Source-linked AI summary

TreeMeshGPT: Artistic Mesh Generation with Autoregressive Tree Sequencing

Stefan Lionar, Jiabin Liang, Gim Hee Lee

arXiv:2503.11629v1cs.GRcs.CVcs.MM

TL;DR

Dense meshes from 3D generation can be unsuitable for real-time use, while down-sampling may degrade quality. TreeMeshGPT uses tree-based face sequencing to generate artistic meshes from point clouds, and experiments report higher quality than previous methods with refined details and consistent normal orientation.

  • Problem

    Dense meshes from 3D generation can be unsuitable for real-time rendering, while down-sampling can degrade mesh quality and produce unstructured wireframes, motivating automated artist-quality mesh creation.

    Source: §1 · pp. 1–2
  • Method

    TreeMeshGPT retrieves tokens from a dynamically growing tree built on triangle adjacency, extending locally from the last face and representing each face with two tokens.

    Source: §1 · p. 2
  • Results

    TreeMeshGPT generates higher-quality meshes than previous methods, with refined details and consistent normal orientation.

    Source: §4.3.1 · p. 6, §4.3.2 · p. 6, §5 · p. 8
  • Takeaways & Limitations

    The approach supports point-cloud-conditioned artistic mesh generation with up to 5,500 faces using 7-bit discretization.

    Source: §1 · p. 2

    Generation success rate decreases as sequence length increases.

    Source: §5 · p. 8

Abstract

from arXiv · show

We introduce TreeMeshGPT, an autoregressive Transformer designed to generate high-quality artistic meshes aligned with input point clouds. Instead of the conventional next-token prediction in autoregressive Transformer, we propose a novel Autoregressive Tree Sequencing where the next input token is retrieved from a dynamically growing tree structure that is built upon the triangle adjacency of faces within the mesh. Our sequencing enables the mesh to extend locally from the last generated triangular face at each step, and therefore reduces training difficulty and improves mesh quality. Our approach represents each triangular face with two tokens, achieving a compression rate of approximately 22% compared to the naive face tokenization. This efficient tokenization enables our model to generate highly detailed artistic meshes with strong point cloud conditioning, surpassing previous methods in both capacity and fidelity. Furthermore, our method generates mesh with strong normal orientation constraints, minimizing flipped normals commonly encountered in previous methods. Our experiments show that TreeMeshGPT enhances the mesh generation quality with refined details and normal orientation consistency.

1. Introduction

Artist-created meshes combine compact geometry, sharp details, and regular wireframes, but manual production is labor-intensive. TreeMeshGPT uses adjacency-based sequencing to generate higher-capacity artistic meshes with point-cloud conditioning and normal-orientation constraints.

1. Introduction

  • Artistic meshes offer compact geometry, sharp details, and regular wireframes, but creating them manually is time-consuming and labor-intensive.Dense meshes from other 3D representations can be unsuitable for real-time rendering, while down-sampling can degrade mesh quality.Source: §1 · pp. 1–2
  • Earlier point-cloud-conditioned mesh generation faced sequence-length limits, restricting MeshAnything to 800 faces and later methods to 1,600 or 4,000 faces.Challenges also included gaps, missing components, and flipped normals.Source: §1 · p. 2
  • TreeMeshGPT uses dynamically growing tree sequencing and represents each face with two tokens, reporting 22% compression relative to naive nine-token face encoding.With 7-bit discretization, it generates meshes of up to 5,500 triangles under conditioning with 2,048 point-cloud tokens.Source: §1 · p. 2
  • TreeMeshGPT imposes strong normal-orientation constraints to minimize flipped normals encountered in MeshAnything [3] and MeshAnythingV2 [4].The authors also report higher-quality meshes and generalization to real-world 3D scans.Source: §1 · p. 2

2. Related Work

The related work contrasts dense mesh extraction with structured artistic meshes, reviews feedforward and diffusion-based 3D generation, and traces increasingly compact autoregressive mesh representations. TreeMeshGPT is positioned as a tree-based sequencing strategy for increasing face capacity and mesh quality.

