Extensive experiments have been conducted to validate the effectiveness of SVGDreamer, demonstrating its superiority over baseline methods in terms of editability, visual quality, and diversity.
Semantic Document Derendering: SVG Reconstruction via Vision-Language Modeling
Multimedia documents such as slide presentations and posters are designed to be interactive and easy to modify. Yet, they are often distributed in a static raster format, which limits editing and customization. Restoring their editability requires converting these raster images back into structured vector formats. However, existing geometric raster-vectorization methods, which rely on low-level primitives like curves and polygons, fall short at this task. Specifically, when applied to complex documents like slides, they fail to preserve the high-level structure, resulting in a flat collection of shapes where the semantic distinction between image and text elements is lost. To overcome this limitation, we address the problem of semantic document derendering by introducing SliDer, a novel framework that uses Vision-Language Models (VLMs) to derender slide images as compact and editable Scalable Vector Graphic (SVG) representations. SliDer detects and extracts attributes from individual image and text elements in a raster input and organizes them into a coherent SVG format. Crucially, the model iteratively refines its predictions during inference in a process analogous to human design, generating SVG code that more faithfully reconstructs the original raster upon rendering. Furthermore, we introduce Slide2SVG, a novel dataset comprising raster-SVG pairs of slide documents curated from real-world scientific presentations, to facilitate future research in this domain. Our results demonstrate that SliDer achieves a reconstruction LPIPS of 0.069 and is favored by human evaluators in 82.9% of cases compared to the strongest zero-shot VLM baseline.
SVGDreamer++: Advancing Editability and Diversity in Text-Guided SVG Generation
Recently, text-guided scalable vector graphics (SVG) synthesis has demonstrated significant potential in domains such as iconography and sketching. However, SVGs generated from existing Text-to-SVG methods often lack editability and exhibit deficiencies in visual quality and diversity. In this paper, we propose a novel text-guided vector graphics synthesis method to address these limitations. To enhance the editability of output SVGs, we introduce a Hierarchical Image VEctorization (HIVE) framework that operates at the semantic object level and supervises the optimization of components within the vector object. This approach facilitates the decoupling of vector graphics into distinct objects and component levels. Our proposed HIVE algorithm, informed by image segmentation priors, not only ensures a more precise representation of vector graphics but also enables fine-grained editing capabilities within vector objects. To improve the diversity of output SVGs, we present a Vectorized Particle-based Score Distillation (VPSD) approach. VPSD addresses over-saturation issues in existing methods and enhances sample diversity. A pre-trained reward model is incorporated to re-weight vector particles, improving aesthetic appeal and enabling faster convergence. Additionally, we design a novel adaptive vector primitives control strategy, which allows for the dynamic adjustment of the number of primitives, thereby enhancing the presentation of graphic details. Extensive experiments validate the effectiveness of the proposed method, demonstrating its superiority over baseline methods in terms of editability, visual quality, and diversity. We also show that our new method supports up to six distinct vector styles, capable of generating high-quality vector assets suitable for stylized vector design and poster design. Code and demo will be released at: http://ximinng.github.io/SVGDreamerV2Project/
Beyond Pixels: Exploring Human-Readable SVG Generation for Simple Images with Vision Language Models
In the field of computer graphics, the use of vector graphics, particularly Scalable Vector Graphics (SVG), represents a notable development from traditional pixel-based imagery. SVGs, with their XML-based format, are distinct in their ability to directly and explicitly represent visual elements such as shape, color, and path. This direct representation facilitates a more accurate and logical depiction of graphical elements, enhancing reasoning and interpretability. Recognizing the potential of SVGs, the machine learning community has introduced multiple methods for image vectorization. However, transforming images into SVG format while retaining the relational properties and context of the original scene remains a key challenge. Most vectorization methods often yield SVGs that are overly complex and not easily interpretable. In response to this challenge, we introduce our method, Simple-SVG-Generation (S2VG2). Our method focuses on producing SVGs that are both accurate and simple, aligning with human readability and understanding. With simple images, we evaluate our method with reasoning tasks together with advanced language models, the results show a clear improvement over previous SVG generation methods. We also conducted surveys for human evaluation on the readability of our generated SVGs, the results also favor our methods.
SVGCraft: Beyond Single Object Text-to-SVG Synthesis with Comprehensive Canvas Layout
Generating VectorArt from text prompts is a challenging vision task, requiring diverse yet realistic depictions of the seen as well as unseen entities. However, existing research has been mostly limited to the generation of single objects, rather than comprehensive scenes comprising multiple elements. In response, this work introduces SVGCraft, a novel end-to-end framework for the creation of vector graphics depicting entire scenes from textual descriptions. Utilizing a pre-trained LLM for layout generation from text prompts, this framework introduces a technique for producing masked latents in specified bounding boxes for accurate object placement. It introduces a fusion mechanism for integrating attention maps and employs a diffusion U-Net for coherent composition, speeding up the drawing process. The resulting SVG is optimized using a pre-trained encoder and LPIPS loss with opacity modulation to maximize similarity. Additionally, this work explores the potential of primitive shapes in facilitating canvas completion in constrained environments. Through both qualitative and quantitative assessments, SVGCraft is demonstrated to surpass prior works in abstraction, recognizability, and detail, as evidenced by its performance metrics (CLIP-T: 0.4563, Cosine Similarity: 0.6342, Confusion: 0.66, Aesthetic: 6.7832). The code will be available at https://github.com/ayanban011/SVGCraft.
IconShop: Text-Guided Vector Icon Synthesis with Autoregressive Transformers
Scalable Vector Graphics (SVG) is a popular vector image format that offers good support for interactivity and animation. Despite its appealing characteristics, creating custom SVG content can be challenging for users due to the steep learning curve required to understand SVG grammars or get familiar with professional editing software. Recent advancements in text-to-image generation have inspired researchers to explore vector graphics synthesis using either image-based methods (i.e., text -> raster image -> vector graphics) combining text-to-image generation models with image vectorization, or language-based methods (i.e., text -> vector graphics script) through pretrained large language models. However, these methods still suffer from limitations in terms of generation quality, diversity, and flexibility. In this paper, we introduce IconShop, a text-guided vector icon synthesis method using autoregressive transformers. The key to success of our approach is to sequentialize and tokenize SVG paths (and textual descriptions as guidance) into a uniquely decodable token sequence. With that, we are able to fully exploit the sequence learning power of autoregressive transformers, while enabling both unconditional and text-conditioned icon synthesis. Through standard training to predict the next token on a large-scale vector icon dataset accompanied by textural descriptions, the proposed IconShop consistently exhibits better icon synthesis capability than existing image-based and language-based methods both quantitatively and qualitatively. Meanwhile, we observe a dramatic improvement in generation diversity, which is validated by the objective Uniqueness and Novelty measures. More importantly, we demonstrate the flexibility of IconShop with multiple novel icon synthesis tasks, including icon editing, icon interpolation, icon semantic combination, and icon design auto-suggestion.
SVG360: Multi-View SVG Generation with Geometric and Color Consistency from a Single SVG
Scalable Vector Graphics (SVGs) are central to modern design workflows, offering scaling without distortion and precise editability. However, for single object SVGs, generating multi-view consistent SVGs from a single-view input remains underexplored. We present a three stage framework that produces multi-view SVGs with geometric and color consistency from a single SVG input. First, the rasterized input is lifted to a 3D representation and rendered under target camera poses, producing multi-view images of the object. Next, we extend the temporal memory mechanism of Segment Anything 2 (SAM2) to the spatial domain, constructing a spatial memory bank that establishes part level correspondences across neighboring views, yielding cleaner and more consistent vector paths and color assignments without retraining. Finally, during the raster to vector conversion, we perform path consolidation and structural optimization to reduce redundancy while preserving boundaries and semantics. The resulting SVGs exhibit strong geometric and color consistency across views, significantly reduce redundant paths, and retain fine structural details. This work bridges generative modeling and structured vector representation, providing a scalable route to single input, object level multi-view SVG generation and supporting applications such as asset creation and semantic vector editing.
StarVector: Generating Scalable Vector Graphics Code from Images
Scalable Vector Graphics (SVGs) have become integral in modern image rendering applications due to their infinite scalability in resolution, versatile usability, and editing capabilities. SVGs are particularly popular in the fields of web development and graphic design. Existing approaches for SVG modeling using deep learning often struggle with generating complex SVGs and are restricted to simpler ones that require extensive processing and simplification. This paper introduces StarVector, a multimodal SVG generation model that effectively integrates Code Generation Large Language Models (CodeLLMs) and vision models. Our approach utilizes a CLIP image encoder to extract visual representations from pixel-based images, which are then transformed into visual tokens via an adapter module. These visual tokens are pre-pended to the SVG token embeddings, and the sequence is modeled by the StarCoder model using next-token prediction, effectively learning to align the visual and code tokens. This enables StarVector to generate unrestricted SVGs that accurately represent pixel images. To evaluate StarVector's performance, we present SVG-Bench, a comprehensive benchmark for evaluating SVG methods across multiple datasets and relevant metrics. Within this benchmark, we introduce novel datasets including SVG-Stack, a large-scale dataset of real-world SVG examples, and use it to pre-train StarVector as a large foundation model for SVGs. Our results demonstrate significant enhancements in visual quality and complexity handling over current methods, marking a notable advancement in SVG generation technology. Code and models: https://github.com/joanrod/star-vector
PrimitiveAnything: Human-Crafted 3D Primitive Assembly Generation with Auto-Regressive Transformer
Shape primitive abstraction, which decomposes complex 3D shapes into simple geometric elements, plays a crucial role in human visual cognition and has broad applications in computer vision and graphics. While recent advances in 3D content generation have shown remarkable progress, existing primitive abstraction methods either rely on geometric optimization with limited semantic understanding or learn from small-scale, category-specific datasets, struggling to generalize across diverse shape categories. We present PrimitiveAnything, a novel framework that reformulates shape primitive abstraction as a primitive assembly generation task. PrimitiveAnything includes a shape-conditioned primitive transformer for auto-regressive generation and an ambiguity-free parameterization scheme to represent multiple types of primitives in a unified manner. The proposed framework directly learns the process of primitive assembly from large-scale human-crafted abstractions, enabling it to capture how humans decompose complex shapes into primitive elements. Through extensive experiments, we demonstrate that PrimitiveAnything can generate high-quality primitive assemblies that better align with human perception while maintaining geometric fidelity across diverse shape categories. It benefits various 3D applications and shows potential for enabling primitive-based user-generated content (UGC) in games. Project page: https://primitiveanything.github.io
UniSVG: A Unified Dataset for Vector Graphic Understanding and Generation with Multimodal Large Language Models
Unlike bitmap images, scalable vector graphics (SVG) maintain quality when scaled, frequently employed in computer vision and artistic design in the representation of SVG code. In this era of proliferating AI-powered systems, enabling AI to understand and generate SVG has become increasingly urgent. However, AI-driven SVG understanding and generation (U&G) remain significant challenges. SVG code, equivalent to a set of curves and lines controlled by floating-point parameters, demands high precision in SVG U&G. Besides, SVG generation operates under diverse conditional constraints, including textual prompts and visual references, which requires powerful multi-modal processing for condition-to-SVG transformation. Recently, the rapid growth of Multi-modal Large Language Models (MLLMs) have demonstrated capabilities to process multi-modal inputs and generate complex vector controlling parameters, suggesting the potential to address SVG U&G tasks within a unified model. To unlock MLLM's capabilities in the SVG area, we propose an SVG-centric dataset called UniSVG, comprising 525k data items, tailored for MLLM training and evaluation. To our best knowledge, it is the first comprehensive dataset designed for unified SVG generation (from textual prompts and images) and SVG understanding (color, category, usage, etc.). As expected, learning on the proposed dataset boosts open-source MLLMs' performance on various SVG U&G tasks, surpassing SOTA close-source MLLMs like GPT-4V. We release dataset, benchmark, weights, codes and experiment details on https://ryanlijinke.github.io/.
Marching-Primitives: Shape Abstraction from Signed Distance Function
Representing complex objects with basic geometric primitives has long been a topic in computer vision. Primitive-based representations have the merits of compactness and computational efficiency in higher-level tasks such as physics simulation, collision checking, and robotic manipulation. Unlike previous works which extract polygonal meshes from a signed distance function (SDF), in this paper, we present a novel method, named Marching-Primitives, to obtain a primitive-based abstraction directly from an SDF. Our method grows geometric primitives (such as superquadrics) iteratively by analyzing the connectivity of voxels while marching at different levels of signed distance. For each valid connected volume of interest, we march on the scope of voxels from which a primitive is able to be extracted in a probabilistic sense and simultaneously solve for the parameters of the primitive to capture the underlying local geometry. We evaluate the performance of our method on both synthetic and real-world datasets. The results show that the proposed method outperforms the state-of-the-art in terms of accuracy, and is directly generalizable among different categories and scales. The code is open-sourced at https://github.com/ChirikjianLab/Marching-Primitives.git.
Text-Guided Vector Graphics Customization
Vector graphics are widely used in digital art and valued by designers for their scalability and layer-wise topological properties. However, the creation and editing of vector graphics necessitate creativity and design expertise, leading to a time-consuming process. In this paper, we propose a novel pipeline that generates high-quality customized vector graphics based on textual prompts while preserving the properties and layer-wise information of a given exemplar SVG. Our method harnesses the capabilities of large pre-trained text-to-image models. By fine-tuning the cross-attention layers of the model, we generate customized raster images guided by textual prompts. To initialize the SVG, we introduce a semantic-based path alignment method that preserves and transforms crucial paths from the exemplar SVG. Additionally, we optimize path parameters using both image-level and vector-level losses, ensuring smooth shape deformation while aligning with the customized raster image. We extensively evaluate our method using multiple metrics from vector-level, image-level, and text-level perspectives. The evaluation results demonstrate the effectiveness of our pipeline in generating diverse customizations of vector graphics with exceptional quality. The project page is https://intchous.github.io/SVGCustomization.
