item_id string | prompt string | domain string | level string | conditioning string | reference_image image | nova3d_preview image | nova3d_code string | meshy_preview image | trellis2_preview image | triposg_preview image | partcrafter_preview image | cubepart_preview image | meshanything_preview image | cadcoder_preview image | cadcoder_code string | blenderllm_preview image | blenderllm_code string | text2cad_preview image | text2cadquery_preview image | text2cadquery_code string | llamamesh_preview image | naive_blender_llm_preview image | naive_blender_llm_code string |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
fur-L1-01 | A simple three-legged round wooden stool with slightly splayed cylindrical legs. | furniture | L1 | text | # Simple three-legged round wooden stool, real-world scale (0.45m height)
import bpy
import bmesh
import hashlib
from math import (sin, cos, tan, asin, acos, atan2,
pi, radians, degrees, sqrt, floor, ceil)
from mathutils import Vector, Matrix, Euler
# ═══ MATH / UTILITY HELPERS ═════════════════════... | null | import bpy
# Step 1: Clear the Scene
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
# Define the color for the stool
wood_color = bpy.data.materials.new(name="Wood")
wood_color.diffuse_color = (0.55, 0.27, 0.07, 1) # Brown wood color
# Step 2: Create ... | import cadquery as cq
# --- Part 1: Stool ---
outer_radius = 0.2143 * 0.75
inner_radius = 0.1714 * 0.75
leg_width = 0.0536 * 0.75
leg_height = 0.1071 * 0.75
total_height = 0.2143 * 0.75
part_1 = (
cq.Workplane("XY")
.moveTo(outer_radius, 0)
.circle(outer_radius)
.moveTo(outer_radius, total_height)
... | import bpy
import math
def create_wood_material():
mat = bpy.data.materials.new(name="Stool_Wood")
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
# Clear default nodes
for node in nodes:
nodes.remove(node)
# Output node
out_node = nodes.new(type='... | ||||||||||||||
fur-L1-02 | A floating wall shelf, 0.9 m wide and 0.2 m deep, mounted on two metal L-brackets. | furniture | L1 | text | # Floating wall shelf, 0.9m wide x 0.2m deep, wood board on two metal L-brackets
import bpy
import bmesh
import hashlib
from math import (sin, cos, tan, asin, acos, atan2,
pi, radians, degrees, sqrt, floor, ceil)
from mathutils import Vector, Matrix, Euler
# ═══ MATH / UTILITY HELPERS ══════════════... | null | import bpy
# Step 1: Clear the Scene
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
# Define the colors
shelf_color = bpy.data.materials.new(name="ShelfColor")
shelf_color.diffuse_color = (0.8, 0.8, 0.8, 1) # Light gray color for the shelf
metal_color ... | import cadquery as cq
# --- Part 1: Shelf ---
part_1 = (
cq.Workplane("XY")
.moveTo(0.0, 0.0)
.lineTo(0.9, 0.0)
.lineTo(0.9, 0.05)
.lineTo(0.85, 0.05)
.lineTo(0.85, 0.15)
.lineTo(0.9, 0.15)
.lineTo(0.9, 0.2)
.lineTo(0.05, 0.2)
.lineTo(0.05, 0.15)
.lineTo(0.0, 0.15)
.line... | import bpy
import bmesh
import mathutils
import math
def create_wood_material():
mat_name = "Wood_Shelf"
mat = bpy.data.materials.get(mat_name)
if mat is None:
mat = bpy.data.materials.new(mat_name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links... | ||||||||||||||
fur-L1-03 | Recreate the two-slot toaster shown in the reference sketch. | furniture | L1 | image | # 2-Slice Toaster, real-world scale (0.28m length), smooth retro-modern loaf design.
