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---
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title: Matrix Voxel
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emoji:
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colorFrom:
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sdk: static
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pinned:
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license: cc-by-nc-nd-4.0
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short_description: The next gen 3D generator
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---
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| 1 |
---
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title: Matrix Voxel
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+
emoji: π
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+
colorFrom: green
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colorTo: pink
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sdk: static
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pinned: true
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license: cc-by-nc-nd-4.0
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short_description: The next gen 3D generator
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---
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# Matrix Voxel β Full Architecture & Planning Document
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**3D Generation Model Family | Matrix.Corp**
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---
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## Family Overview
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Matrix Voxel is Matrix.Corp's 3D generation family. Five models sharing a common flow-matching backbone, each with task-specific decoder heads. Four specialist models are open source; one unified all-in-one (Voxel Prime) is closed source and API-only.
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| Model | Task | Output Formats | Source | Hardware | Status |
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|---|---|---|---|---|---|
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| Voxel Atlas | World / environment generation | Voxel grids, OBJ scenes, USD stages | π’ Open Source | A100 40GB | π΄ Planned |
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| Voxel Forge | 3D mesh / asset generation | OBJ, GLB, FBX, USDZ | π’ Open Source | A100 40GB | π΄ Planned |
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| Voxel Cast | 3D printable model generation | STL, OBJ (watertight), STEP | π’ Open Source | A100 40GB | π΄ Planned |
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| Voxel Lens | NeRF / Gaussian Splatting scenes | .ply (3DGS), NeRF weights, MP4 render | π’ Open Source | A100 40GB | π΄ Planned |
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| Voxel Prime | All-in-one unified generation | All of the above | π£ Closed Source | API Only | π΄ Planned |
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---
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## Input Modalities (All Models)
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Every Voxel model accepts any combination of:
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| Input | Description | Encoder |
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| Text prompt | Natural language description of desired 3D output | CLIP-ViT-L / T5-XXL |
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| Single image | Reference image β 3D lift | DINOv2 + custom depth encoder |
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| Multi-view images | 2β12 images from different angles | Multi-view transformer encoder |
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| Video | Extracts frames, infers 3D from motion | Temporal encoder (Video-MAE lineage) |
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| 3D model | Existing mesh/point cloud as conditioning | PointNet++ encoder |
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All inputs projected to a shared 1024-dim conditioning embedding space before entering the backbone.
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---
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## Core Architecture β Shared Flow Matching Backbone
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### Why Flow Matching?
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Flow matching (Lipman et al. 2022, extended by Stable Diffusion 3 / FLUX lineage) learns a direct vector field from noise β data. Faster than DDPM diffusion (fewer inference steps, typically 20β50 vs 1000), more stable training, better mode coverage. State of the art for generative models as of 2025β2026.
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### 3D Representation β Triplane + Latent Voxel Grid
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All Voxel models operate in a shared latent 3D space:
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- **Triplane representation**: three axis-aligned feature planes (XY, XZ, YZ), each 256Γ256Γ32 channels
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- Any 3D point queried by projecting onto all 3 planes and summing features
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- Compact (3 Γ 256 Γ 256 Γ 32 = ~6M latent values) yet expressive
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- Flow matching operates on this triplane latent space, not raw 3D points
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- Decoder heads decode triplane to task-specific output format
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### Backbone Architecture
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```
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VoxelBackbone
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βββ Input Encoder (multimodal conditioning)
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β βββ TextEncoder β T5-XXL + CLIP-ViT-L, projected to 1024-dim
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β βββ ImageEncoder β DINOv2-L, projected to 1024-dim
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β βββ MultiViewEncoder β custom transformer over N views
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β βββ VideoEncoder β Video-MAE, temporal pooling β 1024-dim
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β βββ PointCloudEncoder β PointNet++, global + local features β 1024-dim
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β
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βββ Conditioning Fusion
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β βββ CrossModalAttention β fuses all active input modalities
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β
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βββ Flow Matching Transformer (DiT-style)
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β βββ 24 transformer blocks
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β βββ Hidden dim: 1536
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β βββ Heads: 24
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β βββ Conditioning: AdaLN-Zero (timestep + conditioning signal)
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β βββ 3D RoPE positional encoding for triplane tokens
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β βββ ~2.3B parameters
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β
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βββ Triplane Decoder (shared across all specialist models)
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βββ Outputs: triplane feature tensor (3 Γ 256 Γ 256 Γ 32)
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```
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### Flow Matching Training
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- Learn vector field v_ΞΈ(x_t, t, c) where x_t is noisy triplane, c is conditioning
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- Optimal transport flow: straight paths from noise β data (better than DDPM curved paths)
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- Inference: 20β50 NFE (neural function evaluations) β fast on A100
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- Classifier-free guidance: unconditional dropout 10% during training
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- Guidance scale 5.0β10.0 at inference
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---
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## Task-Specific Decoder Heads
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Each specialist model adds a decoder head on top of the shared triplane output.
