One car, rebuilt every way
Take a single object out of the captured block — a Ford Escape SF taxi — and rebuild it into a
complete 3D asset every way we can. Here's how each option looks, what it costs, and when to use it.
The scene is decomposed into its objects (each object's 3D Gaussians cropped from the block by its
PandaSet bounding box). car-04 is a well-covered example: the capture vehicle drove
past it, so about three-quarters of it was seen. From that we reconstruct it many ways and drop each
into one comparison viewer.
The methods split into two families — and the split is the whole story.
Reconstruction · real pixels
Built only from what the cameras actually saw. Faithful to the real car, but limited to the
covered angles — the unseen side is missing or noisy.
Generative · image-to-3D
A neural model hallucinates a complete object from one image using learned priors. Always
whole, but the unseen parts are plausible invention, not measurement.
The reconstruction methods
Source 3DGS
Reconstructionthe capture
~12k gaussians · ground truth
- Real captured light — photoreal, view-dependent
- The benchmark everything else is judged against
- ~¾ coverage, floaters, not a solid/editable asset
TRELLIS.2 · best
Generative4B · PBRcloud 24GB~4 min
high-detail textured mesh · 267k tris (+ native 3DGS)
- Complete, sharp PBR texture — the standout reconstruction
- Proportions snapped to the vehicle's real width (spec-corrected)
- Needs a 24GB GPU; the fully-unseen side is inferred
TRELLIS (GS)
Generativecloud 24GB
172k gaussians
- TRELLIS's native splat — dense, smooth, complete all sides
- Photoreal-ish, view-dependent
- Gaussians, not a solid mesh; larger file; far side generated
SF3D
Generativelocal 8GB~4 s
UV-textured mesh
- Clean lean mesh, crisp 1024² texture, game-ready — on 8GB
- Single view → the back is guessed
- Very sensitive to input mask quality (was flat until fixed)
InstantMesh
Generativecloud 24GB~6–7 min
textured mesh
- Complete; multiview-diffusion (invents 6 views, then reconstructs)
- Chunkier / wider — less faithful than TRELLIS
TripoSR
Generativelocal 8GB~1 s
vertex-color mesh
- Instant, complete, real 3D volume — free & local
- Blobby geometry, muddy colors, no UV texture
GaussianObject (GS)
Reconstructioncloud 24GB~25 min
coarse 3DGS · all 6 views
- Only generative-free complete-ish result — real multi-view pixels + poses
- Genuine reconstruction, not invention
- Coarse (diffusion repair skipped) → fuzzy, weak unseen side
- Optimized per object (~25 min each), not one-shot
Poisson mesh
Reconstructionlocal
surfaced from the object splat
- An actual mesh straight from real geometry
- Noisy, blobby, wide skirt from ground/neighbour bleed
Improving the best one — license-clean refinement
Can we push the best reconstruction (TRELLIS) further using only license-clean
signals? Once the vehicle is identified — a 2010 Ford Escape in Luxor SF taxi
livery (read by open OCR + a self-hosted vision-LLM, so the ID is just a label, never a baked
asset) — you get two clean levers: OEM dimensions (facts, not copyrightable) to
snap the geometry to spec, and the make/model as a text prompt for a self-hosted
diffusion model. Nothing third-party ever enters the 3D output. Three variants came out of it:
TRELLIS +refine
Generativelocal 8 GB~1 min
ControlNet-Tile img2img, prompted on the vehicle
- Sharper livery + panel detail — the cleanest of the three
- Robust, cheap, runs on the local card
- Cosmetic — polishes the invented texture, doesn't add real fidelity
TRELLIS +real-tex
Real pixelslocal
actual PandaSet pixels projected on + TRELLIS fill
- ~½ the surface is the real captured livery — highest potential fidelity
- Patchy/washed — TRELLIS's generated geometry is ~10 cm off the capture, so pixels smear
TRELLIS +real+refine
Real pixels+ Generativelocal
real-tex, then one Tile pass to harmonize seams
- More coherent than raw real-tex — smooths the real↔fill seam
- Still bottlenecked by the same geometry-registration ceiling
The finding: generative refinement (+refine) is the robust win; real-pixel
re-texturing is gated by how well the reconstruction's geometry matches the capture. A clean
mesh (TRELLIS) doesn't line up; the geometry that does (the source splat) is too noisy.
True real-pixel fidelity needs geometry that's clean and capture-matched — non-rigid
registration or a better multi-view reconstruction — not more diffusion.
Which to use when
- • Most faithful to the real car → Source 3DGS (or GaussianObject, once its repair stage is run).
- • Best clean, complete, sim/game-ready asset → TRELLIS.2 mesh — the standout.
- • Photoreal complete splat → TRELLIS (GS).
- • No cloud GPU → SF3D (textured) or TripoSR (fast) — with clean SAM masks.
The core trade-off: reconstructions are true but incomplete;
generative methods are complete but partly invented. TRELLIS
wins because its priors are strong enough that the invented parts look right — but for anything a
driving sim must trust as real geometry, the real-pixel reconstructions are the honest source.