# youdream_generating_anatomically_controllable_consistent_textto3d_animals__8a27790d.pdf YOUDREAM : Generating Anatomically Controllable Consistent Text-to-3D Animals Sandeep Mishra , Oindrila Saha , and Alan C. Bovik University of Texas at Austin, University of Massachusetts Amherst sandy.mishra@utexas.edu, osaha@umass.edu, bovik@ece.utexas.edu 3D generation guided by text-to-image diffusion models enables the creation of visually compelling assets. However previous methods explore generation based on image or text. The boundaries of creativity are limited by what can be expressed through words or the images that can be sourced. We present YOUDREAM, a method to generate high-quality anatomically controllable animals. YOUDREAM is guided using a text-to-image diffusion model controlled by 2D views of a 3D pose prior. Our method is capable of generating novel imaginary animals that previous text-to-3D generative methods are unable to create. Additionally, our method can preserve anatomic consistency in the generated animals, an area where prior approaches often struggle. Moreover, we design a fully automated pipeline for generating commonly observed animals. To circumvent the need for human intervention to create a 3D pose, we propose a multi-agent LLM that adapts poses from a limited library of animal 3D poses to represent the desired animal. A user study conducted on the outcomes of YOUDREAM demonstrates the preference of the animal models generated by our method over others. Visualizations and code are available at https://youdream3d.github.io/. 1 Introduction Text-to-3D generative modeling using diffusion models has seen fast-paced growth recently with methods utilizing text-to-image (T2I) Poole et al. (2022); Chen et al. (2023a); Zhu et al. (2023); Seo et al. (2023), (text+camera)-to-image (TC2I) Shi et al. (2023); Li et al. (2023) and (image+camera)- to-image (IC2I) Liu et al. (2023); Wang and Shi (2023); Ye et al. (2023) diffusion models. These methods are widely accepted by AI enthusiasts, content creators, and 3D artists to create highquality 3D content. However, generating 3D assets using such methods is dependent on what can be expressed through text or the availability of an image faithful to the user s imagination. In this work, we provide more control to the artist to bring their creative imagination to life. YOUDREAM can generate high-quality 3D animals based on any 3D skeleton, by utilizing a 2D pose-controlled diffusion model which generates images adhering to 2D views of a 3D pose. Using depth, edge, and scribble has also been explored for controllable image generation Zhang et al. (2023). However, in a 3D context, pose offers both 3D consistency as well as room for creativity. Other controls are restrictive as edge/depth/boundary of 2D views of a pre-existing object is used to provide control, thus limiting the generated shape to be very similar to the existing asset. We show that the multi-view consistency offered by our 3D pose prior results in the generation of anatomically and geometrically consistent animals. Creating 3D pose control also requires minimal human effort. To further alleviate this effort, we also present a multi-agent LLM setup that generates 3D poses for novel animals commonly observed in nature. Equal contribution. 38th Conference on Neural Information Processing Systems (Neur IPS 2024). A zoomed out photo of a llama with octopus tentacles body A realistic mythical bird with two pairs of wings and two long thin lion-like tails A dragon with three heads separating from the neck A giraffe with dragon wings A six legged lioness, fierce beast, pouncing, ultra realistic, 4k Golden ball with wings Hi FA MVDream YOUDREAM (ours) Figure 1: Creating unreal creatures. Our method generates imaginary creatures based on an artist s creative control. We show that these creatures cannot be generated faithfully only based on text. Each row depicts a 3D animal generated by Hi FA, MVDream, and YOUDREAM (left to right) using the prompt mentioned below the row. We present 3D pose controls used to create these in the Sec. F (results best viewed zoomed in). 3D generation guided by T2I models involves using the gradient computed by Score Distillation Sampling (SDS) Poole et al. (2022) to optimize a 3D representation such as a Ne RF Mildenhall et al. (2021). During any intermediate step of the training, a rendered image captured by a random camera is added to Gaussian noise and passed to a T2I diffusion model, along with a directional prompt. The diffusion model estimates the added noise, which in turn is used to create a denoised image. In effect, this process pushes the rendered image of the Ne RF representation slightly closer to the denoised image during each iteration. Thus, any unwanted semantic or perceptual issues arising in the denoised image are also transferred to the Ne RF. This is especially problematic for deformable objects such as animals, where variations in pose over views often results in the Janus-head problem, dehydrated assets, and geometric and anatomical inconsistencies. TC2I diffusion models, which encode camera parameters and train using 3D objects from various views learn multi-view consistency and thus are able to produce better geometries. However, they lack in diversity owing to the limited variation in training data, as compared to text-to-image models. Along with this, methods using IC2I diffusion models also face the problems arising from Novel View Synthesis (NVS), which requires hallucination of unseen regions along with accurate geometric transformation of observed parts. While these camera guided diffusion models perform better than T2I models in many cases, their limited diversity and lack of control limit the creativity of their users. By utilizing a 3D pose prior, YOUDREAM consistently outperforms previous methods that use T2I diffusion models, in terms of generating biologically plausible animals. Despite not being trained on any 3D data, our method also outperforms the 3D-aware TC2I diffusion model MVDream Shi et al. (2023) in text-to-3D animal generation in terms of Naturalness , Text-Image Alignment and CLIP score (see Sec. 4). 