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Hierarchical NeRF with JAX3D for Volumetric Rendering, Novel-View Synthesis, and 3D Reconstruction

MarkTechPost tutorial implements a hierarchical NeRF in JAX using jax3d volume-rendering primitives for novel-view synthesis and 3D reconstruction.

The tutorial builds an end-to-end hierarchical Neural Radiance Field using JAX, Flax, Optax, and jax3d's volume-rendering functions (sample_along_rays, volume_rendering, sample_piecewise_constant_pdf). It implements positional encoding, skip connections, separate coarse and fine networks, and view-direction conditioning with hierarchical importance sampling. Training uses JAX JIT compilation, Adam optimization, exponential learning-rate decay, and gradient clipping. Evaluation covers PSNR, depth and opacity visualization, 360-degree rendering, and marching-cubes geometry extraction.

MarkTechPost · 2d agoAI research

RenderFormer-V2: Neural Rendering with Heterogeneous Scene Primitives

RenderFormer-V2 is a transformer-based neural renderer handling caustics, volumetric scattering and out-of-distribution materials without per-scene training or specialized code.

RenderFormer-V2 is a learned transformer-based neural rendering model that models global light transport as a sequence-to-sequence transformation, handling caustics, volumetric scattering, environment lighting, textured and displaced surfaces and out-of-distribution materials. It uses a two-stage process: a view-independent stage resolving primitive-to-primitive transport, and a view-dependent stage converting the neural scene representation into pixels. Improvements include combined windowed-attention with a rendering-informed attention sink for scalability, support for heterogeneous primitives like environment maps and participating media, and a surface-reflectance-independent neural material encoding, validated across diverse scenes with extensive ablations.

Hugging Face daily papers · 12d agoAI research

Learning 3D Editing without Paired Supervision via Generative Prior Distillation

New framework distills 2D editing and VLM priors into a feed-forward 3D editing model without paired 3D training data.

The method, PriorEdit3D, learns feed-forward instruction-guided 3D editing by distilling knowledge from foundation models instead of using ground-truth 3D pairs. Through a differentiable rendering pipeline it supervises a 2D visual prior from an image editing model at the main view and a Vision-Language Model semantic prior at novel views for instruction fidelity and identity preservation. A 3D-aware Distribution Matching regularization constrains outputs to the manifold of realistic 3D assets defined by a pretrained image-to-3D teacher. Experiments report superior instruction fidelity and cross-view consistency over state-of-the-art baselines, with code released on GitHub.

Hugging Face daily papers · 12d agoAI research

3D Point Splatting for mmWave Radar Novel View Synthesis

Researchers propose 3DPS, a differentiable point renderer for mmWave radar novel view synthesis that outperforms optical-NVS baselines by 1.7x-5.2x.

The paper introduces 3D Point Splatting (3DPS), the first differentiable point renderer for radar, derived from the solid-angle form of the radar equation with ITU-R P.2040 material models and complex phasor splatting. On six outdoor ColoRadar scenes it reaches 0.587 mean Pearson correlation on held-out range-azimuth images, between 1.7x and 5.2x the RadarSplat, Radar Fields, and DART baselines. The same optimized scene produces ADC, complex range profile, and RA outputs via standard FFT pipelines, and training takes about 3 minutes per scene on an RTX 4090.

arXiv cs.AI / cs.LG / cs.CL · 5d agoAI research

Recursive Code World Models: Building Complex Worlds through Recursive Scene Programs

RCWM reconstructs complex 3D worlds as executable code from a single image using recursive scene programs with global-local-global solver recursion.

The paper introduces Recursive Code World Models, coupling a Recursive Scene Program representation with a recursive construction solver for image-to-3D-world reconstruction. Each solver call establishes the whole scene, recursively reconstructs unresolved parts, and revisits the whole to refine composition, while a vision-language coding agent compares reference images with scene renders to guide refinement. RCWM outperforms prior code-based image-to-scene reconstruction methods, and ablations show deeper recursive calls improve fine-scale reconstruction.