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---
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### Voxel Atlas β World Generation Decoder
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**Task:** Generate full 3D environments and worlds β terrain, buildings, vegetation, interior spaces.
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**Output formats:**
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- Voxel grids (`.vox`, Magica Voxel format) β for Minecraft-style worlds
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- OBJ scene (multiple meshes with materials) β for Unity/Unreal environments
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- USD stage (`.usd`) β industry standard scene format
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**Decoder head:**
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```
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TriplaneAtlasDecoder
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βββ Scene Layout Transformer
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β βββ Divides space into semantic regions (terrain, structures, vegetation, sky)
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β βββ 6-layer transformer over 32Γ32 spatial grid of scene tokens
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βββ Region-wise NeRF decoder (per semantic region)
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β βββ MLP: 3D coords + triplane features β density + RGB + semantic label
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βββ Marching Cubes extractor β raw mesh per region
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βββ Scene graph assembler β parent-child relationships between objects
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βββ Voxelizer (for .vox output) β discretizes to user-specified resolution
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βββ USD exporter β full scene hierarchy with lighting + materials
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```
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**Special modules:**
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- **Infinite world tiling**: generate seamless adjacent chunks that stitch together
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- **Biome-aware generation**: desert, forest, urban, underwater, space, fantasy
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- **LOD generator**: auto-generates 4 levels of detail per scene object
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- **Lighting estimator**: infers plausible sun/sky lighting from scene content
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**Typical generation sizes:**
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- Small scene: 64Γ64Γ64 voxels or ~500mΒ² OBJ scene β ~8 seconds on A100
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- Large world chunk: 256Γ256Γ128 voxels β ~35 seconds on A100
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---
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### Voxel Forge β Mesh / Asset Generation Decoder
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**Task:** Generate clean, game-ready 3D assets β characters, objects, props, vehicles, architecture.
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**Output formats:**
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- OBJ + MTL (universal)
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- GLB/GLTF (web & real-time)
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- FBX (game engine standard)
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- USDZ (Apple AR)
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**Decoder head:**
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```
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TriplaneForgeDec oder
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βββ Occupancy Network decoder
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β βββ MLP: 3D point + triplane β occupancy probability
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βββ Differentiable Marching Cubes β initial raw mesh
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βββ Mesh Refinement Network
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β βββ Graph neural network over mesh vertices/edges
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β βββ 8 message-passing rounds
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β βββ Predicts vertex position offsets β clean topology
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βββ UV Unwrapper (learned, SeamlessUV lineage)
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βββ Texture Diffusion Head
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β βββ 2D flow matching in UV space
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β βββ Albedo + roughness + metallic + normal maps
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β βββ 1024Γ1024 or 2048Γ2048 texture atlas
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βββ LOD Generator β 4 polycount levels (100% / 50% / 25% / 10%)
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```
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**Special modules:**
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- **Topology optimizer**: enforces quad-dominant topology for animation rigs
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- **Symmetry enforcer**: optional bilateral symmetry for characters/vehicles
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- **Scale normalizer**: outputs at real-world scale (meters) with unit metadata
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- **Material classifier**: auto-tags materials (metal, wood, fabric, glass, etc.)
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- **Animation-ready flag**: detects and preserves edge loops needed for rigging
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**Polygon counts:**
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- Low-poly asset: 500β5K triangles β ~6 seconds on A100
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- Mid-poly asset: 5Kβ50K triangles β ~15 seconds on A100
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- High-poly asset: 50Kβ500K triangles β ~45 seconds on A100
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---
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### Voxel Cast β 3D Printable Generation Decoder
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**Task:** Generate physically valid, printable 3D models. Watertight, manifold, structurally sound.