3D-consistency for human avatar creation has been explored extensively in recent works Cao et al. (2023); Huang et al. (2024); Kolotouros et al. (2024); Hong et al. (2022); Zhang et al. (2024a, 2022). These models rely on a 3D human pose and shape prior, usually the SMPL Loper et al. (2023) or SMPL-X Pavlakos et al. (2019) model. This strategy can represent a variety of geometrically consistent human avatars. However, representing the animal kingdom is challenging owing to its immense diversity which cannot be represented using any existing parametric models. Sizes and shapes vary considerably across birds, reptiles, mammals, and amphibians, hence until now, no single shape or pose prior exists that can represent all tetrapods. Parametric models such as SMAL Zuffi et al. (2017) and Magic Pony Wu et al. (2023b) suffer from severe diversity issues, and hence cannot be used as pose or shape prior. Thus to circumvent human effort in generating a 3D pose prior for animals prevalent in nature, we present a method for automatic generation of diverse 3D poses using a multi-agent LLM supported by a small library of animal 3D poses. Additionally, we present a method to automatically generate an initial shape based on a 3D pose, which is utilized for Ne RF initialization. In summary, YOUDREAM offers the following key contributions: a Tetra Pose Control Net, trained on tetrapod animals across various families, that enables the generation of diverse animals at test time, both real and unreal. a multi-agent LLM that can generate the 3D pose of any desired animal in a described state, supported by a small library of 16 predefined animal 3D poses for reference. a user-friendly tool to create/modify 3D poses for unreal creatures. The same tool automatically generates an initial shape based on the 3D skeleton. a pipeline to generate geometrically and anatomically consistent animals based on an input text by adhering to a 3D pose prior. 2 Related Work The field of 3D animal generation has rapidly advanced due to studies that offer methods and insights for modeling animal structures and movements in 3D. SMAL Zuffi et al. (2017) introduced a method to fit a parametric 3D shape model, derived from 3D scans, to animal images using 2D keypoints and segmentation masks, with extensions to multi-view images Zuffi et al. (2018). The variety of animals able to be represented by SMAL is severely limited. Subsequent efforts, such as LASSIE Yao et al. (2022, 2023, 2024), have focused on deriving 3D shapes directly from smaller image collections by identifying self-supervised semantic correspondences to discover 3D parts. Succeeding work represent animals using a parametric model Jakab et al. (2023); Wu et al. (2023a,b); Li et al. (2024) learnt from images or videos. Despite these advances, these methods are class-specific and lack in the diversity of animals that can be represented. YOUDREAMis able to generate a great variety of animals including those that have not been observed previously with higher details (Fig. 16). High quality text-to-3D asset generation has been fueled by the availability of large-scale diverse datasets of text-image pairs and the success of text-to-image contrastive and generative models trained on them. Contrastive methods such as CLIP Radford et al. (2021) and ALIGN Jia et al. (2021) learn a common embedding between visual and natural language domains. Generative methods like Imagen Saharia et al. (2022) and Stable Diffusion Rombach et al. (2022) utilize a diffusion model to learn to generate images given text latents. These methods inherently learn to understand the appearance of entities across various views and poses. Text-to-3D generative modeling methods Mohammad Khalid et al. (2022); Jain et al. (2022); Wang et al. (2023); Poole et al. (2022) exploit this information by using these text-image models to guide the creation of 3D representations by Ne RFs Mildenhall et al. (2021). The quality of 3D assets produced by these early methods suffer from several issues such as smooth geometries, saturated appearances, as well as geometric issues such as the Janus (multi-head) problem. Subsequent recent methods have ameliorated these problems by the use of modified loss functions Wang et al. (2024); Zhu et al. (2023), using Deep Marching Tetrahedra Shen et al. (2021) for 3D representation Chen et al. (2023a), and modified negative prompt weighing strategies Armandpour et al. (2023). However these methods still fail to produce anatomically correct animals, often producing implausible geometries or even extra or insufficient limbs. Prior work 3DFuse Seo et al. (2023) uses sparse point clouds predicted from images as depth control for T2I diffusion, however still produces anatomically inconsistent animals due to the inaccuracy of image-to-point cloud predictors and a high dependency on the initial generated image (Fig. 4). Recently, 3D-aware diffusion models trained on paired text-3D datasets by encoding camera parameters have been used to generate 3D assets Tang et al. (2023); Shi et al. (2023). As these methods learn using various views of 3D objects, they rarely produce geometric inconsistency. However these methods are limited by the variety of 3D data available, which is quite scarce as compared to image data that T2I diffusion models have been trained on. These are trained using 3D object databases such as Objaverse Deitke et al. (2023) and Objaverse-XL Deitke et al. (2024) which are considerably smaller than text-image paired datasets such as LAION-5B Schuhmann et al. (2022) used for training T2I diffusion models. Thus, they often struggle to follow the text input faithfully in case of complex prompts (Fig. 1). By comparison, our method accurately follows the text prompt owing to the use of T2I diffusion models trained on vast image data. YOUDREAM strictly adheres to input 3D pose priors, thus producing geometrically consistent and anatomically correct animals. Large Language Models (LLMs) have been explored in the context of 3D generation and editing previously. LLMs have been used Yin et al. (2023); Siddiqui et al. (2023) to generate and edit shapes using an embedding space trained on datasets such as Shape Net Chang et al. (2015). Prior work have also used LLMs to generate code for 3D modeling software, such as Blender, to create objects Yuan et al. (2024) and scenes Sun et al. (2023); Hu et al. (2024). These methods produce impressive results suggesting at LLMs 3D understanding capability, but explore limited variety of generation often limited to shapes, or generate layouts/scenes. 3D pose generation with LLMs using text as input has been recently explored for humans. Chat Pose Feng et al. (2024) and Motion GPT Zhang et al. (2024b) generate pose parameters for a SMPL model based on textual input. LLMs have also been previously shown to accurately reason about anatomical differences of animals Menon and Vondrick (2022); Saha et al. (2024). In this work, we show a novel application of off-the-shelf LLMs for generalized 3D pose generation based on the name of an animal supported by a library of animal 3D poses. User-controlled generation has been introduced in several studies Zhang et al. (2023); Mou et al. (2024), and has gained widespread adoption among artists for crafting remarkable illustrations, including artistic QR codes to interior designs. However, the use of user control in 3D is still underexplored. Recent works such as MVControl Li et al. (2023) and Control3D Chen et al. (2023b) guide the 3D generation process using a 2D condition image of a single view. By contrast, the generation process in YOUDREAM is guided using 2D views of a 3D pose which is dependent on the sampled camera pose. This strategy not only allows YOUDREAM to take in specialized user control but also ensures multi-view geometric consistency. Ne RF Rendering Control Net Viewpoint Sampling A brown horse Animal library Crocodile Eagle Observations 1. Neck Length: Horses have shorter necks wrt giraffes. 