Hugging Face daily papers · 6d agoAI research1

RelightFormer: Feed-forward Generative Transformer for Multiview Object Relighting

RelightFormer is a feed-forward generative transformer for photorealistic single- and multi-view object relighting, trained on a 90K-object dataset.

Researchers introduce RelightFormer, a feed-forward generative transformer adapted from a video foundation model that performs direct image relighting without explicit intrinsic property estimation. The architecture injects target environment maps via a latent illumination module with cross-attention and uses permutation-invariant positional encodings for unordered multi-view inputs. Training relies on the newly constructed Laval Objaverse Dataset (LOD) with 90K objects and 39K unique illuminations, and the model shows state-of-the-art quality with strong zero-shot generalization across single-view, multi-view, and novel-view relighting.

Hugging Face daily papers · 9d agoAI research

Kaininja: Extending Native 3D Generators to the Part Level

KaiNinja extends TRELLIS.2 native 3D generation to part-level assets via a dual-volume O-Voxel representation, cutting whole-object Chamfer distance by 40%.

KaiNinja extends the TRELLIS.2 native 3D generator to produce part-level assets instead of one fused mesh, enabling downstream editing, rigging, and simulation. A dual-volume form of the O-Voxel representation solves the problem that a single volume cannot represent interfaces where two parts touch. The model needs no segmentation network, is partly trained on LLM-agent-authored part data, lowers whole-object Chamfer distance by 40%, and raises strict part F-score by 16% versus other part-generation pipelines.

Hugging Face daily papers · 2d agoAI research

SNAP3D: Physically Grounded 3D Parts for Assembly from a Single Image

SNAP3D uses physics simulation feedback to make single-image 3D part generation produce valid, stable assemblies, validated through 3D printing.

The framework improves part-aware 3D generation by resolving inter-part penetration, recovering contact graphs between neighboring parts, and placing parameterized connectors at contact surfaces. Physical simulation feedback refines connector placement, orientation, and dimensions to improve assembly stability while preserving geometry. A physics-based evaluation protocol tests assembly validity and stability under gravity, and results are validated through 3D printing and real-world assembly.

Hugging Face daily papers · 5d agoAI research

To See a World in a Living Context: Unified Indoor-Outdoor Urban World Generation

Researchers introduce HoloWorld, a unified text-driven framework generating coherent indoor-outdoor 3D urban worlds, improving average AQS over SOTA by 7.68%.

HoloWorld is a text-driven 3D generation framework that unifies indoor and outdoor urban world generation using a continuously updated cross-scale world context. It autoregressively generates urban exteriors with consistent spatial organization, grounded in 3D building instances and footprints, then produces building-specific interiors with geometry-constrained layouts that inherit exterior appearance. The authors claim it is the first framework to unify indoor and outdoor generation within one coherent 3D urban world, reporting a 7.68% average AQS improvement over prior SOTA and the highest average RDR score.

Hugging Face daily papers · 18d agoAI research

CoVeR: Coverage-Based Token Pruning for Multi-View 3D Reasoning in VLMs

CoVeR, a training-free coverage-based token pruner, preserves 93.5% of VLM 3D-reasoning performance using only about 8% of visual tokens.

Researchers introduce CoVeR, a deterministic, training-free selector that chooses visual tokens to cover every region of a multi-view 3D scene using only token coordinates. Unlike learned-importance and voxelization pruners, it enforces an exact per-scene token budget, avoids saturation plateaus, and prevents near-duplicate selections. Experiments across four vision-language models show it surpasses prior state of the art by 3.9 percentage points on average across three 3D reasoning benchmarks.

Hugging Face daily papers · 8d agoAI research

AlayaVista: Streaming World Modeling from Panoramic States to Perspective Video

AlayaVista is a camera-controllable streaming video world model that decouples panoramic scene evolution from perspective synthesis, trained on a 1,318-hour 4K dataset.

