Abstract:We present SeeingThroughClutter, a method for reconstructing structured 3D representations from single images by segmenting and modeling objects individually. Prior approaches rely on intermediate tasks such as semantic segmentation and depth estimation, which often underperform in complex scenes, particularly in the presence of occlusion and clutter. We address this by introducing an iterative object removal and reconstruction pipeline that decomposes complex scenes into a sequence of simpler subtasks. Using VLMs as orchestrators, foreground objects are removed one at a time via detection, segmentation, object removal, and 3D fitting. We show that removing objects allows for cleaner segmentations of subsequent objects, even in highly occluded scenes. Our method requires no task-specific training and benefits directly from ongoing advances in foundation models. We demonstrate stateof-the-art robustness on 3D-Front and ADE20K datasets. Project Page: https://rioak.github.io/seeingthroughclutter/
Abstract:Recent progress in large language models (LLMs) has shown that reasoning improves when intermediate thoughts are externalized into explicit workspaces, such as chain-of-thought traces or tool-augmented reasoning. Yet, visual language models (VLMs) lack an analogous mechanism for spatial reasoning, limiting their ability to generate images that accurately reflect geometric relations, object identities, and compositional intent. We introduce the concept of a spatial scratchpad -- a 3D reasoning substrate that bridges linguistic intent and image synthesis. Given a text prompt, our framework parses subjects and background elements, instantiates them as editable 3D meshes, and employs agentic scene planning for placement, orientation, and viewpoint selection. The resulting 3D arrangement is rendered back into the image domain with identity-preserving cues, enabling the VLM to generate spatially consistent and visually coherent outputs. Unlike prior 2D layout-based methods, our approach supports intuitive 3D edits that propagate reliably into final images. Empirically, it achieves a 32% improvement in text alignment on GenAI-Bench, demonstrating the benefit of explicit 3D reasoning for precise, controllable image generation. Our results highlight a new paradigm for vision-language models that deliberate not only in language, but also in space. Code and visualizations at https://oindrilasaha.github.io/3DScratchpad/
Abstract:Generating 3D models has traditionally been a complex task requiring specialized expertise. While recent advances in generative AI have sought to automate this process, existing methods produce non-editable representation, such as meshes or point clouds, limiting their adaptability for iterative design. In this paper, we introduce Proc3D, a system designed to generate editable 3D models while enabling real-time modifications. At its core, Proc3D introduces procedural compact graph (PCG), a graph representation of 3D models, that encodes the algorithmic rules and structures necessary for generating the model. This representation exposes key parameters, allowing intuitive manual adjustments via sliders and checkboxes, as well as real-time, automated modifications through natural language prompts using Large Language Models (LLMs). We demonstrate Proc3D's capabilities using two generative approaches: GPT-4o with in-context learning (ICL) and a fine-tuned LLAMA-3 model. Experimental results show that Proc3D outperforms existing methods in editing efficiency, achieving more than 400x speedup over conventional approaches that require full regeneration for each modification. Additionally, Proc3D improves ULIP scores by 28%, a metric that evaluates the alignment between generated 3D models and text prompts. By enabling text-aligned 3D model generation along with precise, real-time parametric edits, Proc3D facilitates highly accurate text-based image editing applications.




