Matrix-Corp/Matrix-Voxel
Matrix Voxel โ Full Architecture & Planning Document
3D Generation Model Family | Matrix.Corp
Family Overview
Matrix Voxel is Matrix.Corp's 3D generation family. Five models sharing a common flow-matching backbone, each with task-specific decoder heads. Four specialist models are open source; one unified all-in-one (Voxel Prime) is closed source and API-only.
Input Modalities (All Models)
Every Voxel model accepts any combination of:
All inputs projected to a shared 1024-dim conditioning embedding space before entering the backbone.
Core Architecture โ Shared Flow Matching Backbone
Why Flow Matching?
Flow matching (Lipman et al. 2022, extended by Stable Diffusion 3 / FLUX lineage) learns a direct vector field from noise โ data. Faster than DDPM diffusion (fewer inference steps, typically 20โ50 vs 1000), more stable training, better mode coverage. State of the art for generative models as of 2025โ2026.
3D Representation โ Triplane + Latent Voxel Grid
All Voxel models operate in a shared latent 3D space:
- Triplane representation: three axis-aligned feature planes (XY, XZ, YZ), each 256ร256ร32 channels
- Any 3D point queried by projecting onto all 3 planes and summing features
- Compact (3 ร 256 ร 256 ร 32 = ~6M latent values) yet expressive
- Flow matching operates on this triplane latent space, not raw 3D points
- Decoder heads decode triplane to task-specific output format
Backbone Architecture
VoxelBackbone
โโโ Input Encoder (multimodal conditioning)
โ โโโ TextEncoder โ T5-XXL + CLIP-ViT-L, projected to 1024-dim
โ โโโ ImageEncoder โ DINOv2-L, projected to 1024-dim
โ โโโ MultiViewEncoder โ custom transformer over N views
โ โโโ VideoEncoder โ Video-MAE, temporal pooling โ 1024-dim
โ โโโ PointCloudEncoder โ PointNet++, global + local features โ 1024-dim
โ
โโโ Conditioning Fusion
โ โโโ CrossModalAttention โ fuses all active input modalities
โ
โโโ Flow Matching Transformer (DiT-style)
โ โโโ 24 transformer blocks
โ โโโ Hidden dim: 1536
โ โโโ Heads: 24
โ โโโ Conditioning: AdaLN-Zero (timestep + conditioning signal)
โ โโโ 3D RoPE positional encoding for triplane tokens
โ โโโ ~2.3B parameters
โ
โโโ Triplane Decoder (shared across all specialist models)
โโโ Outputs: triplane feature tensor (3 ร 256 ร 256 ร 32)Flow Matching Training
- Learn vector field vฮธ(xt, t, c) where x_t is noisy triplane, c is conditioning
- Optimal transport flow: straight paths from noise โ data (better than DDPM curved paths)
- Inference: 20โ50 NFE (neural function evaluations) โ fast on A100
- Classifier-free guidance: unconditional dropout 10% during training
- Guidance scale 5.0โ10.0 at inference
Task-Specific Decoder Heads
Each specialist model adds a decoder head on top of the shared triplane output.
Voxel Atlas โ World Generation Decoder
Task: Generate full 3D environments and worlds โ terrain, buildings, vegetation, interior spaces.
Output formats:
- Voxel grids (
.vox, Magica Voxel format) โ for Minecraft-style worlds - OBJ scene (multiple meshes with materials) โ for Unity/Unreal environments
- USD stage (
.usd) โ industry standard scene format
Decoder head:
TriplaneAtlasDecoder
โโโ Scene Layout Transformer
โ โโโ Divides space into semantic regions (terrain, structures, vegetation, sky)
โ โโโ 6-layer transformer over 32ร32 spatial grid of scene tokens
โโโ Region-wise NeRF decoder (per semantic region)
โ โโโ MLP: 3D coords + triplane features โ density + RGB + semantic label
โโโ Marching Cubes extractor โ raw mesh per region
โโโ Scene graph assembler โ parent-child relationships between objects
โโโ Voxelizer (for .vox output) โ discretizes to user-specified resolution
โโโ USD exporter โ full scene hierarchy with lighting + materialsSpecial modules:
- Infinite world tiling: generate seamless adjacent chunks that stitch together
- Biome-aware generation: desert, forest, urban, underwater, space, fantasy
- LOD generator: auto-generates 4 levels of detail per scene object
- Lighting estimator: infers plausible sun/sky lighting from scene content
Typical generation sizes:
- Small scene: 64ร64ร64 voxels or ~500mยฒ OBJ scene โ ~8 seconds on A100
- Large world chunk: 256ร256ร128 voxels โ ~35 seconds on A100
Voxel Forge โ Mesh / Asset Generation Decoder
Task: Generate clean, game-ready 3D assets โ characters, objects, props, vehicles, architecture.