AlayaVista builds a 360-degree scene prior from a single perspective image, evolves it as a camera-conditioned panoramic latent state, and maps it to perspective video via a latent viewport renderer plus a perspective refiner. Chunk-autoregressive generation and few-step distillation enable efficient streaming. The authors introduce MUGEN, a real-world panoramic video dataset with 1,318 hours of at-least-4K video and rich semantic and geometric annotations.

Hugging Face daily papers · 3d agoAI research

LynnReal-Omni: Native multi-modal Video Generation for Agentic Visual Workflows

LynnReal-Omni unifies controllable video generation tasks in a 32B multimodal diffusion transformer, with a 27B Flash variant rendering 540p clips in 377 ms.

LynnReal-Omni is a native multimodal video generation framework built on a 32B shared multimodal diffusion transformer unifying text-to-video, image-conditioned generation, reference guidance, structural control, editing, restoration and long-video generation, accepting heterogeneous inputs like 3D renders and game recordings for agentic visual workflows. A dedicated 27B Flash model enables real-time rendering, producing a 22-frame 540p video in 377 ms on one H100 versus 843 ms for the full model. The work introduces a curated multi-shot audiovisual data pipeline and MSAVP, a 100-prompt, 20-metric evaluation design covering instruction following, plausibility, visual quality, temporal behavior and audio coordination.

Hugging Face daily papers · 2d agoAI research

TFTrack: A Template-Free Framework for Efficient 3D Point Cloud Tracking

Researchers propose TFTrack, a template-free LiDAR 3D single object tracking framework cutting FLOPs ~50% while running at ~120 FPS.

TFTrack is the first template-free framework for 3D Single Object Tracking, dropping template-search pairings and complex motion modeling in favor of the prior bounding box center plus geometric alignment. It ships in three variants (TFTrack-Voxel, TFTrack-Pillar, TFTrack-Point) covering sparse and dense 3D representations. On KITTI and nuScenes it is competitive with leading template-based trackers while reducing FLOPs by about 50% and running near 120 FPS. Code is released, targeting real-time deployment in embedded robotics such as autonomous vehicles.

arXiv cs.AI / cs.LG / cs.CL · 8d agoAI research

GoDeep: Annotation-Free Open-Vocabulary 3D Scene Understanding via Language-Space Lifting

GoDeep achieves annotation-free open-vocabulary 3D segmentation by grounding structured image descriptions in language-only embeddings, outperforming CLIP-based lifting on out-of-vocabulary objects.

GoDeep uses a vision-language model purely as a translator, producing structured entity-level image descriptions that are grounded, projected, and aggregated in a general-purpose language-only embedding space, with no 3D training corpus or dedicated 3D encoder required. On ScanNet++ the pipeline is competitive with strong annotation-free baselines, and on a cultural-heritage benchmark a systematic vocabulary correction reverses initial CLIP-based rankings. Language-space embeddings separate genuinely out-of-vocabulary objects more sharply, localize them within scenes, and keep all predictions explainable as discrete text.

arXiv cs.AI / cs.LG / cs.CL · 7d agoAI research

SpatialBlock: Enhancing Spatial Intelligence in LVLMs via Synthetic Block-Stacking Problem

Researchers release SpatialBlock-15k, a synthetic block-stacking dataset that improves 3D spatial reasoning in large vision-language models without dense geometric annotations.

The paper addresses limited spatial intelligence in LVLMs by training on structured block-manipulation tasks instead of costly real-scene annotated datasets. SpatialBlock-15k contains 15,000 synthetic problems covering 3D-to-2D projection, viewpoint transformation, and structural combination, with color modulation as visual cues. LVLMs trained on it via direct answering or reasoning-based prediction outperform baselines and generalize to real-world spatial tasks. Code and data are released on GitHub.