SVGen: Interpretable Vector Graphics Generation with Large Language Models
Scalable Vector Graphics (SVG) is widely used in front-end development and UI/UX design due to its scalability, editability, and rendering efficiency. However, turning creative ideas into precise vector graphics remains a time-consuming challenge. To address this, we introduce SVG-1M, a large-scale dataset of high-quality SVGs paired with natural language descriptions. Through advanced data augmentation and annotation, we create well-aligned Text to SVG training pairs, including a subset with Chain of Thought annotations for enhanced semantic guidance. Based on this dataset, we propose SVGen, an end-to-end model that generates SVG code from natural language inputs. Our approach ensures semantic accuracy and structural completeness, supported by curriculum learning and reinforcement learning optimization. Experiments show that SVGen outperforms general large models and traditional rendering methods in both effectiveness and efficiency. Code, model, and dataset are available on GitHub.
DeepSVG: A Hierarchical Generative Network for Vector Graphics Animation
Scalable Vector Graphics (SVG) are ubiquitous in modern 2D interfaces due to their ability to scale to different resolutions. However, despite the success of deep learning-based models applied to rasterized images, the problem of vector graphics representation learning and generation remains largely unexplored. In this work, we propose a novel hierarchical generative network, called DeepSVG, for complex SVG icons generation and interpolation. Our architecture effectively disentangles high-level shapes from the low-level commands that encode the shape itself. The network directly predicts a set of shapes in a non-autoregressive fashion. We introduce the task of complex SVG icons generation by releasing a new large-scale dataset along with an open-source library for SVG manipulation. We demonstrate that our network learns to accurately reconstruct diverse vector graphics, and can serve as a powerful animation tool by performing interpolations and other latent space operations. Our code is available at https://github.com/alexandre01/deepsvg.
Leveraging Large Language Models For Scalable Vector Graphics Processing: A Review
In recent years, rapid advances in computer vision have significantly improved the processing and generation of raster images. However, vector graphics, which is essential in digital design, due to its scalability and ease of editing, have been relatively understudied. Traditional vectorization techniques, which are often used in vector generation, suffer from long processing times and excessive output complexity, limiting their usability in practical applications. The advent of large language models (LLMs) has opened new possibilities for the generation, editing, and analysis of vector graphics, particularly in the SVG format, which is inherently text-based and well-suited for integration with LLMs. This paper provides a systematic review of existing LLM-based approaches for SVG processing, categorizing them into three main tasks: generation, editing, and understanding. We observe notable models such as IconShop, StrokeNUWA, and StarVector, highlighting their strengths and limitations. Furthermore, we analyze benchmark datasets designed for assessing SVG-related tasks, including SVGEditBench, VGBench, and SGP-Bench, and conduct a series of experiments to evaluate various LLMs in these domains. Our results demonstrate that for vector graphics reasoning-enhanced models outperform standard LLMs, particularly in generation and understanding tasks. Furthermore, our findings underscore the need to develop more diverse and richly annotated datasets to further improve LLM capabilities in vector graphics tasks.
Style Customization of Text-to-Vector Generation with Image Diffusion Priors
Scalable Vector Graphics (SVGs) are highly favored by designers due to their resolution independence and well-organized layer structure. Although existing text-to-vector (T2V) generation methods can create SVGs from text prompts, they often overlook an important need in practical applications: style customization, which is vital for producing a collection of vector graphics with consistent visual appearance and coherent aesthetics. Extending existing T2V methods for style customization poses certain challenges. Optimization-based T2V models can utilize the priors of text-to-image (T2I) models for customization, but struggle with maintaining structural regularity. On the other hand, feed-forward T2V models can ensure structural regularity, yet they encounter difficulties in disentangling content and style due to limited SVG training data. To address these challenges, we propose a novel two-stage style customization pipeline for SVG generation, making use of the advantages of both feed-forward T2V models and T2I image priors. In the first stage, we train a T2V diffusion model with a path-level representation to ensure the structural regularity of SVGs while preserving diverse expressive capabilities. In the second stage, we customize the T2V diffusion model to different styles by distilling customized T2I models. By integrating these techniques, our pipeline can generate high-quality and diverse SVGs in custom styles based on text prompts in an efficient feed-forward manner. The effectiveness of our method has been validated through extensive experiments. The project page is https://customsvg.github.io.
Bridging 3D Gaussian and Mesh for Freeview Video Rendering
This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform alpha-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.
OmniSVG: A Unified Scalable Vector Graphics Generation Model
Scalable Vector Graphics (SVG) is an important image format widely adopted in graphic design because of their resolution independence and editability. The study of generating high-quality SVG has continuously drawn attention from both designers and researchers in the AIGC community. However, existing methods either produces unstructured outputs with huge computational cost or is limited to generating monochrome icons of over-simplified structures. To produce high-quality and complex SVG, we propose OmniSVG, a unified framework that leverages pre-trained Vision-Language Models (VLMs) for end-to-end multimodal SVG generation. By parameterizing SVG commands and coordinates into discrete tokens, OmniSVG decouples structural logic from low-level geometry for efficient training while maintaining the expressiveness of complex SVG structure. To further advance the development of SVG synthesis, we introduce MMSVG-2M, a multimodal dataset with two million richly annotated SVG assets, along with a standardized evaluation protocol for conditional SVG generation tasks. Extensive experiments show that OmniSVG outperforms existing methods and demonstrates its potential for integration into professional SVG design workflows.
NeuralSVG: An Implicit Representation for Text-to-Vector Generation
Vector graphics are essential in design, providing artists with a versatile medium for creating resolution-independent and highly editable visual content. Recent advancements in vision-language and diffusion models have fueled interest in text-to-vector graphics generation. However, existing approaches often suffer from over-parameterized outputs or treat the layered structure - a core feature of vector graphics - as a secondary goal, diminishing their practical use. Recognizing the importance of layered SVG representations, we propose NeuralSVG, an implicit neural representation for generating vector graphics from text prompts. Inspired by Neural Radiance Fields (NeRFs), NeuralSVG encodes the entire scene into the weights of a small MLP network, optimized using Score Distillation Sampling (SDS). To encourage a layered structure in the generated SVG, we introduce a dropout-based regularization technique that strengthens the standalone meaning of each shape. We additionally demonstrate that utilizing a neural representation provides an added benefit of inference-time control, enabling users to dynamically adapt the generated SVG based on user-provided inputs, all with a single learned representation. Through extensive qualitative and quantitative evaluations, we demonstrate that NeuralSVG outperforms existing methods in generating structured and flexible SVG.
SVGenius: Benchmarking LLMs in SVG Understanding, Editing and Generation
Large Language Models (LLMs) and Multimodal LLMs have shown promising capabilities for SVG processing, yet existing benchmarks suffer from limited real-world coverage, lack of complexity stratification, and fragmented evaluation paradigms. We introduce SVGenius, a comprehensive benchmark comprising 2,377 queries across three progressive dimensions: understanding, editing, and generation. Built on real-world data from 24 application domains with systematic complexity stratification, SVGenius evaluates models through 8 task categories and 18 metrics. We assess 22 mainstream models spanning different scales, architectures, training paradigms, and accessibility levels. Our analysis reveals that while proprietary models significantly outperform open-source counterparts, all models exhibit systematic performance degradation with increasing complexity, indicating fundamental limitations in current approaches; however, reasoning-enhanced training proves more effective than pure scaling for overcoming these limitations, though style transfer remains the most challenging capability across all model types. SVGenius establishes the first systematic evaluation framework for SVG processing, providing crucial insights for developing more capable vector graphics models and advancing automated graphic design applications. Appendix and supplementary materials (including all data and code) are available at https://zju-real.github.io/SVGenius.
SVGFusion: Scalable Text-to-SVG Generation via Vector Space Diffusion
The generation of Scalable Vector Graphics (SVG) assets from textual data remains a significant challenge, largely due to the scarcity of high-quality vector datasets and the limitations in scalable vector representations required for modeling intricate graphic distributions. This work introduces SVGFusion, a Text-to-SVG model capable of scaling to real-world SVG data without reliance on a text-based discrete language model or prolonged SDS optimization. The essence of SVGFusion is to learn a continuous latent space for vector graphics with a popular Text-to-Image framework. Specifically, SVGFusion consists of two modules: a Vector-Pixel Fusion Variational Autoencoder (VP-VAE) and a Vector Space Diffusion Transformer (VS-DiT). VP-VAE takes both the SVGs and corresponding rasterizations as inputs and learns a continuous latent space, whereas VS-DiT learns to generate a latent code within this space based on the text prompt. Based on VP-VAE, a novel rendering sequence modeling strategy is proposed to enable the latent space to embed the knowledge of construction logics in SVGs. This empowers the model to achieve human-like design capabilities in vector graphics, while systematically preventing occlusion in complex graphic compositions. Moreover, our SVGFusion's ability can be continuously improved by leveraging the scalability of the VS-DiT by adding more VS-DiT blocks. A large-scale SVG dataset is collected to evaluate the effectiveness of our proposed method. Extensive experimentation has confirmed the superiority of our SVGFusion over existing SVG generation methods, achieving enhanced quality and generalizability, thereby establishing a novel framework for SVG content creation. Code, model, and data will be released at: https://ximinng.github.io/SVGFusionProject/{https://ximinng.github.io/SVGFusionProject/}
InternSVG: Towards Unified SVG Tasks with Multimodal Large Language Models
General SVG modeling remains challenging due to fragmented datasets, limited transferability of methods across tasks, and the difficulty of handling structural complexity. In response, we leverage the strong transfer and generalization capabilities of multimodal large language models (MLLMs) to achieve unified modeling for SVG understanding, editing, and generation. We present the InternSVG family, an integrated data-benchmark-model suite. At its core is SAgoge, the largest and most comprehensive multimodal dataset for SVG tasks, encompassing both static graphics and dynamic animations. It covers icons, long-sequence illustrations, scientific diagrams, and dynamic animations, supporting tasks of varied difficulty levels and providing deeper hierarchies with richer attributes compared to previous datasets. Based on this resource, we introduce SArena, a companion benchmark with comprehensive task definitions and standardized evaluation that aligns with the domains and difficulty spectrum covered by SAgoge. Building on these foundations, we propose InternSVG, a unified MLLM for SVG understanding, editing, and generation with SVG-specific special tokens, subword-based embedding initialization, and a two-stage training strategy that progresses from short static SVGs to long-sequence illustrations and complex animations. This unified formulation induces positive transfer and improves overall performance. Experiments on SArena and prior benchmark confirm that InternSVG achieves substantial gains and consistently outperforms leading open and proprietary counterparts.
VectorFusion: Text-to-SVG by Abstracting Pixel-Based Diffusion Models
Diffusion models have shown impressive results in text-to-image synthesis. Using massive datasets of captioned images, diffusion models learn to generate raster images of highly diverse objects and scenes. However, designers frequently use vector representations of images like Scalable Vector Graphics (SVGs) for digital icons or art. Vector graphics can be scaled to any size, and are compact. We show that a text-conditioned diffusion model trained on pixel representations of images can be used to generate SVG-exportable vector graphics. We do so without access to large datasets of captioned SVGs. By optimizing a differentiable vector graphics rasterizer, our method, VectorFusion, distills abstract semantic knowledge out of a pretrained diffusion model. Inspired by recent text-to-3D work, we learn an SVG consistent with a caption using Score Distillation Sampling. To accelerate generation and improve fidelity, VectorFusion also initializes from an image sample. Experiments show greater quality than prior work, and demonstrate a range of styles including pixel art and sketches. See our project webpage at https://ajayj.com/vectorfusion .
SVGEditBench V2: A Benchmark for Instruction-based SVG Editing
Vector format has been popular for representing icons and sketches. It has also been famous for design purposes. Regarding image editing, research on vector graphics editing rarely exists in contrast with the raster counterpart. We considered the reason to be the lack of datasets and benchmarks. Thus, we propose SVGEditBench V2, a benchmark dataset for instruction-based SVG editing. SVGEditBench V2 comprises triplets of an original image, a ground truth image, and the editing prompt. We built the dataset by first extracting image pairs from various SVG emoji datasets. Then, we had GPT-4o to create the prompt. We found that triplets gained by this simple pipeline contain varying sorts of editing tasks. Additionally, we performed the editing tasks with existing LLMs and investigated how those current methods can perform SVG editing. Although there were some successful cases, we found that there is a massive room for improvement.
VGBench: Evaluating Large Language Models on Vector Graphics Understanding and Generation
In the realm of vision models, the primary mode of representation is using pixels to rasterize the visual world. Yet this is not always the best or unique way to represent visual content, especially for designers and artists who depict the world using geometry primitives such as polygons. Vector graphics (VG), on the other hand, offer a textual representation of visual content, which can be more concise and powerful for content like cartoons or sketches. Recent studies have shown promising results on processing vector graphics with capable Large Language Models (LLMs). However, such works focus solely on qualitative results, understanding, or a specific type of vector graphics. We propose VGBench, a comprehensive benchmark for LLMs on handling vector graphics through diverse aspects, including (a) both visual understanding and generation, (b) evaluation of various vector graphics formats, (c) diverse question types, (d) wide range of prompting techniques, (e) under multiple LLMs. Evaluating on our collected 4279 understanding and 5845 generation samples, we find that LLMs show strong capability on both aspects while exhibiting less desirable performance on low-level formats (SVG). Both data and evaluation pipeline will be open-sourced at https://vgbench.github.io.