2. Body Proportions: Horses have a thicker torso and . . . . . . Horse in standing pose 3D Pose Generation Observer Modifier πO πM Figure 2: Automatic pipeline for 3D animal generation. Given the name of an animal and textual pose description, we utilize a multi-agent LLM to generate a 3D pose (ϕ) supported by a small library of animal names paired with 3D poses. With the obtained 3D pose, we train a Ne RF to generate the 3D animal guided by a diffusion model controlled by 2D views (ϕproj) of ϕ. Multi-view sampling from T2I diffusion models for 3D generation is guided using directional prompt extensions such as , front view and , side view . Such a control signal is ambiguous due to, 1) directional text remaining unchanged over a range of camera parameters, 2) T2I diffusion models generating deformable entities in various poses for the same view. Thus we utilize 3D pose as a stronger guidance to maintain consistency over different views. To do this in a 3D consistent manner we design 1) a model to generate 2D image samples following the projection ϕproj of a 3D pose ϕ of an animal, 2) a method to generate the 3D pose ϕ of a novel animal y using a limited library of 3D poses (Φ) of commonly observed animals in nature and a multi-agent LLM pose editor, and 3) a method to create 3D animals given an animal name y and 3D pose ϕ. Our 3D model is represented using Neural Radiance Fields (Ne RF Mildenhall et al. (2021)). 3.1 Tetra Pose Control Net To train a model to follow pose control we require images of animals with annotated poses. Datasets released by Banik et al. (2021) and Ng et al. (2022) provide 2D pose annotations of animal images spanning a large number of species, compared to the limited diversity available in 3D animal pose datasets Xu et al. (2023); Badger et al. (2020). We thus utilize these 2D pose datasets by learning to map the 2D pose of an animal to its captured image. We define such datasets of animal species yj, corresponding animal images xj, and their 2D pose ϕproj j as the set D = {(xj, ϕproj j , yj)}J j=1, where J = |D| is the number of image-pose pairs in the dataset. This learned mapping can then be used to generate multi-view image samples consistent with a 3D pose ϕ. The mapping is represented by a Control Net that produces animal images across mammals, amphibians, reptiles and birds following a 2D input pose condition ϕproj j learned by minimizing the following objective: LControl Net = Ez0,t,yj,ϕproj j ,ϵ N(0,I) h ϵ ϵθ(zt; t, yj, ϕproj j ) 2i , (1) where z0 = xj. The above objective aims to learn a network ϵθ to estimate the noise added to an input image z0 (or xj) to form a noisy image zt given time-steps t, text yj and pose condition ϕproj j . The network ϵθ is represented by the standard U-Net architecture of diffusion models (Stable Diffusion in this case) with a trainable copy of the U-Net s encoder attached to it using trainable zero convolution layers. We provide training details in Sec. F. The trained Tetra Pose Control Net can be used to generate pose-controlled images of tetrapods, including mammals, reptiles, birds, and amphibians. The model performs well for out-of-domain 2D pose inputs of animals not seen during training. It also performs well with inputs consisting of modified 2D poses that include extra appendages such as multiple heads, limbs, wings, and/or tails. While T2I diffusion models inherently provide a huge diversity to the generated outputs, the control module provides strong controlling signals to generate appropriate body parts in the right positions, alleviating the problem of T2I diffusion models producing inconsistent multi-view images when prompted using directional texts only. American Crocodile Hippo Roseate Spoonbill Greater Flamingo Giraffe Horse Figure 3: Qualitative examples of pose editing using multi-agent LLM setup. For each example, the green box denotes the desired animal, while the blue box is the animal retrieved from the 3D pose library by Finder LLM (πF ). We show the pose modification performed by the joint effort of Observer (πO) and Modifier (πM) for three instances. 3.2 3D Pose Generation aided by Multi-agent LLM Generating a 3D pose based on a text is not trivial as text-to-pose is a many-to-many mapping. Existing 3D animal pose datasets are not diverse or vast enough to learn this mapping for a variety of animals. Thus we leverage LLMs which are pre-trained on expansive textual datasets, and thus can reason about anatomical proportions of various animals. We find that LLMs do not produce good 3D poses using only a text input, instead we use LLMs to adapt a input 3D pose to represent a novel animal. We created a limited library consisting of 16 animal 3D poses for this purpose. Given a library of animals B = {(yi, ϕi)}n i=1 consisting of 3D keypoint positions ϕi Φ and animal names yi Y, we utilize a multi-agent LLM setup for creating a 3D pose for any desired animal y and pose description p. The agents include 1) Finder (πF ), 2) Observer (πO), and 3) Modifier (πM). Let the keypoint names representing any animal be K and let the bone sequence which defines the skeleton be S. Given K, the Finder selects the animal in B that is anatomically closest to the desired animal y as (yc, ϕc) = πF (y, B, K). Anatomically closest is defined as the animal whose 3D pose will require minimal modifications/updates to represent y. Given the keypoint definitions K, bone sequence S, the desired animal name y, the animal yc selected by πF , and the pose description p, the Observer generates O = πO(yc, y, p, S, K). O represents a plan describing which keypoints of yc should be adjusted along with a set of instructions for the Modifier to implement the suggested adjustments to represent the 3D pose of the desired animal y in the described pose p. Based on the observations O, the Modifier updates the 3D positions of the keypoints, ϕc, of the closest animal to ϕ = πM(ϕc, O). Thus we obtain the 3D keypoint positions ϕ of the desired animal y in the described pose p. We find that this multi-agent procedure is more stable and accurate than using a single LLM for pose generation (see Sec. B). We are able to represent