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A curated list of awesome AIGC 3D papers

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A curated list of awesome AIGC 3D papers

From Visual Synthesis to Interactive Worlds:

Toward Production-Ready 3D Asset Generation

Jiafeng Wu1,2*†  ·  Zhuofan Lou1,3*†  ·  Jian Liu1‡

Chunchao Guo4  ·  Dazhao Du1  ·  Song Guo1§

1 The Hong Kong University of Science and Technology

2 Huazhong University of Science and Technology  ·  3 Sichuan University  ·  4 Tencent

  • Equal contribution  ·  † Work done during internship at HKUST  ·  ‡ Project lead  ·  § Corresponding author

✦ Production-Oriented 3D Generation Survey ✦

Taxonomy · Data · Objects · Characters · Scenes · Evaluation · Industry

News

  • [2026-04] v2.0: Introduces a production-ready two-dimensional taxonomy spanning asset tiers and pipeline stages, and expands the collection to data foundations, geometry, topology, appearance, rigging, scene assembly, evaluation, and industry systems.
  • [2025-08] v1.0: Established the initial curated 3D AIGC paper collection, organized object, scene, and avatar methods under 3D-native, 2D-prior, and hybrid paradigms, and tracked surveys, datasets, talks, companies, and implementations.

Abstract

Three-dimensional content generation has progressed from producing isolated, visually plausible shapes to constructing structured assets that can be deployed in real-time interactive environments. This trajectory is driven by converging demands from game development, embodied AI, world simulation, digital twins, and spatial computing, all of which require 3D content that goes beyond surface appearance to satisfy engine-level constraints on topology, UV parameterization, physically based materials, skeletal rigging, and physics-aware scene layout. Despite rapid advances in generative modeling, a persistent gap separates the outputs of current methods from the production-ready standard expected by interactive applications. This survey addresses that gap by organizing the literature around the asset production pipeline rather than algorithmic families.

At a Glance

  • Organized by a production-ready, pipeline-first taxonomy rather than isolated algorithm families.
  • Covers three asset tiers: general objects, characters and avatars, and scenes and environments.
  • Tracks the full asset workflow from data foundations through geometry, topology, appearance, rigging, and scene assembly.
  • Consolidates methods, datasets, evaluation criteria, and industry references in one companion list.

Table of Contents

  • Survey Taxonomy
  • Data Foundations & Benchmarks
  • Object Datasets
  • Character Datasets
  • Scene Datasets
  • General Objects & Props
  • Geometry Generation
  • Topology Generation
  • Appearance Generation
  • Characters & Avatars
  • Structural Priors
  • Full-Body Synthesis
  • Head & Face Synthesis
  • Rigging & Skinning
  • Scenes & Environments
  • Layout Generation
  • Scene Population & Asset Grounding
  • World-Scale Generation
  • Evaluation & Benchmarks
  • Industry & Companies
  • Citation
  • Contributing
  • Acknowledgments
  • v1 Paper Collection
  • ⭐ Star History

Survey Taxonomy

The survey is organized around a two-dimensional taxonomy:

  • Horizontal axis (asset types): General Objects, Characters & Avatars, Scenes & Environments
  • Vertical axis (pipeline stages): Data Foundations → Geometry → Topology → Appearance → Rigging → Scene Assembly

This structure mirrors the production pipeline used in game engines and interactive applications, enabling direct assessment of where each method fits within a deployment workflow.


Data Foundations & Benchmarks

Object Datasets

Dataset Year Scale Description
ShapeNet 2015 51K models, 55 categories Large-scale 3D shape repository (Chang et al.)
ModelNet 2015 12K CAD models, 40 categories Princeton 3D object benchmark (Wu et al.)
ABC 2019 1M+ CAD models Mechanical parts with parametric annotations (Koch et al.)
Thingi10K 2016 10K printable models Web-derived 3D printing models with diverse topology (Zhou and Jacobson)
PartNet 2019 27K objects, 573K parts Part-level object annotations for structural decomposition (Mo et al.)
Text2Shape 2018 75K text-shape pairs Paired text and shape corpus for language-conditioned 3D generation (Chen et al.)
GSO (Google Scanned Objects) 2022 1K+ scans Household objects with PBR materials (Downs et al.)
ABO (Amazon Berkeley Objects) 2022 8K+ models Product catalog with multi-view images (Collins et al.)
CO3D 2021 1.5M frames, 19K objects Multi-view real-capture object dataset for category-level reconstruction (Reizenstein et al.)
Objaverse 2023 800K+ objects Internet-scale 3D asset collection (Deitke et al.)
Objaverse-XL 2024 10.2M objects Extended internet-scale collection (Deitke et al.)