DuetSVG: Unified Multimodal SVG Generation with Internal Visual Guidance
Recent vision-language model (VLM)-based approaches have achieved impressive results on SVG generation. However, because they generate only text and lack visual signals during decoding, they often struggle with complex semantics and fail to produce visually appealing or geometrically coherent SVGs. We introduce DuetSVG, a unified multimodal model that jointly generates image tokens and corresponding SVG tokens in an end-to-end manner. DuetSVG is trained on both image and SVG datasets. At inference, we apply a novel test-time scaling strategy that leverages the model's native visual predictions as guidance to improve SVG decoding quality. Extensive experiments show that our method outperforms existing methods, producing visually faithful, semantically aligned, and syntactically clean SVGs across a wide range of applications.
Empowering LLMs to Understand and Generate Complex Vector Graphics
The unprecedented advancements in Large Language Models (LLMs) have profoundly impacted natural language processing but have yet to fully embrace the realm of scalable vector graphics (SVG) generation. While LLMs encode partial knowledge of SVG data from web pages during training, recent findings suggest that semantically ambiguous and tokenized representations within LLMs may result in hallucinations in vector primitive predictions. Additionally, LLM training typically lacks modeling and understanding of the rendering sequence of vector paths, which can lead to occlusion between output vector primitives. In this paper, we present LLM4SVG, an initial yet substantial step toward bridging this gap by enabling LLMs to better understand and generate vector graphics. LLM4SVG facilitates a deeper understanding of SVG components through learnable semantic tokens, which precisely encode these tokens and their corresponding properties to generate semantically aligned SVG outputs. Using a series of learnable semantic tokens, a structured dataset for instruction following is developed to support comprehension and generation across two primary tasks. Our method introduces a modular architecture to existing large language models, integrating semantic tags, vector instruction encoders, fine-tuned commands, and powerful LLMs to tightly combine geometric, appearance, and language information. To overcome the scarcity of SVG-text instruction data, we developed an automated data generation pipeline that collected our SVGX-SFT Dataset, consisting of high-quality human-designed SVGs and 580k SVG instruction following data specifically crafted for LLM training, which facilitated the adoption of the supervised fine-tuning strategy popular in LLM development.
Efficient Encoding of Graphics Primitives with Simplex-based Structures
Grid-based structures are commonly used to encode explicit features for graphics primitives such as images, signed distance functions (SDF), and neural radiance fields (NeRF) due to their simple implementation. However, in n-dimensional space, calculating the value of a sampled point requires interpolating the values of its 2^n neighboring vertices. The exponential scaling with dimension leads to significant computational overheads. To address this issue, we propose a simplex-based approach for encoding graphics primitives. The number of vertices in a simplex-based structure increases linearly with dimension, making it a more efficient and generalizable alternative to grid-based representations. Using the non-axis-aligned simplicial structure property, we derive and prove a coordinate transformation, simplicial subdivision, and barycentric interpolation scheme for efficient sampling, which resembles transformation procedures in the simplex noise algorithm. Finally, we use hash tables to store multiresolution features of all interest points in the simplicial grid, which are passed into a tiny fully connected neural network to parameterize graphics primitives. We implemented a detailed simplex-based structure encoding algorithm in C++ and CUDA using the methods outlined in our approach. In the 2D image fitting task, the proposed method is capable of fitting a giga-pixel image with 9.4% less time compared to the baseline method proposed by instant-ngp, while maintaining the same quality and compression rate. In the volumetric rendering setup, we observe a maximum 41.2% speedup when the samples are dense enough.
Mixture of Volumetric Primitives for Efficient Neural Rendering
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a deconvolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.
Text-to-Vector Generation with Neural Path Representation
Vector graphics are widely used in digital art and highly favored by designers due to their scalability and layer-wise properties. However, the process of creating and editing vector graphics requires creativity and design expertise, making it a time-consuming task. Recent advancements in text-to-vector (T2V) generation have aimed to make this process more accessible. However, existing T2V methods directly optimize control points of vector graphics paths, often resulting in intersecting or jagged paths due to the lack of geometry constraints. To overcome these limitations, we propose a novel neural path representation by designing a dual-branch Variational Autoencoder (VAE) that learns the path latent space from both sequence and image modalities. By optimizing the combination of neural paths, we can incorporate geometric constraints while preserving expressivity in generated SVGs. Furthermore, we introduce a two-stage path optimization method to improve the visual and topological quality of generated SVGs. In the first stage, a pre-trained text-to-image diffusion model guides the initial generation of complex vector graphics through the Variational Score Distillation (VSD) process. In the second stage, we refine the graphics using a layer-wise image vectorization strategy to achieve clearer elements and structure. We demonstrate the effectiveness of our method through extensive experiments and showcase various applications. The project page is https://intchous.github.io/T2V-NPR.
RoboSVG: A Unified Framework for Interactive SVG Generation with Multi-modal Guidance
Scalable Vector Graphics (SVGs) are fundamental to digital design and robot control, encoding not only visual structure but also motion paths in interactive drawings. In this work, we introduce RoboSVG, a unified multimodal framework for generating interactive SVGs guided by textual, visual, and numerical signals. Given an input query, the RoboSVG model first produces multimodal guidance, then synthesizes candidate SVGs through dedicated generation modules, and finally refines them under numerical guidance to yield high-quality outputs. To support this framework, we construct RoboDraw, a large-scale dataset of one million examples, each pairing an SVG generation condition (e.g., text, image, and partial SVG) with its corresponding ground-truth SVG code. RoboDraw dataset enables systematic study of four tasks, including basic generation (Text-to-SVG, Image-to-SVG) and interactive generation (PartialSVG-to-SVG, PartialImage-to-SVG). Extensive experiments demonstrate that RoboSVG achieves superior query compliance and visual fidelity across tasks, establishing a new state of the art in versatile SVG generation. The dataset and source code of this project will be publicly available soon.
ProtoGS: Efficient and High-Quality Rendering with 3D Gaussian Prototypes
3D Gaussian Splatting (3DGS) has made significant strides in novel view synthesis but is limited by the substantial number of Gaussian primitives required, posing challenges for deployment on lightweight devices. Recent methods address this issue by compressing the storage size of densified Gaussians, yet fail to preserve rendering quality and efficiency. To overcome these limitations, we propose ProtoGS to learn Gaussian prototypes to represent Gaussian primitives, significantly reducing the total Gaussian amount without sacrificing visual quality. Our method directly uses Gaussian prototypes to enable efficient rendering and leverage the resulting reconstruction loss to guide prototype learning. To further optimize memory efficiency during training, we incorporate structure-from-motion (SfM) points as anchor points to group Gaussian primitives. Gaussian prototypes are derived within each group by clustering of K-means, and both the anchor points and the prototypes are optimized jointly. Our experiments on real-world and synthetic datasets prove that we outperform existing methods, achieving a substantial reduction in the number of Gaussians, and enabling high rendering speed while maintaining or even enhancing rendering fidelity.
CLIPDrawX: Primitive-based Explanations for Text Guided Sketch Synthesis
With the goal of understanding the visual concepts that CLIP associates with text prompts, we show that the latent space of CLIP can be visualized solely in terms of linear transformations on simple geometric primitives like circles and straight lines. Although existing approaches achieve this by sketch-synthesis-through-optimization, they do so on the space of B\'ezier curves, which exhibit a wastefully large set of structures that they can evolve into, as most of them are non-essential for generating meaningful sketches. We present CLIPDrawX, an algorithm that provides significantly better visualizations for CLIP text embeddings, using only simple primitive shapes like straight lines and circles. This constrains the set of possible outputs to linear transformations on these primitives, thereby exhibiting an inherently simpler mathematical form. The synthesis process of CLIPDrawX can be tracked end-to-end, with each visual concept being explained exclusively in terms of primitives. Implementation will be released upon acceptance. Project Page: https://clipdrawx.github.io/{https://clipdrawx.github.io/}.
SVG-T2I: Scaling Up Text-to-Image Latent Diffusion Model Without Variational Autoencoder
Visual generation grounded in Visual Foundation Model (VFM) representations offers a highly promising unified pathway for integrating visual understanding, perception, and generation. Despite this potential, training large-scale text-to-image diffusion models entirely within the VFM representation space remains largely unexplored. To bridge this gap, we scale the SVG (Self-supervised representations for Visual Generation) framework, proposing SVG-T2I to support high-quality text-to-image synthesis directly in the VFM feature domain. By leveraging a standard text-to-image diffusion pipeline, SVG-T2I achieves competitive performance, reaching 0.75 on GenEval and 85.78 on DPG-Bench. This performance validates the intrinsic representational power of VFMs for generative tasks. We fully open-source the project, including the autoencoder and generation model, together with their training, inference, evaluation pipelines, and pre-trained weights, to facilitate further research in representation-driven visual generation.
Img2CAD: Conditioned 3D CAD Model Generation from Single Image with Structured Visual Geometry
In this paper, we propose Img2CAD, the first approach to our knowledge that uses 2D image inputs to generate CAD models with editable parameters. Unlike existing AI methods for 3D model generation using text or image inputs often rely on mesh-based representations, which are incompatible with CAD tools and lack editability and fine control, Img2CAD enables seamless integration between AI-based 3D reconstruction and CAD software. We have identified an innovative intermediate representation called Structured Visual Geometry (SVG), characterized by vectorized wireframes extracted from objects. This representation significantly enhances the performance of generating conditioned CAD models. Additionally, we introduce two new datasets to further support research in this area: ABC-mono, the largest known dataset comprising over 200,000 3D CAD models with rendered images, and KOCAD, the first dataset featuring real-world captured objects alongside their ground truth CAD models, supporting further research in conditioned CAD model generation.
Symbolic Graphics Programming with Large Language Models
Large language models (LLMs) excel at program synthesis, yet their ability to produce symbolic graphics programs (SGPs) that render into precise visual content remains underexplored. We study symbolic graphics programming, where the goal is to generate an SGP from a natural-language description. This task also serves as a lens into how LLMs understand the visual world by prompting them to generate images rendered from SGPs. Among various SGPs, our paper sticks to scalable vector graphics (SVGs). We begin by examining the extent to which LLMs can generate SGPs. To this end, we introduce SGP-GenBench, a comprehensive benchmark covering object fidelity, scene fidelity, and compositionality (attribute binding, spatial relations, numeracy). On SGP-GenBench, we discover that frontier proprietary models substantially outperform open-source models, and performance correlates well with general coding capabilities. Motivated by this gap, we aim to improve LLMs' ability to generate SGPs. We propose a reinforcement learning (RL) with verifiable rewards approach, where a format-validity gate ensures renderable SVG, and a cross-modal reward aligns text and the rendered image via strong vision encoders (e.g., SigLIP for text-image and DINO for image-image). Applied to Qwen-2.5-7B, our method substantially improves SVG generation quality and semantics, achieving performance on par with frontier systems. We further analyze training dynamics, showing that RL induces (i) finer decomposition of objects into controllable primitives and (ii) contextual details that improve scene coherence. Our results demonstrate that symbolic graphics programming offers a precise and interpretable lens on cross-modal grounding.
Rendering-Aware Reinforcement Learning for Vector Graphics Generation
Scalable Vector Graphics (SVG) offer a powerful format for representing visual designs as interpretable code. Recent advances in vision-language models (VLMs) have enabled high-quality SVG generation by framing the problem as a code generation task and leveraging large-scale pretraining. VLMs are particularly suitable for this task as they capture both global semantics and fine-grained visual patterns, while transferring knowledge across vision, natural language, and code domains. However, existing VLM approaches often struggle to produce faithful and efficient SVGs because they never observe the rendered images during training. Although differentiable rendering for autoregressive SVG code generation remains unavailable, rendered outputs can still be compared to original inputs, enabling evaluative feedback suitable for reinforcement learning (RL). We introduce RLRF(Reinforcement Learning from Rendering Feedback), an RL method that enhances SVG generation in autoregressive VLMs by leveraging feedback from rendered SVG outputs. Given an input image, the model generates SVG roll-outs that are rendered and compared to the original image to compute a reward. This visual fidelity feedback guides the model toward producing more accurate, efficient, and semantically coherent SVGs. RLRF significantly outperforms supervised fine-tuning, addressing common failure modes and enabling precise, high-quality SVG generation with strong structural understanding and generalization.
Keyframer: Empowering Animation Design using Large Language Models
Large language models (LLMs) have the potential to impact a wide range of creative domains, but the application of LLMs to animation is underexplored and presents novel challenges such as how users might effectively describe motion in natural language. In this paper, we present Keyframer, a design tool for animating static images (SVGs) with natural language. Informed by interviews with professional animation designers and engineers, Keyframer supports exploration and refinement of animations through the combination of prompting and direct editing of generated output. The system also enables users to request design variants, supporting comparison and ideation. Through a user study with 13 participants, we contribute a characterization of user prompting strategies, including a taxonomy of semantic prompt types for describing motion and a 'decomposed' prompting style where users continually adapt their goals in response to generated output.We share how direct editing along with prompting enables iteration beyond one-shot prompting interfaces common in generative tools today. Through this work, we propose how LLMs might empower a range of audiences to engage with animation creation.
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
DeFormer: Integrating Transformers with Deformable Models for 3D Shape Abstraction from a Single Image
Accurate 3D shape abstraction from a single 2D image is a long-standing problem in computer vision and graphics. By leveraging a set of primitives to represent the target shape, recent methods have achieved promising results. However, these methods either use a relatively large number of primitives or lack geometric flexibility due to the limited expressibility of the primitives. In this paper, we propose a novel bi-channel Transformer architecture, integrated with parameterized deformable models, termed DeFormer, to simultaneously estimate the global and local deformations of primitives. In this way, DeFormer can abstract complex object shapes while using a small number of primitives which offer a broader geometry coverage and finer details. Then, we introduce a force-driven dynamic fitting and a cycle-consistent re-projection loss to optimize the primitive parameters. Extensive experiments on ShapeNet across various settings show that DeFormer achieves better reconstruction accuracy over the state-of-the-art, and visualizes with consistent semantic correspondences for improved interpretability.
