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Form

Prism's Form faculty covers bounded generation, reconstruction, and declared transformation of spatial material. A model may infer a textured object from an image, reconstruct a scene from views, propose a rig, or generate a block volume. It does not thereby own art direction, engine integration, animation, a live game world, or publication.

This candidate study was reviewed on 2026-08-08. It records a proposed contract, toolchain, model register, voxel branch, and proving bake—not delivery, automatic fallback, or permission to generate, transform, import, place, or publish spatial material.

One form job, explicit operation

There is no mature universal OpenAI-compatible 3D serving protocol to make the inner contract. The candidate FormJob@1 names one explicit operation while its selected profile declares the inputs, output facets, controls, and limits it has actually proved:

Operation Inputs Required meaning
generate prompt and optional image, multiview, depth, or layout references Produce new spatial facets proved by the exact model profile.
reconstruct admitted images, calibrated views, video frames, or point observations Recover spatial facets while retaining cameras, source coverage, and uncertainty.
texture geometry plus images, prompt, or material controls Produce new appearance facets without claiming the geometry was regenerated.
segment_parts image or geometry Propose a structural part graph and separately addressable geometry.
rig compatible geometry and optional skeleton or semantic controls Produce deformation facets; no animation is implied.
voxelize mesh, point cloud, volume, or scene Apply an exact occupancy, sampling, scale, and optional palette policy to a bounded grid.
block_generate biome, seed, mask, or admitted block context Produce a block-native candidate without pretending it came from mesh voxelization.
convert one admitted facet set Create explicit derivative facets with declared loss and validation.
render admitted form facets, camera, and render profile Produce attributable image or video previews; a beauty render does not validate the source asset.

The job carries immutable input and control ArtifactRef values; original and derived prompts; requested operation and output facets; units, axes, origin, scale, bounds, coordinate transforms, seed policy, immutable preset, deadline, budget, and a closed engine-extension object. Optional material never invents support. Text-to-image-to-form is a legitimate compound route, but the generated image remains an attributable intermediate artifact rather than hidden prompt machinery.

Sight may supply masks, regions, pose, depth, flow, and camera estimates as exact input facets. Form owns reconstruction and form generation; monocular relative depth is neither metric geometry nor a reconstructed mesh.

FormJob@1 owns spatial stages, candidate facets, technical validation, and result settlement. Creative adoption and engine use belong to their consuming Compositions. Each concrete service or tool execution uses Core's Designed ServiceJobAttempt@1 state, idempotency, cancellation, reconciliation, and indeterminate-effect law. The parent Run remains nonterminal and fenced while the same attempt is indeterminate; neither job nor effect is replayed under a new identity.

Stages such as camera solve, generating or reconstructing, extracting, texturing, rigging, baking, validating, and exporting are reported separately from numeric progress. Cancellation before GPU admission, cooperative model cancellation, bounded worker termination, and tool-process termination are different proved capabilities. A vanished worker does not prove that its effect stopped or failed.

Partial, temporary, failed, or uncertain output enters quarantined Reliquary custody with its own digest and working-set relation so restart and reconciliation can inspect it. Only validated output is promoted into the settled Prism Form result. Reconnect reconciles the exact provider job, request digest, working-set receipt, and returned artifacts; it never blindly retries an uncertain paid or remote effect.

Every canonical receipt retains request digest and idempotency key; input, intermediate, and output digests; model weights, runtime, container, graph, tool, add-on, and dependency revisions and licenses; seed and exact configuration; dtype, quantization, offload and device topology; units, axes, scale, transforms, camera uncertainty, and representation facts; timing, peak resources, warnings, validation, cancellation settlement, and declared conversion loss. Provider paths, Python objects, and embedded file metadata are evidence inputs, not canonical provenance.

One asset set, typed facets

"3D" is not one flat output enum. FormAssetSet@1 groups separately typed facets whose relations remain explicit:

Facet Candidate forms What it does not prove
geometry mesh, point cloud, voxel grid, or block grid appearance, clean topology, physics, or portability to another renderer
appearance PBR materials and texture artifacts with UV, color-space, channel, and sampler facts geometry, source truth, or engine compatibility
field/render representation 3D Gaussian splats or neural radiance field with cameras, bounds, renderer, and configuration a clean mesh, separately editable appearance, physics, or renderer-independent portability
structure semantic part graph with member geometry and transforms joints, assembly constraints, or a usable rig
deformation skeleton, skin weights, bind transforms, and rig profile useful motion, retargeting quality, or animation rights; those technical derivatives belong to Kinesis
assembly PortableSceneAssembly@1 with artifact references, transforms, hierarchy, cameras, lights, and declared constraints an engine-native scene, collision, gameplay, or playability
procedure inert ProceduralFormRecipe@1 in a closed allowlisted grammar executable Python, drivers, Geometry Nodes, shell, game commands, or authority to run an effect

Canonical handoff normally uses a GLB/glTF container that may combine mesh, PBR appearance, deformation, and animation facets when each is present. A Gaussian PLY or exact renderer package, a NeRF checkpoint and configuration, and their camera sets remain field/render facets. They do not impersonate point clouds or meshes merely because a viewer can render each of them.

