# SQuadGen: Generating Simple Quad Layouts via Chart Distance Fields

arXiv: https://arxiv.org/abs/2604.27329 · HTML: https://mlsanity.com/paper/2604.27329/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 25 of its 80 references that are in the map.
- First posted on arXiv 30 Apr 2026.

## Builds on (most cited first, 25 of 25)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [ShapeNet: An Information-Rich 3D Model Repository](https://mlsanity.com/paper/1512.03012/) (2015)
- [Root Mean Square Layer Normalization](https://mlsanity.com/paper/1910.07467/) (2019)
- [SiT: Exploring Flow and Diffusion-based Generative Models with Scalable Interpolant Transformers](https://mlsanity.com/paper/2401.08740/) (2024)
- [3DShape2VecSet: A 3D Shape Representation for Neural Fields and Generative Diffusion Models](https://mlsanity.com/paper/2301.11445/) (2023)
- [CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets](https://mlsanity.com/paper/2406.13897/) (2024)
- [ABO: Dataset and Benchmarks for Real-World 3D Object Understanding](https://mlsanity.com/paper/2110.06199/) (2021)
- [ABC: A Big CAD Model Dataset For Geometric Deep Learning](https://mlsanity.com/paper/1812.06216/) (2018)
- [PolyGen: An Autoregressive Generative Model of 3D Meshes](https://mlsanity.com/paper/2002.10880/) (2020)
- [MeshGPT: Generating Triangle Meshes with Decoder-Only Transformers](https://mlsanity.com/paper/2311.15475/) (2023)
- [MeshAnything: Artist-Created Mesh Generation with Autoregressive Transformers](https://mlsanity.com/paper/2406.10163/) (2024)
- [MeshAnything V2: Artist-Created Mesh Generation With Adjacent Mesh Tokenization](https://mlsanity.com/paper/2408.02555/) (2024)
- [BrepGen: A B-rep Generative Diffusion Model with Structured Latent Geometry](https://mlsanity.com/paper/2401.15563/) (2024)
- [MeshXL: Neural Coordinate Field for Generative 3D Foundation Models](https://mlsanity.com/paper/2405.20853/) (2024)
- [Meshtron: High-Fidelity, Artist-Like 3D Mesh Generation at Scale](https://mlsanity.com/paper/2412.09548/) (2024)
- [EdgeRunner: Auto-regressive Auto-encoder for Artistic Mesh Generation](https://mlsanity.com/paper/2409.18114/) (2024)
- [PivotMesh: Generic 3D Mesh Generation via Pivot Vertices Guidance](https://mlsanity.com/paper/2405.16890/) (2024)
- [Mesh-RFT: Enhancing Mesh Generation via Fine-grained Reinforcement Fine-Tuning](https://mlsanity.com/paper/2505.16761/) (2025)
- [SpaceMesh: A Continuous Representation for Learning Manifold Surface Meshes](https://mlsanity.com/paper/2409.20562/) (2024)
- [QuadGPT: Native Quadrilateral Mesh Generation with Autoregressive Models](https://mlsanity.com/paper/2509.21420/) (2025)
- [CrossGen: Learning and Generating Cross Fields for Quad Meshing](https://mlsanity.com/paper/2506.07020/) (2025)
- [NeurCross: A Neural Approach to Computing Cross Fields for Quad Mesh Generation](https://mlsanity.com/paper/2405.13745/) (2024)
- [HexaLab.net: an online viewer for hexahedral meshes](https://mlsanity.com/paper/1806.06639/) (2018)
- [Coarse Quad Layouts Through Robust Simplification of Cross Field Separatrix Partitions](https://mlsanity.com/paper/1905.09097/) (2019)
- [Generation of High-Order Coarse Quad Meshes on CAD Models via Integer Linear Programming](https://mlsanity.com/paper/2108.02635/) (2021)

## Abstract (arXiv)

3D shapes from scanning, reconstruction, or AI-generated content often lack simple quad mesh layouts -- critical for efficient editing and modeling. Existing quad-remeshing techniques typically produce complex layouts with irregular loops, leading to tedious manual cleanup and extensive algorithm tuning. We introduce SQuadGen, a diffusion-based generative framework that leverages Chart Distance Fields (CDF) to synthesize simple quad layouts on 3D shapes. Our approach addresses two key challenges: (1) the discrete nature of mesh connectivity, which hinders learning, and (2) the scarcity of large-scale datasets with simple quad meshes. To overcome the first, we propose CDF, a continuous surface-based representation enabling effective learning and synthesis of quad layouts. To address the second, we define loop-aware simplicity metrics and construct a large-scale dataset of high-quality quad layouts recovered from public 3D repositories through a robust quad-recovery pipeline. Extensive evaluations across diverse 3D inputs show that SQuadGen consistently outperforms existing methods, producing robust, artist-friendly simple quad layouts.
