FIRE3D: Feed-forward Interactive 3D Scene Reconstruction Within A Minute

Paper | Code | Inference data

Fire3D is a unified feed-forward framework that transforms a single RGB image or casual RGB video into simulation-ready 3D scene assets. It predicts a compositional scene representation with object-level 6-DoF pose, bounding box, mesh geometry, and texture, without test-time optimization.

This release provides the inference code, model checkpoints, processed example inputs, and frozen protocols needed to reproduce Fire3D results on iTHOR, Imaginarium, ScanNet++, and single-image scenes.

The inference code and installation instructions are maintained at xiahongchi/Fire3D. Processed release inputs are hosted at datasets/hongchi/Fire3D.

Overview

Fire3D reconstructs compositional, simulation-ready 3D scenes from RGB-D observations.

Teaser. Fire3D reconstructs a compositional 3D scene from a single RGB image or casual RGB video. The output contains object-level pose, geometry, and material assets that can be rendered, edited, and used in simulation.

Fire3D end-to-end perception and reconstruction method.

Method overview. Fire3D lifts RGB-D observations into a shared 3D scene representation, predicts object instances and 6-DoF poses, and reconstructs the sparse structure, shape, and PBR fields with three cascaded flow-matching models. Batched decoders and mesh post-processing produce the final textured scene assets.

Fire3D Hierarchical Compression VAE architecture.

HC-VAE. The Hierarchical Compression VAE reduces each sparse SC-VAE shape or material field from a 32^3 x 32 representation to an 8^3 x 64 latent. This 32x reduction makes scene-level batched flow sampling practical while retaining the frozen TRELLIS.2 decoding path.

Model Bundle

The repository contains the scene perception checkpoint, the three flow-matching checkpoints, sparse VAE encoders and decoders, latent normalization statistics, and the TRELLIS.2 shape/PBR decoders used by the frozen release protocols. manifest.json records the byte size and SHA-256 digest of every inference file; checksums.sha256 provides the same values in standard form.

Fire3D's Hierarchical Compression VAE (HC-VAE) compresses each sparse SC-VAE shape and material field from a 32^3 representation with 32 channels into an 8^3 representation with 64 channels. This 32x reduction enables batched flow sampling and VAE decoding across many scene instances while retaining the frozen TRELLIS.2 SC-VAE decoding path.

Component Bundle path
Scene perception perception/model.pt
Sparse-structure flow reconstruction/flows/ss/model.pt
Shape flow reconstruction/flows/shape/model.pt
PBR flow reconstruction/flows/pbr/model.pt
Sparse-structure VAE reconstruction/vae/ss/ckpts/encoder.pt, decoder.pt
Shape HC-VAE reconstruction/vae/shape/ckpts/encoder.pt, decoder.pt
PBR HC-VAE reconstruction/vae/pbr/ckpts/encoder.pt, decoder.pt
DINOv3 encoder external/dinov3_vitl16_pretrain_lvd1689m-8aa4cbdd.pth
TRELLIS.2 shape decoder external/trellis2/shape_dec_next_dc_f16c32_fp16.safetensors
TRELLIS.2 PBR decoder external/trellis2/tex_dec_next_dc_f16c32_fp16.safetensors

Public filenames intentionally do not encode private training iteration numbers.

The sparse-structure VAE encoder and decoder operate on binary 8^3 object supports through an 8 x 2 x 2 x 2 latent. The normal joint-training recipe uses BCE-with-logits plus KL and is available in the code release. When training a new SS flow, regenerate its latent cache and statistics with a matched VAE encoder. The released pretrained flow remains pinned to its own latent artifact contract.

The root config.json is the model repository's Hugging Face query file. A normal snapshot_download includes it in the model snapshot, allowing the Hub to maintain the standard repository download count without client-side telemetry. See the Hugging Face download-statistics documentation.

The default protocols use classifier-free guidance 3, flow and VAE batches of 16, and the batch CuMesh postprocessor. The iTHOR, Imaginarium, and ScanNet++ protocols enable the validated background room-box fit before background reconstruction.

The released HC-VAE recipe uses one process on one GPU; its configured per-GPU batch size is therefore the effective global batch size.

Training Data

Fire3D does not redistribute its training corpora. All source datasets are publicly available and retain their original licenses and access terms. For object training data, use TRELLIS-500K, which provides the metadata and preparation tools for the ObjaverseXL, ABO, 3D-FUTURE, and HSSD sources used by the object pipeline. Official scene-data links and Fire3D preprocessing entry points are listed in the code release.

Use

git clone https://github.com/xiahongchi/Fire3D.git
cd Fire3D
bash scripts/install.sh
conda activate fire3d
bash scripts/install_blender.sh

fire3d download --models
fire3d download --data --dataset ithor --scene-id iTHOR_FloorPlan312_physics
bash scripts/run_ithor_example.sh

The downloader places this repository under checkpoints/Fire3D/ and verifies the release manifest before inference.

Scope

The released checkpoints are intended for inference through the frozen Fire3D protocols. Performance can degrade for scenes with inaccurate camera poses or depth, severe occlusion, unusual scale, non-room backgrounds, or objects far outside the training distribution. The generated meshes should be reviewed before use in safety-critical or physically deployed applications.

Licenses

Original Fire3D code is MIT licensed. This model bundle includes DINOv3 and selected TRELLIS.2 files, which retain their upstream licenses. Review the included licenses/ directory and the repository's THIRD_PARTY_NOTICES.md before use or redistribution.

Citation

@article{xia2026fire3d,
  title={{FIRE3D}: Feed-forward Interactive 3D Scene Reconstruction Within A Minute},
  author={Xia, Hongchi and Cheng, Tianhang and Ma, Wei-Chiu and Wang, Shenlong},
  journal={arXiv preprint arXiv:2609.08848},
  year={2026},
  url={https://arxiv.org/pdf/2609.08848}
}
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