import bpy, bmesh, hashlib
from math import (sin, cos, tan, asin, acos, atan2,
pi, radians, degrees, sqrt, floor, ceil)
from mathutils import Vector, Matrix, Euler
# ═══ MATH / UTILITY HELPERS ══════════════════════... | import cadquery as cq
# Generating a workplane for sketch 0
wp_sketch0 = cq.Workplane(cq.Plane(cq.Vector(-0.75, 0.0, 0.0), cq.Vector(1.0, 0.0, 0.0), cq.Vector(0.0, 0.0, 1.0)))
loop0=wp_sketch0.moveTo(0.75, 0.0).lineTo(0.75, 0.37894736842105264).lineTo(0.0, 0.37894736842105264).lineTo(0.0, 0.0).close()
solid0=wp_sketch0... | null | null | import bpy
import bmesh
import math
def build():
# Clear existing objects in the scene
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
# ---------------------------------------------------------
# Materials Setup
# --------------------------------------------... | ||||||||||||||
fur-L2-01 | An office swivel chair with a five-star base on castor wheels, a gas-lift column, a padded seat, a padded backrest, and two armrests. Seat height 0.45 m. | furniture | L2 | text | # Office swivel chair with 5-star base, padded seat and backrest, armrests. Seat height 0.45m.
import bpy
import bmesh
import hashlib
from math import (sin, cos, tan, asin, acos, atan2,
pi, radians, degrees, sqrt, floor, ceil)
from mathutils import Vector, Matrix, Euler
# ═══ MATH / UTILITY HELPERS ... | null | import bpy
import math
# Step 1: Clear the Scene
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
# Define the colors
metal = bpy.data.materials.new(name="Metal")
metal.diffuse_color = (0.5, 0.5, 0.5, 1) # Gray metal color
padded_material = bpy.data.mate... | import cadquery as cq
import math
from cadquery.vis import show
# --- Part 1: Office Chair ---
sketch_scale = 0.75
# Scaled dimensions
width = 0.75 * sketch_scale
height = 0.45 * sketch_scale
depth = 0.45 * sketch_scale
# Scaled sketch points
p1 = (0.0, 0.0)
p2 = (0.15 * sketch_scale, 0.0)
p3 = (0.15 * sketch_scale,... | import bpy
import math
def build():
# --- Materials Setup ---
def create_material(name, color, metallic=0.0, roughness=0.5):
mat = bpy.data.materials.get(name)
if not mat:
mat = bpy.data.materials.new(name=name)
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Pr... | ||||||||||||||
fur-L2-02 | Recreate the countertop microwave oven shown in the reference photo. | furniture | L2 | image | # Countertop Microwave Oven, realistic 1:1 scale, blocky modern aesthetic matching reference
# Reference dimensions inferred: ~48cm wide, 30cm high. 75/25 split for door/panel.
import bpy
import bmesh
from math import (pi, radians, sin, cos)
from mathutils import Vector, Matrix
# ═══ MATH / UTILITY HELPERS ══════════... | import cadquery as cq
# Generating a workplane for sketch 0
wp_sketch0 = cq.Workplane(cq.Plane(cq.Vector(-0.328125, 0.0, 0.0), cq.Vector(1.0, 6.123233995736766e-17, -6.123233995736766e-17), cq.Vector(6.123233995736766e-17, -1.0, 6.123233995736766e-17)))
loop0=wp_sketch0.moveTo(0.32763157894736844, 0.0).circle(0.3276315... | null | null | import bpy
import math
def clean_scene():
"""Deletes all objects in the current scene."""
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
def create_material(name, base_color, metallic, roughness, transmission=0.0, emission_color=None, emission_strength=0.0):
"""Helper to create a P... | ||||||||||||||
fur-L2-03 | Recreate the bar stool shown in the reference sketch. | furniture | L2 | image | # Bar stool with padded seat, tapered splayed wooden legs, and metal ring/cross bracing.
# Scale: 0.75m total height, realistic furniture proportions.
import bpy
import bmesh
import hashlib
from math import (sin, cos, tan, asin, acos, atan2,
pi, radians, degrees, sqrt, floor, ceil)
from mathutils imp... | import cadquery as cq
# Generating a workplane for sketch 0
wp_sketch0 = cq.Workplane(cq.Plane(cq.Vector(-0.25, 0.0, 0.0), cq.Vector(1.0, 0.0, 0.0), cq.Vector(0.0, 0.0, 1.0)))
loop0=wp_sketch0.moveTo(0.25263157894736843, 0.0).circle(0.25263157894736843)
solid0=wp_sketch0.add(loop0).extrude(0.015625)
solid=solid0
# Gene... | null | null | import bpy
import math
import mathutils
def build():
# Clean up existing mesh objects to start fresh
for obj in bpy.context.scene.objects:
if obj.type == 'MESH':
bpy.data.objects.remove(obj, do_unlink=True)
# --- Parameters ---
total_height = 7.5
# Seat parameters
seat... | ||||||||||||||
fur-L3-01 | A twin-over-twin bunk bed with four corner posts, a fixed ladder, a guard rail on the top bunk, and slatted bases of 10 slats per bunk. Overall height 1.6 m. | furniture | L3 | text | # Twin-over-twin bunk bed, 1.6m tall, fixed ladder, 10-slat bases, upper guard rail.
