Nova3D: Code-Native Generation of Programmable 3D Assets
AuthorsNimra Noor, Muhammad Bilal, Abdullah Hussain, Hassan Baig
Resources
Nova3D turns 3D generation from making static meshes into writing editable, measurable, and animatable Blender programs.
Key results
Number of benchmark items evaluated across six domains and three difficulty levels.
Nova3D's satisfaction rate over 52 prompt-stated numeric and count constraints.
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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