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Qimin Chen

Publications and source records attributed to Qimin Chen.

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SymTRELLIS: Symmetry-Enforced Voxel Latents for 3D Generation

Single-view 3D generative models have achieved impressive visual quality, yet they are not designed to satisfy structural or functional requirements, and in practice, often fall short. Symmetry is one such requirement: violations, even subtle ones, on symmetry can render a model physically unusable. We present SymTRELLIS, a method that enforces arbitrary finite point group symmetries (rotational, reflectional, and polyhedral) during the flow-based 3D generation of TRELLIS.2, without retraining the underlying VAE or flow model. Our key idea is to approximate the latent-space action of spatial transformations as a learned linear operator on voxel latents, implemented as a lightweight spatial-transform latent mapper trained on generic, non-symmetric 3D data. At generation time, we enforce symmetry by averaging predicted flow velocities across all symmetry-equivalent transformations at each ODE step, a process we call velocity symmetrization. The symmetry specification can be estimated automatically from an initial TRELLIS.2 generation or supplied by the user, enabling deliberate fold manipulation beyond what the input image suggests. On a curated benchmark of 266 strictly symmetric objects spanning 2- to 20-fold rotations and polyhedral symmetry groups, SymTRELLIS substantially reduces all symmetry error metrics compared to TRELLIS.2, Hunyuan3D-2.1, and TripoSG, while maintaining reconstruction accuracy comparable to the base model.

cs.GR

Function2Scene: 3D Indoor Scene Layout from Functional Specifications

Most text-driven 3D indoor scene synthesis methods generate rooms from object-centric prompts, asking what furniture should be placed rather than how the space is used. Yet in real interior design, a layout is judged by how well it supports its occupants, e.g., their activities and physical needs. We introduce Function2Scene, a framework for generating 3D indoor layouts from functional specifications, i.e., natural-language design briefs describing who will use a room and what they need to do there. Given such a specification, our system parses occupant personas and activities, derives a customized set of functional design constraints from a taxonomy of 17 criteria spanning spatial, ergonomic, activity, and environmental considerations, and uses these constraints to guide layout generation. Rather than relying on an LLM to directly produce a final scene, Function2Scene performs iterative evaluation and refinement through a tool-augmented check-and-repair loop, combining geometric measurements, LLM-based contextual reasoning, and VLM-based visual assessment. Experiments on 30 professionally written interior-design cases show that Function2Scene produces layouts that better satisfy functional requirements than recent LLM-based scene synthesis baselines, with our results preferred in 94.3% of pairwise comparisons. Our work reframes text-driven indoor scene synthesis from placing plausible objects to designing spaces that support human use.

cs.CV

ART-DECO: Arbitrary Text Guidance for 3D Detailizer Construction

We introduce a 3D detailizer, a neural model which can instantaneously (in <1s) transform a coarse 3D shape proxy into a high-quality asset with detailed geometry and texture as guided by an input text prompt. Our model is trained using the text prompt, which defines the shape class and characterizes the appearance and fine-grained style of the generated details. The coarse 3D proxy, which can be easily varied and adjusted (e.g., via user editing), provides structure control over the final shape. Importantly, our detailizer is not optimized for a single shape; it is the result of distilling a generative model, so that it can be reused, without retraining, to generate any number of shapes, with varied structures, whose local details all share a consistent style and appearance. Our detailizer training utilizes a pretrained multi-view image diffusion model, with text conditioning, to distill the foundational knowledge therein into our detailizer via Score Distillation Sampling (SDS). To improve SDS and enable our detailizer architecture to learn generalizable features over complex structures, we train our model in two training stages to generate shapes with increasing structural complexity. Through extensive experiments, we show that our method generates shapes of superior quality and details compared to existing text-to-3D models under varied structure control. Our detailizer can refine a coarse shape in less than a second, making it possible to interactively author and adjust 3D shapes. Furthermore, the user-imposed structure control can lead to creative, and hence out-of-distribution, 3D asset generations that are beyond the current capabilities of leading text-to-3D generative models. We demonstrate an interactive 3D modeling workflow our method enables, and its strong generalizability over styles, structures, and object categories.

cs.GR

GenVDM: Generating Vector Displacement Maps From a Single Image

We introduce the first method for generating Vector Displacement Maps (VDMs): parameterized, detailed geometric stamps commonly used in 3D modeling. Given a single input image, our method first generates multi-view normal maps and then reconstructs a VDM from the normals via a novel reconstruction pipeline. We also propose an efficient algorithm for extracting VDMs from 3D objects, and present the first academic VDM dataset. Compared to existing 3D generative models focusing on complete shapes, we focus on generating parts that can be seamlessly attached to shape surfaces. The method gives artists rich control over adding geometric details to a 3D shape. Experiments demonstrate that our approach outperforms existing baselines. Generating VDMs offers additional benefits, such as using 2D image editing to customize and refine 3D details.

cs.GR

DECOLLAGE: 3D Detailization by Controllable, Localized, and Learned Geometry Enhancement