import bpy
import bmesh
from math import radians, pi
from mathutils import Vector, Matrix
# ═══ MATH / UTILITY HELPERS ══════════════════════════════════════════
def lerp(a, b, t): return a + (b - a) * t
# ═══ OBJECT CREATION & MODI... | null | import bpy
# Step 1: Clear the Scene
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
# Define the colors
wood_color = bpy.data.materials.new(name="Wood")
wood_color.diffuse_color = (0.55, 0.27, 0.07, 1) # Wood color
# Step 2: Create the Corner Posts
fo... | import cadquery as cq
# --- Part 1 ---
part_1 = (
cq.Workplane("XY")
.moveTo(0.0, 0.0)
.lineTo(0.015, 0.0)
.lineTo(0.015, 0.015)
.lineTo(0.0, 0.015)
.lineTo(0.0, 0.0)
.close()
.moveTo(0.0, 0.015)
.lineTo(0.015, 0.015)
.lineTo(0.015, 0.15)
.lineTo(0.0, 0.15)
.lineTo(0.0, ... | import bpy
import bmesh
from mathutils import Matrix
def build():
# Create the mesh and object
mesh = bpy.data.meshes.new("BunkBed_Mesh")
obj = bpy.data.objects.new("BunkBed", mesh)
# Link the object to the active collection
bpy.context.collection.objects.link(obj)
# Initialize a new ... | ||||||||||||||
fur-L3-02 | Recreate the front-loading washing machine shown in the reference photo. | furniture | L3 | image | "# Front-loading washing machine, standard human scale (0.6m wide, 0.85m tall).\n# Detailed hard-sur(...TRUNCATED) | "import cadquery as cq\n# Generating a workplane for sketch 0\nwp_sketch0 = cq.Workplane(cq.Plane(cq(...TRUNCATED) | null | null | "import bpy\nimport bmesh\nimport math\nfrom mathutils import Vector\n\ndef clear_scene():\n bpy.(...TRUNCATED) | ||||||||||||||
fur-L3-03 | Recreate the two-door wardrobe shown in the reference sketch. | furniture | L3 | image | "# Wardrobe / Armoire with arched pediment, two mirrored doors, and bottom drawer.\n# Scale: 1.05m w(...TRUNCATED) | "import cadquery as cq\n# Generating a workplane for sketch 0\nwp_sketch0 = cq.Workplane(cq.Plane(cq(...TRUNCATED) | null | null | "import bpy\nimport bmesh\nimport math\n\ndef clear_scene():\n bpy.ops.object.select_all(action='(...TRUNCATED) | ||||||||||||||
mech-L1-01 | "A steel C-clamp with a threaded screw spindle, a swivel pad at the spindle tip, and a sliding T-bar(...TRUNCATED) | mechanical | L1 | text | "# A 4-inch heavy-duty steel C-clamp with an I-beam frame, threaded spindle, swivel pad, and sliding(...TRUNCATED) | null | "import bpy\n\n# Step 1: Clear the Scene\nbpy.ops.object.select_all(action='DESELECT')\nbpy.ops.obje(...TRUNCATED) | "import cadquery as cq\nimport math\nfrom cadquery.vis import show\n\n# --- Part 1: C-clamp ---\nske(...TRUNCATED) | "import bpy\nimport bmesh\nimport math\n\ndef create_materials():\n mat_frame = bpy.data.material(...TRUNCATED) |
Nova3D-Bench (preview)
A frozen, spec-grounded benchmark from Nova3D: Code-Native Generation of Programmable 3D Assets: 54 prompts across six domains and three difficulty levels, each with a machine-checkable ground-truth spec. It compares code-native 3D generation — a program that produces the model, not just the model — against mesh-native, CAD, and part-structured baselines.
