NTH

Nova3D: Code-Native Generation of Programmable 3D Assets

AuthorsNimra Noor, Muhammad Bilal, Abdullah Hussain, Hassan Baig

August 19, 2026 3 min read
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The one-line take

Nova3D turns 3D generation from making static meshes into writing editable, measurable, and animatable Blender programs.

Key results

54
Nova3D-Bench size

Number of benchmark items evaluated across six domains and three difficulty levels.

98.1%
Constraint satisfaction

Nova3D's satisfaction rate over 52 prompt-stated numeric and count constraints.

98.3%
Joint geometric validity

Validity rate for 58 of 59 generated joints across 12 articulated assets.

What the paper found

Nova3D reframes 3D generation as source-code synthesis: instead of producing an opaque mesh like Meshy, TRELLIS.2, or TripoSG, it generates an executable Blender Python program whose GLB is only the compiled artifact. A closed-loop pipeline combines depth, surface-normal, edge, and ViT features with verified material samples, deterministic headless Blender execution, vision-based inspection, and repair for up to 3 iterations. On the 54-item Nova3D-Bench, Nova3D produced executable programs and valid artifacts for 100% of cases, while the naive same-LLM ablation succeeded on only 31/54. Its generated assets expose semantically named parts, parent–child assembly trees, pivots, named dimensions, and editable source constants—capabilities absent from mesh-native, CAD, and segmentation baselines, including BlenderLLM. This structure enabled measurement of 52 prompt constraints, with 98.1% satisfaction and 32/32 count constraints passing, compared with 11/52 for the strongest baseline. In a 14/18 local-edit result, all 18 edits preserved non-target content and locality. For articulation, Nova3D generated 59 joints across 12 assets, with 98.3% geometric validity, whereas every baseline exposed zero native joints. Geometry remained competitive: GPT-4o pairwise evaluation placed Nova3D second behind TRELLIS.2 and showed wins in structured domains, although baked-PBR systems retained an advantage in texture realism. The key contribution is representational: code-native assets are inspectable, measurable, locally editable, and animatable rather than merely renderable.

Original abstract

Current 3D generative models mostly produce a final surface: a visually strong but largely opaque mesh. Interactive 3D worlds need more than a surface. They need named parts, an assembly hierarchy, measurable constraints, local edit handles, and joints for articulation. We present Nova3D, a system that generates 3D assets as executable Blender source code; the compiled mesh, a binary glTF (GLB), is treated as the artifact, not the asset. Because the output is a program, semantic handles exist at generation time rather than being recovered afterward by segmentation or rigging. We evaluate on Nova3D-Bench, a frozen, spec-grounded benchmark of 54 items across six domains and three difficulty levels with text and image inputs, against eleven baselines in four families (mesh-native, part-structured, code-native, and CAD) plus a same-LLM ablation. Nova3D produces an executable program and a valid artifact for 54/54 items. Every asset exposes named parts organized in a parent-child assembly tree; no mesh-native, CAD, or segmentation baseline exposes either. It satisfies 51/52 prompt-stated numeric and count constraints (best baseline: 11/52), passes 14/18 blinded local edits with locality preserved in 18/18, and articulates 59 joints across 12 assets at 98.3% geometric validity, where every baseline exposes zero native joints. Its geometry is competitive: it wins the structured domains in a pairwise shape-quality tournament and is second only to the strongest mesh-native model, while conceding texture realism to baked-PBR systems. The central result is representational: code-native generation turns a generated 3D object from an opaque surface into a programmable asset that downstream systems can inspect, measure, edit, and animate.

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