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本站于 2026-10-19 补核;官方发布日期为 2026-10-17。

出处:DeepSeek 官方文档 · 更新日志官方

本站于 2026-10-19 补核;官方发布日期为 2026-10-14。

出处:xAI · API Release Notes官方

本站于 2026-10-19 补核;官方发布日期为 2026-10-13。

出处:Gemini API · Release notes官方

开源项目解析

PartCrafter

从一张图一次生成**多个零件**和多个物体,而不是一整块网格。

一张图出可拆开的零件8GB 显存能跑NeurIPS 2025
MIT 可商用★ 2.5k 153 星/月最后更新 2026-04-16 · 距核验日 6 个月仓库 ↗

读懂层

2 张 · 架构图 / 流程图

架构图东西怎么摆

denoised_latents

TripoSG VAE Decoder

part_geometries

mesh_generator

glb_exporter

DeepWiki · 抓取 2026-08-17 · 核验 2026-08-17

流程图一次调用经过什么

part-specific tokens

structured_latent_input

noise_scheduler

PartCrafterDiTModel

part_embedding

time_embedding

denoised_latents

DeepWiki · 抓取 2026-08-17 · 核验 2026-08-17

它管哪几个决定

3D 模型图生 3D / 文生 3D
0/10 家有官方说法

自持能力

动手层

还没做。装它要过哪几关、改哪个文件能改什么、坑在代码哪一处 —— 这三项要读源码,尚未完成。

教程

官方文档、作者本人的视频,以及 ComfyUI 官方给的原生工作流示例。每条都验过还打得开。

项目自述

以下是仓库 README 的开头部分(原文引用,抓取 2026-08-17)。读全文 ↗

[NeurIPS 2025] PartCrafter: Structured 3D Mesh Generation via Compositional Latent Diffusion Transformers

Yuchen Lin*, Chenguo Lin*, Panwang Pan†, Honglei Yan, Yiqiang Feng, Yadong Mu, Katerina Fragkiadaki

This repository contains the official implementation of the paper: PartCrafter: Structured 3D Mesh Generation via Compositional Latent Diffusion Transformers. 
PartCrafter is a structured 3D generative model that jointly generates multiple parts and objects from a single RGB image in one shot. 
Here is our Project Page.

Feel free to contact me (linyuchen@stu.pku.edu.cn) or open an issue if you have any questions or suggestions.

📢 News
- 2025-09-18: PartCrafter is accepted to NeurIPS 2025. 
- 2025-08-15: PartCrafter HuggingFace🤗 demo is available here. Thanks to alexnasa. 
- 2025-07-23: The 3D scene version of PartCrafter is released, which is trained on 3D-Front. 
- 2025-07-20: A guide for installing PartCrafter on Windows is available in this fork. Thanks to JackDainzh!
- 2025-07-13: PartCrafter is fully open-sourced 🚀.
- 2025-06-09: PartCrafter is on arXiv. 

📋 TODO
- [x] Release inference scripts. 
- [x] Release training code and data preprocessing scripts. 
- [x] Release pretrained checkpoints on both object and scene level. 
- [x] Provide a HuggingFace🤗 demo.
- [ ] Release preprocessed dataset. 

🔧 Installation
We use torch-2.5.1+cu124 and python-3.11. But it should also work with other versions. Create a conda environment with the following command (optional):

conda create -n partcrafter python=3.11.13
conda activate partcrafter
pip install torch==2.5.1 torchvision==0.20.1 torchaudio==2.5.1 --index-url https://download.pytorch.org/whl/cu124

Then, install other dependencies with the following command:

git clone https://github.com/wgsxm/PartCrafter.git
cd PartCrafter
bash settings/setup.sh

If you do not have root access and use conda environment, you can install required graphics libraries with the following command:

conda install -c conda-forge libegl libglu pyopengl

We test the above installation on Debian 12 with NVIDIA H20 GPUs. For Windows users, you can try to set up the environment according to this pull request and this fork. We sincerely thank JackDainzh for contributing to the Windows support! 

💡 Quick Start
3D Part-Level Object Generation

Generate a 3D part-level object from an image:

python scripts/inference_partcrafter.py \
  --image_path assets/images/np3_2f6ab901c5a84ed6bbdf85a67b22a2ee.png \
  --num_parts 3 --tag robot --render

The required model weights will be automatically downloaded:
- PartCrafter model from wgsxm/PartCrafter → pretrained_weights/PartCrafter
- RMBG model from briaai/RMBG-1.4 → pretrained_weights/RMBG-1.4

The generated results will be saved to ./results/robot. We provide several example images from Objaverse and ABO in ./assets/images. Their filenames start with recommended number of parts, e.g., np3 which means 3 parts. You can also try other part count for the same input images. 

Specify --rmbg if you use custom images. This will remove the background of the input image and resize it appropriately.

VLM-Based Part Suggestion
Instead of manually specifying --num_parts, you can

……(后略,见原文)

判断

优势

  • 出来的东西可以拆开,这是能不能进游戏做交互的分水岭
  • 8GB 显存就能跑,消费级显卡进得来
  • 还在维护,论文中了 NeurIPS 2025

局限

  • 零件多了显存吃紧,得靠调低 token 数换
  • 只做几何,材质不归它管
  • 研究项目,工程化程度不如产品型仓库

不适用

只要一个静态摆件 —— 拆分能力用不上,选更省事的。

同管这些决定的其它项目

github README + DeepWiki · 核验 2026-10-19 | 判断栏可报错。