diverse animals observed in nature using this setup. Fig. 3 presents examples of pose editing using our described setup. As ground truth text-to-3D poses for animals do not exist and the described task is a many-to-many problem, quantitative evaluation is difficult to obtain. Thus we conducted a user study to evaluate the efficacy of our method (details in Sec. 4). We describe the contents of our library B and the prompts to LLMs in detail in Sec. G and Sec. H. 3.3 Pose Editor and Shape Initializer To facilitate easy creation and editing of 3D poses, we present a user-friendly tool to modify, add, or delete joints and bones. We also provide a method in this tool to automatically generate an initial shape based on the 3D skeleton using simple 3D geometries such as cylinders, cones, and ellipses. We use this shape to pre-train our Ne RF before fine-tuning using diffusion based guidance. Details of this tool are presented in Sec. F. 3.4 Bringing Bones to Life We want to create 3D animals given an input text y and 3D pose ϕ. We adopt the Score Distillation Sampling (SDS) method proposed in Dream Fusion Poole et al. (2022), adapted for our Tetra Pose Control Net. The SDS loss gradient can now be represented as: ηLSDS(θ, z = E (g(η, c))) = Et,c,ϵ w(t) ϵθ(zt; t, y(c), ϕproj(c)) ϵ z An elephant standing on concrete A tiger A red male northern cardinal flying with wings spread out A Tyrannosaurus rex 3DFuse Fantasia3D Hi FA YOUDREAM (ours) Figure 4: Comparison on generating animals observed in nature. We compare with baselines which use T2I diffusion (with official open-source code) for the automatic generation of text-to-3D animals. Unlike the baselines, our method produces high quality anatomically consistent animals. where η represents the trainable parameters of the Ne RF, θ the frozen diffusion model parameters, c represents the sampled camera parameters, t is the number of time-steps, and w(t) is a timestepdependent weighting function. z denotes the latent encoded using encoder E for the image rendered from the Ne RF g(η, c) for camera c. y(c) represents the directional text created based on camera c, while ϕproj(c) is the 2D projection of the 3D pose ϕ for camera c. Additionally, we also utilize an image domain loss weighted by the hyper-parameter λRGB which reduces flickering and produces more solid geometry (Fig.14): LRGB = λRGB Et,c,ϵ w(t) g(η, c) D(ˆz) 2 , (3) where g(η, c) is the image rendered from the Ne RF and D(ˆz) is the denoised image decoded using decoder D from the denoised latent ˆz. Since our Tetra Pose Control Net is trained on much smaller number of images compared to Stable Diffusion, it loses diversity. To improve diversity and generation capability, we propose to use control scheduling and guidance scheduling. We observe that higher control scale provides strong signal for geometry modeling whereas higher guidance scale provides strong signal for appearance modeling. Since geometry is perfected in the initial stages and appearance in the latter, we propose reduction of control scale and increase of guidance scale over training iterations. This helps us create out-of-domain assets with significant style variety (see Fig. 8). Our strategy is formulated as: control_scale = cos(π 2 train_step max_step ) (controlmax controlmin) + controlmin, (4) guidance_scale = train_step max_step (guidancemax guidancemin) + guidancemin, (5) where train_step is the current training step and max_step is total training iterations. The variables controlmax, controlmin, guidancemax, guidancemin are hyperparameters. We show that a linear scheme is better for guidance scheduling, while cosine is better for control scheduling in Sec. B. 4 Experiments In this section, we compare YOUDREAM against various baselines and evaluate the effect of various components of our method. We show qualitative comparison with text-to-3D methods which are guided by T2I diffusion models for common animals observed in nature. We also compare with MVDream which uses a (text + camera)-to-image diffusion model trained on 3D objects. It should be noted that our method does not use any 3D objects for training, yet is able to deliver geometrically consistent results. We conduct a user study to quantitatively evaluate our method against these baselines. We also compute CLIP score following previous work Shi et al. (2023), shown in Sec. I. Additionally, we present ablations over the various modules that constitute YOUDREAM. Generating animals observed in nature. In Fig. 4, we compare our method against 3DFuse Seo et al. (2023), Fantasia3D Chen et al. (2023a), and Hi FA Zhu et al. (2023) for generating common animals. Hi FA and Fantasia suffer from anatomical inconsistency, while 3DFuse is more consistent in some cases due to the use of depth control. However, 3DFuse is highly dependent on the point cloud prediction leading to the generation of implausible geometry, for example in the case of elephant and T-Rex. It should be noted that generating results using Fantasia3D required extensive parameter tuning, which has also been indicated by the authors in their repository. All results are generated using the same seed 0 for fair comparison. We use the default hyperparameter settings of each baseline except Fantasia3D. The text , full body is appended at the end of the prompt for all baselines, as we observed that the methods generate truncated animals in many cases. We generate common animals using our fully automated pipeline, where we use LLM for pose editing sourced by a library of 3D poses. Tiger is generated by our multi-agent LLM based on a German Shepherd, northern cardinal is made from an eagle, while elephant and Tyrannosaurus rex are part of our library. In all cases, our method visibly outperforms baselines in terms of perceptual quality and 3D consistency. MVDream 34.2% 3.4% Fantasia3D 0.6% Hi FA Naturalness preference 10.4% Fantasia3D 0.6% Hi FA Text-Image Alignment preference Figure 5: User Study. User preferences on 1) Naturalness and 2) Text-Image alignment averaged over 32 participants and 22 text-to3D generated assets reveals the superiority of our proposed method. Generating unreal creatures. A major advantage of our pipeline is that it can be easily used to generate non-existent creatures, especially those not explainable through text. These can be generated robustly using our method when the user provides a skeleton of their concept. We use our pose editor tool to generate the results shown in Fig. 1, where YOUDREAM produces stunning unreal creatures. We show the pose controls we use in Sec. F. Notably, MVDream Shi et al. (2023) struggled to follow the textual prompt as such creatures are not represented in existing 3D datasets; producing incorrect results such as Wampus cat , a cat-like creature in