Search arXiv⌕ Search

arXiv · 2505.04622

PrimitiveAnything: Human-Crafted 3D Primitive Assembly Generation with Auto-Regressive Transformer

Abstract

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

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Jingwen Ye, Yuze He, Yanning Zhou, Yiqin Zhu, Kaiwen Xiao, Yong-Jin Liu, Wei Yang, Xiao Han. 2025-05-07. PrimitiveAnything: Human-Crafted 3D Primitive Assembly Generation with Auto-Regressive Transformer. https://arxiv.org/abs/2505.04622

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

A Neural Hierarchical-Matrix Preconditioner for Real-Time GPU Solves

Interactive simulation solves Ax=b for a sparse SPD A that changes every frame, inside an 8-16 ms budget. At a few thousand unknowns, the setup of algebraic multigrid alone exceeds that budget, while Jacobi and other local preconditioners have no setup but cannot move error across the domain. We learn a preconditioner for this gap: a graph-and-attention network predicts an SPD approximate inverse in H^2-matrix format. On a spatially ordered 3D mesh, blocks of the true inverse lose rank as the clusters they couple move apart; the nested bases of the format follow that decay, so inference and apply are dominated by leaf-block work linear in N, where a dense inverse costs N^2. Our main finding concerns training. Probe losses reach M only through a product with A, so their gradient vanishes on the near-null modes that set the conjugate-gradient iteration count. A truncated Kaporin condition number has no such factor; changing only the objective cuts iterations on a held-out frame from 116 to 33. On a ladder of stiff tetrahedral diffusion problems ours alone fits an 8.3 ms (120 fps) frame from N=572 to 3,647.

cs.GR↗

ARS-Avatar: Animatable and Relightable Surfel Avatars with Learnable Ambient Occlusion

Creating animatable and relightable human avatars from multi-view images remains challenging, as pose-dependent deformation, materials, and light visibility are intrinsically coupled in images. In this paper, we present ARS-Avatar, a novel method using surfel representation for high-quality, animatable, and relightable human avatars from multi-view images captured under unknown illumination. We first extract deformation priors from the template mesh and leverage as additional details beyond driving poses to facilitate faithful estimation of surfel attributes and reconstruction of animatable avatar. To support relighting, the deferred shading is employed to estimate BRDF materials. We further introduce a differentiable screen-space ambient occlusion formulation that enables gradient-based optimization of body-part specific occlusion radii through finite differences, providing an efficient approximation of light visibility that can be jointly optimized with the avatar. Extensive experiments demonstrate that ARS-Avatar achieves high-fidelity appearance reconstruction and physically-based material estimation, while enabling realistic animation and relighting under novel poses and illuminations.

cs.GR↗

Opacity Is Not Just Opacity

Web graphics travel with content across pages and themes, where changing backgrounds can require recoloring and maintenance. Opacity already makes a fixed object's appearance depend on its background, yet is usually understood only as how much the object obscures it. In fact, opacity controls the scaling of the object-background color difference; transparency is only one effect of this relationship. Zero places the output at the background and one at the source color, but difference scaling need not stop at either position. We retain the compositing expression and extend the coefficient domain from $[0,1]$ to the real numbers: negative values reverse the difference, whereas values above one expand it in the same direction. We focus on same-direction expansion for reusing Web graphics across backgrounds. Each object carries a fixed source color and coefficient, while the actual background determines the enhancement direction. Background-adaptive contrast enhancement thus becomes part of the object's compositing properties, reducing the design and maintenance of separate color variants. The implementation reuses the original equation without increasing the per-pixel arithmetic operation count within the same pipeline. Enumerating all 8-bit sRGB source colors on 16 predefined light and dark canvases, a fixed $α=1.1$ increases the contrast ratio in 99.8145% of combinations. Without changing source colors, 4.8346% of all combinations newly reach the $3:1$ contrast threshold. Output validation and timing across three browsers demonstrate implementation in the same WebGL pipeline, with no sustained additional runtime observed.

cs.GR↗