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**Output formats:**
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- STL (universal printing format)
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- OBJ (watertight)
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- STEP (CAD-compatible, parametric)
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- 3MF (modern printing format with material data)
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**Decoder head:**
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```
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TriplaneCastDecoder
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βββ SDF (Signed Distance Field) decoder
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β βββ MLP: 3D point + triplane β signed distance value
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βββ SDF β Watertight Mesh (dual marching cubes, no holes guaranteed)
|
| 194 |
+
βββ Printability Validator
|
| 195 |
+
β βββ Wall thickness checker (min 1.2mm enforced)
|
| 196 |
+
β βββ Overhang analyzer (>45Β° flagged + support detection)
|
| 197 |
+
β βββ Manifold checker + auto-repair
|
| 198 |
+
β βββ Volume/surface area calculator
|
| 199 |
+
βββ Support Structure Generator (optional)
|
| 200 |
+
β βββ Generates minimal support trees for FDM printing
|
| 201 |
+
βββ STEP Converter (via Open CASCADE bindings)
|
| 202 |
+
βββ Slicer Preview Renderer (preview only, not full slicer)
|
| 203 |
+
```
|
| 204 |
+
|
| 205 |
+
**Special modules:**
|
| 206 |
+
- **Structural stress analyzer**: basic FEA simulation to detect weak points
|
| 207 |
+
- **Hollowing engine**: auto-hollows solid objects with configurable wall thickness + drain holes
|
| 208 |
+
- **Interlocking part splitter**: splits large objects into printable parts with snap-fit joints
|
| 209 |
+
- **Material suggester**: recommends PLA / PETG / resin based on geometry complexity
|
| 210 |
+
- **Scale validator**: ensures object is printable at specified scale on common bed sizes (Bambu, Prusa, Ender)
|
| 211 |
+
|
| 212 |
+
**Validation requirements (all Cast outputs must pass):**
|
| 213 |
+
- Zero non-manifold edges
|
| 214 |
+
- Zero self-intersections
|
| 215 |
+
- Minimum wall thickness β₯ 1.2mm at requested scale
|
| 216 |
+
- Watertight (no open boundaries)
|
| 217 |
+
|
| 218 |
+
---
|
| 219 |
+
|
| 220 |
+
### Voxel Lens β NeRF / Gaussian Splatting Decoder
|
| 221 |
+
|
| 222 |
+
**Task:** Generate photorealistic 3D scenes represented as Neural Radiance Fields or 3D Gaussian Splats β primarily for visualization, VR/AR, and cinematic rendering.
|
| 223 |
+
|
| 224 |
+
**Output formats:**
|
| 225 |
+
- `.ply` (3D Gaussian Splatting β compatible with standard 3DGS viewers)
|
| 226 |
+
- NeRF weights (Instant-NGP / Nerfstudio compatible)
|
| 227 |
+
- MP4 render (pre-rendered orbital video)
|
| 228 |
+
- Depth maps + normal maps (per-view, for downstream use)
|
| 229 |
+
|
| 230 |
+
**Decoder head:**
|
| 231 |
+
```
|
| 232 |
+
TriplaneLensDecoder
|
| 233 |
+
βββ Gaussian Parameter Decoder
|
| 234 |
+
β βββ Samples 3D Gaussian centers from triplane density
|
| 235 |
+
β βββ Per-Gaussian: position (3), rotation (4 quaternion), scale (3),
|
| 236 |
+
β β opacity (1), spherical harmonics coefficients (48) β color
|
| 237 |
+
β βββ Targets: 500Kβ3M Gaussians per scene
|
| 238 |
+
βββ Gaussian Densification Module
|
| 239 |
+
β βββ Adaptive densification: split/clone in high-gradient regions
|
| 240 |
+
β βββ Pruning: remove low-opacity Gaussians
|
| 241 |
+
βββ NeRF branch (parallel)
|
| 242 |
+
β βββ Hash-grid encoder (Instant-NGP style)
|
| 243 |
+
β βββ Tiny MLP: encoded position β density + color
|
| 244 |
+
βββ Rasterizer (differentiable 3DGS rasterizer)
|
| 245 |
+
β βββ Used during training for photometric loss
|
| 246 |
+
βββ Novel View Synthesizer
|
| 247 |
+
βββ Renders arbitrary camera trajectories for MP4 export
|
| 248 |
+
```
|
| 249 |
+
|
| 250 |
+
**Special modules:**
|
| 251 |
+
- **Lighting decomposition**: separates scene into albedo + illumination components
|
| 252 |
+
- **Dynamic scene support**: temporal Gaussian sequences for animated scenes (from video input)
|
| 253 |
+
- **Background/foreground separator**: isolates subject from environment
|
| 254 |
+
- **Camera trajectory planner**: auto-generates cinematic orbital/fly-through paths
|
| 255 |
+
- **Compression module**: reduces 3DGS file size by 60β80% with minimal quality loss