American folklore, with three legs instead of six in Fig. 1 row 5. In some aspects Hi FA attempted to follow the prompt (owing to its usage of T2I Stable Diffusion) such as producing a couple of tentacles in Fig. 1 row 1 and more than one head in row 3, but produces geometrically inconsistent results in all cases. Again we use seed 0, default hyperparameter settings for baselines and append , full body at the end of the prompts except for golden ball . Subjective Quality Analysis. We conducted a voluntary user study2 with 32 participants to subjectively evaluate the quality of our 3D generated assets. The participants were shown side-by-side videos of assets generated using the same prompt input by YOUDREAM(ours), Hi FA, Fantasia3D, 3DFuse, and MVDream, and were asked to select the best model under the categories - 1) Naturalness and 2) Text Image alignment. The participants were instructed to judge naturalness on the basis of geometrical and anatomical consistency/correctness, perceptual quality, artifacts, and details present in the videos. 2This work involved human subjects or animals in its research. Approval of all ethical and experimental procedures and protocols was granted by the Institutional Review Board (IRB), University of Texas, Austin, under FWA No. 00002030 and Protocol No. 2007-11-0066. initial shape pose control Side View Back View initial shape pose control initial shape pose control initial shape pose control Figure 6: Ablation over the effect of initial shape and pose control. The initial shape helps in producing clean geometry, while the pose control helps to maintain 3D consistency. guidance scheduling control scheduling guidance scheduling control scheduling guidance scheduling control scheduling guidance scheduling control scheduling Figure 7: Ablation over scheduling techniques. Using either guidance or control scaling produces unnatural color, using neither produces artifacts such as grass at feet owing to lower diversity of Control Net compared to Stable Diffusion. Text-image alignment preference was self-explanatory. A total of 22 prompts and their corresponding 3D assets generated using each model were shown to each participant, thereby accumulating a total of 1408 user preferences. Of the 22 prompts, 13 involved naturally existing animals while the remaining 9 included unreal and non-existent animals. The collected user preferences are shown in Fig.5. We observe a 60-62% user preference in both the preference categories for our model, strongly indicating the superior robustness and quality of YOUDREAM. We also tested the efficacy of our multi-agent LLM based pose generator via a subjective study. We request 16 novel 3D poses of different animals from the multi-agent LLM which uses 16 pre-defined animal poses in our animal pose library. The requested animals were such that there was a high chance of using each reference animal pose in the library. The participants were shown paired videos of rotating 3D poses, consisting of the pose taken from the library (left-side video, reference animal ) and the novel pose (right-side video, requested animal ) generated. Since the participants were not experts in animal anatomy, they were also provided multi-view images of each animal under their video. They were asked to mark Yes or No for the question: If this 3D pose represents reference animal in reference pose pose. Could this 3D pose represent requested animal in requested pose pose? The study consisted of the same 32 participants and each subject voted for all the 16 novel poses. Subjects agreed that the generated pose correctly represents requested animal 91% of the time. Kangaroo (standing pose) generated by the multi-agent LLM using the pose of T-Rex (standing pose) received the lowest agreement among all pairs with 8 out of 32 votes being No . Detailed description of the pose library, the generated poses, and particulars of the human study are provided in Sec. J. Ablation. We present ablation over the effect of using initial shape and pose control in Fig. 6. Without pose control refers to using vanilla Stable Diffusion. Without using initial shape or control, the Janus head problem occurs. With initial shape but without pose control, the geometry improves but still sees the appearance of another head on the elephant s backside. Using pose control without initial shape produces visibly good results, however using both initial shape and pose control results in much cleaner geometry. In Fig. 7 we show the effect of our scheduling strategies. Without guidance or control scaling, the result has grassy texture at the feet which could be owing to seeing most elephants on grass during Tetra Pose Control Net training on limited animal pose data. Using only one kind of scheduling produces incorrect color, showing that both scaling techniques go hand-in-hand. 5 Conclusion We presented YOUDREAM, a method to create anatomically controllable and geometrically consistent 3D animals from a text prompt and a 3D pose input. Our method facilitates the generation of diverse creative assets through skeleton control, which cannot be expressed through language and is difficult to provide as guidance image, especially for unseen creatures. Additionally, we presented a pipeline for automatic generation of 3D pose for animals commonly observed in nature by utilizing a multiagent LLM setup. Our 3D generation process enjoys multi-view consistency by utilizing a 3D pose as a prior. 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In Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition, pages 3955 3963, 2018. A More Results We show our method s performance for varied styles in Fig. 8. Even though our Control Net is trained on images of animals in the wild, YOUDREAM produces assets with significant style alteration. This is attainable because of our control scheduling and guidance scheduling approach, which ensures consistent geometry to be formed in initial iterations with higher control scale and style being finalized during the later iteration with higher guidance scale. a zoomed out DSLR photo of gold eagle statue a soft cute tiger plush toy, in standing position a realistic lizard with a magician's hat an elephant kicking a soccer Figure 8: Results on compositional and style prompts. We show our method performs well while generating animals with style alterations or object interactions. Single LLM Multi-agent LLM Single LLM Multi-agent LLM Single LLM Multi-agent LLM Hippo Greater Flamingo Horse Figure 9: Pose generation using single LLM vs our multi-agent LLM setup. For Hippo , Greater Flamingo , and Horse , we show a 2D view of the 3D pose generated by a single LLM compared to our multi-agent setup. B Additional Ablations In Fig. 9 we show that using a single LLM agent