Character Datasets

Dataset Year Scale Description
FAUST 2014 300 scans, 10 subjects Real body scans with ground-truth correspondence (Bogo et al.)
RenderPeople 2018 4.5K+ subjects Commercially scanned textured human meshes for character production (RenderPeople)
AMASS 2019 Large-scale motion capture Unified motion capture archive (Mahmood et al.)
CAPE 2020 4D clothing Clothed body scans with pose variation (Ma et al.)
THuman2.0 2021 526 high-res scans Detailed textured human models (Yu et al.)
HuMMan 2022 1K subjects Multi-modal human dataset (Cai et al.)
HumanML3D 2022 14.6K text-motion sequences Text-aligned motion corpus for controllable human generation and evaluation (Guo et al.)
Motion-X 2024 Large-scale motion Expressive whole-body motion dataset (Lin et al.)

Scene Datasets

Dataset Year Scale Description
ScanNet 2017 1,513 indoor scans RGB-D reconstructions with annotations (Dai et al.)
ScanNet++ 2023 460 scenes Laser+DSLR indoor scans with material annotations (Yeshwanth et al.)
Matterport3D 2017 90 buildings Large-scale indoor environments (Chang et al.)
HM3D 2021 1K buildings Habitat-scale indoor scans with navigation annotations (Ramakrishnan et al.)
Structured3D 2020 3.5K houses Synthetic indoor scenes with layout and topology labels (Zheng et al.)
Hypersim 2021 461 scenes, 77K images Photorealistic synthetic scenes with material labels (Roberts et al.)
3D-FRONT 2021 18K rooms Professionally designed indoor layouts (Fu et al.)
ProcTHOR 2022 Procedural houses Infinitely scalable simulated interiors (Deitke et al.)
Infinigen 2023 Procedural nature Photorealistic procedural generation of natural worlds (Raistrick et al.)
Infinigen Indoors 2024 Procedural interiors Indoor extension of Infinigen (Raistrick et al.)

General Objects & Props

Geometry Generation

Score Distillation (SDS)

Method Year Venue Highlight
DreamFusion 2022 ICLR 2023 Pioneering open-domain text-to-3D via SDS -
Magic3D 2023 CVPR 2023 Coarse-to-fine SDS for higher-resolution detail -
Fantasia3D 2023 ICCV 2023 Disentangled geometry-appearance SDS with DMTet -
ProlificDreamer 2023 NeurIPS 2023 Variational SDS reducing over-smoothing -
RichDreamer 2024 CVPR 2024 Normal-depth diffusion prior for stable geometry -

Multi-View Reconstruction (MV)

Method Year Venue Highlight
Zero-1-to-3 2023 ICCV 2023 View-conditioned diffusion for novel-view synthesis -
MVDream 2024 ICML 2024 Multi-view consistent diffusion model -
Wonder3D 2024 CVPR 2024 Color + normal diffusion for normal-guided recon. -
SV3D 2024 ECCV 2024 Video diffusion for dense multi-view generation -

GAN-based

Method Year Venue Highlight
3D-GAN 2016 NeurIPS 2016 Pioneering voxel-based adversarial 3D generation - -
Tree-GAN 2019 arXiv 2019 Tree-structured generator for point clouds - -
SP-GAN 2021 ICCV 2021 Spherical prior for global shape consistency - -
SDF-StyleGAN 2022 CVPR 2022 StyleGAN adapted for high-resolution SDF fields - - [](./

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PublishedAug 1, 2026
UpdatedSep 17, 2026
Category编程语言
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