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Seed3D 1.0: From Images to High-Fidelity Simulation-Ready 3D Assets (2510.19944v1)

Published 22 Oct 2025 in eess.IV and cs.CV

Abstract: Developing embodied AI agents requires scalable training environments that balance content diversity with physics accuracy. World simulators provide such environments but face distinct limitations: video-based methods generate diverse content but lack real-time physics feedback for interactive learning, while physics-based engines provide accurate dynamics but face scalability limitations from costly manual asset creation. We present Seed3D 1.0, a foundation model that generates simulation-ready 3D assets from single images, addressing the scalability challenge while maintaining physics rigor. Unlike existing 3D generation models, our system produces assets with accurate geometry, well-aligned textures, and realistic physically-based materials. These assets can be directly integrated into physics engines with minimal configuration, enabling deployment in robotic manipulation and simulation training. Beyond individual objects, the system scales to complete scene generation through assembling objects into coherent environments. By enabling scalable simulation-ready content creation, Seed3D 1.0 provides a foundation for advancing physics-based world simulators. Seed3D 1.0 is now available on https://console.volcengine.com/ark/region:ark+cn-beijing/experience/vision?modelId=doubao-seed3d-1-0-250928&tab=Gen3D

Summary

  • The paper demonstrates a novel pipeline converting single images into simulation-ready 3D assets with state-of-the-art geometry and texture synthesis.
  • It integrates multi-stage models (Seed3D-VAE, DiT, MV, PBR, UV) and scalable data engineering to produce watertight meshes and photorealistic textures.
  • Empirical results show superior performance on ULIP, Uni3D, and CLIP-FID benchmarks, validated by human evaluations and practical simulations.

Seed3D 1.0: High-Fidelity, Simulation-Ready 3D Asset Generation from Images

Seed3D 1.0 introduces a comprehensive foundation model for generating simulation-ready 3D assets from single images, targeting the scalability and fidelity requirements of embodied AI and physics-based world simulators. The system is architected to produce assets with watertight geometry, photorealistic textures, and physically-based materials, directly compatible with physics engines for interactive learning and robotic manipulation. This essay provides a technical analysis of the model design, data engineering, training infrastructure, inference pipeline, empirical performance, and practical implications.

Model Architecture

Geometry Generation

Seed3D 1.0 employs a two-stage geometry pipeline: Seed3D-VAE for compact latent encoding and Seed3D-DiT for conditional generation. The VAE encodes mesh point clouds into permutation-invariant latent sets, supervised by truncated signed distance functions (TSDFs) to ensure watertight, manifold outputs. The decoder reconstructs continuous TSDF fields, enabling mesh extraction via dual marching cubes. The DiT leverages rectified flow-based diffusion in latent space, conditioned on image features from DINOv2 and RADIO, with a hybrid transformer backbone for cross-modal alignment. Multi-scale training with variable token lengths ensures robustness and scalability.

Texture and Material Synthesis

The texture pipeline comprises three components:

  • Seed3D-MV: Multi-view diffusion model based on MMDiT, generating consistent RGB images from multiple viewpoints, conditioned on geometry, reference image, and optional text.
  • Seed3D-PBR: DiT-based material decomposition model, estimating albedo, metallic, and roughness maps from multi-view images, with a parameter-efficient two-stream attention design for modality separation.
  • Seed3D-UV: Coordinate-conditioned diffusion model for UV texture completion, inpainting missing regions in baked UV maps using geometric conditioning.

The pipeline ensures multi-view consistency, high-frequency detail preservation, and physically-based rendering compatibility.

Data Engineering and Preprocessing

Seed3D 1.0's data pipeline addresses the heterogeneity and quality challenges of large-scale 3D asset collections. Key stages include:

  • Format Standardization: Automated conversion to unified GLB meshes.
  • Geometric Deduplication: Visual similarity-based filtering using DINOv2 features and FAISS for large-scale nearest-neighbor search.
  • Orientation Canonization: Automated pose alignment via classifier predictions on multi-view renderings.
  • Quality Filtering: Aesthetic scoring and VLM-based assessment to exclude low-quality, scanned, or scene-level data.
  • Multi-View Rendering: Physically-based rendering in Blender with diverse lighting and viewpoints, generating RGB, normal, CCM, and PBR maps.
  • Mesh Remeshing: CUDA-accelerated voxelization and dual marching cubes for watertight mesh extraction.

A distributed infrastructure based on MongoDB, object storage, HDFS, Ray Data, and Kubernetes enables scalable, fault-tolerant processing and interactive curation.

