3D / Multi-View Generation Models — All Variants & Tricks

Updated July 2026 with 2025–2026 SOTA additions — new entries marked ★. Algorithm names link to their papers (arXiv / project page).

April 2026 · Version 1.0


Contents

  1. Foundations
  2. 3D Representations
  3. Score Distillation Sampling (SDS)
  4. Multi-View Diffusion
  5. Multi-View Diffusion + 3D Reconstruction (the 2024 wave)
  6. Feed-Forward 3D: LRM Family
  7. Native 3D Diffusion (the 2025 wave)
  8. Mesh Generation Transformers
  9. Feed-Forward Geometry from Images (DUSt3R Family)
  10. Single-Image to 3D Pipelines
  11. Text-to-3D
  12. 3D Gaussian Splatting Generation
  13. Avatar Generation (Specialized 3D)
  14. Scene-Level 3D Generation
  15. 4D / Dynamic 3D Generation
  16. Multi-View Consistency Tricks
  17. Texture Generation
  18. Datasets
  19. Evaluation
  20. Production Pipelines (2026)
  21. Frontier 2025–2026
  22. Production Stack 2026 Appendix A: Twenty-Five Things to Know Appendix B: Decision Tree — "Which 3D Generation?" Appendix C: Year-by-Year Milestones

1. Foundations

1.1 The 3D / multi-view generation problem

Goal: from limited 2D supervision (text, image, or few views), produce a 3D representation usable for rendering, editing, and downstream graphics.

1.2 Why it exploded in 2023–26

1.3 The four paradigms

  1. Optimization-based (SDS, VSD): differentiable scene optimized to match a 2D diffusion prior across rendered views. Slow (hours), strong quality.
  2. Multi-view diffusion + reconstruction: generate consistent multi-view images, then 3D-reconstruct.
  3. Feed-forward (LRM family): single transformer pass image \(\to\) 3D representation. Fast (seconds), needs supervised data.
  4. Native 3D diffusion (Trellis, Hunyuan3D-2): diffuse directly in 3D latent space. Fast + high quality.

Dominant 2025–26.

1.4 The 2025–26 winning recipe

Key

Native 3D diffusion (Trellis / Hunyuan3D-2 / CLAY) for asset generation; feed-forward 3D (VGGT / MASt3R) for scene reconstruction; 3DGS as the rendering substrate; SDS as a fallback for unbounded scenes.

1.5 Key trade-offs

Paradigm Speed Quality Diversity Data needs
SDS / VSD hours high medium (Janus issues) none (any 2D diffusion)
Multi-view diffusion 30s–5min high high 3D dataset
Feed-forward (LRM) seconds medium-high moderate 3D dataset
Native 3D diffusion seconds high high 3D dataset

2. 3D Representations

2.1 Explicit

2.2 Implicit

2.3 Hybrid

2.4 3D Gaussian Splatting (the dominant 2024–26 substrate)

Each Gaussian: \((\mu, R, S, \alpha, \mathrm{SH})\). Real-time differentiable rasterization. Now the default rendering primitive for many generative pipelines.

2.5 Generative-friendly representations

2.6 Choosing a representation for generation

3. Score Distillation Sampling (SDS)

3.1 DreamFusion (Poole et al. 2022)

The original optimization-based 3D-from-2D method. Differentiable scene \(\theta\) (NeRF or 3DGS), render at view \(v\) \(\to\) image \(x\), pass through frozen 2D diffusion teacher.

3.2 The SDS gradient

Key

\[\nabla_\theta \mathcal{L}_{\mathrm{SDS}} = \mathbb{E}_{t,\epsilon,v}\left[w(t)\big(\epsilon_\phi(x_t,t,c) - \epsilon\big)\,\partial x/\partial\theta\right].\]

Teacher's noise prediction guides \(\theta\) toward consistency with the diffusion prior.