We present a 3D modeling method which enables end-users to refine or detailize 3D shapes using machine learning, expanding the capabilities of AI-assisted 3D content creation. Given a coarse voxel shape (e.g., one produced with a simple box extrusion tool or via generative modeling), a user can directly "paint" desired target styles representing compelling geometric details, from input exemplar shapes, over different regions of the coarse shape. These regions are then up-sampled into high-resolution geometries which adhere with the painted styles. To achieve such controllable and localized 3D detailization, we build on top of a Pyramid GAN by making it masking-aware. We devise novel structural losses and priors to ensure that our method preserves both desired coarse structures and fine-grained features even if the painted styles are borrowed from diverse sources, e.g., different semantic parts and even different shape categories. Through extensive experiments, we show that our ability to localize details enables novel interactive creative workflows and applications. Our experiments further demonstrate that in comparison to prior techniques built on global detailization, our method generates structure-preserving, high-resolution stylized geometries with more coherent shape details and style transitions.

cs.CV

DAE-Net: Deforming Auto-Encoder for fine-grained shape co-segmentation

We present an unsupervised 3D shape co-segmentation method which learns a set of deformable part templates from a shape collection. To accommodate structural variations in the collection, our network composes each shape by a selected subset of template parts which are affine-transformed. To maximize the expressive power of the part templates, we introduce a per-part deformation network to enable the modeling of diverse parts with substantial geometry variations, while imposing constraints on the deformation capacity to ensure fidelity to the originally represented parts. We also propose a training scheme to effectively overcome local minima. Architecturally, our network is a branched autoencoder, with a CNN encoder taking a voxel shape as input and producing per-part transformation matrices, latent codes, and part existence scores, and the decoder outputting point occupancies to define the reconstruction loss. Our network, coined DAE-Net for Deforming Auto-Encoder, can achieve unsupervised 3D shape co-segmentation that yields fine-grained, compact, and meaningful parts that are consistent across diverse shapes. We conduct extensive experiments on the ShapeNet Part dataset, DFAUST, and an animal subset of Objaverse to show superior performance over prior methods. Code and data are available at https://github.com/czq142857/DAE-Net.

cs.CV

ShaDDR: Interactive Example-Based Geometry and Texture Generation via 3D Shape Detailization and Differentiable Rendering

We present ShaDDR, an example-based deep generative neural network which produces a high-resolution textured 3D shape through geometry detailization and conditional texture generation applied to an input coarse voxel shape. Trained on a small set of detailed and textured exemplar shapes, our method learns to detailize the geometry via multi-resolution voxel upsampling and generate textures on voxel surfaces via differentiable rendering against exemplar texture images from a few views. The generation is interactive, taking less than 1 second to produce a 3D model with voxel resolutions up to 512^3. The generated shape preserves the overall structure of the input coarse voxel model, while the style of the generated geometric details and textures can be manipulated through learned latent codes. In the experiments, we show that our method can generate higher-resolution shapes with plausible and improved geometric details and clean textures compared to prior works. Furthermore, we showcase the ability of our method to learn geometric details and textures from shapes reconstructed from real-world photos. In addition, we have developed an interactive modeling application to demonstrate the generalizability of our method to various user inputs and the controllability it offers, allowing users to interactively sculpt a coarse voxel shape to define the overall structure of the detailized 3D shape. Code and data are available at https://github.com/qiminchen/ShaDDR.

cs.CV

D$^2$CSG: Unsupervised Learning of Compact CSG Trees with Dual Complements and Dropouts

We present D$^2$CSG, a neural model composed of two dual and complementary network branches, with dropouts, for unsupervised learning of compact constructive solid geometry (CSG) representations of 3D CAD shapes. Our network is trained to reconstruct a 3D shape by a fixed-order assembly of quadric primitives, with both branches producing a union of primitive intersections or inverses. A key difference between D$^2$CSG and all prior neural CSG models is its dedicated residual branch to assemble the potentially complex shape complement, which is subtracted from an overall shape modeled by the cover branch. With the shape complements, our network is provably general, while the weight dropout further improves compactness of the CSG tree by removing redundant primitives. We demonstrate both quantitatively and qualitatively that D$^2$CSG produces compact CSG reconstructions with superior quality and more natural primitives than all existing alternatives, especially over complex and high-genus CAD shapes.

cs.CV

UNIST: Unpaired Neural Implicit Shape Translation Network

We introduce UNIST, the first deep neural implicit model for general-purpose, unpaired shape-to-shape translation, in both 2D and 3D domains. Our model is built on autoencoding implicit fields, rather than point clouds which represents the state of the art. Furthermore, our translation network is trained to perform the task over a latent grid representation which combines the merits of both latent-space processing and position awareness, to not only enable drastic shape transforms but also well preserve spatial features and fine local details for natural shape translations. With the same network architecture and only dictated by the input domain pairs, our model can learn both style-preserving content alteration and content-preserving style transfer. We demonstrate the generality and quality of the translation results, and compare them to well-known baselines. Code is available at https://qiminchen.github.io/unist/.

cs.CV