Training Infrastructure

Seed3D 1.0 leverages hardware-aware optimizations and advanced parallelism:

  • Kernel Fusion: Custom CUDA kernels and torch.compile for memory-bound operator fusion; FlashAttention and Apex for efficient attention and optimization.
  • Hybrid Sharded Data Parallelism (HSDP): Combines intra-node data parallelism with inter-node FSDP for scalable weight and optimizer state sharding.
  • Multi-Level Activation Checkpointing (MLAC): Selective activation offloading and asynchronous prefetching to balance memory and recomputation.
  • Stability and Fault Tolerance: Machine health checks, NCCL flight recorder, centralized monitoring, and strategic checkpointing for robust distributed training.

Geometry models are trained in three progressive stages (pre-training, continued training, fine-tuning), while texture models use a two-stage approach.

Inference Pipeline

The inference process is fully automated and modular:

  1. Geometry Generation: Input image is encoded and processed by Seed3D-DiT; mesh is reconstructed via Seed3D-VAE and dual marching cubes, with hierarchical SDF evaluation and analytical gradients for accuracy.
  2. Multi-View Synthesis: Seed3D-MV generates multi-view RGB images, which are back-projected and baked into partial UV maps.
  3. Material Estimation: Seed3D-PBR decomposes multi-view images into albedo and metallic-roughness maps, baked into UV space.
  4. Texture Completion: Seed3D-UV inpaints missing regions in UV maps, guided by coordinate conditioning.
  5. Asset Integration: Final mesh and textures are exported in OBJ/GLB formats, ready for simulation or rendering.

Empirical Performance

Geometry

Seed3D 1.0 achieves state-of-the-art results on ULIP and Uni3D metrics, outperforming larger models such as Hunyuan3D-2.1 (3B params) with a more efficient 1.5B parameter DiT. Quantitative scores indicate superior image-mesh alignment and geometric fidelity. Qualitative analysis confirms preservation of intricate details and structural accuracy across diverse categories.

Texture and Material

Seed3D-MV and Seed3D-PBR set new benchmarks on CLIP-FID, CMMD, CLIP-I, and LPIPS, surpassing MVPainter, UniTEX, MV-Adapter, Pandora3d, and Hunyuan3D-2.1. The system demonstrates robust multi-view consistency, high-frequency detail retention, and realistic material properties. Ablation studies show significant improvements from UV inpainting, resolving self-occlusion artifacts.

User Study

Human evaluators consistently rate Seed3D 1.0 higher across visual clarity, geometry, material realism, and detail richness, validating its practical utility for simulation and embodied AI.

Applications

Simulation-Ready Asset Generation

Seed3D 1.0 assets integrate directly into physics engines (e.g., Isaac Sim), with automatic scale estimation and collision mesh generation. Robotic manipulation experiments confirm the assets' suitability for real-time physics feedback, grasp planning, and multi-object interaction. The system enables scalable data generation, interactive RL environments, and comprehensive VLA benchmarks.

Scene Generation

A factorized approach enables scene-level synthesis: VLMs infer object layouts from prompt images, and Seed3D generates and assembles individual assets into coherent environments. This supports diverse applications from indoor robotics to urban simulation.

Implications and Future Directions

Seed3D 1.0 addresses the scalability bottleneck in physics-based simulation environments, providing a pipeline for high-fidelity, diverse, and simulation-compatible 3D asset generation. The model's architecture and data engineering strategies set new standards for efficiency and quality in 3D generative modeling. The demonstrated integration with physics engines and scene-level composition opens avenues for large-scale embodied agent training, interactive RL, and multimodal VLA research.

Future work may focus on:

  • Extending to multi-object and dynamic scene generation with temporal consistency.
  • Incorporating real-world scanned data for domain adaptation.
  • Enhancing material estimation for complex, anisotropic surfaces.
  • Scaling to larger models and datasets for further diversity and realism.
  • Integrating with agentic LMMs for closed-loop simulation and learning.

Conclusion

Seed3D 1.0 establishes a robust framework for generating simulation-ready 3D assets from single images, combining advanced geometry, texture, and material synthesis with scalable data and training infrastructure. The model achieves state-of-the-art performance on geometry and texture benchmarks, validated by quantitative metrics and human evaluation. Its direct compatibility with physics engines and support for scene-level synthesis position it as a foundational tool for embodied AI and physics-based world simulation, enabling scalable, high-fidelity environments for agent training and evaluation.

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