3.3 Limitations

3.4 Mitigations / variants

3.5 ProlificDreamer / VSD formula

\[\nabla_\theta \mathcal{L}_{\mathrm{VSD}} = \mathbb{E}\left[w(t)\big(\epsilon_\phi(x_t,t,c) - \epsilon_{\mathrm{lora}}(x_t,t,c,v)\big)\,\partial x/\partial\theta\right],\]

where \(\epsilon_{\mathrm{lora}}\) is a LoRA-fine-tuned diffusion model that captures the current scene's distribution. Reduces the bias of using a single noise sample.

3.6 Sketch / image conditioning

Latent-NeRF, ControlNet-SDS: condition the SDS prior on additional control (text + sketch + image).

Keeps geometry constrained.

3.7 When to still use SDS in 2026

4. Multi-View Diffusion

4.1 The premise

Generate multiple consistent views of an object from one input (image or text); then 3D-reconstruct from those views. Sidesteps SDS optimization at inference time.

4.2 MVDream (Shi et al. 2023)

4-view diffusion model trained on Objaverse renders. Generates 4 consistent views jointly via cross-view attention.

4.3 ImageDream

Single-image \(\to\) 4 views. Same architecture conditioned on input image.

4.4 Wonder3D

Joint diffusion of color + normal images at 6 views; recover SDF mesh from the multi-view normals.

4.5 SyncDreamer (Liu et al.)

Diffusion model generates 16 views simultaneously in a single denoising; uses 3D-aware feature volume internally.

4.6 Zero123 / Zero-1-to-3

Zero123: novel-view synthesis from single image conditioned on relative camera pose. Foundation of many follow-ups.

Zero123++: 6-view at once for better consistency.

Stable Zero123: Stability AI's distilled / refined.

Zero123-XL: scaled to Objaverse-XL.

4.7 Era3D

6-view + cross-attention, with explicit camera embedding. Improved consistency.

4.8 SV3D (Stable Video 3D, Stability AI)

Treat orbit around object as a video; use video diffusion (SVD) backbone. Smooth multi-view; better identity preservation.

4.9 V3D, VFusion3D

Video-diffusion-based multi-view generation. Larger temporal context \(\to\) smoother results.

4.10 DreamComposer, Direct2.5

Compositional / fast multi-view variants.

4.11 Cross-view attention pattern

4.12 Reconstruction from multi-view

After multi-view diffusion:

2026 SOTA update — Generalist View-Synthesis Diffusion - Stable Virtual Camera (Seva): Stability AI generalist NVS diffusion; any number of input views to arbitrary target cameras with trajectory control, no per-scene 3D.

5. Multi-View Diffusion + 3D Reconstruction (the 2024 wave)

5.1 DreamGaussian (Tang et al. 2023)

  1. Generate ~4 views from input.
  2. Optimize 3DGS for ~1 minute.
  3. Extract mesh + texture refinement.

Took 3D generation from hours (DreamFusion) to ~1 minute. Major impact.

5.2 GaussianDreamer

3DGS-based SDS variant. Faster than NeRF-SDS due to GS rendering speed.

5.3 LucidDreamer

Improved SDS gradient (Interval Score Matching) + 3DGS. Higher fidelity than vanilla SDS.

5.4 LGM (Large Gaussian Model)

Predicts 3D Gaussians directly from multi-view diffusion outputs. Feed-forward; very fast.

5.5 Splatter Image

Per-pixel Gaussian regression from a single image. Direct 3DGS without optimization loop.

5.6 One-2-3-45 / One-2-3-45++

Single-image \(\to\) Zero123 multi-view \(\to\) feed-forward 3D reconstruction. End-to-end pipeline.

5.7 InstantMesh / CRM / TripoSR / SF3D / SPAR3D

Family of fast image-to-3D pipelines combining multi-view diffusion + feed-forward reconstruction. Output mesh + texture in seconds. Common pattern in commercial products.

5.8 Multi-view diffusion + LRM hybrid

  1. Image \(\to\) multi-view diffusion (4–6 views).
  2. Multi-view \(\to\) feed-forward LRM \(\to\) triplane / Gaussians.
  3. Optional: SDS refinement.

The standard 2024 pipeline.

6. Feed-Forward 3D: LRM Family

6.1 LRM (Adobe 2023)

First feed-forward 3D-from-image model:

Triggered the feed-forward 3D wave.