Hugging Face daily papers · 9d agoAI research

UniMate: One Unified Model to Animate Diverse Skeletons

Researchers introduce UniMate, a topology-aware diffusion transformer generating text-driven motion for arbitrary 3D skeletons without per-skeleton retraining.

UniMate is a unified foundation model that synthesizes articulated motion for arbitrary skeletons from a rigged 3D asset and a text prompt, with no test-time optimization or per-skeleton fine-tuning. It uses a topology-aware diffusion transformer combining graph-aware attention bias, a spectral rotary position embedding generalizing RoPE via the graph Laplacian, and a rest-pose topological conditioner. Trained on UniML3D, a curated set of 13,006 motion sequences spanning bipedal to serpentine skeletons, it outperforms state-of-the-art baselines and supports zero-shot cross-topology transfer, in-betweening, and text-guided editing.

arXiv cs.AI / cs.LG / cs.CL · 11d agoAI research

Agentic Visual Generation: From Generative Models to Agentic Control

Researchers propose an L0-L4 control taxonomy for agentic visual generation, classifying controllers from fixed conditioning to experience-adaptive decision-making.

This paper proposes a taxonomy for agentic visual generation organized by what the controller can directly control in the generation process, rather than by planning depth, tool count, or model size. Levels range from L1 Conditioning Control through L2 Execution Control, L3 Outcome-Adaptive Control, and L4 Experience-Adaptive Control, with L0 Fixed Support denoting systems without a deployed decision-making controller. The framework is applied across image, video, editing, 3D, world, slide, and user-interface generation to map how controller capabilities and mechanisms have evolved across the field.

Hugging Face daily papers · 10d agoAI research

Marigold V2: Revisiting Diffusion Transformers for Monocular Depth Estimation

Marigold V2 adapts diffusion transformers for monocular depth estimation, improving AbsRel 16-26% over the previous best on KITTI and ETH3D.

Huawei's Bayer lab revisits the Marigold approach to repurpose image generation and editing models built on the diffusion transformer (DiT) architecture into monocular depth estimators. The recipes target single-step inference from pretrained multi-step flow-matching models, with remedies including alignment to ground-truth semantic features and a two-stage fine-tuning protocol using a Sinkhorn-based loss. The resulting model produces crisper depth maps that generalize out-of-distribution and also achieves state-of-the-art results on surface normals estimation and intrinsic image decomposition.

Hugging Face daily papers · 8d agoAI research

Reflection-aware Generative Novel View Synthesis

Ref-GeNVS is a training-free method for reflection-consistent generative novel view synthesis that treats mirror images as two complementary views.

An arXiv paper proposes Ref-GeNVS, a training-free approach to generative novel view synthesis in scenes containing mirrors. It estimates the mirror plane, reflects camera poses to create virtual views, and applies mirror-gated attention plus reflection injection within a multi-view diffusion model. On synthetic and real mirror scenes, Ref-GeNVS outperforms recent generative NVS methods while requiring no fine-tuning.

arXiv cs.AI / cs.LG / cs.CL · 11d agoAI research

Attention-DP3: Spatially Object-aware 3D Diffusion Policy via Geometry-aligned Attentional Conditioning

Attention-DP3 adds spatially object-aware attentional conditioning to 3D diffusion policies, improving robotic manipulation by up to 31% under heavy clutter.

Attention-DP3 injects object-level geometric cues into the unchanged DP3 diffusion policy via Tri-field Attentional Conditioning, using targetness, intra-target saliency, and backgroundness fields. Open-vocabulary 2D segmentation masks are lifted to 3D with calibrated camera geometry to build object-centric priors. Experiments on Adroit, DexArt, MetaWorld, and a real-world SO101 platform show state-of-the-art results, outperforming DP3 by up to 31% under heavy distractor clutter; the code is publicly available on GitHub.

