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Text-to-3D Generation System

A comprehensive system for generating 3D house models from text descriptions, combining advanced AI models and techniques for realistic and physically accurate results.

Core Components

1. House Outline Generation

  • ControlNet + Stable Diffusion for initial architectural sketching
  • Edge detection and guidance for accurate outlines
  • Architectural feasibility validation
  • Sketch refinement with professional blueprint styling

2. Improved Text-to-3D Models

We've replaced our previous stack (Stable Diffusion + Shap-E + GET3D) with newer, more advanced models:

Triposr

  • Single-view reconstruction with high fidelity and speed
  • Significantly improved geometric accuracy over Shap-E
  • Better texture detail preservation
  • Faster reconstruction times (minutes vs. hours)
  • Hardware requirements: 8GB+ VRAM, CUDA-compatible GPU

Wonder3D

  • High-quality 3D assets from single images
  • Exceptional texture detail and consistency
  • Multi-view generation from single-view input
  • Specialized for detailed object reconstruction
  • Hardware requirements: 10GB+ VRAM, CUDA-compatible GPU

Instant3D

  • Generates detailed 3D models directly from text
  • Higher geometric accuracy than previous text-to-3D pipelines
  • Improved surface details and material properties
  • Faster generation pipeline
  • Hardware requirements: 12GB+ VRAM, CUDA-compatible GPU

3. Object & Furniture Integration

  • Integration with multiple generation models
  • 3D-FRONT dataset for reference and training
  • CLIP-based validation for style matching
  • Furniture optimization and placement

4. Scene Layout & Physics

  • DiffuScene/SceneDiffuser for layout optimization
  • PyBullet physics-based validation
  • Graph-based planning for multi-level homes
  • Manual adjustment capabilities

Technical Implementation

House Outline Generation

Text Description → ControlNet Sketch → Stable Diffusion Refinement → Architectural Blueprint

Key features:

  • Canny edge detection for architectural guidance
  • Professional blueprint style enforcement
  • Architectural feasibility validation

House Shell Generation

Text → Shap-E Model → Base Structure → Refinement → Final Shell

Features:

  • Feature-preserving mesh processing
  • Normal computation
  • UV mapping for texturing
  • Interactive refinement

Furniture Generation & Placement

Text → GET3D → 3D-FRONT Reference → CLIP Validation → Optimized Furniture

Capabilities:

  • Style-matched furniture generation
  • Physics-based placement validation
  • Multi-level planning support

Scene Optimization

Layout → DiffuScene → Physics Validation → Final Scene

Features:

  • Graph-based room connectivity
  • Physics-based stability checking
  • Manual adjustment support

Integration with External Models

ControlNet Integration

  • Uses sd-controlnet-canny for edge detection
  • Custom architectural guidance parameters
  • Blueprint style enforcement

Shap-E Integration

  • Base model: openai/shap-e-base
  • Custom refinement pipeline
  • Feature preservation system

GET3D Integration

  • Base model: nvidia/get3d-base
  • 3D-FRONT dataset integration
  • CLIP-based validation

DiffuScene Integration

  • Scene optimization with physics
  • Multi-level planning support
  • PyBullet physics validation

System Requirements

Hardware Requirements

  • GPU memory requirements:

    • ControlNet + Stable Diffusion: ~8GB
    • Shap-E: ~6GB
    • GET3D: ~8GB
    • DiffuScene: ~4GB
  • CPU requirements:

    • Multi-core processor recommended
    • 16GB+ RAM for large scenes
    • Fast storage for model weights
  • Network requirements:

    • Initial model downloads: ~20GB
    • Runtime API calls for style matching

Model Weights and Dependencies

Required Models

  • ControlNet: diffusers/controlnet-canny-sdxl-1.0
  • Stable Diffusion: stabilityai/stable-diffusion-xl-base-1.0
  • Shap-E: openai/shap-e-base
  • GET3D: nvidia/get3d-base
  • CLIP: openai/clip-vit-base-patch32
  • DiffuScene: scene-diffuser/diffuscene-base

Dataset Requirements

  • 3D-FRONT dataset for furniture reference
  • House templates for architectural guidance
  • Style reference database

Physics Validation

PyBullet Configuration

  • Gravity: -9.81 m/s²
  • Solver iterations: 50
  • Contact breaking threshold: 0.001
  • Cone friction enabled