6.2 Instant3D

Two-stage: 4-view diffusion \(\to\) LRM-style triplane regression. Combines multi-view + feed-forward.

6.3 InstantMesh

LRM output \(\to\) mesh extraction via FlexiCubes / marching cubes. Game-ready.

6.4 MeshLRM

Predicts mesh directly (not triplane \(\to\) mesh). Higher topology quality.

6.5 GS-LRM

Predicts 3D Gaussians directly. Faster downstream rendering than triplane.

6.6 Long-LRM

Larger context window; supports more input views. Better quality at scale.

6.7 PF-LRM (pose-free LRM)

Doesn't require known camera poses. Predicts both 3D and the implicit poses. Useful for in-the-wild captures.

6.8 TripoSR (Tripo / Stability)

Open small LRM-class. 0.5s per asset. Strong open frontier (2024).

6.9 CRM (Convolutional Reconstruction Model)

UNet-based instead of transformer. Different inductive bias.

6.10 SF3D, SPAR3D

SF3D: "Stable Fast 3D" (Stability). Very fast, decent quality. SPAR3D: improved architectural choices.

6.11 GeoLRM

Geometry-emphasizing variant; uses normal supervision.

6.12 Comparison

Model Output rep Time Notes
LRM (original) triplane seconds first feed-forward
InstantMesh mesh (via NeuS) seconds game-ready
MeshLRM mesh direct seconds better topology
GS-LRM Gaussians seconds fast render
TripoSR triplane 0.5s open small
CRM convolutional seconds UNet-style
SF3D / SPAR3D mesh 0.5–1s open fast
PF-LRM pose-free seconds in-the-wild

7. Native 3D Diffusion (the 2025 wave)

7.1 The premise

Diffuse directly in a 3D latent space. No SDS, no multi-view intermediate. Fastest at inference; highest quality.

7.2 Trellis (Microsoft 2024)

7.3 CLAY

Volumetric latent diffusion. SDF representation; exports to mesh. Strong on hard surface objects.

7.4 Hunyuan3D (Tencent)

Hunyuan3D: native 3D diffusion + texture model.

Hunyuan3D-2: improved version; mesh + texture; strong open frontier.

Hunyuan3D-mini: smaller / faster.

7.5 Direct3D

Direct latent diffusion in 3D. Compact representation; fast.

7.6 3DTopia, 3DTopia-XL

Open native 3D diffusion baselines. Triplane latent.

7.7 SDFusion, Diffusion-SDF

SDF-based diffusion. Voxel-grid SDF latents.

7.8 LASA, GaussianAnything

Various native-3D-diffusion attempts; Gaussian-based.

7.9 Cube (Roblox 2024)

Roblox's open native-3D-diffusion + texture for game assets.

7.10 Rodin Gen-1.5 (Deemos)

Commercial 3D-asset generation product; native 3D diffusion + heavy post-processing.

7.11 Why native 3D wins (in 2025)

7.12 Common architecture (Trellis-style)

  1. Encode 3D asset to compact latent (sparse voxel + features).
  2. Train DiT-style diffusion on the latent.
  3. Conditioning: image / text via cross-attention.
  4. Decode: latent \(\to\) 3D representation (mesh / Gaussians).

2026 SOTA update — Sparse & Scalable Native 3D Diffusion - Direct3D-S2: gigascale sparse-volume 3D DiT with Spatial Sparse Attention (SSA); \(1024^3\) latents, ~3.9x/9.6x fwd/bwd speedup, trainable on 8 GPUs (NeurIPS 2025). - Sparc3D: unified sparse cube representation + topology-preserving remeshing for high-res (\(1024^3\)) shape modeling, plugs into latent diffusion. - Hunyuan3D 2.5: LATTICE 10B-param shape foundation model, sharp geometry with precise image-3D following and clean meshes.

2026 SOTA update — Part-Level & Controllable 3D Diffusion - PartCrafter: compositional latent DiT jointly generating multiple semantic parts from one image, no pre-segmentation; recovers occluded parts (NeurIPS 2025). - Hunyuan3D-Omni: unified controllable generation on Hunyuan3D 2.1, conditions on point clouds, voxels, bounding boxes, and skeletal pose.