Output formats:
- OBJ + MTL (universal)
- GLB/GLTF (web & real-time)
- FBX (game engine standard)
- USDZ (Apple AR)
Decoder head:
TriplaneForgeDec oder
โโโ Occupancy Network decoder
โ โโโ MLP: 3D point + triplane โ occupancy probability
โโโ Differentiable Marching Cubes โ initial raw mesh
โโโ Mesh Refinement Network
โ โโโ Graph neural network over mesh vertices/edges
โ โโโ 8 message-passing rounds
โ โโโ Predicts vertex position offsets โ clean topology
โโโ UV Unwrapper (learned, SeamlessUV lineage)
โโโ Texture Diffusion Head
โ โโโ 2D flow matching in UV space
โ โโโ Albedo + roughness + metallic + normal maps
โ โโโ 1024ร1024 or 2048ร2048 texture atlas
โโโ LOD Generator โ 4 polycount levels (100% / 50% / 25% / 10%)Special modules:
- Topology optimizer: enforces quad-dominant topology for animation rigs
- Symmetry enforcer: optional bilateral symmetry for characters/vehicles
- Scale normalizer: outputs at real-world scale (meters) with unit metadata
- Material classifier: auto-tags materials (metal, wood, fabric, glass, etc.)
- Animation-ready flag: detects and preserves edge loops needed for rigging
Polygon counts:
- Low-poly asset: 500โ5K triangles โ ~6 seconds on A100
- Mid-poly asset: 5Kโ50K triangles โ ~15 seconds on A100
- High-poly asset: 50Kโ500K triangles โ ~45 seconds on A100
Voxel Cast โ 3D Printable Generation Decoder
Task: Generate physically valid, printable 3D models. Watertight, manifold, structurally sound.
Output formats:
- STL (universal printing format)
- OBJ (watertight)
- STEP (CAD-compatible, parametric)
- 3MF (modern printing format with material data)
Decoder head:
TriplaneCastDecoder
โโโ SDF (Signed Distance Field) decoder
โ โโโ MLP: 3D point + triplane โ signed distance value
โโโ SDF โ Watertight Mesh (dual marching cubes, no holes guaranteed)
โโโ Printability Validator
โ โโโ Wall thickness checker (min 1.2mm enforced)
โ โโโ Overhang analyzer (>45ยฐ flagged + support detection)
โ โโโ Manifold checker + auto-repair
โ โโโ Volume/surface area calculator
โโโ Support Structure Generator (optional)
โ โโโ Generates minimal support trees for FDM printing
โโโ STEP Converter (via Open CASCADE bindings)
โโโ Slicer Preview Renderer (preview only, not full slicer)Special modules:
- Structural stress analyzer: basic FEA simulation to detect weak points
- Hollowing engine: auto-hollows solid objects with configurable wall thickness + drain holes
- Interlocking part splitter: splits large objects into printable parts with snap-fit joints
- Material suggester: recommends PLA / PETG / resin based on geometry complexity
- Scale validator: ensures object is printable at specified scale on common bed sizes (Bambu, Prusa, Ender)
Validation requirements (all Cast outputs must pass):
- Zero non-manifold edges
- Zero self-intersections
- Minimum wall thickness โฅ 1.2mm at requested scale
- Watertight (no open boundaries)
Voxel Lens โ NeRF / Gaussian Splatting Decoder
Task: Generate photorealistic 3D scenes represented as Neural Radiance Fields or 3D Gaussian Splats โ primarily for visualization, VR/AR, and cinematic rendering.