Stability Checks

  • Vertical movement threshold: 0.05m
  • Tilt threshold: ~5.7 degrees
  • Simulation duration: 4 seconds at 60Hz

Multi-Level Planning

Graph-Based Approach

  • Room connectivity analysis
  • Level transition optimization
  • Traffic flow consideration
  • Clearance validation

Connection Types

  • Stairs
  • Elevators
  • Open spaces
  • Doorways

Style Application

Geometric Patterns

  • Wave patterns
  • Noise patterns
  • Custom deformations

Style Parameters

  • Pattern scale
  • Pattern strength
  • Deformation types

Optimization Features

Mesh Optimization

  • Vertex count limitation (10,000 max)
  • Feature preservation
  • Duplicate vertex removal
  • Vertex cache optimization

Layout Optimization

  • Room connectivity
  • Furniture placement
  • Physics constraints
  • Multi-level alignment

Error Handling

Physics Validation

  • Unstable placement detection
  • Automatic position adjustment
  • Collision resolution
  • Floor contact enforcement

Model Fallbacks

  • Alternative position sampling
  • Style matching thresholds
  • Geometry simplification
  • Layout adjustment strategies

Future Improvements

Planned Enhancements

  • Real-time visualization
  • Interactive refinement UI
  • Additional style references
  • Enhanced physics simulation

Research Areas

  • Advanced material generation
  • Dynamic furniture placement
  • Improved style transfer
  • Real-time optimization

Contributing

Development Setup

  1. Clone repository
  2. Install dependencies
  3. Download model weights
  4. Configure environment

Testing

  • Unit tests for components
  • Integration tests for pipeline
  • Physics validation tests
  • Style application tests

Rendering & Visualization Layer

Web-Based Visualization

  • Three.js/Babylon.js integration for real-time rendering
  • WebGL-based rendering pipeline
  • Custom shaders for material visualization
  • Progressive loading for large scenes
  • Gaussian Splatting rendering support for high-performance visualization

User Interaction

  • Orbit controls for camera navigation
  • Object transformation controls (translate, rotate, scale)
  • Scene hierarchy manipulation
  • Real-time property editing

Real-Time Preview System

  • Progressive refinement rendering
  • Enhanced MaterialX-based material preview
  • Procedural material generation capabilities
  • Lighting preview with real-time shadows
  • Interactive furniture placement

Export Capabilities

  • GLB/GLTF export with full material support
  • FBX export with scene hierarchy preservation
  • OBJ export with material and UV preservation
  • Custom metadata preservation across formats

Performance Optimization

  • BVH (Bounding Volume Hierarchy) implementation
    • Spatial partitioning for ray tracing
    • Dynamic updates for scene modifications
    • Optimized intersection testing
    • Level-of-Detail (LOD) management

WebXR Integration

  • VR mode with motion controls
  • AR mode for real-world visualization
  • Hand tracking for natural interaction
  • Spatial anchoring for AR placement

Technical Details

Rendering Pipeline

Scene Graph → BVH Update → Frustum Culling → Draw Call Optimization → WebGL Render

BVH Implementation

  • Dynamic BVH construction
  • Surface Area Heuristic (SAH)
  • Parallel BVH traversal
  • Automatic rebalancing

WebXR Features

  • 6-DOF tracking
  • Controller ray-casting
  • Occlusion handling
  • Spatial mapping

Export Process

Scene → Metadata Collection → Format-Specific Optimization → Buffer Generation → File Export

Performance Considerations

BVH Optimization

  • Maximum tree depth: 16
  • Minimum node size: 32 triangles
  • Rebalance threshold: 25% imbalance
  • Update frequency: Per frame for dynamic objects

Rendering Optimization

  • Draw call batching
  • Texture atlas generation
  • Shader permutation management
  • Occlusion culling

Memory Management

  • Geometry instancing
  • Texture streaming
  • Mesh decimation
  • Resource pooling

Development Guidelines

Adding New Features

  1. Implement core functionality
  2. Add WebXR support
  3. Optimize performance
  4. Add export support

Testing Requirements

  • Performance benchmarks
  • VR/AR compatibility
  • Export format validation
  • Cross-browser testing

License

MIT License - See LICENSE file for details