8. Mesh Generation Transformers

8.1 The autoregressive mesh paradigm

Tokenize mesh as a sequence (vertex + face indices); train a Transformer to predict the next token. Native mesh topology output.

8.2 PolyGen (Nash et al. 2020)

Pioneering: separate vertex and face Transformers; autoregressive over mesh.

8.3 MeshGPT (Siddiqui et al. 2023)

8.4 MeshXL

Scaled MeshGPT; larger Transformer; improved quality on complex shapes.

8.5 MeshAnything / MeshAnything V2

Image- or point-cloud-conditioned mesh generation. V2 adds adjacent mesh tokens for cleaner topology.

8.6 EdgeRunner

Edge-based tokenization (BPE-like for mesh edges). More efficient than vertex-by-vertex.

8.7 BPT (Bayesian Persistence Tree)

Hierarchical mesh tokenization; better long-range topology.

8.8 LLaMA-Mesh, MeshArt

Various follow-ups; LLM-style architectures.

8.9 Why autoregressive mesh?

8.10 Limitations

2026 SOTA update — RL & Tree-Sequenced Mesh Transformers - DeepMesh: autoregressive artist-mesh generation with efficient tokenization + RL/DPO human-preference alignment; point-cloud and image conditioned (ICCV 2025). - TreeMeshGPT: autoregressive tree sequencing over face adjacency, ~22% token compression, up to 11k faces (CVPR 2025).

9. Feed-Forward Geometry from Images (DUSt3R Family)

9.1 The phase transition (2024)

Skip classical SfM/MVS; predict 3D structure directly via Transformer.

9.2 DUSt3R (Naver 2024)

Predict per-pixel 3D pointmaps from 2 images, in camera 1's frame.

\[X^{1,1},\, X^{2,1} \in \mathbb{R}^{H\times W\times 3}.\]

Camera intrinsics, extrinsics, depth, point cloud all decode from the pointmap predictions; pixel matches are nearest neighbors in 3D.

9.3 MASt3R

9.4 MASt3R-SfM

Global SfM via hundreds of pairwise predictions + global optimization. Replaces COLMAP for many use cases.

9.5 Spann3R

Incremental: processes one new view at a time. Online 3D reconstruction.

9.6 Splatt3R

Directly predicts 3D Gaussians from image pairs. End-to-end pose-free 3DGS.

9.7 NoPoSplat

No-pose Gaussians: skips pose estimation; predicts Gaussians + camera jointly.

9.8 Fast3R

Optimized for speed; many-view (50+) support; orders-of-magnitude faster than DUSt3R.

9.9 VGGT (Visual Geometry Grounded Transformer, Meta 2025)

9.10 Pi3 (π3, Meta 2025)

Fully feed-forward, pose-free 3D reconstruction. Scaled up.

9.11 StreamingT3R, DepthCrafter, video-DUSt3R

Video-based variants; temporal coherence.

9.12 MoGe / MoGe-2

Metric-scale monocular geometry. Removes affine-ambiguity from classical mono-depth.

9.13 Comparison

Model Output Notes
DUSt3R (2024) pointmaps from 2 views foundational
MASt3R + matching head better quality
MASt3R-SfM global SfM replaces COLMAP
Spann3R incremental online
Splatt3R 3D Gaussians end-to-end
NoPoSplat + jointly pose-free flexible
Fast3R 50+ views, fast many-view
VGGT (2025) full 3D in 1 pass dominant
π3 (2025) pose-free, scaled latest

2026 SOTA update — Universal Feed-Forward Geometry - MapAnything: single transformer regressing metric multi-view geometry + cameras from images plus optional priors (intrinsics/pose/depth); one backbone for SfM, MVS, depth, localization. - WorldMirror: any-prior-prompted universal 3D world reconstruction, feed-forward from arbitrary combinations of geometric cues.

10. Single-Image to 3D Pipelines

10.1 Pipeline pattern

  1. Input: single image.
  2. Foreground segmentation (SAM / SAM 2).
  3. Multi-view diffusion or native 3D diffusion.
  4. Reconstruction (LRM / mesh extraction).
  5. Texture refinement.
  6. Output: textured mesh / Gaussians.