|
| 256 |
+
|
| 257 |
+
**Generation modes:**
|
| 258 |
+
- Object-centric: single object, orbital views β ~12 seconds on A100
|
| 259 |
+
- Indoor scene: full room with lighting β ~40 seconds on A100
|
| 260 |
+
- Outdoor scene: landscape or street β ~90 seconds on A100
|
| 261 |
+
|
| 262 |
+
---
|
| 263 |
+
|
| 264 |
+
### Voxel Prime β Closed Source All-in-One
|
| 265 |
+
|
| 266 |
+
**Access:** API only. Not open source. Weights never distributed.
|
| 267 |
+
|
| 268 |
+
Voxel Prime contains all four decoder heads simultaneously, plus:
|
| 269 |
+
|
| 270 |
+
**Additional Prime-only modules:**
|
| 271 |
+
- **Cross-task consistency**: ensures Atlas world + Forge assets + Lens scene all match when generated together
|
| 272 |
+
- **Scene population engine**: generates a world (Atlas) then auto-populates it with assets (Forge)
|
| 273 |
+
- **Pipeline orchestrator**: chains Atlas β Forge β Cast β Lens in one API call
|
| 274 |
+
- **Photorealistic texture upscaler**: 4Γ super-resolution on all generated textures
|
| 275 |
+
- **Style transfer module**: apply artistic style (e.g. "Studio Ghibli", "cyberpunk", "brutalist architecture") across all output types
|
| 276 |
+
- **Iterative refinement**: text-guided editing of already-generated 3D content
|
| 277 |
+
|
| 278 |
+
**API endpoint:**
|
| 279 |
+
```python
|
| 280 |
+
POST /v1/voxel/generate
|
| 281 |
+
{
|
| 282 |
+
"prompt": "A medieval castle on a cliff at sunset",
|
| 283 |
+
"output_types": ["world", "mesh", "nerf"], # any combination
|
| 284 |
+
"inputs": {
|
| 285 |
+
"image": "base64...", # optional reference image
|
| 286 |
+
"multiview": ["base64..."], # optional multi-view images
|
| 287 |
+
"video": "base64...", # optional video
|
| 288 |
+
"model": "base64..." # optional existing 3D model
|
| 289 |
+
},
|
| 290 |
+
"settings": {
|
| 291 |
+
"quality": "high", # draft | standard | high
|
| 292 |
+
"style": "realistic", # realistic | stylized | low-poly | ...
|
| 293 |
+
"scale_meters": 100.0, # real-world scale
|
| 294 |
+
"symmetry": false,
|
| 295 |
+
"printable": false
|
| 296 |
+
}
|
| 297 |
+
}
|
| 298 |
+
```
|
| 299 |
+
|
| 300 |
+
---
|
| 301 |
+
|
| 302 |
+
## Shared Custom Modules (All Models)
|
| 303 |
+
|
| 304 |
+
| # | Module | Description |
|
| 305 |
+
|---|---|---|
|
| 306 |
+
| 1 | **Multi-Modal Conditioning Fusion** | CrossModalAttention over all active input types |
|
| 307 |
+
| 2 | **3D RoPE Encoder** | RoPE adapted for triplane 3D spatial positions |
|
| 308 |
+
| 3 | **Geometry Quality Scorer** | Rates generated geometry quality [0β1] before output |
|
| 309 |
+
| 4 | **Semantic Label Head** | Per-voxel/vertex semantic class (wall, floor, tree, etc.) |
|
| 310 |
+
| 5 | **Scale & Unit Manager** | Enforces consistent real-world scale across all outputs |
|
| 311 |
+
| 6 | **Material Property Head** | Predicts PBR material properties (roughness, metallic, IOR) |
|
| 312 |
+
| 7 | **Confidence & Uncertainty Head** | Per-region generation confidence β flags uncertain areas |
|
| 313 |
+
| 8 | **Prompt Adherence Scorer** | CLIP-based score: how well output matches text prompt |
|
| 314 |
+
| 9 | **Multi-Resolution Decoder** | Generates at 64Β³ β 128Β³ β 256Β³ coarse-to-fine |
|
| 315 |
+
| 10 | **Style Embedding Module** | Encodes style reference images into style conditioning vector |
|
| 316 |
+
|
| 317 |
+
---
|
| 318 |
+
|
| 319 |
+
## Training Data Plan
|
| 320 |
+
|
| 321 |
+
| Dataset | Content | Used by |
|
| 322 |
+
|---|---|---|
|
| 323 |