Leveraging Large Language Models for Scalable Vector Graphics-Driven Image Understanding
Recently, large language models (LLMs) have made significant advancements in natural language understanding and generation. However, their potential in computer vision remains largely unexplored. In this paper, we introduce a new, exploratory approach that enables LLMs to process images using the Scalable Vector Graphics (SVG) format. By leveraging the XML-based textual descriptions of SVG representations instead of raster images, we aim to bridge the gap between the visual and textual modalities, allowing LLMs to directly understand and manipulate images without the need for parameterized visual components. Our method facilitates simple image classification, generation, and in-context learning using only LLM capabilities. We demonstrate the promise of our approach across discriminative and generative tasks, highlighting its (i) robustness against distribution shift, (ii) substantial improvements achieved by tapping into the in-context learning abilities of LLMs, and (iii) image understanding and generation capabilities with human guidance. Our code, data, and models can be found here https://github.com/mu-cai/svg-llm.
LayerTracer: Cognitive-Aligned Layered SVG Synthesis via Diffusion Transformer
Generating cognitive-aligned layered SVGs remains challenging due to existing methods' tendencies toward either oversimplified single-layer outputs or optimization-induced shape redundancies. We propose LayerTracer, a diffusion transformer based framework that bridges this gap by learning designers' layered SVG creation processes from a novel dataset of sequential design operations. Our approach operates in two phases: First, a text-conditioned DiT generates multi-phase rasterized construction blueprints that simulate human design workflows. Second, layer-wise vectorization with path deduplication produces clean, editable SVGs. For image vectorization, we introduce a conditional diffusion mechanism that encodes reference images into latent tokens, guiding hierarchical reconstruction while preserving structural integrity. Extensive experiments demonstrate LayerTracer's superior performance against optimization-based and neural baselines in both generation quality and editability, effectively aligning AI-generated vectors with professional design cognition.
PrITTI: Primitive-based Generation of Controllable and Editable 3D Semantic Urban Scenes
Existing approaches to 3D semantic urban scene generation predominantly rely on voxel-based representations, which are bound by fixed resolution, challenging to edit, and memory-intensive in their dense form. In contrast, we advocate for a primitive-based paradigm where urban scenes are represented using compact, semantically meaningful 3D elements that are easy to manipulate and compose. To this end, we introduce PrITTI, a latent diffusion model that leverages vectorized object primitives and rasterized ground surfaces for generating diverse, controllable, and editable 3D semantic urban scenes. This hybrid representation yields a structured latent space that facilitates object- and ground-level manipulation. Experiments on KITTI-360 show that primitive-based representations unlock the full capabilities of diffusion transformers, achieving state-of-the-art 3D scene generation quality with lower memory requirements, faster inference, and greater editability than voxel-based methods. Beyond generation, PrITTI supports a range of downstream applications, including scene editing, inpainting, outpainting, and photo-realistic street-view synthesis. Code and models are publicly available at https://raniatze.github.io/pritti/{https://raniatze.github.io/pritti}.
Dynamic Point Fields
Recent years have witnessed significant progress in the field of neural surface reconstruction. While the extensive focus was put on volumetric and implicit approaches, a number of works have shown that explicit graphics primitives such as point clouds can significantly reduce computational complexity, without sacrificing the reconstructed surface quality. However, less emphasis has been put on modeling dynamic surfaces with point primitives. In this work, we present a dynamic point field model that combines the representational benefits of explicit point-based graphics with implicit deformation networks to allow efficient modeling of non-rigid 3D surfaces. Using explicit surface primitives also allows us to easily incorporate well-established constraints such as-isometric-as-possible regularisation. While learning this deformation model is prone to local optima when trained in a fully unsupervised manner, we propose to additionally leverage semantic information such as keypoint dynamics to guide the deformation learning. We demonstrate our model with an example application of creating an expressive animatable human avatar from a collection of 3D scans. Here, previous methods mostly rely on variants of the linear blend skinning paradigm, which fundamentally limits the expressivity of such models when dealing with complex cloth appearances such as long skirts. We show the advantages of our dynamic point field framework in terms of its representational power, learning efficiency, and robustness to out-of-distribution novel poses.
EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
We present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does not suffer from popping artifacts and view dependent density, but still achieves frame rates of sim!30 FPS at 720p on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables effects such as defocus blur and camera distortion (e.g. such as from fisheye cameras), which are difficult to achieve by rasterization. We show that our method is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent rendering, especially on the challenging large-scale scenes from the Zip-NeRF dataset where it achieves sharpest results among real-time techniques.
Vector Prism: Animating Vector Graphics by Stratifying Semantic Structure
Scalable Vector Graphics (SVG) are central to modern web design, and the demand to animate them continues to grow as web environments become increasingly dynamic. Yet automating the animation of vector graphics remains challenging for vision-language models (VLMs) despite recent progress in code generation and motion planning. VLMs routinely mis-handle SVGs, since visually coherent parts are often fragmented into low-level shapes that offer little guidance of which elements should move together. In this paper, we introduce a framework that recovers the semantic structure required for reliable SVG animation and reveals the missing layer that current VLM systems overlook. This is achieved through a statistical aggregation of multiple weak part predictions, allowing the system to stably infer semantics from noisy predictions. By reorganizing SVGs into semantic groups, our approach enables VLMs to produce animations with far greater coherence. Our experiments demonstrate substantial gains over existing approaches, suggesting that semantic recovery is the key step that unlocks robust SVG animation and supports more interpretable interactions between VLMs and vector graphics.
Symbol as Points: Panoptic Symbol Spotting via Point-based Representation
This work studies the problem of panoptic symbol spotting, which is to spot and parse both countable object instances (windows, doors, tables, etc.) and uncountable stuff (wall, railing, etc.) from computer-aided design (CAD) drawings. Existing methods typically involve either rasterizing the vector graphics into images and using image-based methods for symbol spotting, or directly building graphs and using graph neural networks for symbol recognition. In this paper, we take a different approach, which treats graphic primitives as a set of 2D points that are locally connected and use point cloud segmentation methods to tackle it. Specifically, we utilize a point transformer to extract the primitive features and append a mask2former-like spotting head to predict the final output. To better use the local connection information of primitives and enhance their discriminability, we further propose the attention with connection module (ACM) and contrastive connection learning scheme (CCL). Finally, we propose a KNN interpolation mechanism for the mask attention module of the spotting head to better handle primitive mask downsampling, which is primitive-level in contrast to pixel-level for the image. Our approach, named SymPoint, is simple yet effective, outperforming recent state-of-the-art method GAT-CADNet by an absolute increase of 9.6% PQ and 10.4% RQ on the FloorPlanCAD dataset. The source code and models will be available at https://github.com/nicehuster/SymPoint.
AutomaTikZ: Text-Guided Synthesis of Scientific Vector Graphics with TikZ
Generating bitmap graphics from text has gained considerable attention, yet for scientific figures, vector graphics are often preferred. Given that vector graphics are typically encoded using low-level graphics primitives, generating them directly is difficult. To address this, we propose the use of TikZ, a well-known abstract graphics language that can be compiled to vector graphics, as an intermediate representation of scientific figures. TikZ offers human-oriented, high-level commands, thereby facilitating conditional language modeling with any large language model. To this end, we introduce DaTikZ the first large-scale TikZ dataset, consisting of 120k TikZ drawings aligned with captions. We fine-tune LLaMA on DaTikZ, as well as our new model CLiMA, which augments LLaMA with multimodal CLIP embeddings. In both human and automatic evaluation, CLiMA and LLaMA outperform commercial GPT-4 and Claude 2 in terms of similarity to human-created figures, with CLiMA additionally improving text-image alignment. Our detailed analysis shows that all models generalize well and are not susceptible to memorization. GPT-4 and Claude 2, however, tend to generate more simplistic figures compared to both humans and our models. We make our framework, AutomaTikZ, along with model weights and datasets, publicly available.
CAD-Tokenizer: Towards Text-based CAD Prototyping via Modality-Specific Tokenization
Computer-Aided Design (CAD) is a foundational component of industrial prototyping, where models are defined not by raw coordinates but by construction sequences such as sketches and extrusions. This sequential structure enables both efficient prototype initialization and subsequent editing. Text-guided CAD prototyping, which unifies Text-to-CAD generation and CAD editing, has the potential to streamline the entire design pipeline. However, prior work has not explored this setting, largely because standard large language model (LLM) tokenizers decompose CAD sequences into natural-language word pieces, failing to capture primitive-level CAD semantics and hindering attention modules from modeling geometric structure. We conjecture that a multimodal tokenization strategy, aligned with CAD's primitive and structural nature, can provide more effective representations. To this end, we propose CAD-Tokenizer, a framework that represents CAD data with modality-specific tokens using a sequence-based VQ-VAE with primitive-level pooling and constrained decoding. This design produces compact, primitive-aware representations that align with CAD's structural nature. Applied to unified text-guided CAD prototyping, CAD-Tokenizer significantly improves instruction following and generation quality, achieving better quantitative and qualitative performance over both general-purpose LLMs and task-specific baselines.
Splat the Net: Radiance Fields with Splattable Neural Primitives
Radiance fields have emerged as a predominant representation for modeling 3D scene appearance. Neural formulations such as Neural Radiance Fields provide high expressivity but require costly ray marching for rendering, whereas primitive-based methods such as 3D Gaussian Splatting offer real-time efficiency through splatting, yet at the expense of representational power. Inspired by advances in both these directions, we introduce splattable neural primitives, a new volumetric representation that reconciles the expressivity of neural models with the efficiency of primitive-based splatting. Each primitive encodes a bounded neural density field parameterized by a shallow neural network. Our formulation admits an exact analytical solution for line integrals, enabling efficient computation of perspectively accurate splatting kernels. As a result, our representation supports integration along view rays without the need for costly ray marching. The primitives flexibly adapt to scene geometry and, being larger than prior analytic primitives, reduce the number required per scene. On novel-view synthesis benchmarks, our approach matches the quality and speed of 3D Gaussian Splatting while using 10times fewer primitives and 6times fewer parameters. These advantages arise directly from the representation itself, without reliance on complex control or adaptation frameworks. The project page is https://vcai.mpi-inf.mpg.de/projects/SplatNet/.
Segmentation-guided Layer-wise Image Vectorization with Gradient Fills
The widespread use of vector graphics creates a significant demand for vectorization methods. While recent learning-based techniques have shown their capability to create vector images of clear topology, filling these primitives with gradients remains a challenge. In this paper, we propose a segmentation-guided vectorization framework to convert raster images into concise vector graphics with radial gradient fills. With the guidance of an embedded gradient-aware segmentation subroutine, our approach progressively appends gradient-filled B\'ezier paths to the output, where primitive parameters are initiated with our newly designed initialization technique and are optimized to minimize our novel loss function. We build our method on a differentiable renderer with traditional segmentation algorithms to develop it as a model-free tool for raster-to-vector conversion. It is tested on various inputs to demonstrate its feasibility, independent of datasets, to synthesize vector graphics with improved visual quality and layer-wise topology compared to prior work.
StrokeNUWA: Tokenizing Strokes for Vector Graphic Synthesis
To leverage LLMs for visual synthesis, traditional methods convert raster image information into discrete grid tokens through specialized visual modules, while disrupting the model's ability to capture the true semantic representation of visual scenes. This paper posits that an alternative representation of images, vector graphics, can effectively surmount this limitation by enabling a more natural and semantically coherent segmentation of the image information. Thus, we introduce StrokeNUWA, a pioneering work exploring a better visual representation ''stroke tokens'' on vector graphics, which is inherently visual semantics rich, naturally compatible with LLMs, and highly compressed. Equipped with stroke tokens, StrokeNUWA can significantly surpass traditional LLM-based and optimization-based methods across various metrics in the vector graphic generation task. Besides, StrokeNUWA achieves up to a 94x speedup in inference over the speed of prior methods with an exceptional SVG code compression ratio of 6.9%.
Optimized Minimal 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time, high-performance rendering, enabling a wide range of applications. However, representing 3D scenes with numerous explicit Gaussian primitives imposes significant storage and memory overhead. Recent studies have shown that high-quality rendering can be achieved with a substantially reduced number of Gaussians when represented with high-precision attributes. Nevertheless, existing 3DGS compression methods still rely on a relatively large number of Gaussians, focusing primarily on attribute compression. This is because a smaller set of Gaussians becomes increasingly sensitive to lossy attribute compression, leading to severe quality degradation. Since the number of Gaussians is directly tied to computational costs, it is essential to reduce the number of Gaussians effectively rather than only optimizing storage. In this paper, we propose Optimized Minimal Gaussians representation (OMG), which significantly reduces storage while using a minimal number of primitives. First, we determine the distinct Gaussian from the near ones, minimizing redundancy without sacrificing quality. Second, we propose a compact and precise attribute representation that efficiently captures both continuity and irregularity among primitives. Additionally, we propose a sub-vector quantization technique for improved irregularity representation, maintaining fast training with a negligible codebook size. Extensive experiments demonstrate that OMG reduces storage requirements by nearly 50% compared to the previous state-of-the-art and enables 600+ FPS rendering while maintaining high rendering quality. Our source code is available at https://maincold2.github.io/omg/.