performs much worse in generating 3D poses compared to our multi-agent setup which includes Finder, Observer and Modifier GPTs. Gazelle Horse Baboon Open Pose Control Net Tetra Pose Control Net Pose condition Figure 10: Comparison with Open Pose Control Net for generating animals. Open Pose Control Net produces the animal in the prompt for Horse and Baboon , but either does not follow control or makes unnatural anatomy. For Gazelle a meaningless image is produced. Golden ball with wings Golden ball with two pairs of wings MVDream YOUDREAM (ours) Figure 11: Toy example showing inefficacy of text prompt. We show that pose control helps to add the additional wings at the desired location. MVDream makes two wings for Golden ball with two pairs of wings with differently shaped wings compared to Golden ball with wings . Since our Control Net guided 3D generation pipeline can produce out-of-domain animals well, the question arises if Open Pose Control Net can be utilized to generate animals. We show in Fig. 10 that Open Pose Control Net produces artificial looking images for animals. We use a human on all fours image to obtain the pose for Open Pose and generate a similar keypoint orientation for our Tetra Pose format. Even though the pose is unnatural for animals, with hips and shoulder very close to spine, Tetra Pose Control Net produces clean images following the pose. A toy example based on golden ball with wings is presented in Fig. 11 to show that text by itself can be ambiguous to convey meaning. When prompted for two wings, MVDream produces a modified pair of wings, whereas YOUDREAM follows the user pose control to produce four wings. You Dream performs significantly better for many prompts involving real animals such as pangolin and giraffe. Seed 0 Seed 123 Seed 3456 Seed 23456 Figure 12: Variation with seed. Our method is robust across seeds and generates slightly different faces and stripes for various seeds. Guidance Scheduling - linear Control Scheduling - cosine Guidance Scheduling - linear Control Scheduling - linear Guidance Scheduling - cosine Control Scheduling - linear Guidance Scheduling - cosine Control Scheduling - cosine Figure 13: Comparison of various scheduling techniques. Using cosine strategy for both produces oversaturation, while using cosine strategy for guidance scheduling and linear for control scheduling produces oversmooth textures at the legs. Results of using both linear scheduling is closest to our strategy, but is lesser textured (notice feet and ears). Fig. 15 shows results for both the animals generated using MVDream and YOUDREAM. Even though MVDream is a 3D aware model, it still produces artificial looking results in many cases. While results generated using YOUDREAM are much more natural perceptually and contain realistic textures found in the respective animals. We show that our method does not require seed tuning for generating consistent results in Fig. 12. Variation in textures and shapes can be seen across seed. In Fig. 13 we show the effect of different guidance and control scheduling strategies. Note that for all, guidance scale increases while control scale reduces. We show that not using LRGB loss produces holes and flickering in generated assets. We show the normals for elephant and tiger for this purpose. Comparison with 3D Animal Model. We compared our method against 3DFauna Li et al. (2024), a 3D animal reconstruction method based on image inputs. Given an input image 3DFauna failed to capture high-frequency details and follow the input image (see tail and snout in Fig. 16), whereas our method produced a highly detailed animal given the input pose and text, which closely followed the input pose control. Without LRGB Without LRGB With LRGB With LRGB Figure 14: Effect of using LRGB. Not using LRGB results is hollow geometry and flickering. The chin of the tiger appears and disappears based on view, a view where the chin has disappeared has been chosen. a pangolin a giraffe YOUDREAM MVDream Figure 15: More Comparison with MVDream. We compare our method with MVDream for simple prompts. MVDream results are clearly missing the texture of the scaly body of the pangolin, while their giraffe has a toy-like geometry and hence unnatural. In contrast YOUDREAM produces very realistic results. C Comparison with more text-to-3D baselines We also compare with other text-to-3D generative methods guided by T2I models. These include Stable Dreamfusion Tang (2022), Prolific Dreamer Wang et al. (2024), and Lucid Dreamer Liang et al. (2023). In Fig. 17, we show that all these methods suffer geometric and anatomic inconsistencies, as well as fail to capture the text faithfully. D Exploring severely Out-of-Domain cases We explore generating animals well out-of-domain with respect to our animal library (see Sec. G). We show in Fig. 18 that we can generate clownfish" and four-legged tarantula" without any human intervention using our fully automatic pipeline comprising of the multi-agent LLM pose editor and the 3D generation pipeline. Our multi-agent LLM setup has been explored in the context of four-limbed animals and generating more appendages is a direction of future work. E Scaling to higher dimension Ne RF In Fig. 19 , we show that we can scale 3D generation to a higher dimension Ne RF without any changes in hyperparameters. It can be observed that scaling to the larger Ne RF improves the sharpness of the asset considered and results in crisper textures. 3D Fauna - Image to 3D Input Image Predicted Ours - Text + Pose to 3D Predicted Normal Figure 16: Comparison with 3DFauna. Our method produces more detailed geometry compared to the baseline. Stable Dreamfusion Prolific Dreamer Lucid Dreamer You Dream An elephant A zoomed out photo of a llama with octopus tentacles body Figure 17: Comparison with additional prior art methods. Even though Lucid Dreamer performs better than Stable Dreamfusion and Prolific Dreamer, it shows the same failures as discussed in the main paper. F Implementation details Poses used to generate 3D animals in main paper. Fig. 20 shows the 2D views of 3D poses used to generate the 3D animals in main paper. Tetra Pose Control Net Training: We used annotated poses from the Aw A-pose Banik et al. (2021) and Animal Kingdom Ng et al. (2022) datasets to train Control Net in a similar way as the original paper, which uses stable diffusion version 1.5. Aw A-pose consists of 10k annotated images covering 35 quadruped animal classes, while Animal Kingdom provides 33k annotated images spanning 850 species, including mammals, reptiles, birds, amphibians, fishes and insects. From a combined set of 43k samples, we carefully selected a subset including only mammals, reptiles, birds, and amphibians. We also eliminated any sample having less than 