10.2 Common products

10.3 Quality vs speed trade-off

10.4 Failure modes

11. Text-to-3D

11.1 Pipeline pattern

  1. Text \(\to\) image (SDXL / FLUX).
  2. Image \(\to\) 3D (Trellis / Hunyuan3D-2).

Sometimes text \(\to\) 3D directly via native models.

11.2 Direct text-to-3D models

11.3 Why text-to-image then image-to-3D often wins

11.4 Text + image / sketch combined

ControlNet-style for 3D: provide both text and reference. Better controllability.

12. 3D Gaussian Splatting Generation

12.1 Per-scene optimization (DreamGaussian, etc.)

  1. Multi-view generation.
  2. Initialize sparse Gaussians.
  3. Photometric optimization.
  4. Densification.
  5. Mesh extraction (optional).

12.2 Feed-forward Gaussian generation (LGM, GS-LRM)

12.3 Splatter Image

Per-pixel Gaussian: each pixel produces a 3D Gaussian. Simple and effective for object-centric.

12.4 Pixel-aligned Gaussians (NoPoSplat, Splatt3R)

Combine DUSt3R-style geometry with per-pixel Gaussian prediction.

12.5 Streaming Gaussian generation

Add Gaussians as new views become available. Useful for scene scanning.

2026 SOTA update — Pose-Free Gaussian Generation - AnySplat: feed-forward 3DGS from unconstrained, uncalibrated views; one pass yields Gaussians plus per-image intrinsics/extrinsics, sparse-to-dense in seconds.

13. Avatar Generation (Specialized 3D)

13.1 Photoreal facial avatars

13.2 Single-image avatar generation

13.3 Body avatars

13.4 Avatar pipeline (2026)

  1. Capture / generate face image.
  2. Predict SMPL-X / FLAME parameters.
  3. Generate 3DGS avatar bound to template.
  4. Animate via audio / pose.

13.5 Capture rigs (premium)

ICT Light Stage, Beeble, Disney; full reflectance capture for highest fidelity. Combined with neural representations.

14. Scene-Level 3D Generation

14.1 The challenge

Object-level (Trellis, Hunyuan3D-2) works well; scene-level (kitchens, cities) is harder due to:

14.2 Scene-level methods

14.3 Scene-from-image / video reconstruction

Use VGGT / MASt3R + 3DGS to reconstruct real scenes. Often combined with native 3D for object replacement / editing.

14.4 Compositional generation

Decompose scene into objects + relations + lighting; generate each independently; compose. More controllable; harder to integrate.

2026 SOTA update — Explorable 3D World Generation - HunyuanWorld 1.0: text/image to immersive explorable 3D worlds via panoramic proxies + semantically layered mesh; exportable, disentangled objects. - Matrix-3D: panorama-based omnidirectional explorable world generation, combining conditional video generation with panoramic 3D reconstruction.

15. 4D / Dynamic 3D Generation

15.1 The 4D problem

Generate time-varying 3D representations: animated objects, dynamic scenes.

15.2 4D-fy

SDS for 4D: extend DreamFusion to time-varying NeRF. Slow but works.

15.3 Dream-in-4D, DreamScene4D

Improvements: better temporal consistency.

15.4 Animate3D

Make a static 3D model dance / move. Conditioned on motion sequences.

15.5 4D Gaussian Splatting generation

Predict time-dependent Gaussian parameters via:

15.6 Video diffusion + 3D lifting

  1. Generate a video clip with text-to-video.
  2. Lift each frame's 3D via VGGT.
  3. Track Gaussians across time.
  4. Output 4D representation.

15.7 Genie 2 (DeepMind)

3D playable worlds from a single image; up to 1 minute interactive. Implicitly 4D world model.

15.8 Limitations

2026 SOTA update — Video-Diffusion 4D Generation - 4Real-Video-V2: fused view-time attention + feed-forward reconstruction for photorealistic 4D scene generation from video diffusion priors. - ShapeGen4D: high-quality 4D (dynamic) shape generation directly from monocular videos.