2.1. Mesh Extraction

  • Marching Cubes and Poisson reconstruction produce dense, over-tessellated meshes that lack the regularity and semantic alignment needed for efficient downstream workflows.Marching Cubes extracts triangles from cubes in a scalar field to approximate an isosurface.Source: §2.1 · p. 2

2.2. 3D Generation

  • Feedforward 3D generation methods [10] [18] [36] improve generation speed over optimization-based methods, but their meshes often have lower quality and less diversity.Diffusion approaches such as CLAY [38] generate high-quality shapes, yet downstream use still requires non-trivial post-conversion.Source: §2.2 · pp. 2–3

2.3. Autoregressive Mesh Generation

  • Autoregressive mesh methods progressed from MeshGPT [28] to adjacency-based tokenization in MeshAnythingV2 [4] and EdgeRunner [29], raising reported capacity from under 800 faces to 1,600 and 4,000.Other approaches include Meshtron [9]'s hourglass architecture and sliding-window inference, and BPT [34]'s block-wise indexing and localized patch aggregation; TreeMeshGPT instead uses a dynamically growing tree-based sequencing strategy.Source: §2.3 · p. 3

3. Method

TreeMeshGPT constructs autoregressive input-output pairs by traversing mesh adjacency with a depth-first search and dynamic edge stack. Its method uses compact face sequencing, coordinate prediction, and stopping rules to generate mesh components.

3.1. Autoregressive Tree Sequencing

  • The decoder uses directed mesh edges as inputs and makes localized predictions to add an opposite vertex or stop expansion from that edge.Each generation step is associated with a pair of dequantized vertices.Source: §3.1 · p. 3
  • A half-edge structure and depth-first search build the input-output sequence, while a dynamic stack supplies the next edge from its top.New triangles create two directed edges oriented counter-clockwise on potential adjacent faces; boundaries or previously visited triangles produce [STOP] without adding an edge.Source: §3.1 · p. 3
  • The stack begins with a directed edge and its twin, and traversal continues until all triangles are visited.When the stack empties, the current component is complete; additional components start from the lowest-position remaining unvisited face.Source: §3.1 · pp. 3–4
  • Generation initializes a component with [SOS] and [SOS2], traverses its edge stack, reinitializes tokens for later components, and ends with [EOS].The final mesh gathers faces formed from the initial vertex pairs and predicted opposite vertices, excluding auxiliary and stop labels.Source: §3.1 · p. 4
  • Each edge embedding concatenates positional embeddings of its two vertices, and hierarchical MLP heads predict quantized x-, y-, and z-coordinates sequentially.The authors report easier coordinate sampling than with heads that predict all three coordinates simultaneously.Source: §3.1 · p. 4
  • Tree sequencing adds two steps per triangular face and achieves approximately 22% compression for most meshes versus naive nine-token face encoding.The dynamic stack directs localized predictions; the decoder is trained with summed cross-entropy over the three coordinate axes, with [STOP] and [EOS] included as height-axis classes.Source: §3.1 · pp. 4–5

4. Experiments

TreeMeshGPT is evaluated on Objaverse and GSO, with dataset filtering, point-cloud conditioning, and implementation choices described. The reported results include improved mesh details and normal consistency, while ablations compare decoder heads and tree traversals.

4.1. Dataset

  • The training set contains 75,000 filtered Objaverse meshes, with 1,000 reserved for validation and meshes limited to fewer than 5,500 faces.Meshes must satisfy half-edge traversal requirements, be manifold, and have no flipped normals.Source: §4.1 · p. 5

4.2. Implementation Details

  • Point-cloud conditioning encodes 8,192 sampled surface points into a latent code prepended to [SOS], while inference adjustments address duplicate faces and difficult [EOS] sampling.The decoder uses a 24-layer Transformer, 16 attention heads, and 7-bit coordinate quantization.Source: §4.2 · p. 5