CSGNet: Neural Shape Parser for Constructive Solid Geometry
We present a neural architecture that takes as input a 2D or 3D shape and outputs a program that generates the shape. The instructions in our program are based on constructive solid geometry principles, i.e., a set of boolean operations on shape primitives defined recursively. Bottom-up techniques for this shape parsing task rely on primitive detection and are inherently slow since the search space over possible primitive combinations is large. In contrast, our model uses a recurrent neural network that parses the input shape in a top-down manner, which is significantly faster and yields a compact and easy-to-interpret sequence of modeling instructions. Our model is also more effective as a shape detector compared to existing state-of-the-art detection techniques. We finally demonstrate that our network can be trained on novel datasets without ground-truth program annotations through policy gradient techniques.
VLMaterial: Procedural Material Generation with Large Vision-Language Models
Procedural materials, represented as functional node graphs, are ubiquitous in computer graphics for photorealistic material appearance design. They allow users to perform intuitive and precise editing to achieve desired visual appearances. However, creating a procedural material given an input image requires professional knowledge and significant effort. In this work, we leverage the ability to convert procedural materials into standard Python programs and fine-tune a large pre-trained vision-language model (VLM) to generate such programs from input images. To enable effective fine-tuning, we also contribute an open-source procedural material dataset and propose to perform program-level augmentation by prompting another pre-trained large language model (LLM). Through extensive evaluation, we show that our method outperforms previous methods on both synthetic and real-world examples.
VCode: a Multimodal Coding Benchmark with SVG as Symbolic Visual Representation
Code has emerged as a precise and executable medium for reasoning and action in the agent era. Yet, progress has largely focused on language-centric tasks such as program synthesis and debugging, leaving visual-centric coding underexplored. Inspired by how humans reason over sketches, we advocate SVG code as a compact, interpretable, and executable visual representation. We introduce VCode, a benchmark that reframes multimodal understanding as code generation: given an image, a model must produce SVG that preserves symbolic meaning for downstream reasoning. VCode covers three domains - general commonsense (MM-Vet), professional disciplines (MMMU), and visual-centric perception (CV-Bench). To assess symbolic fidelity, we propose CodeVQA, a novel evaluation protocol in which a policy model answers questions over rendered SVGs; correct answers indicate faithful symbolic preservation. Empirically, frontier VLMs struggle to generate faithful SVGs, revealing a persistent gap between language-centric and visual-centric coding. To close this gap, we introduce VCoder, an agentic framework that augments VLMs along two axes: (i) Thinking with Revision, which iteratively analyzes discrepancies and refines SVG code; and (ii) Acting with Visual Tools, where detectors and parsers supply structured cues such as objects, shapes, and text beyond the model's intrinsic capacity. Across benchmarks, frontier VLMs with strong reasoning capabilities score well overall yet remain limited in professional knowledge and 3D reasoning. VCoder delivers a 12.3-point overall gain over the top-performing Claude-4-Opus. Human studies show that both humans and VLMs perform worse on rendered SVGs, their consistency reveals the promise of symbolic visual representation. The benchmark and code are available at https://github.com/CSU-JPG/VCode.
CanvasVAE: Learning to Generate Vector Graphic Documents
Vector graphic documents present visual elements in a resolution free, compact format and are often seen in creative applications. In this work, we attempt to learn a generative model of vector graphic documents. We define vector graphic documents by a multi-modal set of attributes associated to a canvas and a sequence of visual elements such as shapes, images, or texts, and train variational auto-encoders to learn the representation of the documents. We collect a new dataset of design templates from an online service that features complete document structure including occluded elements. In experiments, we show that our model, named CanvasVAE, constitutes a strong baseline for generative modeling of vector graphic documents.
Drawing2CAD: Sequence-to-Sequence Learning for CAD Generation from Vector Drawings
Computer-Aided Design (CAD) generative modeling is driving significant innovations across industrial applications. Recent works have shown remarkable progress in creating solid models from various inputs such as point clouds, meshes, and text descriptions. However, these methods fundamentally diverge from traditional industrial workflows that begin with 2D engineering drawings. The automatic generation of parametric CAD models from these 2D vector drawings remains underexplored despite being a critical step in engineering design. To address this gap, our key insight is to reframe CAD generation as a sequence-to-sequence learning problem where vector drawing primitives directly inform the generation of parametric CAD operations, preserving geometric precision and design intent throughout the transformation process. We propose Drawing2CAD, a framework with three key technical components: a network-friendly vector primitive representation that preserves precise geometric information, a dual-decoder transformer architecture that decouples command type and parameter generation while maintaining precise correspondence, and a soft target distribution loss function accommodating inherent flexibility in CAD parameters. To train and evaluate Drawing2CAD, we create CAD-VGDrawing, a dataset of paired engineering drawings and parametric CAD models, and conduct thorough experiments to demonstrate the effectiveness of our method. Code and dataset are available at https://github.com/lllssc/Drawing2CAD.
Learning Clustering-based Prototypes for Compositional Zero-shot Learning
Learning primitive (i.e., attribute and object) concepts from seen compositions is the primary challenge of Compositional Zero-Shot Learning (CZSL). Existing CZSL solutions typically rely on oversimplified data assumptions, e.g., modeling each primitive with a single centroid primitive representation, ignoring the natural diversities of the attribute (resp. object) when coupled with different objects (resp. attribute). In this work, we develop ClusPro, a robust clustering-based prototype mining framework for CZSL that defines the conceptual boundaries of primitives through a set of diversified prototypes. Specifically, ClusPro conducts within-primitive clustering on the embedding space for automatically discovering and dynamically updating prototypes. These representative prototypes are subsequently used to repaint a well-structured and independent primitive embedding space, ensuring intra-primitive separation and inter-primitive decorrelation through prototype-based contrastive learning and decorrelation learning. Moreover, ClusPro efficiently performs prototype clustering in a non-parametric fashion without the introduction of additional learnable parameters or computational budget during testing. Experiments on three benchmarks demonstrate ClusPro outperforms various top-leading CZSL solutions under both closed-world and open-world settings.
3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive Diffusion
The increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR). In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets. On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs. We conduct extensive qualitative and quantitative experiments to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications.
Sparse VideoGen2: Accelerate Video Generation with Sparse Attention via Semantic-Aware Permutation
Diffusion Transformers (DiTs) are essential for video generation but suffer from significant latency due to the quadratic complexity of attention. By computing only critical tokens, sparse attention reduces computational costs and offers a promising acceleration approach. However, we identify that existing methods fail to approach optimal generation quality under the same computation budget for two reasons: (1) Inaccurate critical token identification: current methods cluster tokens based on position rather than semantics, leading to imprecise aggregated representations. (2) Excessive computation waste: critical tokens are scattered among non-critical ones, leading to wasted computation on GPUs, which are optimized for processing contiguous tokens. In this paper, we propose SVG2, a training-free framework that maximizes identification accuracy and minimizes computation waste, achieving a Pareto frontier trade-off between generation quality and efficiency. The core of SVG2 is semantic-aware permutation, which clusters and reorders tokens based on semantic similarity using k-means. This approach ensures both a precise cluster representation, improving identification accuracy, and a densified layout of critical tokens, enabling efficient computation without padding. Additionally, SVG2 integrates top-p dynamic budget control and customized kernel implementations, achieving up to 2.30x and 1.89x speedup while maintaining a PSNR of up to 30 and 26 on HunyuanVideo and Wan 2.1, respectively.
A Phenomenological Approach to Interactive Knot Diagrams
Knot diagrams are among the most common visual tools in topology. Computer programs now make it possible to draw, manipulate and render them digitally, which proves to be useful in knot theory teaching and research. Still, an openly available tool to manipulate knot diagrams in a real-time, interactive way is yet to be developed. We introduce a method of operating on the geometry of the knot diagram itself without any underlying three-dimensional structure that can underpin such an application. This allows us to directly interact with vector graphics knot diagrams while at the same time computing knot invariants in ways proposed by previous work. An implementation of this method is provided.
Swift4D:Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scene
Novel view synthesis has long been a practical but challenging task, although the introduction of numerous methods to solve this problem, even combining advanced representations like 3D Gaussian Splatting, they still struggle to recover high-quality results and often consume too much storage memory and training time. In this paper we propose Swift4D, a divide-and-conquer 3D Gaussian Splatting method that can handle static and dynamic primitives separately, achieving a good trade-off between rendering quality and efficiency, motivated by the fact that most of the scene is the static primitive and does not require additional dynamic properties. Concretely, we focus on modeling dynamic transformations only for the dynamic primitives which benefits both efficiency and quality. We first employ a learnable decomposition strategy to separate the primitives, which relies on an additional parameter to classify primitives as static or dynamic. For the dynamic primitives, we employ a compact multi-resolution 4D Hash mapper to transform these primitives from canonical space into deformation space at each timestamp, and then mix the static and dynamic primitives to produce the final output. This divide-and-conquer method facilitates efficient training and reduces storage redundancy. Our method not only achieves state-of-the-art rendering quality while being 20X faster in training than previous SOTA methods with a minimum storage requirement of only 30MB on real-world datasets. Code is available at https://github.com/WuJH2001/swift4d.
Garment3DGen: 3D Garment Stylization and Texture Generation
We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. First, we leverage the recent progress of image to 3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Second, we introduce carefully designed losses that allow the input base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, a texture estimation module generates high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the textured 3D garment of their choice without the need of artist intervention. One can provide a textual prompt describing the garment they desire to generate a simulation-ready 3D asset. We present a plethora of quantitative and qualitative comparisons on various assets both real and generated and provide use-cases of how one can generate simulation-ready 3D garments.
Image Shape Manipulation from a Single Augmented Training Sample
In this paper, we present DeepSIM, a generative model for conditional image manipulation based on a single image. We find that extensive augmentation is key for enabling single image training, and incorporate the use of thin-plate-spline (TPS) as an effective augmentation. Our network learns to map between a primitive representation of the image to the image itself. The choice of a primitive representation has an impact on the ease and expressiveness of the manipulations and can be automatic (e.g. edges), manual (e.g. segmentation) or hybrid such as edges on top of segmentations. At manipulation time, our generator allows for making complex image changes by modifying the primitive input representation and mapping it through the network. Our method is shown to achieve remarkable performance on image manipulation tasks.
3DGabSplat: 3D Gabor Splatting for Frequency-adaptive Radiance Field Rendering
Recent prominence in 3D Gaussian Splatting (3DGS) has enabled real-time rendering while maintaining high-fidelity novel view synthesis. However, 3DGS resorts to the Gaussian function that is low-pass by nature and is restricted in representing high-frequency details in 3D scenes. Moreover, it causes redundant primitives with degraded training and rendering efficiency and excessive memory overhead. To overcome these limitations, we propose 3D Gabor Splatting (3DGabSplat) that leverages a novel 3D Gabor-based primitive with multiple directional 3D frequency responses for radiance field representation supervised by multi-view images. The proposed 3D Gabor-based primitive forms a filter bank incorporating multiple 3D Gabor kernels at different frequencies to enhance flexibility and efficiency in capturing fine 3D details. Furthermore, to achieve novel view rendering, an efficient CUDA-based rasterizer is developed to project the multiple directional 3D frequency components characterized by 3D Gabor-based primitives onto the 2D image plane, and a frequency-adaptive mechanism is presented for adaptive joint optimization of primitives. 3DGabSplat is scalable to be a plug-and-play kernel for seamless integration into existing 3DGS paradigms to enhance both efficiency and quality of novel view synthesis. Extensive experiments demonstrate that 3DGabSplat outperforms 3DGS and its variants using alternative primitives, and achieves state-of-the-art rendering quality across both real-world and synthetic scenes. Remarkably, we achieve up to 1.35 dB PSNR gain over 3DGS with simultaneously reduced number of primitives and memory consumption.
Attribute-conditioned Layout GAN for Automatic Graphic Design
Modeling layout is an important first step for graphic design. Recently, methods for generating graphic layouts have progressed, particularly with Generative Adversarial Networks (GANs). However, the problem of specifying the locations and sizes of design elements usually involves constraints with respect to element attributes, such as area, aspect ratio and reading-order. Automating attribute conditional graphic layouts remains a complex and unsolved problem. In this paper, we introduce Attribute-conditioned Layout GAN to incorporate the attributes of design elements for graphic layout generation by forcing both the generator and the discriminator to meet attribute conditions. Due to the complexity of graphic designs, we further propose an element dropout method to make the discriminator look at partial lists of elements and learn their local patterns. In addition, we introduce various loss designs following different design principles for layout optimization. We demonstrate that the proposed method can synthesize graphic layouts conditioned on different element attributes. It can also adjust well-designed layouts to new sizes while retaining elements' original reading-orders. The effectiveness of our method is validated through a user study.
SpaceControl: Introducing Test-Time Spatial Control to 3D Generative Modeling
Generative methods for 3D assets have recently achieved remarkable progress, yet providing intuitive and precise control over the object geometry remains a key challenge. Existing approaches predominantly rely on text or image prompts, which often fall short in geometric specificity: language can be ambiguous, and images are cumbersome to edit. In this work, we introduce SpaceControl, a training-free test-time method for explicit spatial control of 3D generation. Our approach accepts a wide range of geometric inputs, from coarse primitives to detailed meshes, and integrates seamlessly with modern pre-trained generative models without requiring any additional training. A controllable parameter lets users trade off between geometric fidelity and output realism. Extensive quantitative evaluation and user studies demonstrate that SpaceControl outperforms both training-based and optimization-based baselines in geometric faithfulness while preserving high visual quality. Finally, we present an interactive user interface that enables online editing of superquadrics for direct conversion into textured 3D assets, facilitating practical deployment in creative workflows. Find our project page at https://spacecontrol3d.github.io/
BiGS: Bidirectional Gaussian Primitives for Relightable 3D Gaussian Splatting
We present Bidirectional Gaussian Primitives, an image-based novel view synthesis technique designed to represent and render 3D objects with surface and volumetric materials under dynamic illumination. Our approach integrates light intrinsic decomposition into the Gaussian splatting framework, enabling real-time relighting of 3D objects. To unify surface and volumetric material within a cohesive appearance model, we adopt a light- and view-dependent scattering representation via bidirectional spherical harmonics. Our model does not use a specific surface normal-related reflectance function, making it more compatible with volumetric representations like Gaussian splatting, where the normals are undefined. We demonstrate our method by reconstructing and rendering objects with complex materials. Using One-Light-At-a-Time (OLAT) data as input, we can reproduce photorealistic appearances under novel lighting conditions in real time.