16. Multi-View Consistency Tricks

16.1 Camera conditioning

16.2 Cross-view attention

16.3 3D-aware noise

Initialize noise consistently across views (instead of independent random per view). Reduces inconsistency.

16.4 3D feature volume

Maintain a shared 3D feature volume across views during diffusion. Used in SyncDreamer, MV3D, etc.

16.5 Joint denoising

All views denoised together with a shared diffusion process. Standard in MVDream, ImageDream.

16.6 Reference attention

Inject input image as reference via cross-attention or KV concatenation. Standard for I2V / 3D-from-image.

16.7 ReferenceNet pattern

Trainable copy of U-Net runs on reference; KVs concatenated. Ported from animation to 3D generation.

17. Texture Generation

17.1 The texture problem

After 3D geometry is generated, need to apply high-quality textures. Challenges:

17.2 Text2Tex, TexFusion

Iteratively paint textures on a 3D mesh using a 2D diffusion model + view consistency.

17.3 SyncMVD

Synchronized multi-view diffusion specifically for texturing. Joint denoising across views in UV space.

17.4 Paint3D

3D-aware texture diffusion with PBR output (albedo, roughness, metallic).

17.5 TextureAnything

Native 3D texture diffusion. Trained on textured 3D dataset.

17.6 Hunyuan3D-2 texturing

Joint geometry + texture native generation. Strong open frontier.

17.7 Material decomposition

Recover albedo / normal / roughness from generated textures via inverse rendering. See "Delighting & Relighting" cheat sheet.

17.8 Texture refinement

SDS-style refinement at the texture stage to add fine detail post-coarse-generation.

17.9 UV mapping

Auto-UV generation: critical for usability. xatlas, BFF, automatic UV via NeRF-derived parameterization.

18. Datasets

18.1 3D asset datasets

18.2 Scene datasets

18.3 Multi-view image datasets

18.4 Avatar / human

18.5 Synthetic data (renders)

19. Evaluation

19.1 Image quality (per view)

19.2 Geometry quality

19.3 Multi-view consistency

19.4 T3Bench

Text-to-3D evaluation benchmark; combines quality + alignment metrics.

19.5 GPTEval3D

LLM-based scoring of 3D outputs.

19.6 ULIP-T3D

3D-text alignment via ULIP.

19.7 User studies

Pairwise preferences. Often required for subjective quality. Gold standard for generation.

19.8 Game-engine viability

20. Production Pipelines (2026)

20.1 Open-source asset gen pipeline

  1. Text \(\to\) image (FLUX / SDXL).
  2. Background remove (SAM 2).
  3. Image \(\to\) 3D (Trellis / Hunyuan3D-2 / TripoSR).
  4. Mesh extraction + retopology.
  5. Auto-UV.
  6. Texture refinement (Paint3D / SyncMVD).
  7. Export to OBJ / GLB / USD.

20.2 Commercial 3D-asset products

20.3 Scene reconstruction pipeline

  1. Capture: photos / video.
  2. Geometry frontend: VGGT / MASt3R-SfM (replaces COLMAP).
  3. 3DGS optimization or feed-forward GS prediction.
  4. Mesh extraction (SuGaR, 2D-GS) if needed.
  5. Compression (LightGaussian).

20.4 AR / VR worldbuilding

20.5 Game asset pipeline

  1. Concept image (artist + 2D diffusion).
  2. Image \(\to\) 3D (Trellis / Hunyuan3D-2).
  3. Retopology to game-ready triangle count.
  4. Auto-UV.
  5. Bake PBR maps.
  6. Engine import (Unreal / Unity).

