Learnings

Self-contained explainer docs on papers in generative 3D graphics — each one a single HTML file, no build step, open directly in a browser.

Docs

Hand-drawn illustration of a three-step loop: a fuzzy random 3D blob, a critic judging one rendered view of it, and the shape getting nudged sharper, looping back and repeating thousands of times.
DreamFusion: Text-to-3D via Score Distillation Sampling
Poole, Jain, Barron, Mildenhall — arXiv:2209.14988 (ICLR 2023)
SDS loss Per-shape optimization Diffusion models

Introduces Score Distillation Sampling (SDS): how a frozen, pretrained 2D image diffusion model can be turned into a differentiable "does this look right" critic for a NeRF's renders, with no 3D training data and no per-shape neural network training — just gradient descent on a NeRF's own parameters, one random camera view at a time. Covers diffusion models, classifier-free guidance, and the SDS gradient derivation from scratch.

Hand-drawn illustration of a point cloud, a box emitting mesh faces one at a time like dominoes, and the resulting clean quad-covered mesh, finished in one pass.
MeshAnything V2: Artist-Created Mesh Generation via Adjacent Mesh Tokenization
Chen, Wang, Luo, Wang, Chen, Zhu, Zhang, Lin — arXiv:2408.02555 (2024)
Autoregressive transformer Feed-forward inference Tokenization

A transformer that turns a point cloud into a clean, quad-dominant, artist-style mesh (≤1600 faces) in a single fast pass — the direct opposite of DreamFusion's per-shape optimization loop. Explains transformers, tokens, embeddings, and autoregressive generation from scratch, plus V2's actual contribution (Adjacent Mesh Tokenization) and why feed-forward 3D generators in general benefit from a higher-quality input shape.

Hand-drawn illustration of a rough triangle-covered blob transforming into a clean quad-covered blob, labeled input and quad-dominant output.
Instant Field-Aligned Meshes
Jakob, Tarini, Panozzo, Sorkine-Hornung — ACM TOG 34(6) (SIGGRAPH Asia 2015)
Cross fields Quad remeshing Local smoothing

The foundational orientation-field / position-field approach to fast, quad-dominant retopology — works directly on point clouds, no manifold mesh required — using purely local smoothing operators instead of an expensive global solve. Trades global optimality for interactivity; later work exists to recover some of that lost optimality.

Hand-drawn illustration of two blobs connected by a pipe network: one covered in many X-marked singularities, the other with only a few remaining after flowing through the pipes.
QuadriFlow: A Scalable and Robust Method for Quadrangulation
Huang, Zhou, Niessner, Shewchuk, Guibas — CGF 37(5) (SGP 2018)
Minimum-cost flow Boolean SAT Combinatorial optimization

Keeps Instant Meshes' two fields unchanged, but replaces its greedy local singularity cleanup with an exact minimum-cost-flow solve (plus small local SAT problems for face-orientation consistency) — about 4x fewer singularities than Instant Meshes, still under 10 seconds per model. Explains why removing singularities is fundamentally a discrete bookkeeping problem, and how it's made tractable without NP-hard integer programming.

Hand-drawn illustration of four circles showing N=1, N=2, N=4, and N=6 rotationally symmetric direction patterns, with a hand holding a pen to place and move the N=4 cross.
Rotational Symmetry Field Design on Surfaces
Palacios, Zhang — ACM TOG 26(3) (2007)
N-RoSy fields Interactive design Singularity control

Solves the representation problem that blocks treating N-way symmetric direction fields like ordinary vectors, unlocking interactive, artist-driven placement, cancellation, and movement of field singularities — instead of only being able to smooth a field and accept wherever singularities land.

Hand-drawn illustration of an arrow being carried around a dashed loop on a hill, gradually rotating, ending up pointing a different direction than it started, labeled left-over twist.
Trivial Connections on Discrete Surfaces
Crane, Desbrun, Schröder — CGF 29(5) (SGP 2010)
Discrete connections Linear solve Exact singularity placement

Solves for the connection (per-edge parallel-transport rotation) directly, instead of the vector field itself — one sparse linear system gives the smoothest possible field with singularities at exactly the locations and indices you prescribe, no iteration, no manual sculpting required.

Hand-drawn illustration of an irregular five-sided boundary, a drawer of pattern stencils, and the same boundary filled edge-to-edge with a clean quad grid.
Pattern-Based Quadrangulation for N-Sided Patches
Takayama, Panozzo, Sorkine-Hornung — CGF 33(5) (SGP 2014)
Patch-based Combinatorial patterns No global field

A structurally different alternative to field-based quad remeshing: quadrangulate an isolated disk-shaped patch given only its own boundary edge counts, guaranteed to succeed for any valid input via a small proven-complete library of topological patterns — no manifold assumption about the rest of the model, no global solve at all.

Hand-drawn illustration of a point cloud, learned dot-to-diamond associations forming a constellation, and the resulting clean quad-covered mesh, one feed-forward pass.
QuadLink: Autoregressive Quad-Dominant Mesh Generation via Point-Relation Learning
arXiv:2605.16813 (2026)
Learned generation Contrastive learning Feed-forward

Learns to predict a quad-dominant mesh directly from a point cloud in one feed-forward pass, instead of solving a fresh field/combinatorial problem per shape — the "MeshAnything V2, but native quads" approach. Explains its triplet-margin contrastive mechanism for associating vertices to faces, and argues generating triangles first and converting to quads afterward is fragile when the triangles are machine-generated rather than clean ground truth. No public code/weights yet.