Auto-Regressive Mesh Auto-Encoder for Variable-Length 3D Generation

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Solution Overview

Problem

Existing 3D mesh generation methods face challenges in generating complex objects with high-resolution surfaces and varying face counts, often requiring inefficient face tokenization and lossy compression, and struggle with generalization beyond the training domain.

Innovation Solution

An auto-regressive auto-encoder compresses variable-length triangular meshes into fixed-length latent codes, using a tokenizer that maximizes edge sharing and a decoder to generate variable-length mesh token sequences, enabling efficient training and generation of artistic meshes with controlled face counts.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If auto-regressive models are trained with difficult input modalities to improve generalization, then model generalization improves, but training difficulty and complexity increase

Engineering Contradiction:
Improvemodel generalizationVSAvoidtraining complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the mesh representation into multiple input modalities (vertex coordinates, face indices, edge information) that can be processed separately and combined. This segmentation allows the model to learn from different aspects of mesh structure independently, improving generalization while managing training complexity through modular processing

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces intermediate representations and preprocessing steps that transform difficult input modalities into more manageable forms. These intermediaries facilitate the training process by bridging the gap between complex raw inputs and the model's internal processing, enabling better generalization without overwhelming training complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If face tokenization algorithms are used to generate meshes, then mesh generation is achieved, but the number of faces is limited to fewer than 1,600 due to inefficient algorithms

Engineering Contradiction:
Improvemesh generation capabilityVSAvoidmesh resolution
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent employs dynamic face tokenization algorithms that adapt the tokenization process based on the complexity and resolution requirements of the target mesh. This dynamic approach allows the system to generate meshes with significantly more than 1,600 faces by adjusting the tokenization strategy during generation, thereby improving both productivity and manufacturing precision

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes key parameters of the tokenization algorithm, including resolution levels, face distribution strategies, and compression ratios. By optimizing these parameters, the system overcomes the 1,600-face limitation and generates high-resolution meshes with appropriate face counts for complex objects

Inventive Principle:
Principle #35Parameter changes

3Loss of substance

If mesh vertices are quantized to a discrete grid of 128³ resolution, then compression is achieved, but significant accuracy loss and unsmooth surfaces occur

Engineering Contradiction:
Improvecompression ratioVSAvoidsurface accuracy
Core Design Contradiction:
Loss of substanceVSManufacturing precision

Solution Approach 1:

The patent moves beyond simple 128³ grid quantization by introducing additional dimensional information and multi-resolution representations. This approach preserves surface accuracy by capturing geometric details that would be lost in uniform quantization, while still achieving compression through hierarchical and adaptive encoding strategies

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The patent applies local quality enhancement by using variable resolution quantization that adapts to local geometric features. Regions requiring higher precision (such as curved surfaces or detailed areas) receive finer quantization, while flat regions use coarser quantization. This local adaptation maintains surface smoothness and accuracy while optimizing overall compression

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20260080624A1Auto-regressive auto-encoder for artistic mesh generation
Publication Date: 2026.03.19 NVIDIA CORP
  • US20260080624A1 patent drawing
  • US20260080624A1 patent drawing
  • US20260080624A1 patent drawing

AI summary

Automatic 3D content generation, particularly the generation of polygonal meshes, is useful for development of digital gaming, virtual reality, and filmmaking. Generative models in particular make 3D asset creation more accessible to non-experts. Some existing approaches rely on continuous 3D representations which lose the discrete face indices in triangular meshes during conversion and consequently require post-processing to extract triangular meshes which will then differ significantly from artist-created ones. More recently, attempts have been made to tokenize meshes into 1D sequences and leverage auto-regressive models for direct mesh generation, which can preserve the topology information and generate artistic meshes, but these methods are inefficient, result in accuracy loss, and cannot generalize beyond the training domain. The present disclosure provides an auto-regressive auto-encoder configured for artistic mesh generation, which can compress variable-length triangular meshes into fixed-length latent codes to enable training latent diffusion models conditioned on different modalities for improved generalization.