This is a preview release: one row per benchmark item, one column per
pipeline. See Data completeness below — full .glb
models are currently only available for 2 of the 13 pipelines; the rest are
render previews only, pending baseline re-runs.
Dataset summary
| Benchmark items | 54 |
| Domains | 6 (architecture, characters, furniture, mechanical, tools, vehicles) |
| Difficulty levels | 3 (L1 ≤8 parts / L2 9–25 parts / L3 >25 parts) |
| Conditioning | 24 text-only, 30 image+text |
| Pipelines run | 13 (Nova3D + 12 baselines) |
Schema
One row per benchmark item. Metadata columns, then one <pipeline>_preview
image column per pipeline, plus a <pipeline>_code text column for the 5
pipelines that emit source.
| Column | Type | Description |
|---|---|---|
item_id |
string | e.g. arch-L1-01 |
prompt |
string | Full instruction given to every system (image items still get a text prompt — see note below) |
domain |
string | One of the 6 domains |
level |
string | L1 / L2 / L3 |
conditioning |
string | text or image |
reference_image |
image | Synthetic reference photo/sketch; a shared "n/a" placeholder for text-only items |
<pipeline>_preview |
image | Rendered textured view of that pipeline's output; "n/a" placeholder if the pipeline doesn't apply to this item's conditioning type, or the run failed |
<pipeline>_code |
string | Generated source (Nova3D code.py, CAD-Coder model.py, BlenderLLM model.bpy.py, Text2CADQuery code.py, naive-Blender-LLM code.py); null where not applicable |
Note on reference_image/<pipeline>_preview: every Image column always
holds a real image, never null — the Hugging Face Viewer renders null in
an Image column as a broken "Not supported with pagination yet" cell instead
of blank, so a shared dark "n/a" placeholder is used wherever nothing
applies.
Note on prompts: image-conditioned items are still fully text-prompted —
e.g. "Recreate the street bollard shown in the reference photo." — and any
numeric constraints on an image item are spelled out in the prompt text too,
since a constraint the system can't see in text isn't a fair test.
Pipeline registry — 13 total
| Category | Pipelines | What it ships |
|---|---|---|
| Code-native | Nova3D, BlenderLLM | A program that produces the model |
| CAD | CAD-Coder, Text2CAD, Text2CADQuery | Parametric solids via a CAD kernel (CadQuery / STEP) |
| Part-structured | PartCrafter, CubePart | Mesh output with explicit part segmentation |
| Mesh-native | Meshy, TRELLIS.2, TripoSG, MeshAnything, LlamaMesh, naive-Blender-LLM* | Direct mesh surface, no source, no part structure |
* naive-Blender-LLM is an ablation of Nova3D itself (same underlying LLM route, no master prompt / repair loop / validation pass) — included to isolate what Nova3D's engineering contributes, not a third-party system.
Coverage varies by pipeline because most baselines only support one conditioning type: Nova3D and Meshy ran on all 54 items; the 5 image-only baselines (TRELLIS.2, TripoSG, PartCrafter, CubePart, MeshAnything) only apply to the 30 image-conditioned items; the 5 text-only baselines (CAD-Coder, BlenderLLM, Text2CAD, Text2CADQuery, naive-Blender-LLM) only apply to the 24 text-conditioned items, and further drop below 24 from real generation failures on that baseline.
Data completeness
This preview currently ships render previews for every pipeline but
full .glb models for only 2 of the 13 pipelines:
| Status | Pipelines |
|---|---|
.glb available |
Nova3D (54/54), naive-Blender-LLM (39/54 — rest were failed exports) |
.glb not currently recoverable |
Meshy, TRELLIS.2, TripoSG, PartCrafter, CubePart, MeshAnything, CAD-Coder, Text2CAD, Text2CADQuery, LlamaMesh, BlenderLLM |
Nova3D and naive-Blender-LLM route through persistent Azure Blob Storage, so
their models were recoverable after the fact. The other 11 baselines were
run against ephemeral Cloudflare Quick Tunnels or local/private-network
servers at generation time; those endpoints no longer exist, so their
.glbs are not recoverable from this repo and would require re-running the
baseline or locating a separate archive of the original outputs.
License
CC BY 4.0. No named or trademarked objects are included in the benchmark (see IP policy in the paper's dataset section).
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