EnvGS: Modeling View-Dependent Appearance with Environment Gaussian
Reconstructing complex reflections in real-world scenes from 2D images is essential for achieving photorealistic novel view synthesis. Existing methods that utilize environment maps to model reflections from distant lighting often struggle with high-frequency reflection details and fail to account for near-field reflections. In this work, we introduce EnvGS, a novel approach that employs a set of Gaussian primitives as an explicit 3D representation for capturing reflections of environments. These environment Gaussian primitives are incorporated with base Gaussian primitives to model the appearance of the whole scene. To efficiently render these environment Gaussian primitives, we developed a ray-tracing-based renderer that leverages the GPU's RT core for fast rendering. This allows us to jointly optimize our model for high-quality reconstruction while maintaining real-time rendering speeds. Results from multiple real-world and synthetic datasets demonstrate that our method produces significantly more detailed reflections, achieving the best rendering quality in real-time novel view synthesis. The code is available at https://zju3dv.github.io/envgs.
CADDreamer: CAD object Generation from Single-view Images
Diffusion-based 3D generation has made remarkable progress in recent years. However, existing 3D generative models often produce overly dense and unstructured meshes, which stand in stark contrast to the compact, structured, and sharply-edged Computer-Aided Design (CAD) models crafted by human designers. To address this gap, we introduce CADDreamer, a novel approach for generating boundary representations (B-rep) of CAD objects from a single image. CADDreamer employs a primitive-aware multi-view diffusion model that captures both local geometric details and high-level structural semantics during the generation process. By encoding primitive semantics into the color domain, the method leverages the strong priors of pre-trained diffusion models to align with well-defined primitives. This enables the inference of multi-view normal maps and semantic maps from a single image, facilitating the reconstruction of a mesh with primitive labels. Furthermore, we introduce geometric optimization techniques and topology-preserving extraction methods to mitigate noise and distortion in the generated primitives. These enhancements result in a complete and seamless B-rep of the CAD model. Experimental results demonstrate that our method effectively recovers high-quality CAD objects from single-view images. Compared to existing 3D generation techniques, the B-rep models produced by CADDreamer are compact in representation, clear in structure, sharp in edges, and watertight in topology.
MagicClay: Sculpting Meshes With Generative Neural Fields
The recent developments in neural fields have brought phenomenal capabilities to the field of shape generation, but they lack crucial properties, such as incremental control - a fundamental requirement for artistic work. Triangular meshes, on the other hand, are the representation of choice for most geometry related tasks, offering efficiency and intuitive control, but do not lend themselves to neural optimization. To support downstream tasks, previous art typically proposes a two-step approach, where first a shape is generated using neural fields, and then a mesh is extracted for further processing. Instead, in this paper we introduce a hybrid approach that maintains both a mesh and a Signed Distance Field (SDF) representations consistently. Using this representation, we introduce MagicClay - an artist friendly tool for sculpting regions of a mesh according to textual prompts while keeping other regions untouched. Our framework carefully and efficiently balances consistency between the representations and regularizations in every step of the shape optimization; Relying on the mesh representation, we show how to render the SDF at higher resolutions and faster. In addition, we employ recent work in differentiable mesh reconstruction to adaptively allocate triangles in the mesh where required, as indicated by the SDF. Using an implemented prototype, we demonstrate superior generated geometry compared to the state-of-the-art, and novel consistent control, allowing sequential prompt-based edits to the same mesh for the first time.
Simplifying Textured Triangle Meshes in the Wild
This paper introduces a method for simplifying textured surface triangle meshes in the wild while maintaining high visual quality. While previous methods achieve excellent results on manifold meshes by using the quadric error metric, they struggle to produce high-quality outputs for meshes in the wild, which typically contain non-manifold elements and multiple connected components. In this work, we propose a method for simplifying these wild textured triangle meshes. We formulate mesh simplification as a problem of decimating simplicial 2-complexes to handle multiple non-manifold mesh components collectively. Building on the success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs). Our approach employs a modified quadric error that converges to the original quadric error metric for watertight manifold meshes, while significantly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we adopt a novel perspective which focuses on computing mesh correspondences throughout the decimation, independent of the UV layout. This combination yields a textured mesh simplification system that is capable of handling arbitrary triangle meshes, achieving to high-quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common problems in textured mesh simplification, including the prevalent problem of texture bleeding. We extensively evaluate our method on multiple datasets, showing improvements over prior techniques through qualitative, quantitative, and user study evaluations.
Convex Decomposition of Indoor Scenes
We describe a method to parse a complex, cluttered indoor scene into primitives which offer a parsimonious abstraction of scene structure. Our primitives are simple convexes. Our method uses a learned regression procedure to parse a scene into a fixed number of convexes from RGBD input, and can optionally accept segmentations to improve the decomposition. The result is then polished with a descent method which adjusts the convexes to produce a very good fit, and greedily removes superfluous primitives. Because the entire scene is parsed, we can evaluate using traditional depth, normal, and segmentation error metrics. Our evaluation procedure demonstrates that the error from our primitive representation is comparable to that of predicting depth from a single image.
REdiSplats: Ray Tracing for Editable Gaussian Splatting
Gaussian Splatting (GS) has become one of the most important neural rendering algorithms. GS represents 3D scenes using Gaussian components with trainable color and opacity. This representation achieves high-quality renderings with fast inference. Regrettably, it is challenging to integrate such a solution with varying light conditions, including shadows and light reflections, manual adjustments, and a physical engine. Recently, a few approaches have appeared that incorporate ray-tracing or mesh primitives into GS to address some of these caveats. However, no such solution can simultaneously solve all the existing limitations of the classical GS. Consequently, we introduce REdiSplats, which employs ray tracing and a mesh-based representation of flat 3D Gaussians. In practice, we model the scene using flat Gaussian distributions parameterized by the mesh. We can leverage fast ray tracing and control Gaussian modification by adjusting the mesh vertices. Moreover, REdiSplats allows modeling of light conditions, manual adjustments, and physical simulation. Furthermore, we can render our models using 3D tools such as Blender or Nvdiffrast, which opens the possibility of integrating them with all existing 3D graphics techniques dedicated to mesh representations.
Few shot font generation via transferring similarity guided global style and quantization local style
Automatic few-shot font generation (AFFG), aiming at generating new fonts with only a few glyph references, reduces the labor cost of manually designing fonts. However, the traditional AFFG paradigm of style-content disentanglement cannot capture the diverse local details of different fonts. So, many component-based approaches are proposed to tackle this problem. The issue with component-based approaches is that they usually require special pre-defined glyph components, e.g., strokes and radicals, which is infeasible for AFFG of different languages. In this paper, we present a novel font generation approach by aggregating styles from character similarity-guided global features and stylized component-level representations. We calculate the similarity scores of the target character and the referenced samples by measuring the distance along the corresponding channels from the content features, and assigning them as the weights for aggregating the global style features. To better capture the local styles, a cross-attention-based style transfer module is adopted to transfer the styles of reference glyphs to the components, where the components are self-learned discrete latent codes through vector quantization without manual definition. With these designs, our AFFG method could obtain a complete set of component-level style representations, and also control the global glyph characteristics. The experimental results reflect the effectiveness and generalization of the proposed method on different linguistic scripts, and also show its superiority when compared with other state-of-the-art methods. The source code can be found at https://github.com/awei669/VQ-Font.
CADmium: Fine-Tuning Code Language Models for Text-Driven Sequential CAD Design
Computer-aided design (CAD) is the digital construction of 2D and 3D objects, and is central to a wide range of engineering and manufacturing applications like automobile and aviation. Despite its importance, CAD modeling remains largely a time-intensive, manual task. Recent works have attempted to automate this process with small transformer-based models and handcrafted CAD sequence representations. However, there has been little effort to leverage the potential of large language models (LLMs) for sequential CAD design. In this work, we introduce a new large-scale dataset of more than 170k CAD models annotated with high-quality, human-like descriptions generated with our pipeline based on GPT-4.1. Using this dataset, we fine-tune powerful code-LLMs to generate CAD sequences represented in a JSON-based format from natural language descriptions, demonstrating the viability and effectiveness of this approach for text-conditioned CAD generation. Because simple metrics often fail to reflect the quality of generated objects, we introduce geometric and topological metrics based on sphericity, mean curvature, and Euler characteristic to provide richer structural insights. Our experiments and ablation studies on both synthetic and human-annotated data demonstrate that CADmium is able to automate CAD design, drastically speeding up the design of new objects. The dataset, code, and fine-tuned models are available online.
ViewCraft3D: High-Fidelity and View-Consistent 3D Vector Graphics Synthesis
3D vector graphics play a crucial role in various applications including 3D shape retrieval, conceptual design, and virtual reality interactions due to their ability to capture essential structural information with minimal representation. While recent approaches have shown promise in generating 3D vector graphics, they often suffer from lengthy processing times and struggle to maintain view consistency. To address these limitations, we propose ViewCraft3D (VC3D), an efficient method that leverages 3D priors to generate 3D vector graphics. Specifically, our approach begins with 3D object analysis, employs a geometric extraction algorithm to fit 3D vector graphics to the underlying structure, and applies view-consistent refinement process to enhance visual quality. Our comprehensive experiments demonstrate that VC3D outperforms previous methods in both qualitative and quantitative evaluations, while significantly reducing computational overhead. The resulting 3D sketches maintain view consistency and effectively capture the essential characteristics of the original objects.
DreamRunner: Fine-Grained Storytelling Video Generation with Retrieval-Augmented Motion Adaptation
Storytelling video generation (SVG) has recently emerged as a task to create long, multi-motion, multi-scene videos that consistently represent the story described in the input text script. SVG holds great potential for diverse content creation in media and entertainment; however, it also presents significant challenges: (1) objects must exhibit a range of fine-grained, complex motions, (2) multiple objects need to appear consistently across scenes, and (3) subjects may require multiple motions with seamless transitions within a single scene. To address these challenges, we propose DreamRunner, a novel story-to-video generation method: First, we structure the input script using a large language model (LLM) to facilitate both coarse-grained scene planning as well as fine-grained object-level layout and motion planning. Next, DreamRunner presents retrieval-augmented test-time adaptation to capture target motion priors for objects in each scene, supporting diverse motion customization based on retrieved videos, thus facilitating the generation of new videos with complex, scripted motions. Lastly, we propose a novel spatial-temporal region-based 3D attention and prior injection module SR3AI for fine-grained object-motion binding and frame-by-frame semantic control. We compare DreamRunner with various SVG baselines, demonstrating state-of-the-art performance in character consistency, text alignment, and smooth transitions. Additionally, DreamRunner exhibits strong fine-grained condition-following ability in compositional text-to-video generation, significantly outperforming baselines on T2V-ComBench. Finally, we validate DreamRunner's robust ability to generate multi-object interactions with qualitative examples.
Geometric Representation Learning for Document Image Rectification
In document image rectification, there exist rich geometric constraints between the distorted image and the ground truth one. However, such geometric constraints are largely ignored in existing advanced solutions, which limits the rectification performance. To this end, we present DocGeoNet for document image rectification by introducing explicit geometric representation. Technically, two typical attributes of the document image are involved in the proposed geometric representation learning, i.e., 3D shape and textlines. Our motivation arises from the insight that 3D shape provides global unwarping cues for rectifying a distorted document image while overlooking the local structure. On the other hand, textlines complementarily provide explicit geometric constraints for local patterns. The learned geometric representation effectively bridges the distorted image and the ground truth one. Extensive experiments show the effectiveness of our framework and demonstrate the superiority of our DocGeoNet over state-of-the-art methods on both the DocUNet Benchmark dataset and our proposed DIR300 test set. The code is available at https://github.com/fh2019ustc/DocGeoNet.
Unifying Layout Generation with a Decoupled Diffusion Model
Layout generation aims to synthesize realistic graphic scenes consisting of elements with different attributes including category, size, position, and between-element relation. It is a crucial task for reducing the burden on heavy-duty graphic design works for formatted scenes, e.g., publications, documents, and user interfaces (UIs). Diverse application scenarios impose a big challenge in unifying various layout generation subtasks, including conditional and unconditional generation. In this paper, we propose a Layout Diffusion Generative Model (LDGM) to achieve such unification with a single decoupled diffusion model. LDGM views a layout of arbitrary missing or coarse element attributes as an intermediate diffusion status from a completed layout. Since different attributes have their individual semantics and characteristics, we propose to decouple the diffusion processes for them to improve the diversity of training samples and learn the reverse process jointly to exploit global-scope contexts for facilitating generation. As a result, our LDGM can generate layouts either from scratch or conditional on arbitrary available attributes. Extensive qualitative and quantitative experiments demonstrate our proposed LDGM outperforms existing layout generation models in both functionality and performance.
CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner
We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan
DeepVecFont-v2: Exploiting Transformers to Synthesize Vector Fonts with Higher Quality
Vector font synthesis is a challenging and ongoing problem in the fields of Computer Vision and Computer Graphics. The recently-proposed DeepVecFont achieved state-of-the-art performance by exploiting information of both the image and sequence modalities of vector fonts. However, it has limited capability for handling long sequence data and heavily relies on an image-guided outline refinement post-processing. Thus, vector glyphs synthesized by DeepVecFont still often contain some distortions and artifacts and cannot rival human-designed results. To address the above problems, this paper proposes an enhanced version of DeepVecFont mainly by making the following three novel technical contributions. First, we adopt Transformers instead of RNNs to process sequential data and design a relaxation representation for vector outlines, markedly improving the model's capability and stability of synthesizing long and complex outlines. Second, we propose to sample auxiliary points in addition to control points to precisely align the generated and target B\'ezier curves or lines. Finally, to alleviate error accumulation in the sequential generation process, we develop a context-based self-refinement module based on another Transformer-based decoder to remove artifacts in the initially synthesized glyphs. Both qualitative and quantitative results demonstrate that the proposed method effectively resolves those intrinsic problems of the original DeepVecFont and outperforms existing approaches in generating English and Chinese vector fonts with complicated structures and diverse styles.
Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries
Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using 9.7times fewer primitives and 5.5times less memory on outdoor scenes and using 31times fewer primitives and 3.7times less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.
Leveraging Intrinsic Properties for Non-Rigid Garment Alignment
We address the problem of aligning real-world 3D data of garments, which benefits many applications such as texture learning, physical parameter estimation, generative modeling of garments, etc. Existing extrinsic methods typically perform non-rigid iterative closest point and struggle to align details due to incorrect closest matches and rigidity constraints. While intrinsic methods based on functional maps can produce high-quality correspondences, they work under isometric assumptions and become unreliable for garment deformations which are highly non-isometric. To achieve wrinkle-level as well as texture-level alignment, we present a novel coarse-to-fine two-stage method that leverages intrinsic manifold properties with two neural deformation fields, in the 3D space and the intrinsic space, respectively. The coarse stage performs a 3D fitting, where we leverage intrinsic manifold properties to define a manifold deformation field. The coarse fitting then induces a functional map that produces an alignment of intrinsic embeddings. We further refine the intrinsic alignment with a second neural deformation field for higher accuracy. We evaluate our method with our captured garment dataset, GarmCap. The method achieves accurate wrinkle-level and texture-level alignment and works for difficult garment types such as long coats. Our project page is https://jsnln.github.io/iccv2023_intrinsic/index.html.
How do Observable Users Decompose D3 Code? A Qualitative Study
Many toolkit developers seek to streamline the visualization programming process through structured support such as prescribed templates and example galleries. However, few projects examine how users organize their own visualization programs and how their coding choices may deviate from the intents of toolkit developers, impacting visualization prototyping and design. Further, is it possible to infer users' reasoning indirectly through their code, even when users copy code from other sources? We explore this question through a qualitative analysis of 715 D3 programs on Observable. We identify three levels of program organization based on how users decompose their code into smaller blocks: Program-, Chart-, and Component-Level code decomposition, with a strong preference for Component-Level reasoning. In a series of interviews, we corroborate that these levels reflect how Observable users reason about visualization programs. We compare common user-made components with those theorized in the Grammar of Graphics to assess overlap in user and toolkit developer reasoning. We find that, while the Grammar of Graphics covers basic visualizations well, it falls short in describing complex visualization types, especially those with animation, interaction, and parameterization components. Our findings highlight how user practices differ from formal grammars and reinforce ongoing efforts to rethink visualization toolkit support, including augmenting learning tools and AI assistants to better reflect real-world coding strategies.
WebRPG: Automatic Web Rendering Parameters Generation for Visual Presentation
In the era of content creation revolution propelled by advancements in generative models, the field of web design remains unexplored despite its critical role in modern digital communication. The web design process is complex and often time-consuming, especially for those with limited expertise. In this paper, we introduce Web Rendering Parameters Generation (WebRPG), a new task that aims at automating the generation for visual presentation of web pages based on their HTML code. WebRPG would contribute to a faster web development workflow. Since there is no existing benchmark available, we develop a new dataset for WebRPG through an automated pipeline. Moreover, we present baseline models, utilizing VAE to manage numerous elements and rendering parameters, along with custom HTML embedding for capturing essential semantic and hierarchical information from HTML. Extensive experiments, including customized quantitative evaluations for this specific task, are conducted to evaluate the quality of the generated results.
FlipSketch: Flipping Static Drawings to Text-Guided Sketch Animations
Sketch animations offer a powerful medium for visual storytelling, from simple flip-book doodles to professional studio productions. While traditional animation requires teams of skilled artists to draw key frames and in-between frames, existing automation attempts still demand significant artistic effort through precise motion paths or keyframe specification. We present FlipSketch, a system that brings back the magic of flip-book animation -- just draw your idea and describe how you want it to move! Our approach harnesses motion priors from text-to-video diffusion models, adapting them to generate sketch animations through three key innovations: (i) fine-tuning for sketch-style frame generation, (ii) a reference frame mechanism that preserves visual integrity of input sketch through noise refinement, and (iii) a dual-attention composition that enables fluid motion without losing visual consistency. Unlike constrained vector animations, our raster frames support dynamic sketch transformations, capturing the expressive freedom of traditional animation. The result is an intuitive system that makes sketch animation as simple as doodling and describing, while maintaining the artistic essence of hand-drawn animation.
GeoCode: Interpretable Shape Programs
Mapping high-fidelity 3D geometry to a representation that allows for intuitive edits remains an elusive goal in computer vision and graphics. The key challenge is the need to model both continuous and discrete shape variations. Current approaches, such as implicit shape representation, lack straightforward interpretable encoding, while others that employ procedural methods output coarse geometry. We present GeoCode, a technique for 3D shape synthesis using an intuitively editable parameter space. We build a novel program that enforces a complex set of rules and enables users to perform intuitive and controlled high-level edits that procedurally propagate at a low level to the entire shape. Our program produces high-quality mesh outputs by construction. We use a neural network to map a given point cloud or sketch to our interpretable parameter space. Once produced by our procedural program, shapes can be easily modified. Empirically, we show that GeoCode can infer and recover 3D shapes more accurately compared to existing techniques and we demonstrate its ability to perform controlled local and global shape manipulations.
Text-to-3D using Gaussian Splatting
In this paper, we present Gaussian Splatting based text-to-3D generation (GSGEN), a novel approach for generating high-quality 3D objects. Previous methods suffer from inaccurate geometry and limited fidelity due to the absence of 3D prior and proper representation. We leverage 3D Gaussian Splatting, a recent state-of-the-art representation, to address existing shortcomings by exploiting the explicit nature that enables the incorporation of 3D prior. Specifically, our method adopts a progressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under a 3D geometry prior along with the ordinary 2D SDS loss, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative refinement to enrich details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D content with delicate details and more accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components. Video results are provided at https://gsgen3d.github.io. Our code is available at https://github.com/gsgen3d/gsgen
Mesh Silksong: Auto-Regressive Mesh Generation as Weaving Silk
We introduce Mesh Silksong, a compact and efficient mesh representation tailored to generate the polygon mesh in an auto-regressive manner akin to silk weaving. Existing mesh tokenization methods always produce token sequences with repeated vertex tokens, wasting the network capability. Therefore, our approach tokenizes mesh vertices by accessing each mesh vertice only once, reduces the token sequence's redundancy by 50\%, and achieves a state-of-the-art compression rate of approximately 22\%. Furthermore, Mesh Silksong produces polygon meshes with superior geometric properties, including manifold topology, watertight detection, and consistent face normals, which are critical for practical applications. Experimental results demonstrate the effectiveness of our approach, showcasing not only intricate mesh generation but also significantly improved geometric integrity.
Constrained Graphic Layout Generation via Latent Optimization
It is common in graphic design humans visually arrange various elements according to their design intent and semantics. For example, a title text almost always appears on top of other elements in a document. In this work, we generate graphic layouts that can flexibly incorporate such design semantics, either specified implicitly or explicitly by a user. We optimize using the latent space of an off-the-shelf layout generation model, allowing our approach to be complementary to and used with existing layout generation models. Our approach builds on a generative layout model based on a Transformer architecture, and formulates the layout generation as a constrained optimization problem where design constraints are used for element alignment, overlap avoidance, or any other user-specified relationship. We show in the experiments that our approach is capable of generating realistic layouts in both constrained and unconstrained generation tasks with a single model. The code is available at https://github.com/ktrk115/const_layout .
Sparse VideoGen: Accelerating Video Diffusion Transformers with Spatial-Temporal Sparsity
Diffusion Transformers (DiTs) dominate video generation but their high computational cost severely limits real-world applicability, usually requiring tens of minutes to generate a few seconds of video even on high-performance GPUs. This inefficiency primarily arises from the quadratic computational complexity of 3D Full Attention with respect to the context length. In this paper, we propose a training-free framework termed Sparse VideoGen (SVG) that leverages the inherent sparsity in 3D Full Attention to boost inference efficiency. We reveal that the attention heads can be dynamically classified into two groups depending on distinct sparse patterns: (1) Spatial Head, where only spatially-related tokens within each frame dominate the attention output, and (2) Temporal Head, where only temporally-related tokens across different frames dominate. Based on this insight, SVG proposes an online profiling strategy to capture the dynamic sparse patterns and predicts the type of attention head. Combined with a novel hardware-efficient tensor layout transformation and customized kernel implementations, SVG achieves up to 2.28x and 2.33x end-to-end speedup on CogVideoX-v1.5 and HunyuanVideo, respectively, while preserving generation quality.
MeshLLM: Empowering Large Language Models to Progressively Understand and Generate 3D Mesh
We present MeshLLM, a novel framework that leverages large language models (LLMs) to understand and generate text-serialized 3D meshes. Our approach addresses key limitations in existing methods, including the limited dataset scale when catering to LLMs' token length and the loss of 3D structural information during mesh serialization. We introduce a Primitive-Mesh decomposition strategy, which divides 3D meshes into structurally meaningful subunits. This enables the creation of a large-scale dataset with 1500k+ samples, almost 50 times larger than previous methods, which aligns better with the LLM scaling law principles. Furthermore, we propose inferring face connectivity from vertices and local mesh assembly training strategies, significantly enhancing the LLMs' ability to capture mesh topology and spatial structures. Experiments show that MeshLLM outperforms the state-of-the-art LLaMA-Mesh in both mesh generation quality and shape understanding, highlighting its great potential in processing text-serialized 3D meshes.
SHINOBI: Shape and Illumination using Neural Object Decomposition via BRDF Optimization In-the-wild
We present SHINOBI, an end-to-end framework for the reconstruction of shape, material, and illumination from object images captured with varying lighting, pose, and background. Inverse rendering of an object based on unconstrained image collections is a long-standing challenge in computer vision and graphics and requires a joint optimization over shape, radiance, and pose. We show that an implicit shape representation based on a multi-resolution hash encoding enables faster and robust shape reconstruction with joint camera alignment optimization that outperforms prior work. Further, to enable the editing of illumination and object reflectance (i.e. material) we jointly optimize BRDF and illumination together with the object's shape. Our method is class-agnostic and works on in-the-wild image collections of objects to produce relightable 3D assets for several use cases such as AR/VR, movies, games, etc. Project page: https://shinobi.aengelhardt.com Video: https://www.youtube.com/watch?v=iFENQ6AcYd8&feature=youtu.be
Light4GS: Lightweight Compact 4D Gaussian Splatting Generation via Context Model
3D Gaussian Splatting (3DGS) has emerged as an efficient and high-fidelity paradigm for novel view synthesis. To adapt 3DGS for dynamic content, deformable 3DGS incorporates temporally deformable primitives with learnable latent embeddings to capture complex motions. Despite its impressive performance, the high-dimensional embeddings and vast number of primitives lead to substantial storage requirements. In this paper, we introduce a Lightweight 4DGS framework, called Light4GS, that employs significance pruning with a deep context model to provide a lightweight storage-efficient dynamic 3DGS representation. The proposed Light4GS is based on 4DGS that is a typical representation of deformable 3DGS. Specifically, our framework is built upon two core components: (1) a spatio-temporal significance pruning strategy that eliminates over 64\% of the deformable primitives, followed by an entropy-constrained spherical harmonics compression applied to the remainder; and (2) a deep context model that integrates intra- and inter-prediction with hyperprior into a coarse-to-fine context structure to enable efficient multiscale latent embedding compression. Our approach achieves over 120x compression and increases rendering FPS up to 20\% compared to the baseline 4DGS, and also superior to frame-wise state-of-the-art 3DGS compression methods, revealing the effectiveness of our Light4GS in terms of both intra- and inter-prediction methods without sacrificing rendering quality.
UVGS: Reimagining Unstructured 3D Gaussian Splatting using UV Mapping
3D Gaussian Splatting (3DGS) has demonstrated superior quality in modeling 3D objects and scenes. However, generating 3DGS remains challenging due to their discrete, unstructured, and permutation-invariant nature. In this work, we present a simple yet effective method to overcome these challenges. We utilize spherical mapping to transform 3DGS into a structured 2D representation, termed UVGS. UVGS can be viewed as multi-channel images, with feature dimensions as a concatenation of Gaussian attributes such as position, scale, color, opacity, and rotation. We further find that these heterogeneous features can be compressed into a lower-dimensional (e.g., 3-channel) shared feature space using a carefully designed multi-branch network. The compressed UVGS can be treated as typical RGB images. Remarkably, we discover that typical VAEs trained with latent diffusion models can directly generalize to this new representation without additional training. Our novel representation makes it effortless to leverage foundational 2D models, such as diffusion models, to directly model 3DGS. Additionally, one can simply increase the 2D UV resolution to accommodate more Gaussians, making UVGS a scalable solution compared to typical 3D backbones. This approach immediately unlocks various novel generation applications of 3DGS by inherently utilizing the already developed superior 2D generation capabilities. In our experiments, we demonstrate various unconditional, conditional generation, and inpainting applications of 3DGS based on diffusion models, which were previously non-trivial.