+
| ShapeNet (55K models) | Common 3D objects | Forge, Cast |
|
| 324 |
+
| Objaverse (800K+ models) | Diverse 3D assets | Forge, Cast, Lens |
|
| 325 |
+
| Objaverse-XL (10M+ objects) | Massive scale | All |
|
| 326 |
+
| ScanNet / ScanNet++ | Indoor 3D scans | Atlas, Lens |
|
| 327 |
+
| KITTI / nuScenes | Outdoor 3D scenes | Atlas, Lens |
|
| 328 |
+
| ABO (Amazon Berkeley Objects) | Product meshes + materials | Forge |
|
| 329 |
+
| Thingiverse (printable models) | 3D printable STLs | Cast |
|
| 330 |
+
| Polycam scans | Real-world 3DGS/NeRF | Lens |
|
| 331 |
+
| Synthetic renders (generated) | Multi-view rendered images | All |
|
| 332 |
+
| Text-3D pairs (synthetic) | GPT-4o generated descriptions of Objaverse | All |
|
| 333 |
+
|
| 334 |
+
---
|
| 335 |
+
|
| 336 |
+
## Parameter Estimates
|
| 337 |
+
|
| 338 |
+
| Model | Backbone | Decoder Head | Total | VRAM (BF16) |
|
| 339 |
+
|---|---|---|---|---|
|
| 340 |
+
| Voxel Atlas | 2.3B | ~400M | ~2.7B | ~22GB |
|
| 341 |
+
| Voxel Forge | 2.3B | ~350M | ~2.65B | ~21GB |
|
| 342 |
+
| Voxel Cast | 2.3B | ~200M | ~2.5B | ~20GB |
|
| 343 |
+
| Voxel Lens | 2.3B | ~500M | ~2.8B | ~22GB |
|
| 344 |
+
| Voxel Prime | 2.3B | ~1.4B (all 4) | ~3.7B | ~30GB |
|
| 345 |
+
|
| 346 |
+
All fit on A100 40GB in BF16. INT8 quantization brings all under 15GB (consumer 4090 viable).
|
| 347 |
+
|
| 348 |
+
---
|
| 349 |
+
|
| 350 |
+
## Training Strategy
|
| 351 |
+
|
| 352 |
+
### Phase 1 β Backbone Pre-training
|
| 353 |
+
- Train shared backbone on Objaverse-XL triplane reconstructions
|
| 354 |
+
- Learn general 3D structure without task-specific heads
|
| 355 |
+
- Context: text + single image conditioning only
|
| 356 |
+
- 100K steps, A100 cluster
|
| 357 |
+
|
| 358 |
+
### Phase 2 β Decoder Head Training (parallel)
|
| 359 |
+
- Freeze backbone, train each decoder head independently
|
| 360 |
+
- Atlas: ScanNet + synthetic world data
|
| 361 |
+
- Forge: ShapeNet + Objaverse + texture data
|
| 362 |
+
- Cast: Thingiverse + watertight synthetic meshes
|
| 363 |
+
- Lens: Polycam + synthetic multi-view renders
|
| 364 |
+
- 50K steps each
|
| 365 |
+
|
| 366 |
+
### Phase 3 β Joint Fine-tuning
|
| 367 |
+
- Unfreeze backbone, fine-tune end-to-end per specialist model
|
| 368 |
+
- Add all input modalities (video, multi-view, point cloud)
|
| 369 |
+
- 30K steps each
|
| 370 |
+
|
| 371 |
+
### Phase 4 β Prime Training
|
| 372 |
+
- Initialize from jointly fine-tuned backbone
|
| 373 |
+
- Train all decoder heads simultaneously
|
| 374 |
+
- Cross-task consistency losses
|
| 375 |
+
- Prime-only module training (pipeline orchestrator, style transfer)
|
| 376 |
+
- 50K steps
|
| 377 |
+
|
| 378 |
+
---
|
| 379 |
+
|
| 380 |
+
## HuggingFace Plan
|
| 381 |
+
|
| 382 |
+
```
|
| 383 |
+
Matrix-Corp/Voxel-Atlas-V1 β open source
|
| 384 |
+
Matrix-Corp/Voxel-Forge-V1 β open source
|
| 385 |
+
Matrix-Corp/Voxel-Cast-V1 β open source
|
| 386 |
+
Matrix-Corp/Voxel-Lens-V1 β open source
|
| 387 |
+
Matrix-Corp/Voxel-Prime-V1 β closed source, API only (card only, no weights)
|
| 388 |
+
```
|
| 389 |
+
|
| 390 |
+
Collection: `Matrix-Corp/voxel-v1`
|
| 391 |
+
|
| 392 |
+
---
|
| 393 |
+
|
| 394 |
+
## Status
|
| 395 |
+
- π΄ Planned β Architecture specification complete
|
| 396 |
+
- Backbone design finalized
|
| 397 |
+
- Decoder head designs finalized
|
| 398 |
+
- Training data sourcing: TBD
|
| 399 |
+
- Compute requirements: significant (A100 cluster for training)
|
| 400 |
+
- Timeline: TBD
|