Hugging Face daily papers · 6d agoAI research

TransNormal-2: Geometry-Grounded Rectified Flow with Edge-Aware Decoding for Precise Normal Estimation

TransNormal-2 improves monocular surface-normal estimation by fixing VAE edge degradation with geometry-aware losses and refinement, matching MoGe-2 with 1.4% of annotations.

TransNormal-2 is a FLUX.2-based rectified-flow framework for monocular surface-normal estimation with single-step deterministic inference. The authors quantify that VAE 8x spatial compression introduces 1.3-8.5 degrees of mean angular error even on ground-truth normals, with edge error up to 2.8x the global error. The method adds geometry-aware pixel-space losses and an RGB-guided Geometric Refinement Module to correct boundary-localized decoding errors. It matches or exceeds MoGe-2 on all eight reported metrics using only 1.4% as many task-specific annotations, and cuts transparent-object MAE by 4.2 degrees on ClearGrasp and 3.1 degrees on ClearPose.

Hugging Face daily papers · 10d agoAI research

Viggle/Viggle-Animate — new model trending #28 on Hugging Face

Viggle released Viggle-Animate, a 33.1B MiniMax-H3 finetune replacing video characters from one repainted frame, rendering 124 frames in 26 seconds on one GPU.

Viggle-Animate replaces the character in a video using only a driving video and one of its own repainted frames, with no pose estimator, segmentation mask, face tracker, or text encoder. It is a 33.1B full finetune of MiniMax-H3's ref2va transformer, jointly distilled with DMD across two teachers split by noise level, so rendering takes three forward passes per clip. On a B200 GPU it renders 124 frames in 26 seconds, 6.1x faster per clip than Wan2.2-Animate-14B in matched comparisons. The method assumes no person-specific representation, so it generalizes beyond humans; a demo, research write-up, and ComfyUI nodes are available.

Hugging Face trending models · 15d agoModel release

WarmBloodAban/Minimax-h3_Singularity — new model trending #22 on Hugging Face

Community fine-tune Minimax-h3_Singularity enhances MiniMax-H3 video generation with HDR quality, distant face restoration, and improved motion, trending #22 on Hugging Face.

Minimax-h3_Singularity is a community fusion fine-tune of the MiniMax-H3 multimodal video generation model, built from multiple checkpoints and refined with pruning and weight optimization. It supports Text-to-Video, Image-to-Video, Reference-to-Video, and Video-to-Video workflows in ComfyUI, and claims improvements in HDR clarity, distant face restoration, motion fluidity, and fantasy VFX. The authors recommend pairing it with the minimax_h3_ref2v_turbo_4step_v0.1 LoRA for four-step accelerated inference, and an online demo is available via RunningHub.

Hugging Face trending models · 10d agoModel release7· 1 read

Feature Recovery for Object Understanding After Irreversible Fire Damage

TRACE benchmark with 21.4K scenes studies post-fire object understanding; a Feature Recovery Module improves degraded-image retrieval by 12.5% and material recovery by 20.1%.

The paper introduces TRACE, a transformation-aware benchmark with 21.4K real-image-grounded synthetic scenes, 499 object identities across 189 categories, and five tasks covering degraded-object detection, pristine-state recovery, material recovery, description generation, and functional reasoning. Existing models degrade sharply: RF-DETR mAP falls 71% relative from least to most severe level, and InternVL3.5 retrieval R@1 drops from 93.85 to 28.11. The proposed Feature Recovery Module maps degraded encoder features to pristine-aligned representations while keeping the host model frozen, averaging relative gains of 12.5% for retrieval and 20.1% for material recovery across VLM hosts and severity levels.

Hugging Face daily papers · 6d agoAI research

Unfold The World: Factorize 4D Properties in Reinforcing Spatial Reasoning

FactoSR factorizes 4D spatial reasoning into XY, Z, and T reinforcement-learning sub-objectives, boosting VLM performance on VSI-Bench by 5.9% and All-Angles-Bench by 4.5%.

