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VAST Releases Tripo P2.0 with Native Quad Topology and Raises ~$420M

VAST has released Tripo P2.0, a new AI 3D model that generates native quad topology directly, addressing the issue of editability and animation readiness in AI-generated models. The company also announced the completion of Series B and B+ funding totaling approximately 3 billion RMB (about $420 million), bringing cumulative funding to around 5 billion RMB and setting a record in the 3D-native intelligence sector.

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Tripo P2.0: Native Quad Topology—Can It Make AI 3D a 'New API' for Agents?

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VAST releases Tripo P2.0, which for the first time directly produces native quad topology during generation, aiming to solve the bottleneck of AI 3D models being 'good-looking but unusable.' When cleanly structured meshes become data structures that agents can understand, 3D vibe coding may move from demos to production pipelines.

  • VAST releases Tripo P2.0, supporting up to 50,000 triangles or 25,000 quads, with native quad topology generated directly during the diffusion process, no post-retopology needed.
  • P2.0 is based on VAST's proprietary Nexus framework, with a paper accepted to SIGGRAPH 2026. It uses diffusion models to natively generate meshes, decoupling geometry and topology, bypassing error accumulation issues of autoregressive approaches.
  • VAST announces completion of Series B and B+ funding totaling approximately 3 billion RMB, with cumulative funding of about 5 billion RMB in less than six months, setting a record in the 3D native intelligence sector.
Open section navigationFrom 'Looks Real' to 'Can Be Modeled': Topology Becomes the New Bottleneck for AI 3D

From 'Looks Real' to 'Can Be Modeled': Topology Becomes the New Bottleneck for AI 3D

AI 3D generation has long been able to 'generate a complete 3D model in seconds,' but the real hurdle lies after generation: whether the mesh topology is reasonable, whether parts can be separated, and whether it can be edited and rigged determine if it's just a nice demo or a developable 3D asset. Traditional AI 3D often first generates high-poly triangle meshes and then relies on retopology, which is time-consuming and loses detail; or it outputs rough triangle meshes, and problems quickly surface in production.

Quad topology is the industry standard for film and game assets because it easily forms continuous edge loops, suitable for loop cuts, character deformation, and local editing. P2.0's core upgrade is directly producing native quad topology during generation, with up to 50,000 triangles or 25,000 quads, allowing on-demand output from lightweight mobile assets to high-precision hero assets.

P2.0's mesh density distribution is more reasonable: flat areas remain clean, detail regions concentrate density, and edge flows follow structure, with differences especially noticeable on hard-surface assets. Natural part separation also improves, as different connected components are reasonably split according to structure, giving models clear part relationships.

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Credibility boundary

This article is primarily based on Machine Heart's report on VAST Tripo P2.0, including product release, technical details, funding information, and developer cases. Product capabilities, funding amounts, and evaluation rankings are as claimed by VAST or the reporting party and have not been independently verified; developer cases come from social media and are personal experience shares. Technical route analysis (such as limitations of autoregressive methods) is partly inferred by the reporting party.

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