30% of its keypoints annotated. The curated dataset consists of 13k annotated samples. To increase diversity in learning, and to improve Multi-agent LLM Multi-agent LLM Roseate Spoonbill German Shepherd Four-legged tarantula Pose-guided 3D generation Pose-guided 3D generation Figure 18: Generating more OOD assets through automatic pipeline. Using our multi-agent LLM setup we first generate the 3D poses of clownfish" and four-legged tarantula". We then use the produced 3D poses to guide our 3D generation. We observe that the multi-agent LLM pose editor chooses Roseate Spoonbill" as the base 3D pose to be modified into Clownfish", and German Shepherd" is chosen for modifying to four-legged tarantula". Ne RF Dimensions 128 x 128 x 128 Ne RF Dimensions 256 x 256 x 256 Figure 19: Increasing Ne RF dimensions. On increasing each Ne RF dimension by 2 we generate a sharper and cleaner 3D asset for the prompt a tiger" without any change in hyperparameters. test-time generation at any scale and transformations, we used a combination of data augmentation strategies consisting of random rotations, translations, and scaling while training so as to handle highly varied and heavily occluded 2D pose samples during 3D generation. The model was trained over 229k iterations with a batch size of 12, a constant learning rate of 1e 5, on a single Nvidia RTX 6000. The model converged after around 120k iterations and would not overfit even up to 200k iterations, owing in part to the augmentation strategy. 3D Pose editing and Shape generation: We used the following 18 keypoints to represent every quadruped: left eye, right eye, nose, neck end, 4 thighs, 4 knees, 4 paws, back end, and tail end. For the upper limbs of birds, i.e. wings, their front - thighs, knees, and paws are defined in accordance with how their upper limbs move. The user can begin with any initial pose from the animal library and modify its keypoints using the Balloon Animal Creator Tool. This tool was developed using THREE.js and can be run on any web browser. The tool provides buttons for the following functions: 1) add extra head. 2) add extra limb - front, 3) add extra limb - back, and 4) add extra tail. After appropriate modification of the pose the user can press the button to create mesh around bones. This button press invokes calls to various functions defined to create each body part, based on their natural appearances using simple mesh components such as ellipses (eyes and torso), cylinders (neck, tail, and limbs), and cones (nose). The combined mesh and the corresponding keypoints can be downloaded by clicking the Export Mesh and Save Keypoints button. An example of this process used for creating the three headed dragon using the Balloon Animal Creator tool is depicted in Fig. 21. Figure 20: Snapshots of 3D poses used for generating objects in the main paper. For a 2D view of each object, we show the corresponding 2D view of the 3D pose. Figure 21: 3D Pose editing and Shape generation. We show snapshots of our 3D pose creator tool with all functionalities. Mesh depth guided Ne RF initialization: The mesh downloaded in the previous step was used to provide depth maps to the pre-trained depth guided Control Net, which produces the gradient loss by SDS, which in turn is used to pre-train the Ne RF. The pre-training helps achieve a reasonable initial state for the Ne RF weights, which can then be refined in the final pose-guided training stage. The diffusion model was pre-trained for 10,000 iterations using the Adam optimizer with a learning rate of 1e 3 and a batch size of 1. During training, the camera positions were randomly sampled in spherical coordinates, where the radius, azimuth, and polar angle of camera position were sampled from [1.0, 2.0], [0, 360], and [60, 120]. Pose-guided SDS for Ne RF fine-tuning: Finally, we fine-tune the Ne RF using the pre-trained Control Net to provide 2D pose guidance to SDS. The gradients computed using the noise residual from SDS were weighted in a similar manner as Dream Fusion, where w(t) = σ2 t and t was annealed using t = tmax (tmax tmin) q iter total_iters. We set tmax to be 0.98, tmin to be 0.4. Similar to the previous stage, we trained the model over total_iters = 10, 000 using the same settings for the optimizer. Using cosine annealing, we reduced the controlscale from an initial value of 1 to a final value of 0.2, while updating guidancescale linearly from guidancemin = 50 to guidancemax = 100. These settings helped reduce the impact of Control Net gradually over the training process, while improving quality by gradually increasing strength of classifier-free guidance. The camera positions were randomly sampled as in stage 1, as were the radius, azimuth, and polar angle of the camera. λRGB was set to 0.01. The 3D avatar representation renders images directly in the RGB space of R128 128 3. We use Instant-NGP Müller et al. (2022) as the Ne RF representation. The pre-training stage, if used, takes less than 12 minutes to complete, while the fine-tuning stage takes less than 40 minutes to complete on a single A100 40GB GPU. Computational Resources: All the experiments pertaining to YOUDREAM and 3DFuse were run on Nvidia A100 40GB GPU. Few experiments for MVDream and all experiments of Hi FA required running on A100 80GB GPU, while all experiments for Fantasia3D were run on 3x A100 40GB GPUs. G Animal Library Our animal library B contains a total of 16 animal/pose combinations: German Shepherd Eagle - sitting Eagle - flying American Crocodile Roseate Spoonbill - sitting Roseate Spoonbill - flying Raccoon - standing on four legs Raccoon - standing on two legs All common animals results shown in this paper are either using these 3D poses or poses modified from one of these by our multi-agent LLM. The library entries are chosen intuitively such that each has significant anatomical variation from the others so as to cover the large range of variety observed in the animal kingdom. H Multi-agent LLM Implementation Details and Scope We use the recently released GPT-4o API of Open AI with max_tokens as 4096 and temperature as 0.9. The keypoints are represented as a dictionary in JSON format and converted to a string to be appended to the text prompts of the observer and modifier LLMs. The observer LLM is instructed using the system prompt about details of the 3D coordinate space and relations among the various keypoints. The bone sequence which represents the connections between the various keypoints is also provided as a list to the observer GPT s prompt to reason about relative anatomy based on bone lengths. Finally, the multi-agent LLM outputs a keypoint dictionary in the same format as provided to it. The Multi-agent LLM is able to generate various animals by taking reference from a