--- license: apache-2.0 pipeline_tag: image-to-3d tags: - localmesh-engine - image-to-3d - mesh - gltf - trellis - multi-view - 3d-generation base_model: TencentARC/Pixal3D base_model_relation: quantized --- ![LocalMesh Engine](https://raw.githubusercontent.com/Quentincls/localmesh-engine/main/assets/banner.png) # LocalMesh Engine, multi-view weights LocalMesh Engine turns one photo, or four sides of the same subject, into a textured `.glb`. It runs on an 8 GB NVIDIA card. The code is Apache-2.0 and lives on [GitHub](https://github.com/Quentincls/localmesh-engine). The project page is [local-mesh.com/localmesh-engine](https://local-mesh.com/localmesh-engine/). TRELLIS.2 works from a single image. This repository holds the weights of the four view path: the three fp8 conversions of the Pixal3D multi-view models, and the field network that recovers detail between image tokens. The three conversions exist nowhere else. Everything else the engine needs comes from upstream repositories and is listed below. ## What is in this repository This repository holds **the whole LocalMesh engine**, except one set Meta gates. It is laid out exactly like the folder the engine reads, so one command places all of it: | Folder | Size | What it is | Whose | |---|---|---|---| | `TRELLIS.2-4B/` | 8.1 GB | the single photo path, in fp8 | [visualbruno](https://huggingface.co/visualbruno/TRELLIS.2-4B-FP8), MIT — rehosted unchanged | | `microsoft/` | 148 MB | the sparse structure decoder | [Microsoft](https://huggingface.co/microsoft/TRELLIS-image-large), MIT — rehosted unchanged | | `multivue/` | 4.8 GB | the four view path | ours, from Pixal3D — see below | Rehosted so that one `hf download` replaces six. Taking those two from their own repositories works exactly as well; nothing here is modified. ### What is ours, under `multivue/` | File | Size | Source | |---|---|---| | `multivue/structure_mv_fp8.safetensors` + `.json` | 1.39 GB | fp8 conversion of `ckpts/ss_flow_img_dit_1_3B_64_bf16_mv.safetensors`, TencentARC/Pixal3D | | `multivue/forme_512_mv_fp8.safetensors` + `.json` | 1.44 GB | fp8 conversion of `ckpts/slat_flow_img2shape_dit_1_3B_512_bf16_mv.safetensors`, TencentARC/Pixal3D | | `multivue/forme_1024_mv_fp8.safetensors` + `.json` | 1.44 GB | fp8 conversion of `ckpts/slat_flow_img2shape_dit_1_3B_1024_bf16_mv.safetensors`, TencentARC/Pixal3D | | `multivue/champ.safetensors` | 2.7 MB | valeoai/NAF, official checkpoint, tensors unchanged | **`structure_mv_fp8`** fuses the four encoded views into a sparse volume of cells. Each view is projected onto the shared grid by its own camera. **`forme_512_mv_fp8`** is the first shape pass, on the grid inherited from the structure. **`forme_1024_mv_fp8`** is the second, and the TRELLIS.2 shape decoder turns its latent into the mesh. **`champ`** is the NAF field network. It returns a 512 by 512 query map, which fills in the detail the token map loses: the token map is sixteen times coarser than the photo. 4.28 GB, seven files, plus `multivue/cameras/` — DA3-BASE and the code that reads it, 544 MB, Apache-2.0, unchanged. Keep the three `.json` descriptors next to their `.safetensors`: the engine builds each flow model on the `meta` device from that descriptor, then loads the tensors in place, so the weights are never held twice. The descriptors declare `dtype: float8_e4m3fn`. The four view path serves the `draft`, `standard` and `high` tiers. The multi-view weights exist at 512 and 1024 only, so `max` falls back to the earlier way of blending the views rather than shipping a `standard` shape under another name. ## What is not in this repository | Weights | Where | Licence | Note | |---|---|---|---| | TRELLIS.2-4B, fp8 | https://huggingface.co/visualbruno/TRELLIS.2-4B-FP8 | MIT | 8.1 GB. Texture on both paths, the single photo path, and the shape decoder the four view path ends on. Required either way. | | TRELLIS-image-large, structure decoder | https://huggingface.co/microsoft/TRELLIS-image-large | MIT | Two files, `ss_dec_conv3d_16l8_fp16.json` and `.safetensors`. | | DINOv3 ViT-L/16 | https://huggingface.co/facebook/dinov3-vitl16-pretrain-lvd1689m | DINOv3 License, Meta | Image encoder, required on both paths. Access is gated and approved by hand, so ask for it first. | | BiRefNet_HR | https://huggingface.co/ZhengPeng7/BiRefNet_HR | MIT | Cutout. The engine fetches this one from the Hub on the first generation if the cache is empty, and loads it with `trust_remote_code=True`, so that first run executes code from the Hub. | | DA3-BASE | https://huggingface.co/depth-anything/DA3-BASE | Apache-2.0 | `model.safetensors` (541 MB) and `config.json`, plus the `depth_anything_3` source tree beside them: 544 MB in place. Measures the azimuth of each shot and which side each profile shows. The engine runs without it, but it then guesses which side each profile is on, and says so in its result. A wrong guess puts a face at the front and at the back. | ## Using them Set `LOCALMESH_ROOT` to the folder that holds `models/`, then: ```bash pip install -U huggingface_hub hf download Qtn-Cls/LocalMeshEngine --local-dir "$LOCALMESH_ROOT/models" ``` 13.1 GB, and every file lands exactly where the engine looks for it. There is nothing to