Output formats:
.ply(3D Gaussian Splatting โ compatible with standard 3DGS viewers)- NeRF weights (Instant-NGP / Nerfstudio compatible)
- MP4 render (pre-rendered orbital video)
- Depth maps + normal maps (per-view, for downstream use)
Decoder head:
TriplaneLensDecoder
โโโ Gaussian Parameter Decoder
โ โโโ Samples 3D Gaussian centers from triplane density
โ โโโ Per-Gaussian: position (3), rotation (4 quaternion), scale (3),
โ โ opacity (1), spherical harmonics coefficients (48) โ color
โ โโโ Targets: 500Kโ3M Gaussians per scene
โโโ Gaussian Densification Module
โ โโโ Adaptive densification: split/clone in high-gradient regions
โ โโโ Pruning: remove low-opacity Gaussians
โโโ NeRF branch (parallel)
โ โโโ Hash-grid encoder (Instant-NGP style)
โ โโโ Tiny MLP: encoded position โ density + color
โโโ Rasterizer (differentiable 3DGS rasterizer)
โ โโโ Used during training for photometric loss
โโโ Novel View Synthesizer
โโโ Renders arbitrary camera trajectories for MP4 exportSpecial modules:
- Lighting decomposition: separates scene into albedo + illumination components
- Dynamic scene support: temporal Gaussian sequences for animated scenes (from video input)
- Background/foreground separator: isolates subject from environment
- Camera trajectory planner: auto-generates cinematic orbital/fly-through paths
- Compression module: reduces 3DGS file size by 60โ80% with minimal quality loss
Generation modes:
- Object-centric: single object, orbital views โ ~12 seconds on A100
- Indoor scene: full room with lighting โ ~40 seconds on A100
- Outdoor scene: landscape or street โ ~90 seconds on A100
Voxel Prime โ Closed Source All-in-One
Access: API only. Not open source. Weights never distributed.
Voxel Prime contains all four decoder heads simultaneously, plus:
Additional Prime-only modules:
- Cross-task consistency: ensures Atlas world + Forge assets + Lens scene all match when generated together
- Scene population engine: generates a world (Atlas) then auto-populates it with assets (Forge)
- Pipeline orchestrator: chains Atlas โ Forge โ Cast โ Lens in one API call
- Photorealistic texture upscaler: 4ร super-resolution on all generated textures
- Style transfer module: apply artistic style (e.g. "Studio Ghibli", "cyberpunk", "brutalist architecture") across all output types
- Iterative refinement: text-guided editing of already-generated 3D content
API endpoint:
POST /v1/voxel/generate
{
"prompt": "A medieval castle on a cliff at sunset",
"output_types": ["world", "mesh", "nerf"], # any combination
"inputs": {
"image": "base64...", # optional reference image
"multiview": ["base64..."], # optional multi-view images
"video": "base64...", # optional video
"model": "base64..." # optional existing 3D model
},
"settings": {
"quality": "high", # draft | standard | high
"style": "realistic", # realistic | stylized | low-poly | ...
"scale_meters": 100.0, # real-world scale
"symmetry": false,
"printable": false
}
}Shared Custom Modules (All Models)
Training Data Plan
Parameter Estimates
All fit on A100 40GB in BF16. INT8 quantization brings all under 15GB (consumer 4090 viable).
Training Strategy
Phase 1 โ Backbone Pre-training
- Train shared backbone on Objaverse-XL triplane reconstructions
- Learn general 3D structure without task-specific heads
- Context: text + single image conditioning only
- 100K steps, A100 cluster
Phase 2 โ Decoder Head Training (parallel)
- Freeze backbone, train each decoder head independently
- Atlas: ScanNet + synthetic world data
- Forge: ShapeNet + Objaverse + texture data
- Cast: Thingiverse + watertight synthetic meshes
- Lens: Polycam + synthetic multi-view renders
- 50K steps each
Phase 3 โ Joint Fine-tuning
- Unfreeze backbone, fine-tune end-to-end per specialist model
- Add all input modalities (video, multi-view, point cloud)
- 30K steps each
Phase 4 โ Prime Training
- Initialize from jointly fine-tuned backbone
- Train all decoder heads simultaneously
- Cross-task consistency losses
- Prime-only module training (pipeline orchestrator, style transfer)
- 50K steps
HuggingFace Plan
Matrix-Corp/Voxel-Atlas-V1 โ open source
Matrix-Corp/Voxel-Forge-V1 โ open source
Matrix-Corp/Voxel-Cast-V1 โ open source
Matrix-Corp/Voxel-Lens-V1 โ open source
Matrix-Corp/Voxel-Prime-V1 โ closed source, API only (card only, no weights)Collection: Matrix-Corp/voxel-v1
Status
- ๐ด Planned โ Architecture specification complete
- Backbone design finalized
- Decoder head designs finalized
- Training data sourcing: TBD
- Compute requirements: significant (A100 cluster for training)
- Timeline: TBD
