Turns multiple images or a video into a 3D scene with separate editable objects, and can convert Gaussian splat worlds into mesh scenes. Code released.
Research framework that turns posed images with instance masks and 3D boxes into per-object meshes for cluttered scenes.
Updated EU status checked Last shown
World Sculpt at a glance
- What is World Sculpt?
- World Sculpt is a model. Research framework that turns posed images with instance masks and 3D boxes into per-object meshes for cluttered scenes.
- Does World Sculpt work in the EU?
- Unverified. No explicit evidence found. It is a research project with code released on GitHub, and no regional restrictions appear on the project page. Last verified 14 Nov 2026.
- How much does World Sculpt cost?
- Open source. Code reportedly released for free; no hosted service or pricing found.
- Where was World Sculpt shown?
- In 1 creator video by AI Search. Most recently by AI Search on 13 Sept 2026, at 8:25 in “New Deepseek, human genome map, Navier Stokes, GPT finance, Suno v6, YuE2: AI NEWS”.
Sources: the vendor's own pages (linked above) and creator videos at the linked timestamps. EU status is information, not legal advice; see how we check.
WorldSculpt is a research framework from Alaya Lab and The University of Tokyo that reconstructs cluttered scenes containing hundreds of objects into complete, individually placed object meshes. Its input is a set of RGB images or video frames with instance masks and 3D boxes (grounded video). Its output is a compositional mesh scene, with each object a separate mesh.
It adapts Pixal3D, a single-object generative prior, to take multiple occluded views. Per-view DINOv3 features are lifted into each object's canonical voxel grid and fused by a permutation-invariant, IBR-style aggregator, injected through zero-initialized layers and LoRA. Occluded regions are synthesized while observed regions stay faithful to the views. Because every generated mesh is complete, composing the scene needs only rigid transforms, with no cross-object fusion or per-object post-hoc optimization. The model is trained only on single canonical objects.
The authors also show the pipeline converting 3D Gaussian Splatting worlds generated by World Labs' Marble into compositional meshes. They introduce a benchmark, UE-MeshyScene, with six Unreal Engine 5 environments and exact ground truth. The ground-truth meshes are not released for copyright reasons, and evaluation requires contacting the authors. Code is reported released via a GitHub repository, but the repository URL and license were not in the provided material. The tool is aimed at researchers and 3D pipeline developers. It needs instance masks and 3D boxes as input, not raw images alone.
- Reconstructs scenes with hundreds of objects into separate per-object meshes
- Multi-view conditioning on Pixal3D using DINOv3 features lifted into canonical voxel grids
- Rigid composition of meshes with no cross-object fusion or post-hoc optimization
- Converts generated 3D Gaussian Splatting worlds (e.g. Marble) into compositional meshes
- Introduces the UE-MeshyScene benchmark of densely cluttered scenes
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