move afterwards. For the single photo path alone, 8.3 GB, add `--exclude "multivue/*"`. **Then ask Meta for DINOv3**, the one set that is not here and cannot be: it is gated, and a human grants access. Nothing generates without it, and approval is not instant, so send the request before anything else — [facebook/dinov3-vitl16-pretrain-lvd1689m](https://huggingface.co/facebook/dinov3-vitl16-pretrain-lvd1689m). The layout the engine reads: ``` /models/ TRELLIS.2-4B/ this repository microsoft/TRELLIS-image-large/ckpts/ this repository multivue/ this repository multivue/cameras/ this repository, DA3-BASE facebook/dinov3-vitl16-pretrain-lvd1689m/ from Meta, gated hf/ Hugging Face cache (HF_HOME), where BiRefNet_HR lands ``` Then, from the four sides of one subject: ```bash python -m localmesh_engine face.png --right right.png --left left.png --back back.png --to out/ ``` `--tier` picks the tier: `draft`, `standard`, `high` or `max`, written Draft, Standard, Detailed and Extreme where these pages spell them out. `--seed` sets the seed, `--to` the output folder. The command assumes the package is installed. The four view path also needs `natten`. Installation, including the three CUDA extensions that are not on PyPI, is written up in `docs/INSTALL.md` in the GitHub repository; the four tiers, frozen, are in `docs/RECIPES.md`. ## Results ![Four views to one .glb](https://raw.githubusercontent.com/Quentincls/localmesh-engine/main/assets/four-views.png) ![Gallery](https://raw.githubusercontent.com/Quentincls/localmesh-engine/main/assets/gallery.png) ![Four of the six meshes on a full turntable](https://raw.githubusercontent.com/Quentincls/localmesh-engine/main/assets/turntable.gif) A full turn each. One pose can be chosen; a full turn cannot. Six subjects, four photos each, `high` tier, RTX 4060 Laptop 8 GB: samurai on a base, crowned stone head, sword in the stone, motorcycle, cassette with a clear shell, traffic light. | Tier | Four views, measured over the six subjects | |---|---| | Standard, `standard` | 6 min 30 to 8 min 30 | | Detailed, `high` | 9 min 20 to 13 min | Texture accounts for about 60 % of that time. ## The conversion The three flow models start from the official `*_mv` weights of TencentARC/Pixal3D. Their tensors are stored in float32, despite the `bf16` in their filenames. The transformer blocks are cast to `float8_e4m3fn`, and the descriptor beside each file records that dtype, so the engine builds the model in fp8 rather than casting after the fact. Of each model, 480 tensors are converted; the input and output layers, the norms and modulations, and the structure model's complex rotary table are left as they were. Measured against the source: RMSE of 0.025 to 0.026 on the weights, and 0.027 on a projection probe. `champ.safetensors` is not converted. It carries the tensors of the official valeoai/NAF checkpoint, `naf_release.pth`, unchanged, re-serialised to safetensors. The file records the source URL and its SHA-256 in its own metadata. ## Licences and attribution The `license` field above is the repository tag. It is Apache-2.0, the licence of the engine code and of this card. The files themselves keep the licence of their own source: - The three fp8 conversions derive from **TencentARC/Pixal3D**, MIT License, Copyright (c) 2026 Tencent. Code: https://github.com/TencentARC/Pixal3D, weights: https://huggingface.co/TencentARC/Pixal3D - `champ.safetensors` comes from **valeoai/NAF**, Apache-2.0, https://github.com/valeoai/NAF The engine also builds on: - **TRELLIS.2**, Microsoft, MIT License, https://github.com/microsoft/TRELLIS.2 - **ComfyUI-Trellis2**, visualbruno, MIT License, for the ported multi-view path and the fp8 loading, https://github.com/visualbruno/ComfyUI-Trellis2 - **Depth Anything 3**, Apache-2.0, for the camera measurement, https://github.com/ByteDance-Seed/depth-anything-3 - **BiRefNet**, MIT License, for the cutout, https://github.com/ZhengPeng7/BiRefNet Built with DINOv3. DINOv3 is the image encoder on both paths. Its weights are not redistributed here: request them from Meta, and ship a copy of the DINOv3 License Agreement with any redistribution of your own. ## Citing ```bibtex @software{colus2026localmeshengine, author = {Colus, Quentin}, title = {LocalMesh Engine}, year = {2026}, version = {1.0.0}, license = {Apache-2.0}, url = {https://github.com/Quentincls/localmesh-engine} } ``` The upstream work these weights rest on: TRELLIS.2 (Microsoft, arXiv:2512.14692), Pixal3D (TencentARC, arXiv:2605.10922), NAF (valeoai), DINOv3 (Meta), Depth Anything 3 (arXiv:2511.10647). ## Code The engine is at **https://github.com/Quentincls/localmesh-engine**. Recipes, installation, measurements and the provenance of every vendored file are there. Open issues there, not here. ## The application These weights and this engine are the generation core of LocalMesh, a Windows application at [local-mesh.com](https://local-mesh.com): the same core with a board, a library and a viewer, installed in one step instead of fifteen. The engine is free and open; the application is what is sold. ![The LocalMesh board, covered in generated objects](https://raw.githubusercontent.com/Quentincls/localmesh-engine/main/assets/localmesh-app.webp)