Latent Diffusion Model without Variational Autoencoder
Recent progress in diffusion-based visual generation has largely relied on latent diffusion models with variational autoencoders (VAEs). While effective for high-fidelity synthesis, this VAE+diffusion paradigm suffers from limited training efficiency, slow inference, and poor transferability to broader vision tasks. These issues stem from a key limitation of VAE latent spaces: the lack of clear semantic separation and strong discriminative structure. Our analysis confirms that these properties are crucial not only for perception and understanding tasks, but also for the stable and efficient training of latent diffusion models. Motivated by this insight, we introduce SVG, a novel latent diffusion model without variational autoencoders, which leverages self-supervised representations for visual generation. SVG constructs a feature space with clear semantic discriminability by leveraging frozen DINO features, while a lightweight residual branch captures fine-grained details for high-fidelity reconstruction. Diffusion models are trained directly on this semantically structured latent space to facilitate more efficient learning. As a result, SVG enables accelerated diffusion training, supports few-step sampling, and improves generative quality. Experimental results further show that SVG preserves the semantic and discriminative capabilities of the underlying self-supervised representations, providing a principled pathway toward task-general, high-quality visual representations.
FreeTimeGS: Free Gaussians at Anytime and Anywhere for Dynamic Scene Reconstruction
This paper addresses the challenge of reconstructing dynamic 3D scenes with complex motions. Some recent works define 3D Gaussian primitives in the canonical space and use deformation fields to map canonical primitives to observation spaces, achieving real-time dynamic view synthesis. However, these methods often struggle to handle scenes with complex motions due to the difficulty of optimizing deformation fields. To overcome this problem, we propose FreeTimeGS, a novel 4D representation that allows Gaussian primitives to appear at arbitrary time and locations. In contrast to canonical Gaussian primitives, our representation possesses the strong flexibility, thus improving the ability to model dynamic 3D scenes. In addition, we endow each Gaussian primitive with an motion function, allowing it to move to neighboring regions over time, which reduces the temporal redundancy. Experiments results on several datasets show that the rendering quality of our method outperforms recent methods by a large margin.
Urban Radiance Field Representation with Deformable Neural Mesh Primitives
Neural Radiance Fields (NeRFs) have achieved great success in the past few years. However, most current methods still require intensive resources due to ray marching-based rendering. To construct urban-level radiance fields efficiently, we design Deformable Neural Mesh Primitive~(DNMP), and propose to parameterize the entire scene with such primitives. The DNMP is a flexible and compact neural variant of classic mesh representation, which enjoys both the efficiency of rasterization-based rendering and the powerful neural representation capability for photo-realistic image synthesis. Specifically, a DNMP consists of a set of connected deformable mesh vertices with paired vertex features to parameterize the geometry and radiance information of a local area. To constrain the degree of freedom for optimization and lower the storage budgets, we enforce the shape of each primitive to be decoded from a relatively low-dimensional latent space. The rendering colors are decoded from the vertex features (interpolated with rasterization) by a view-dependent MLP. The DNMP provides a new paradigm for urban-level scene representation with appealing properties: (1) High-quality rendering. Our method achieves leading performance for novel view synthesis in urban scenarios. (2) Low computational costs. Our representation enables fast rendering (2.07ms/1k pixels) and low peak memory usage (110MB/1k pixels). We also present a lightweight version that can run 33times faster than vanilla NeRFs, and comparable to the highly-optimized Instant-NGP (0.61 vs 0.71ms/1k pixels). Project page: https://dnmp.github.io/{https://dnmp.github.io/}.
Learning Continuous Mesh Representation with Spherical Implicit Surface
As the most common representation for 3D shapes, mesh is often stored discretely with arrays of vertices and faces. However, 3D shapes in the real world are presented continuously. In this paper, we propose to learn a continuous representation for meshes with fixed topology, a common and practical setting in many faces-, hand-, and body-related applications. First, we split the template into multiple closed manifold genus-0 meshes so that each genus-0 mesh can be parameterized onto the unit sphere. Then we learn spherical implicit surface (SIS), which takes a spherical coordinate and a global feature or a set of local features around the coordinate as inputs, predicting the vertex corresponding to the coordinate as an output. Since the spherical coordinates are continuous, SIS can depict a mesh in an arbitrary resolution. SIS representation builds a bridge between discrete and continuous representation in 3D shapes. Specifically, we train SIS networks in a self-supervised manner for two tasks: a reconstruction task and a super-resolution task. Experiments show that our SIS representation is comparable with state-of-the-art methods that are specifically designed for meshes with a fixed resolution and significantly outperforms methods that work in arbitrary resolutions.
VectorEdits: A Dataset and Benchmark for Instruction-Based Editing of Vector Graphics
We introduce a large-scale dataset for instruction-guided vector image editing, consisting of over 270,000 pairs of SVG images paired with natural language edit instructions. Our dataset enables training and evaluation of models that modify vector graphics based on textual commands. We describe the data collection process, including image pairing via CLIP similarity and instruction generation with vision-language models. Initial experiments with state-of-the-art large language models reveal that current methods struggle to produce accurate and valid edits, underscoring the challenge of this task. To foster research in natural language-driven vector graphic generation and editing, we make our resources created within this work publicly available.
Neural Graphics Primitives-based Deformable Image Registration for On-the-fly Motion Extraction
Intra-fraction motion in radiotherapy is commonly modeled using deformable image registration (DIR). However, existing methods often struggle to balance speed and accuracy, limiting their applicability in clinical scenarios. This study introduces a novel approach that harnesses Neural Graphics Primitives (NGP) to optimize the displacement vector field (DVF). Our method leverages learned primitives, processed as splats, and interpolates within space using a shallow neural network. Uniquely, it enables self-supervised optimization at an ultra-fast speed, negating the need for pre-training on extensive datasets and allowing seamless adaptation to new cases. We validated this approach on the 4D-CT lung dataset DIR-lab, achieving a target registration error (TRE) of 1.15\pm1.15 mm within a remarkable time of 1.77 seconds. Notably, our method also addresses the sliding boundary problem, a common challenge in conventional DIR methods.
Graphic Design with Large Multimodal Model
In the field of graphic design, automating the integration of design elements into a cohesive multi-layered artwork not only boosts productivity but also paves the way for the democratization of graphic design. One existing practice is Graphic Layout Generation (GLG), which aims to layout sequential design elements. It has been constrained by the necessity for a predefined correct sequence of layers, thus limiting creative potential and increasing user workload. In this paper, we present Hierarchical Layout Generation (HLG) as a more flexible and pragmatic setup, which creates graphic composition from unordered sets of design elements. To tackle the HLG task, we introduce Graphist, the first layout generation model based on large multimodal models. Graphist efficiently reframes the HLG as a sequence generation problem, utilizing RGB-A images as input, outputs a JSON draft protocol, indicating the coordinates, size, and order of each element. We develop new evaluation metrics for HLG. Graphist outperforms prior arts and establishes a strong baseline for this field. Project homepage: https://github.com/graphic-design-ai/graphist
GeoSAM2: Unleashing the Power of SAM2 for 3D Part Segmentation
Modern 3D generation methods can rapidly create shapes from sparse or single views, but their outputs often lack geometric detail due to computational constraints. We present DetailGen3D, a generative approach specifically designed to enhance these generated 3D shapes. Our key insight is to model the coarse-to-fine transformation directly through data-dependent flows in latent space, avoiding the computational overhead of large-scale 3D generative models. We introduce a token matching strategy that ensures accurate spatial correspondence during refinement, enabling local detail synthesis while preserving global structure. By carefully designing our training data to match the characteristics of synthesized coarse shapes, our method can effectively enhance shapes produced by various 3D generation and reconstruction approaches, from single-view to sparse multi-view inputs. Extensive experiments demonstrate that DetailGen3D achieves high-fidelity geometric detail synthesis while maintaining efficiency in training.
ColorGS: High-fidelity Surgical Scene Reconstruction with Colored Gaussian Splatting
High-fidelity reconstruction of deformable tissues from endoscopic videos remains challenging due to the limitations of existing methods in capturing subtle color variations and modeling global deformations. While 3D Gaussian Splatting (3DGS) enables efficient dynamic reconstruction, its fixed per-Gaussian color assignment struggles with intricate textures, and linear deformation modeling fails to model consistent global deformation. To address these issues, we propose ColorGS, a novel framework that integrates spatially adaptive color encoding and enhanced deformation modeling for surgical scene reconstruction. First, we introduce Colored Gaussian Primitives, which employ dynamic anchors with learnable color parameters to adaptively encode spatially varying textures, significantly improving color expressiveness under complex lighting and tissue similarity. Second, we design an Enhanced Deformation Model (EDM) that combines time-aware Gaussian basis functions with learnable time-independent deformations, enabling precise capture of both localized tissue deformations and global motion consistency caused by surgical interactions. Extensive experiments on DaVinci robotic surgery videos and benchmark datasets (EndoNeRF, StereoMIS) demonstrate that ColorGS achieves state-of-the-art performance, attaining a PSNR of 39.85 (1.5 higher than prior 3DGS-based methods) and superior SSIM (97.25\%) while maintaining real-time rendering efficiency. Our work advances surgical scene reconstruction by balancing high fidelity with computational practicality, critical for intraoperative guidance and AR/VR applications.
Automatic Functional Differentiation in JAX
We extend JAX with the capability to automatically differentiate higher-order functions (functionals and operators). By representing functions as a generalization of arrays, we seamlessly use JAX's existing primitive system to implement higher-order functions. We present a set of primitive operators that serve as foundational building blocks for constructing several key types of functionals. For every introduced primitive operator, we derive and implement both linearization and transposition rules, aligning with JAX's internal protocols for forward and reverse mode automatic differentiation. This enhancement allows for functional differentiation in the same syntax traditionally use for functions. The resulting functional gradients are themselves functions ready to be invoked in python. We showcase this tool's efficacy and simplicity through applications where functional derivatives are indispensable. The source code of this work is released at https://github.com/sail-sg/autofd .
NURBGen: High-Fidelity Text-to-CAD Generation through LLM-Driven NURBS Modeling
Generating editable 3D CAD models from natural language remains challenging, as existing text-to-CAD systems either produce meshes or rely on scarce design-history data. We present NURBGen, the first framework to generate high-fidelity 3D CAD models directly from text using Non-Uniform Rational B-Splines (NURBS). To achieve this, we fine-tune a large language model (LLM) to translate free-form texts into JSON representations containing NURBS surface parameters (i.e, control points, knot vectors, degrees, and rational weights) which can be directly converted into BRep format using Python. We further propose a hybrid representation that combines untrimmed NURBS with analytic primitives to handle trimmed surfaces and degenerate regions more robustly, while reducing token complexity. Additionally, we introduce partABC, a curated subset of the ABC dataset consisting of individual CAD components, annotated with detailed captions using an automated annotation pipeline. NURBGen demonstrates strong performance on diverse prompts, surpassing prior methods in geometric fidelity and dimensional accuracy, as confirmed by expert evaluations. Code and dataset will be released publicly.
Treemaps with Bounded Aspect Ratio
Treemaps are a popular technique to visualize hierarchical data. The input is a weighted tree tree where the weight of each node is the sum of the weights of its children. A treemap for tree is a hierarchical partition of a rectangle into simply connected regions, usually rectangles. Each region represents a node of tree and its area is proportional to the weight of the corresponding node. An important quality criterion for treemaps is the aspect ratio of its regions. One cannot bound the aspect ratio if the regions are restricted to be rectangles. In contrast, polygonal partitions, that use convex polygons, have bounded aspect ratio. We are the first to obtain convex partitions with optimal aspect ratio O(depth(tree)). However, depth(tree) still depends on the input tree. Hence we introduce a new type of treemaps, namely orthoconvex treemaps, where regions representing leaves are rectangles, L-, and S-shapes, and regions representing internal nodes are orthoconvex polygons. We prove that any input tree, irrespective of the weights of the nodes and the depth of the tree, admits an orthoconvex treemap of constant aspect ratio. We also obtain several specialized results for single-level treemaps, that is, treemaps where the input tree has depth~1.
Radiant Triangle Soup with Soft Connectivity Forces for 3D Reconstruction and Novel View Synthesis
We introduce an inference-time scene optimization algorithm utilizing triangle soup, a collection of disconnected translucent triangle primitives, as the representation for the geometry and appearance of a scene. Unlike full-rank Gaussian kernels, triangles are a natural, locally-flat proxy for surfaces that can be connected to achieve highly complex geometry. When coupled with per-vertex Spherical Harmonics (SH), triangles provide a rich visual representation without incurring an expensive increase in primitives. We leverage our new representation to incorporate optimization objectives and enforce spatial regularization directly on the underlying primitives. The main differentiator of our approach is the definition and enforcement of soft connectivity forces between triangles during optimization, encouraging explicit, but soft, surface continuity in 3D. Experiments on representative 3D reconstruction and novel view synthesis datasets show improvements in geometric accuracy compared to current state-of-the-art algorithms without sacrificing visual fidelity.
Self-conditioned Image Generation via Generating Representations
This paper presents Representation-Conditioned image Generation (RCG), a simple yet effective image generation framework which sets a new benchmark in class-unconditional image generation. RCG does not condition on any human annotations. Instead, it conditions on a self-supervised representation distribution which is mapped from the image distribution using a pre-trained encoder. During generation, RCG samples from such representation distribution using a representation diffusion model (RDM), and employs a pixel generator to craft image pixels conditioned on the sampled representation. Such a design provides substantial guidance during the generative process, resulting in high-quality image generation. Tested on ImageNet 256times256, RCG achieves a Frechet Inception Distance (FID) of 3.31 and an Inception Score (IS) of 253.4. These results not only significantly improve the state-of-the-art of class-unconditional image generation but also rival the current leading methods in class-conditional image generation, bridging the long-standing performance gap between these two tasks. Code is available at https://github.com/LTH14/rcg.