Every conversion is a new derivative. Meshing a radiance field, baking a Gaussian scene, reducing a textured mesh to blocks, retopologizing geometry, or converting a rig may discard information; the receipt names that loss. Reconstruction remains inferred from admitted captures. Metric scale is claimed only when camera calibration or an admitted scale reference supports it. TRELLIS.2's internal sparse voxel representation is not a Minecraft block grid and receives no shortcut around explicit conversion.

Hostile form custody

The Reliquary owns every source before Form materializes it. Admission bounds external URIs, archive expansion, vertices, faces, nodes, scene depth, materials, texture pixels and channels, animation channels, bones and influences, points, splats, voxels, training frames, parser memory, GPU time, disk, and output expansion. Importers verify claimed media types and reject recursive or unsupported content.

Scripts, drivers, expressions, add-ons, custom nodes, linked libraries, remote references, and generated procedures remain inert unless a separate contained tool effect explicitly admits them. Blender and ComfyUI workers run rootlessly without ambient home access, network access, auto-run scripts, arbitrary plug-ins or nodes, and runtime downloads. A capture set additionally retains consent, camera facts, and every source frame; rendering another view cannot launder the people, places, or restricted material it depicts.

Model workers, graph serving, and tool workers

The first implementation should expose one Prism-owned Form semantic interface and several immutable profiles instead of promoting each research repository into Core protocol. A resident, queued, or remote model worker is an Animator reached through a JobGrant; a finite model or tool execution is selected by the Spell Resolution Lock and delivered into a trusted executor or Tomb. A pinned contained process is not a fake Soulstone. Neither path is interchangeable merely because both can emit GLB.

Candidate Office Present judgment
pinned Form model workers Run one admitted generation, decomposition, rigging, reconstruction, or block-model profile behind FormJob@1. Primary route. Each worker exposes only proved operations, accepts no ambient code or download, and settles output through custody.
ComfyUI Graph route for multi-stage image-to-form, texture, preview, and future 3D nodes. Advanced connector only. Admit immutable allowlisted graphs and pinned nodes; partner or cloud nodes are not proof of a local runtime.
Blender Headless UV, bake, material normalization, decimation or retopology, armature work, animation bake, GLB export, and validation renders. Separate sandboxed tool process, never authority or deterministic truth. Pin build, add-ons, scene digest, command, environment, seeds where available, and output validation; prove semantic equivalence unless byte identity is explicitly claimed.
trimesh, Open3D, and OpenVDB Geometry probing, bounds, topology checks, repair, registration, ray or signed-distance queries, voxelization, and sparse volumes. Deterministic substrate only where the exact operation proves reproducible. NumPy or a bitset is enough for the 32-cubed fixture; OpenVDB is reserved for sparse volumes that justify it.
COLMAP, Nerfstudio, and gsplat COLMAP supplies SfM/MVS and camera solving; Nerfstudio supplies reconstruction and training pipelines; gsplat supplies Gaussian rasterization and training machinery. First composable reconstruction stack, not three equivalent video-to-3D engines. Retain camera calibration and pose uncertainty; the result stays a radiance or Gaussian form until a separately proved conversion creates another facet.

OpenAI Images, OpenAI Videos, ordinary vLLM, and vLLM-Omni are not silently extended into 3D. They may produce conditioning images or video through their own contracts, but Form owns the job, facet semantics, custody, and recovery. Diffusers or a repository's Python demo is a model integration substrate, not a durable multi-user job service by itself.

A Comfy graph is an engine program, not a Spellweaver Pattern or another workflow jurisdiction. Its Rune selects a preset whose graph, nodes, model dependencies, parameter openings, network behavior, and output paths passed Assimilation. Runtime downloads, arbitrary imported workflows, ambient custom-node installation, and unapproved remote nodes fail closed.

