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Native and Compact Structured Latents for 3D Generation

Best Student Paper · CVPR 2026Generative modeling

The paper proposes O-Voxel, a sparse voxel representation holding both geometry and PBR material, and an SC-VAE with 16x compression so a textured 1024 asset needs about 9.6K tokens. Flow-matching models totaling about 4B parameters generate shape and material from an image, and the authors report gains over baselines in reconstruction and generation experiments.

Explanation level

This paper builds an image-to-3D generator around a new native 3D representation instead of converting meshes into distance fields. The central trade-off is fidelity versus token count: a fully textured 1024-resolution asset is compressed into about 9.6K latent tokens.

Overview

Objective: generate high-resolution textured 3D assets with arbitrary topology from a single image. The paper (informally TRELLIS.2) argues that existing representations struggle with complex topology and detailed appearance.

Contributions: (1) O-Voxel, a "field-free" sparse voxel structure storing geometry and physically based rendering (PBR) material, including opacity, convertible to and from meshes without optimization or rendering; (2) a Sparse Compression VAE (SC-VAE) with 16x spatial downsampling, giving about 9.6K latent tokens for a fully textured 1024 asset; (3) flow-matching generators with about 4B parameters in total, trained on public 3D datasets.

Why it matters: fewer tokens make large generators affordable; the authors report about 3 s, 17 s and 60 s on an H100 at 512, 1024 and 1536 resolution. The Best Student Paper award is the conference's recognition; the strengths and weaknesses below are a reading of the paper, not part of the award.

Research Problem

Recent large 3D generators mostly use iso-surface fields (such as signed distance functions or FlexiCubes) for geometry. The paper says these are intrinsically limited for open surfaces, non-manifold geometry and enclosed interiors. Most systems also concentrate on shape and neglect appearance; the earlier TRELLIS jointly models geometry and appearance but relies on multi-view 2D image features and rendering-only supervision, which the authors say miss complex structures and materials.

Size is the second obstacle. Structured latents (built on sparsity) give accurate geometry but need many tokens; unstructured latents compress strongly but are limited in reconstruction fidelity. Texturing pipelines that generate shape and then multi-view textures also need baking and alignment, which can cause inconsistent appearance.

Formulation: input is one image (training also uses 3D assets); output is a textured mesh with PBR materials. The research question is whether one native representation can describe arbitrary surfaces with materials and still be compact enough to train a billion-parameter generator.

Key Idea

Intuition: a surface only touches a few voxels, so keep only those. Each active voxel stores a dual vertex position, three edge-intersection flags and a splitting weight (shape), plus six material channels: base color (3), metallic, roughness and opacity. Because intersections are read directly from the mesh instead of from sign changes of a field, open, non-manifold and enclosed surfaces are representable.

Difference from prior work: no SDF or other field is used; conversion needs no optimization or rendering ("a few seconds on a single CPU" in the paper, under 10 s on the project page). Opacity lets the representation handle translucent surfaces, which the authors say earlier methods could not.

Second idea: compress aggressively but carefully. SC-VAE adds non-parametric residual shortcuts that move information between space and channels during down- and upsampling, borrowed from DC-AE. Tiny example: when two voxels merge into one coarser voxel, their eight children's features are stacked into channels and averaged, so a parameter-free path carries information alongside the learned convolutions.

Methodology

Two-stage schematic: compress a mesh into O-Voxel and an SC-VAE, then generate sparse structure, shape latents and material latents from an image.
EyeCode schematic (original illustration of the method as described in the paper; not a reproduction of the authors' figure). · EyeCode Tech (Original EyeCode illustration) · Source
Diagram of what one O-Voxel stores: dual vertex, edge flags and splitting weight for shape, and six PBR channels for material.
EyeCode original illustration of Section 3.1 of the paper; not a reproduction of the authors' figure. · EyeCode Tech (Original EyeCode illustration) · Source

Stage one trains two SC-VAEs, one for shape and one for material; the material VAE is conditioned on the shape VAE's subdivision structure. The network is fully sparse convolutional (a U-shaped VAE, about 800M parameters) rather than a transformer. Training has two phases: 256^3 with direct reconstruction and KL losses, then 512^3 with extra rendering losses on mask, depth, normals and material.

Stage two trains three flow-matching DiTs of about 1.3B parameters each: sparse structure, geometry latents, and material latents conditioned on the image and the generated geometry. Image features come from DINOv3-L. Training is progressive, from 512^3 outputs (32^3 latents) to 1024^3 (64^3 latents).

Data: the SC-VAE uses the Trellis-500K setup filtered to PBR assets (Objaverse-XL, ABO, HSSD); the generators use about 800K assets, augmented with TexVerse. Reported hardware: 16 H100s for SC-VAEs and 32 H100s for DiTs. At inference, a generated O-Voxel can be downsampled and regenerated in a cascade for more resolution or cleaner layouts (Section 4.5).