set of 16 3D animal poses. However, this setup can generate poses for animals that are well out-of-domain of these 16 animals as shown in Fig. 18. The Multi-agent LLM supports generating animals that can be represented using four limbs. Generating more than four-limbed animals such as insects using the LLM setup is a direction of future work. We open-source this setup along with our project code. I Evaluation using CLIP score Based on the user study, it is clear that users majorly prefer either MVDream or YOUDREAM. Hence we also compute CLIP similarity score for each of the two methods as the average CLIP score over 9 views of each of the 22 prompts used for the user study. Table 1 shows that our method outperforms MVDream based on the CLIP similarity score. We use the Vi T-B/32 model for evaluation. Choose the best model based on naturalness. Naturalness factors: Geometrical and anatomical consistency/correctness, perceptual quality, artifacts and details Samples for analysis Figure 22: User Study Interface for Naturalness preference: A snapshot of the interface displaying rotating videos of the results generated by the five chosen models. The user was provided with sample images of the real animal for analyzing anatomical consistency. MVDREAM YOUDREAM CLIP Score 29.78 30.86 Table 1: CLIP similarity score comparison for MVDream and YOUDREAM J User Study Details Graduate students at the University of Texas at Austin volunteered for participating in the user study. All the information regarding the preferences requested in the study, the judgement criteria, and operating the interface were provided at the beginning of the study. A consent form documenting the purpose of the study, risks involved in the study, duration of the study, compensation details, and contact details for grievances was signed by each user before the beginning of their study session. Screenshots of the user study interfaces are shown in Fig. 22 and Fig. 23. The 22 prompts used for generating the 3D assets used in the user study are as follows: 1. A giraffe 2. A lizard 3. A raccoon standing on two legs 6. A red male northern cardinal flying with wings spread out 7. A roseate spoonbill flying with wings spread out 8. A Tyrannosaurus rex 9. A pangolin 10. A bear walking 11. A horse 12. A mastiff 13. A soft cute tiger plush toy, in standing position Choose the best model based on naturalness. Samples for analysis If this 3D pose represents: Animal: German Shepherd Pose: Standing Could this 3D pose represent a Bear in walking pose? Figure 23: User Study Interface for Generated Pose Preference: A snapshot of the interface displaying rotating pose video of the reference animal (left side of the interface) used by the multiagent LLM for generating a 3D pose of requested animal (right side of the interface) in requested pose . The user was provided with real samples of the reference animal and the requested animal (one side-view and one front-view each for better anatomical analysis. 14. An elephant standing on concrete 15. A dragon with three heads separating from the neck 16. A realistic mythical bird with two pairs of wings and two long thin lion-like tails 17. Golden ball with wings 18. A six legged lioness, fierce beast, pouncing, ultra realistic, 4k 19. A giraffe with dragon wings 20. A zoomed out photo of a llama with octopus tentacles body 21. A zoomed out DSLR photo of a gold eagle statue 22. Golden ball with two pairs of wings K Animation using Pose Sequence YOUDREAM can also be used to generate animated videos by generating 3D assets for every pose from a pose sequence. In Fig. 24 we show frames chosen from a pose sequence and the corresponding render of their generated 3D mesh. Despite this, generating a longer animation sequence using YOUDREAM would be a highly resource expensive and time consuming task. We hope this work will inspire further exploration of efficient methods for controlled animation. L Limitations and Discussion While our method produces high quality anatomically consistent animals, the sharpness and textures can be improved by utilizing a number of tricks used by recent papers. We use a 128 128 Ne RF, while our baseline Hi FA uses 512 512, while MVDream uses 256 256. We use a smaller Ne RF for the sake of lower time complexity compared to baselines. Other tactics such as using DMTet or regularization techniques are also plug-and-play for our method and may improve sharpness. Figure 24: Animation. Bottom-row: Sampled pose frames from a pose sequence of a tiger walking. Top-row: Camera captured image of the 3D mesh corresponding to the view of the 3D pose shown below it in the bottom-row. We show several diverse examples of automatically generating common animals found in nature. However there could exist unusually shaped animals whose 3D pose cannot be satisfactorily generated using our multi-agent LLM setup. In these cases, manual editing of 3D pose might be required over the LLM generated 3D pose. However, we believe our pose editor tool is highly interactive and user-friendly, thus requires very low human effort to modify poses. Broader Impact. AI generated art has been widely used in recent times. YOUDREAM enables artists to gain more control over their creations, thus making the process of content creation easier. As our method uses Stable Diffusion, it inherits the biases of that model. Tetra Pose Control Net training uses existing open-source animal pose datasets instead of internet scraped images, hence avoiding any copyright issues. URL Citation License https://github.com/Junzhe Joseph Zhu/Hi FA Zhu et al. (2023) Apache License 2.0 https://github.com/KU-CVLAB/3DFuse Seo et al. (2023) N/A https://github.com/Gorilla-Lab-SCUT/Fantasia3D Chen et al. (2023a) Apache License 2.0 https://github.com/bytedance/MVDream Shi et al. (2023) MIT License https://github.com/ashawkey/stable-dreamfusion Tang (2022) Apache License 2.0 https://github.com/thu-ml/prolificdreamer Wang et al. (2024) Apache License 2.0 https://github.com/En Vision-Research/Lucid Dreamer Liang et al. (2023) MIT License https://github.com/lllyasviel/Control Net Zhang et al. (2023) Apache License 2.0 https://github.com/prinik/Aw A-Pose Banik et al. (2021) MIT License https://github.com/sutdcv/Animal-Kingdom Xu et al. (2023) N/A Neur IPS Paper Checklist Question: Do the main claims made in the abstract and introduction accurately reflect the paper s contributions and scope? Answer: [Yes] Justification: [NA] Guidelines: The answer NA means that the abstract and introduction do not include the claims made in the paper. The abstract and/or introduction should clearly state the claims made, including the contributions made in the paper and important assumptions and limitations. 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