# MeshCarve: Artisan Mesh Generation with Flow Matching in Compact Latent Spaces

arXiv: https://arxiv.org/abs/2610.09723 · HTML: https://mlsanity.com/paper/2610.09723/

## Key facts

- No citing papers in the map yet (data through 7 Oct 2026).
- Placed in 3D, point cloud and scene generation, one of 14 directions in Diffusion models.
- Builds on 9 of its 36 references that are in the map.
- First posted on arXiv 7 Oct 2026.

## Placed in

- Diffusion models / [3D, point cloud and scene generation](https://mlsanity.com/diffusion/3d-point-cloud-and-scene-generation/)

## Builds on (most cited first, 9 of 9)

- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Auto-Encoding Variational Bayes](https://mlsanity.com/paper/1312.6114/) (2013)
- [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)
- [Deep Compression Autoencoder for Efficient High-Resolution Diffusion Models](https://mlsanity.com/paper/2410.10733/) (2024)
- [PolyDiff: Generating 3D Polygonal Meshes with Diffusion Models](https://mlsanity.com/paper/2312.11417/) (2023)
- [FastMesh: Efficient Artistic Mesh Generation via Component Decoupling](https://mlsanity.com/paper/2508.19188/) (2025)
- [MeshCraft: Exploring Efficient and Controllable Mesh Generation with Flow-based DiTs](https://mlsanity.com/paper/2503.23022/) (2025)
- [LATO.2: Factorized 3D Mesh Generation with Vertex and Topology Flow](https://mlsanity.com/paper/2607.10623/) (2026)

## Abstract (arXiv)

Prior artisan mesh generation works largely predict face tokens autoregressively, which makes inference slow. Recent methods instead flow match continuous latents built by Variational AutoEncoders (VAEs), but reconstruction quality drops significantly when geometry and topology are jointly encoded, and further when the latent space is compressed. We present MeshCarve, a flow matching method that generates entirely in compact latent spaces, generating vertex positions and edge connections separately and sidestepping the difficulty of a joint compact latent. To shorten the token sequence, we propose a hierarchical sparse transformer backbone, instantiated as VertexVAE and EdgeVAE. Instead of encoding fields over the surface voxels, both VAEs anchor on discrete vertices in their latent spaces, which drastically reduces the token sequence length, and our spatial-aware compression shortens it further without costing reconstruction. VertexVAE directly encodes vertex occupancy. For connectivity, we propose vertex-link encoding, which turns arbitrary connectivity between vertices into fixed-length continuous per-vertex embeddings and recovers complex artistic topology faithfully. MeshCarve combines these VAEs with an anchor generator and flow matches on the shortened token sequences. It shows advantages over state-of-the-art autoregressive and flow matching methods on Objaverse and generalizes to Toys4K. To the best of our knowledge, it is among the first artisan mesh generation methods whose every generative stage runs in a spatially compressed latent, with a token sequence only a fraction of the most compressed previous autoregressive and flow matching works.