Researchers present FactoSR, a factorized reinforcement learning framework that decomposes world-consistent reasoning into planar correspondence, depth consistency, and temporal reversibility sub-objectives. Optimizing these verifiable constraints turns the ill-posed projection recovery problem into tangible reasoning steps. Evaluations show gains of 5.9% on VSI-Bench and 4.5% on All-Angles-Bench for 3D and 4D reasoning, arguing VLMs' spatial bottleneck stems from training on 2D projections versus latent 3D geometry and temporal continuity.

Hugging Face daily papers · 13d agoAI research

Training a coding model to paint watercolours with TRL and OpenEnv

Hugging Face tutorial trains a coding model with TRL and OpenEnv to paint watercolours through generated code.

A Hugging Face blog walkthrough uses the TRL reinforcement learning library and the OpenEnv environment framework to train a coding model. The target task is generating code that produces watercolour-style drawings, serving as a hands-on reinforcement learning training example. No article body was available in the feed, so specifics are limited to the title.

Hugging Face Blog · 13d agoAI tools & infra1

UniMate: One Unified Model to Animate Diverse Skeletons

UniMate is a topology-aware diffusion transformer generating articulated motion for arbitrary rigged skeletons from text, trained on 13,006 motion sequences.

UniMate is a unified foundation model that animates arbitrary rigged 3D skeletons from an asset and text prompt with no test-time optimization or per-skeleton retraining. It uses a topology-aware diffusion transformer combining graph-aware attention bias from joint relations and geodesic distances, a spectral rotary position embedding generalizing RoPE to kinematic trees via the graph Laplacian, and a global topological conditioner. The accompanying UniML3D dataset spans 13,006 motion sequences across bipedal, quadrupedal, avian, marine, insectoid, serpentine, and articulated rigid-object skeletons; the model outperforms baselines and supports zero-shot cross-topology transfer, in-betweening, expansion, and text-guided editing.

Hugging Face daily papers · 12d agoAI research

UniH^3: Unifying Hierarchical Homogeneity and Heterogeneity for All-in-One Medical Image Restoration

UniH3 unifies hierarchical homogeneity and heterogeneity modeling for all-in-one medical image restoration across modalities and degradation types.

UniH3 introduces a Hierarchical Homogeneity Memory module that distills shared anatomical priors from high-quality images, injected via a Homogeneity-Guided Attention mechanism. A Hierarchical Heterogeneity Balancer mitigates inter- and intra-task conflicts during multi-task optimization. It achieves state-of-the-art on MedIR-2D-500K and MedIR-3D-3D benchmarks for both all-in-one and single-task restoration, with code released on GitHub.

Hugging Face daily papers · 6d agoAI research

Cartesian – AI 3D Modeling for Design

Formas launches Cartesian, an AI 3D modeling tool for architecture and product design with natural-language editing and CAD exports.

Cartesian by Formas is an AI-powered 3D modeling tool aimed at architecture and product design that converts photos, rough plans, sketches, and scans into precise geometry. Users can edit models conversationally while explicitly preserved elements stay unchanged. It creates real solids and NURBS geometry and exports to AutoCAD DWG, Rhino 3DM, and SketchUp SKP, with BIM IFC support planned, removing the need for a separate desktop CAD license.

Disentangling Representation Evolution in Transformers through Directional Decomposition

Researchers decompose transformer updates into parallel and perpendicular components, linking representation geometry to editing robustness, compression diagnosis, and training interventions.

The paper studies transformer representation evolution as functional geometry, decomposing learned updates into parallel and perpendicular components across attention/MLP and value-aggregation spaces. Targeted edits reveal a space-dependent asymmetry: exclude-self value-space parallel manipulation is markedly more robust than residual-space and perpendicular counterparts. Full-aggregate parallel suppression during from-scratch pretraining lowers validation-loss trajectories and improves downstream averages, with the value-space variant strongest. Code is released on GitHub.

Hugging Face daily papersupdated · 1d agofirst · 2d agoAI research 2 sources