Kaininja: Extending Native 3D Generators to the Part Level

Ruihan Yu, Lian Fu, Muyao Niu, Zheng-hui Huang, Yu-Ju Tsai, Sho Kuno, Fengbo Lan, Yonghao Yu and 4 others

Alaya Lab · The University of Tokyo · University of California, Merced · Institute of Science Tokyo

Published September 14, 2026 · on the feed September 15, 2026 · ▲ 18 · arXiv 2609.15659

The abstract

Native 3D generators turn one image into a single mesh. TRELLIS.2 and its peers deliver high-fidelity non-watertight geometry with materials, but the output is one fused object, while downstream work such as editing, rigging and simulation operates on part-level assets. A naive idea is to run a 3D segmentation network on the fused mesh that TRELLIS.2 generates, but such pipelines are slow and bounded by the accuracy of the segmentation. We want a simple way to extend an existing native 3D generator to the part level. But we face a critical problem: the O-Voxel grid stores one sheet of surface per voxel, so a single volume cannot represent the interface where two parts touch, at any resolution. We introduce a dual-volume representation to solve this problem and put forward KaiNinja, a part-level extension of TRELLIS.2 built on a dual-volume form of its O-Voxel representation. KaiNinja keeps the generation speed and quality of TRELLIS.2 while extending it to the part level, with no mask or segmenter in the pipeline. Its training data come from sources of many kinds, including CAD models and assets authored by an LLM-driven agent; to our knowledge it is the first 3D generative model trained on agent-authored part data. Surprisingly, we also find that whole-object fidelity improves over the same backbone fine-tuned on the same dataset. Against part generation pipelines of different paradigms, it lowers whole-object Chamfer distance by 40% and raises strict part F-score by 16%.

The Brief

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A short podcast summary of the paper. Written and voiced by AI.

Transcript

Kaininja. Extending Native 3D Generators to the Part Level. By Ruihan Yu and eleven others, from Alaya Lab, the University of Tokyo, and two other institutions. Published on the fourteenth of September. Its code repository is a placeholder: a readme, and nothing to run yet.

Native 3D generators turn one image into a single mesh. TRELLIS.2 and its peers deliver high-fidelity non-watertight geometry with materials, but what comes out is one fused object, while downstream work such as editing, rigging and simulation operates on part-level assets. A naive idea is to run a 3D segmentation network on the fused mesh that TRELLIS.2 generates, but such pipelines are slow, and they are bounded by the accuracy of the segmentation. To edit one piece, rig it, or simulate it, the pieces have to exist as separate parts, and a single fused mesh does not provide them.

The authors want a simple way to extend an existing native 3D generator to the part level, and they face a critical problem. The O-Voxel grid stores one sheet of surface per voxel. A single volume therefore cannot represent the interface where two parts touch, and no increase in resolution changes that. Where two parts touch, two surfaces meet, one belonging to each part. A grid that allows one sheet per voxel can hold only one of them, so the boundary between the parts is lost however finely the grid is drawn.

Their solution is a dual-volume representation. KaiNinja is a part-level extension of TRELLIS.2, built on a dual-volume form of its O-Voxel representation, so that the place where two parts meet can be represented. A second volume gives the representation a way to hold what the single volume could not: the interface between parts. And because it is a form of the existing O-Voxel representation, KaiNinja extends TRELLIS.2 rather than replacing it.

KaiNinja keeps the generation speed and quality of TRELLIS.2 while extending it to the part level, and there is no mask and no segmenter in the pipeline. Parts come out of the generator directly. Its training data come from sources of many kinds, including CAD models and assets authored by an LLM-driven agent. To the authors' knowledge, it is the first 3D generative model trained on part data authored by an agent. Mixing CAD models with agent-authored assets widens where part-level training examples can come from.

One result the authors call surprising: whole-object fidelity improves over the same backbone fine-tuned on the same dataset. Moving to parts did not cost quality on the whole object. Against part generation pipelines of different paradigms, KaiNinja lowers whole-object Chamfer distance by forty percent and raises strict part F-score by sixteen percent. Both improvements are measured against pipelines of different paradigms, not against a single kind of competitor.

The obstacle was representational, and so was the fix. One sheet of surface per voxel cannot describe two parts meeting. A second volume can, and with that change the generator produces parts itself, instead of producing one object that a segmenter must cut apart afterwards.

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Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.

Chapter 1 🧩 · The problem

A beautiful mesh, all in one piece. Animators need it in pieces.

You have a strong image-to-3D generator that makes detailed, textured meshes. But it returns one fused object, and animators need separate parts to edit, rig and simulate.

The road ahead

  1. 1 · The problem ~7 min A strong image-to-3D generator returns one fused mesh, and its voxel grid cannot even hold the place where two parts touch.
  2. 2 · What came before ~3 min
  3. 3 · The key idea ~9 min Pack touching parts into two different volumes, so each voxel again holds one sheet, and read parts off as connected pieces.
  4. 4 · Choose your own research ~3 min
  5. 5 · Build the method ~8 min Repack each object into two O-Voxel volumes, extend the pretrained TRELLIS.2 generator to both, and take parts straight from its output.
  6. 6 · The experiment ~6 min You’ll guess: Against part generation pipelines of different paradigms, by how much does KaiNinja lower whole-object Chamfer distance?
  7. 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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