Experiments & Results

Table 1 of the paper: shape reconstruction on Toys4K (473 PBR assets) and Sketchfab Featured (90 assets). MD = mesh distance (x1e-6, lower is better, all surfaces incl. interiors); PSNR = normal-map PSNR in dB (higher is better); Dec. = decoding time in seconds on an A100. Selected rows only: the paper also lists Dora (2.0K and 4.1K tokens, MD in the hundreds) and Direct3D-S2 512. Normal LPIPS and Chamfer columns omitted; the proposed model is also ahead on them in the paper.
MethodTokensDownsamplingDec. (s)Toys4K MDToys4K PSNRSketchfab MDSketchfab PSNR
Trellis9.6K4x0.10885.0730.2949.2024.31
Direct3D-S2 102417K8x13.073.1727.3870.1323.82
SparseFlex 51256K4x1.221.30336.563.22129.46
SparseFlex 1024225K4x3.210.313237.340.759332.12
Ours 5122.2K16x0.0770.032339.540.157231.00
Ours 10249.6K16x0.3010.004243.110.017035.26
Table 2 of the paper: image-to-3D generation on 100 AI-generated image prompts. CLIP, CLIP-N (normal maps), ULIP-2 and Uni3D: higher is better. Pref % and Pref-N %: share of votes in the user study (about 40 participants) for overall quality and for shape quality; "–" means the paper prints no value. The Step1X-3D Pref-N cell is printed as "0.469%" in Table 2 (Table 7 of the appendix gives 1 vote, 0.5%); kept as printed.
MethodCLIPCLIP-NULIP-2Uni3DPref %Pref-N %
Trellis0.8760.7480.4700.4146.40%2.82%
Hi3DGen–0.7530.3950.373–6.57%
Direct3D-S2–0.7460.4200.392–12.2%
Step1X-3D0.8750.7380.4640.41111.8%0.469%
Hunyuan3D 2.10.8690.7530.4740.42713.3%7.51%
Ours0.8940.7580.4770.43666.5%69.0%
Table 3 of the paper: SC-VAE ablation on the curated Sketchfab assets at 256^3 resolution. f16c32 = 16x spatial downsampling with 32 latent channels; f32c128 = 32x with 128 channels. MD in x1e-6 (lower is better), F1 at the paper's threshold (higher is better), PSNR on normal maps in dB, Dec. in milliseconds. The paper labels the baseline rows "w/o Residual AE" (average pooling and nearest-neighbor upsampling) and "w/o Opt. ResBlock" (standard residual blocks).
SettingTokensDec. (ms)MDMD F1PSNRLPIPS
SC-VAE f16c3250328.61.0320.31227.260.072
f16c32 w/o Residual AE50328.71.7470.26826.730.081
f16c32 w/o Opt. ResBlock50329.61.1980.28526.670.083
SC-VAE f32c12811833.91.4050.27326.650.081
f32c128 w/o Residual AE11834.07.3940.19225.010.102
Bar chart of latent tokens per asset from Table 1: proposed 9.6K (1024) and 2.2K (512) versus Trellis 9.6K, Direct3D-S2 17K, SparseFlex 56K and 225K.
EyeCode original chart of the #Token column of Table 1; values are as printed in the paper. · EyeCode Tech (Original EyeCode illustration) · Source

Protocols: reconstruction uses Toys4K (473 assets with full PBR maps) and 90 recent Sketchfab "Staff Picks" assets, unseen in training; metrics are mesh distance (MD), visible-surface Chamfer distance, and normal-map PSNR and LPIPS. Generation uses 100 AI-generated image prompts with CLIP, ULIP-2, Uni3D and a user study. Baselines: Dora, Trellis, Direct3D-S2, SparseFlex (reconstruction); Trellis, Hi3DGen, Direct3D-S2, Step1X-3D, Hunyuan3D 2.1 (generation).

Reconstruction (Table 1): at 1024 the model reaches MD 0.0042 on Toys4K against 0.3132 for SparseFlex 1024, using 9.6K tokens instead of 225K and 0.301 s decoding instead of 3.21 s; normal PSNR is 43.11 versus 37.34 dB. The authors state it beats all baselines on every metric of that table. Material reconstruction has no baseline (38.89 dB on PBR maps).

Generation (Table 2): CLIP 0.894 versus 0.876 for Trellis; Uni3D 0.436 versus 0.427 for the best baseline; 66.5% of overall-quality votes in a study of about 40 people. Texturing is compared only qualitatively. Ablation (Table 3): without residual autoencoding, MD rises 69% at 16x and 526% at 32x compression.

Limitations

Reported by the authors

Appendix F lists three limitations. First, representation power is bounded by voxel resolution: if two very close parallel surfaces cross the same voxel, the dual vertex is placed between them and the material is an average, which blurs appearance. Second, reconstructed and generated meshes sometimes contain small holes because a perfectly closed, manifold surface is hard to guarantee from a sparse decoder; standard hole filling mostly fixes them. Third, O-Voxel does not encode part-level or semantic structure.

Future work named by the authors: more stable decoding, part-level segmentation and a graph-based topological structure.

EyeCode analysis (editorial interpretation)

The generation benchmark is only 100 AI-generated prompts and the human study is about 40 people, so broader tests on real photographs would add confidence. The texture comparison is qualitative, and the paper does not show a systematic failure-case study. Reconstruction numbers come from Toys4K (relatively simple objects, as the authors note) plus 90 curated Sketchfab models.

Key Takeaways

  • O-Voxel stores geometry and PBR attributes natively, with no distance field.
  • SC-VAE compresses 16x and gives about 9.6K tokens for a textured 1024 asset (Table 1: 225K for SparseFlex 1024).
  • Reported results favour the method on Toys4K and Sketchfab reconstruction, on CLIP and Uni3D, and in a user study.
  • Stated limits: voxel-resolution aliasing, small holes, no part or semantic structure.

Suggested directions (EyeCode suggestions, not claims from the paper)

  • Compare your own sparse autoencoder with and without a parameter-free space-to-channel shortcut.
  • Test the released model on real photographs rather than AI-generated prompts.

References

  1. Native and Compact Structured Latents for 3D Generation (arXiv:2512.14692, Tables 1-3, Appendices A-F)
  2. Native and Compact Structured Latents for 3D Generation (CVF open access, CVPR 2026)
  3. TRELLIS.2 project page (generation times)
  4. microsoft/TRELLIS.2 code repository (README, license, roadmap)
  5. CVPR 2026 Best Papers announcement

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