First model profiles

No current open stack reliably turns an arbitrary prompt or video into a finished, rigged, PBR, engine-ready scene. The initial register deliberately composes narrower champions:

Profile Intended office License and placement judgment
TRELLIS.2 High-quality image-to-form mesh and GLB with PBR material channels. MIT code and model candidate; Linux and NVIDIA GPU with at least 24 GB are the published floor. Close separately licensed dependencies such as nvdiffrast and nvdiffrec; published H100 speed is not a consumer-GPU promise.
TRELLIS Direct text or image experiments and multiple spatial representations. Models and most code are MIT candidates, while diffoctreerast and modified FlexiCubes retain separate licenses. Retain only an exact dependency-closed profile; family relation does not make it equivalent to TRELLIS.2.
TripoSR Fast low-memory single-image reconstruction to mesh. MIT code and weights and roughly 6 GB in its published path. First latency baseline, not a universal generator or PBR quality default.
Step1X-3D Geometry Alternative 1.3B geometry profile. Apache-2.0 candidate. Prove geometry alone and its handoff separately from the full published pipeline.
Step1X-3D Texture Separate 3.5B geometry-to-appearance profile. Apache-2.0 candidate with a published combined path around 27–29 GB. Texture presence is not automatically a common PBR contract.
TripoSG High-fidelity shape-only geometry. MIT candidate. It deliberately requires a separate appearance path.
PartCrafter Image-to-semantic, separately editable parts. MIT core candidate. Its automatic BRIA background-removal path and optional Gemini route retain separate license and Portal gates; disable them unless independently admitted.
SkinTokens Unified compatible-mesh-to-skeleton-and-skin profile. MIT research candidate with a published path at 14 GB or more. Promote only with topology-diverse deformation and export validation.
UniRig Separate two-stage skeleton and skinning predecessor. MIT research candidate. Code and weight licenses do not settle training-source or produced-character rights.
AniGen Experimental image-to-rigged asset. MIT core, but bundled extensions/CUBVH derives from instant-ngp under non-commercial/research-only terms. A commercial profile must prove that component is neither imported, built, nor executed and close every remaining dependency.
MIDI-3D Experimental single-image-to-compositional multi-instance scene and GLB candidate. Apache-2.0 code and weights candidate; textured generation needs instance segmentation and roughly 30 GB in its published path. It is not an engine-ready world.

Stable Fast 3D remains a useful fast challenger, but its Community License, registration, attribution, and revenue conditions keep it outside the permissive default. Hunyuan3D 2.1 remains a technical reference, not an eligible Bratislava deployment: its published community license does not grant use in the European Union, United Kingdom, or South Korea. Eligibility is re-evaluated from the pinned license before download and execution; neither a model wrapper nor a community quantization repairs a withheld grant.

DreamCubed is an interesting Minecraft-native research candidate for chunk generation, biome conditioning, inpainting, supersampling, and stitching. The official DP4 and DP2 Hugging Face cards label those exact weights Apache-2.0, while CP2 currently surfaces neither model-card text nor a license file. The two-commit code repository likewise exposes no license file, and the dataset, block mappings, textures, dependencies, and resulting-use terms are not closed. The whole route therefore remains license-blocked research rather than a Core profile. Even after closure, model tokens must map to the canonical block palette and pass the same validation and consumer admission as any other block source.

The first text-to-form quality route is text-to-image through Image, then the admitted image-to-PBR TRELLIS.2 profile. Both effects, both prompts, and the intermediate image remain in lineage. A candidate editable-character chain may retain the original unified shape, derive optional semantic parts, select compatible geometry for rigging, then perform contained Blender validation. Every handoff needs its own compatibility bake: disconnected part meshes or seams may invalidate skinning and cannot be assumed to compose with SkinTokens or UniRig. Form hands the exact skeleton, hierarchy, rest and bind transforms, local frames, axes, units, limits, skinning, and morph ontology to Kinesis. Kinesis owns motion clips and technical retargeting; Voidlight owns animated storytelling. Neither is an implied feature of rig.

Voxels and the 32-cubed proving fixture

Form distinguishes three voxel routes rather than calling each a Minecraft generator:

  1. Deterministic conversion: normalize an admitted mesh or volume, choose solid, shell, or surface occupancy, sample exactly 32 by 32 by 32 cells, apply an optional palette and interior rule, validate, and export.
  2. Block-native generation: an eligible future model produces or inpaints a bounded semantic block region. The result maps through the same canonical palette and validation; it does not masquerade as a voxelized mesh.
  3. Procedural composition: a Mind may propose an inert ProceduralFormRecipe@1 using admitted shapes, transforms, repetition, booleans, symmetry, palette entries, and bounds. A separate contained interpreter effect validates and renders it. Arbitrary Python, shell, Blender scripts, or Minecraft commands are not this contract.

VoxelGrid@1 pins dimensions, axes, origin, cell scale, occupancy or density channels, optional colors, source AABB fit and padding, cell-center or cell-volume sampling, boundary and tie rules, axis-to-index mapping, and source transform. The canonical BlockGrid@1 pins dimensions, origin, axes, units, exact game registry edition and version plus registry digest, palette revision and ordering, exact block identifiers and state properties, air and unknown policy, source relation, and digest. It remains independent of one game-file encoding.