4.3.1. Qualitative Results

  • In qualitative Objaverse comparisons, TreeMeshGPT produces meshes with higher face counts and refined details than MeshAnything and MeshAnythingV2.The baselines use point clouds sampled from marching-cubes meshes with an 8-level octree.Source: §4.3.1 · p. 6, Figure 3 · p. 7

4.3.2. Quantitative Results

  • On Objaverse, TreeMeshGPT generates meshes more faithful to ground truth, with consistent normal orientation where MeshAnything baselines show low NC from flipped normals.Evaluation uses 200 validation samples and one generation seed per model.Source: §4.3.2 · p. 6, Table 1 · p. 6
  • In a controlled experiment, results on 200 test samples indicate that TreeMeshGPT’s tokenization provides an effective inductive bias.The experiment holds other factors constant across tokenizers and uses a filtered 24k-sample subset with at most 500 faces.Source: §4.3.2 · p. 6, Table 2 · p. 6

4.4. Results on GSO Dataset

  • On GSO, TreeMeshGPT achieves the best results across evaluated metrics and generates meshes more consistent with inputs, with topology like artist-created meshes.The qualitative comparison with the decimated mesh highlights topology similarity to meshes created by 3D artists.Source: §4.4 · p. 6, Table 3 · p. 6

4.5. Ablation Study

  • Simultaneous coordinate prediction produces noisy, incomplete meshes, whereas DFS traversal has better training perplexity than BFS in the traversal ablation.The proposed hierarchical MLP preserves sequential x-y-z prediction; BFS can introduce dependencies between spatially or structurally distant steps.Source: §4.5 · p. 8, Figure 6 · p. 8, Figure 7 · p. 8

5. Conclusion

TreeMeshGPT uses Autoregressive Tree Sequencing and two tokens per face to generate point-cloud-aligned artistic meshes. It generates meshes with higher reported quality and capacity, while longer sequences and mesh topology remain challenges.

  • TreeMeshGPT uses Autoregressive Tree Sequencing and two tokens per face to generate point-cloud-aligned artistic meshes.Source: §5 · p. 8
  • With 7-bit discretization and 2,048 point-cloud latent tokens, it generates up to 5,500 triangular faces and reports higher quality than previous methods.Source: §5 · p. 8
  • Success rate decreases as sequence length increases, and enforcing optimal mesh topology remains challenging despite higher face-count capacity.Source: §5 · p. 8

Supplementary Material for TreeMeshGPT: Artistic Mesh Generation with Autoregressive Tree Sequencing

The supplementary material describes the network's MLP heads and Normal Consistency metrics, demonstrates text-prompt mesh generation, and presents a higher-capacity model.

A. Vertex Prediction Heads

Hierarchical MLP heads predict each vertex's coordinates sequentially, conditioning later coordinates on earlier coordinate embeddings. The Objaverse setup predicts z, then y, then x, with special labels and teacher forcing during training.

  • Hierarchical MLP heads predict a vertex's coordinates sequentially, using earlier predicted coordinates to condition later stages.Source: A. Vertex Prediction Heads · p. 11
  • The first stage predicts an initial coordinate from decoder code c; the second predicts y using c and the discretized x-coordinate embedding, and the third predicts z using c and both prior coordinate embeddings.Source: A. Vertex Prediction Heads · p. 11
  • For Objaverse, coordinates are predicted z, then y, then x; [STOP] and [EOS] are added to z classes, and teacher forcing conditions y and x on preceding ground-truth coordinates.Source: A. Vertex Prediction Heads · pp. 11–12

B. Normal Consistency Metrics

Normal Consistency compares face normals for nearest-face pairs between source and reference meshes. It performs the matching in both directions and also defines an absolute variant that omits flipping direction.

C. Generating Artistic Meshes from Text Prompts

The text-to-mesh process first converts a prompt into a dense mesh, then uses a sampled point cloud from a decimated version to condition TreeMeshGPT’s final artistic mesh generation.

D. 9-bit Model Supporting 10K+ Faces

Finer 9-bit discretization reduces triangle-collapse issues and supports artistic meshes with up to 11,000 faces, with smoother surfaces and finer detail than the 7-bit model.

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