Abstract:Recent progress in text-to-video generation has achieved remarkable realism, yet fine-grained control over camera motion and orientation remains elusive. Existing approaches typically encode camera trajectories through relative or ambiguous representations, limiting explicit geometric control. We introduce GimbalDiffusion, a framework that enables camera control grounded in physical-world coordinates, using gravity as a global reference. Instead of describing motion relative to previous frames, our method defines camera trajectories in an absolute coordinate system, allowing precise and interpretable control over camera parameters without requiring an initial reference frame. We leverage panoramic 360-degree videos to construct a wide variety of camera trajectories, well beyond the predominantly straight, forward-facing trajectories seen in conventional video data. To further enhance camera guidance, we introduce null-pitch conditioning, an annotation strategy that reduces the model's reliance on text content when conflicting with camera specifications (e.g., generating grass while the camera points towards the sky). Finally, we establish a benchmark for camera-aware video generation by rebalancing SpatialVID-HQ for comprehensive evaluation under wide camera pitch variation. Together, these contributions advance the controllability and robustness of text-to-video models, enabling precise, gravity-aligned camera manipulation within generative frameworks.
Abstract:We introduce a framework for converting 3D shapes into compact and editable assemblies of analytic primitives, directly addressing the persistent trade-off between reconstruction fidelity and parsimony. Our approach combines two key contributions: a novel primitive, termed SuperFrustum, and an iterative fiting algorithm, Residual Primitive Fitting (ResFit). SuperFrustum is an analytical primitive that is simultaneously (1) expressive, being able to model various common solids such as cylinders, spheres, cones & their tapered and bent forms, (2) editable, being compactly parameterized with 8 parameters, and (3) optimizable, with a sign distance field differentiable w.r.t. its parameters almost everywhere. ResFit is an unsupervised procedure that interleaves global shape analysis with local optimization, iteratively fitting primitives to the unexplained residual of a shape to discover a parsimonious yet accurate decompositions for each input shape. On diverse 3D benchmarks, our method achieves state-of-the-art results, improving IoU by over 9 points while using nearly half as many primitives as prior work. The resulting assemblies bridge the gap between dense 3D data and human-controllable design, producing high-fidelity and editable shape programs.
Abstract:Text-to-image diffusion models enable high-quality image generation but are computationally expensive. While prior work optimizes per-inference efficiency, we explore an orthogonal approach: reducing redundancy across correlated prompts. Our method leverages the coarse-to-fine nature of diffusion models, where early denoising steps capture shared structures among similar prompts. We propose a training-free approach that clusters prompts based on semantic similarity and shares computation in early diffusion steps. Experiments show that for models trained conditioned on image embeddings, our approach significantly reduces compute cost while improving image quality. By leveraging UnClip's text-to-image prior, we enhance diffusion step allocation for greater efficiency. Our method seamlessly integrates with existing pipelines, scales with prompt sets, and reduces the environmental and financial burden of large-scale text-to-image generation. Project page: https://ddecatur.github.io/hierarchical-diffusion/
Abstract:Controllability, temporal coherence, and detail synthesis remain the most critical challenges in video generation. In this paper, we focus on a commonly used yet underexplored cinematic technique known as Frame In and Frame Out. Specifically, starting from image-to-video generation, users can control the objects in the image to naturally leave the scene or provide breaking new identity references to enter the scene, guided by user-specified motion trajectory. To support this task, we introduce a new dataset curated semi-automatically, a comprehensive evaluation protocol targeting this setting, and an efficient identity-preserving motion-controllable video Diffusion Transformer architecture. Our evaluation shows that our proposed approach significantly outperforms existing baselines.




Abstract:Despite significant advances in modeling image priors via diffusion models, 3D-aware image editing remains challenging, in part because the object is only specified via a single image. To tackle this challenge, we propose 3D-Fixup, a new framework for editing 2D images guided by learned 3D priors. The framework supports difficult editing situations such as object translation and 3D rotation. To achieve this, we leverage a training-based approach that harnesses the generative power of diffusion models. As video data naturally encodes real-world physical dynamics, we turn to video data for generating training data pairs, i.e., a source and a target frame. Rather than relying solely on a single trained model to infer transformations between source and target frames, we incorporate 3D guidance from an Image-to-3D model, which bridges this challenging task by explicitly projecting 2D information into 3D space. We design a data generation pipeline to ensure high-quality 3D guidance throughout training. Results show that by integrating these 3D priors, 3D-Fixup effectively supports complex, identity coherent 3D-aware edits, achieving high-quality results and advancing the application of diffusion models in realistic image manipulation. The code is provided at https://3dfixup.github.io/




Abstract:Recent probabilistic methods for 3D triangular meshes capture diverse shapes by differentiable mesh connectivity, but face high computational costs with increased shape details. We introduce a new differentiable mesh processing method in 2D and 3D that addresses this challenge and efficiently handles meshes with intricate structures. Additionally, we present an algorithm that adapts the mesh resolution to local geometry in 2D for efficient representation. We demonstrate the effectiveness of our approach on 2D point cloud and 3D multi-view reconstruction tasks. Visit our project page (https://sonsang.github.io/dmesh2-project) for source code and supplementary material.
Abstract:We propose a generative technique to edit 3D shapes, represented as meshes, NeRFs, or Gaussian Splats, in approximately 3 seconds, without the need for running an SDS type of optimization. Our key insight is to cast 3D editing as a multiview image inpainting problem, as this representation is generic and can be mapped back to any 3D representation using the bank of available Large Reconstruction Models. We explore different fine-tuning strategies to obtain both multiview generation and inpainting capabilities within the same diffusion model. In particular, the design of the inpainting mask is an important factor of training an inpainting model, and we propose several masking strategies to mimic the types of edits a user would perform on a 3D shape. Our approach takes 3D generative editing from hours to seconds and produces higher-quality results compared to previous works.