20.6 VFX / film

20.7 E-commerce

20.8 Robotics

21. Frontier 2025–2026

21.2 Open problems

21.3 Active research directions

21.4 Closed frontier (April 2026)

22. Production Stack 2026

Use case Default approach Notes
Single-image to 3D asset Trellis / Hunyuan3D-2 open frontier
Fast single-image to 3D TripoSR / SF3D / SPAR3D 0.5–1s
Text to 3D FLUX/SDXL \(\to\) Trellis / Hunyuan3D-2 two-stage
Mesh-direct generation MeshGPT / MeshAnything V2 / EdgeRunner autoregressive
Multi-view diffusion MVDream / Wonder3D / SV3D / Zero123++ 4–16 views
LRM-style feed-forward InstantMesh / GS-LRM / MeshLRM seconds, mesh / GS
Native 3D diffusion (open) Trellis / Hunyuan3D-2 / 3DTopia-XL / Cube high quality, fast
Native 3D diffusion (commercial) Rodin Gen-1.5 / Tripo / Meshy / CSM products

Appendix A: Twenty-Five Things to Know

  1. Four paradigms: SDS / multi-view diffusion / feed-forward / native 3D.
  2. DreamFusion (2022): SDS gradient \(w(t)(\epsilon_\phi - \epsilon)\,\partial x/\partial\theta\).
  3. Janus problem: front-face replication; major SDS issue.
  4. ProlificDreamer (VSD): replaces noise target with learned distribution.
  5. Magic3D: two-stage NeRF \(\to\) mesh.
  6. MVDream / ImageDream: multi-view consistent diffusion.
  7. Zero123 / Zero123++: novel-view synthesis from single image.
  8. SV3D: video-diffusion approach to multi-view.
  9. LRM (Adobe): single image \(\to\) triplane via Transformer.
  10. InstantMesh / MeshLRM / GS-LRM / Long-LRM / TripoSR / CRM / SF3D / SPAR3D: LRM family.
  11. Native 3D diffusion (2025 wave): Trellis / Hunyuan3D-2 / CLAY / Direct3D.
  12. Trellis: structured sparse-voxel latent + flow matching.
  13. Hunyuan3D-2: native 3D + texture; open frontier.
  14. Mesh autoregressive: MeshGPT / MeshXL / MeshAnything / EdgeRunner / BPT.
  15. DUSt3R: pointmap from 2 images (camera 1 frame).
  16. MASt3R / MASt3R-SfM: + matching head + global SfM.
  17. VGGT (2025): dominant feed-forward 3D.
  18. π3: pose-free scaled VGGT successor.
  19. Plücker coordinates per pixel for camera conditioning.
  20. Cross-view attention + reference attention for multi-view consistency.
  21. DreamGaussian: multi-view + 3DGS optimization in ~1 min.
  22. LGM / Splatter Image: feed-forward Gaussians.
  23. Texture: SyncMVD / Paint3D / Hunyuan3D-2 joint.
  24. Objaverse / Objaverse-XL: 800k–10M+ 3D dataset.
  25. T3Bench / GPTEval3D / ULIP for 3D-text alignment evaluation.

Appendix B: Decision Tree — "Which 3D Generation?"

  1. Single image \(\to\) 3D asset, open-source? \(\to\) Trellis or Hunyuan3D-2.
  2. Fastest open-source (< 1s)? \(\to\) TripoSR / SF3D / SPAR3D.
  3. Text \(\to\) 3D? \(\to\) FLUX/SDXL \(\to\) Trellis / Hunyuan3D-2 (two-stage).
  4. Need clean mesh topology (game asset)? \(\to\) MeshAnything V2 / MeshLRM / EdgeRunner.
  5. Multi-view diffusion (4–6 views)? \(\to\) MVDream / Wonder3D / Zero123++ / SV3D.
  6. Photogrammetry replacement? \(\to\) VGGT / MASt3R-SfM + 3DGS.
  7. Scene scanning (phone)? \(\to\) Polycam / Luma AI + 3DGS.
  8. Avatar (face)? \(\to\) Codec Avatars / Gaussian Avatars (premium) or Portrait3D (single image).
  9. Custom art style, no 3D dataset? \(\to\) ProlificDreamer (VSD) / Magic3D (SDS-based).
  10. Premium / commercial product? \(\to\) Rodin Gen-1.5 / Tripo / Meshy / CSM.
  11. 4D / dynamic 3D? \(\to\) 4D-GS optimization / Animate3D / DreamScene4D.
  12. Scene-level generation? \(\to\) World Labs (closed) / CityDreamer / Set-the-Scene (research).

Appendix C: Year-by-Year Milestones