The derived Minecraft projection pins Java edition and version, DataVersion, palette mapping, offset, unsupported-block policy, block-entity and entity policy, metadata and timestamp policy, and encoder revision. Its first profile permits full cubes only; stairs, slabs, fences, fluids, redstone, and stateful blocks require later explicit topology and behavior profiles. Unknown or unsupported states fail closed unless the profile names and records an exact substitution.

The export candidate is Sponge Schematic v3: GZip-compressed NBT with an outer Schematic compound, Version = 3, required DataVersion, unsigned-short interpretation of Width, Height, and Length, Blocks.Palette, and varint Blocks.Data indexed as x + z*Width + y*Width*Length. Read-back normalization proves dimensions, palette, offsets, states, block data, and metadata against the canonical grid.

The package contains the source grid, canonical block grid, .schem, preview GLB and PNG, block counts, palette statistics, clipping and unsupported-material findings, plus an export-and-read-back receipt. Thirty-two cubed is only 32,768 cells, so this first golden fixture favors simple, inspectable data structures over a large-volume framework. It is one proving profile, never a universal product limit.

A .schem admitted to Foundry is a project asset. The same exact blueprint admitted to a Blockworld mission still grants no live placement authority: Sentinel must validate every bounded world effect against world epoch, plot lease, inventory, and mission policy.

Profiles, Runes, Covens, and arbitrary iron

Hardware suitability belongs to an exact model and deployment profile, not to FormJob@1. One operator may run two independent workers on two consumer GPUs; another may keep a large Mind and a Form generator resident on a high-memory workstation; a third may settle incompatible leases, let the requesting Run enter Stasis while Orchestrator transitions affected services, or use an explicitly admitted Portal. Two GPUs do not automatically pool VRAM, and a published minimum does not prove an unmeasured driver, precision, resolution, or offload topology.

FormJob@1 service operation
→ CapabilityDemand(interface, operation, typed facets, eligible profile refs)
→ Dispatcher issues JobGrant or HardwareTransitionRequired
→ Orchestrator converges scarce local iron when required
→ re-dispatch and invoke the exact granted driver

The model profile pins weights, license, conditioning, facets, defaults, and measured requirements. A Designed Rune describes one concrete service instance and exact [[capabilities]] references; current [[models]] hints are only v1 compatibility. Finite ToolProfiles remain Spell resolution inputs, not Runes. A Coven names compatible Soulstones that may rise together. It does not schedule a job, merge GPU memory, load every model named by its members, evict another service, or authorize Portal fallback.

Composition boundaries and the proving bake

Prism owns hostile-form handling, technical dispatch, transforms, facet semantics, conformance to the declared Form profile, and effect provenance. An independent validator checks tool output where the transforming tool cannot establish its own result. Voidlight owns creative acceptance, the brief, candidate review, accepted form asset, and visual package. Foundry owns target-engine import and validation, coordinate and material adaptation, collision, LOD, performance, engine-native scene assembly, and playability. Blockworld owns live-world effect validation and bounded missions. A Form output crossing any boundary is an exact artifact handoff, never shared authority.

An Avatar profile may reference an exact Form asset, rig, and morph ontology. Form still owns only that spatial material and its provenance; it does not bind Persona, open an Avatar presence, admit a Spectre VR Habitat or Encounter, drive the projection, or acquire world or body authority.

The proving corpus covers single images, multiview references, transparent and ambiguous objects, thin structures, open and non-manifold meshes, hard-surface and organic forms, PBR channels, semantic parts, humanoid and non-humanoid rigs, camera reconstruction with missing coverage, Gaussian and radiance portability, Slovak and multilingual briefs, adversarial files, cancellation, OOM, restart, stasis, and deterministic replay where claimed. Voxel fixtures cover exact 32-cubed bounds, solid, shell, and surface policies, palette collisions, clipping, empty and full volumes, block inpainting, closed procedural recipes, .schem round trip, and prohibited stateful blocks.

Measure conditioning adherence, multiview consistency, geometry completeness, topology and manifoldness where required, normals, UV and PBR validity, texture seams and projection error, scale and axis correctness, part usefulness, skeleton hierarchy, skin-weight normalization and deformation clips, held-out reconstruction views, representation portability, voxel occupancy and silhouette error, palette validity, output validity, latency, peak VRAM and host RAM, disk use, cancellation settlement, recovery, lineage, and license closure. Promotion is per exact model, worker, dependency, tool, preset, precision, device topology, input class, and facet set. A prettier turntable cannot conceal an invalid asset or authority gap.