Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeBoosting 3D Object Generation through PBR Materials
Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.
Paint3D: Paint Anything 3D with Lighting-Less Texture Diffusion Models
This paper presents Paint3D, a novel coarse-to-fine generative framework that is capable of producing high-resolution, lighting-less, and diverse 2K UV texture maps for untextured 3D meshes conditioned on text or image inputs. The key challenge addressed is generating high-quality textures without embedded illumination information, which allows the textures to be re-lighted or re-edited within modern graphics pipelines. To achieve this, our method first leverages a pre-trained depth-aware 2D diffusion model to generate view-conditional images and perform multi-view texture fusion, producing an initial coarse texture map. However, as 2D models cannot fully represent 3D shapes and disable lighting effects, the coarse texture map exhibits incomplete areas and illumination artifacts. To resolve this, we train separate UV Inpainting and UVHD diffusion models specialized for the shape-aware refinement of incomplete areas and the removal of illumination artifacts. Through this coarse-to-fine process, Paint3D can produce high-quality 2K UV textures that maintain semantic consistency while being lighting-less, significantly advancing the state-of-the-art in texturing 3D objects.
RoCoTex: A Robust Method for Consistent Texture Synthesis with Diffusion Models
Text-to-texture generation has recently attracted increasing attention, but existing methods often suffer from the problems of view inconsistencies, apparent seams, and misalignment between textures and the underlying mesh. In this paper, we propose a robust text-to-texture method for generating consistent and seamless textures that are well aligned with the mesh. Our method leverages state-of-the-art 2D diffusion models, including SDXL and multiple ControlNets, to capture structural features and intricate details in the generated textures. The method also employs a symmetrical view synthesis strategy combined with regional prompts for enhancing view consistency. Additionally, it introduces novel texture blending and soft-inpainting techniques, which significantly reduce the seam regions. Extensive experiments demonstrate that our method outperforms existing state-of-the-art methods.
MatAtlas: Text-driven Consistent Geometry Texturing and Material Assignment
We present MatAtlas, a method for consistent text-guided 3D model texturing. Following recent progress we leverage a large scale text-to-image generation model (e.g., Stable Diffusion) as a prior to texture a 3D model. We carefully design an RGB texturing pipeline that leverages a grid pattern diffusion, driven by depth and edges. By proposing a multi-step texture refinement process, we significantly improve the quality and 3D consistency of the texturing output. To further address the problem of baked-in lighting, we move beyond RGB colors and pursue assigning parametric materials to the assets. Given the high-quality initial RGB texture, we propose a novel material retrieval method capitalized on Large Language Models (LLM), enabling editabiliy and relightability. We evaluate our method on a wide variety of geometries and show that our method significantly outperform prior arts. We also analyze the role of each component through a detailed ablation study.
MVPaint: Synchronized Multi-View Diffusion for Painting Anything 3D
Texturing is a crucial step in the 3D asset production workflow, which enhances the visual appeal and diversity of 3D assets. Despite recent advancements in Text-to-Texture (T2T) generation, existing methods often yield subpar results, primarily due to local discontinuities, inconsistencies across multiple views, and their heavy dependence on UV unwrapping outcomes. To tackle these challenges, we propose a novel generation-refinement 3D texturing framework called MVPaint, which can generate high-resolution, seamless textures while emphasizing multi-view consistency. MVPaint mainly consists of three key modules. 1) Synchronized Multi-view Generation (SMG). Given a 3D mesh model, MVPaint first simultaneously generates multi-view images by employing an SMG model, which leads to coarse texturing results with unpainted parts due to missing observations. 2) Spatial-aware 3D Inpainting (S3I). To ensure complete 3D texturing, we introduce the S3I method, specifically designed to effectively texture previously unobserved areas. 3) UV Refinement (UVR). Furthermore, MVPaint employs a UVR module to improve the texture quality in the UV space, which first performs a UV-space Super-Resolution, followed by a Spatial-aware Seam-Smoothing algorithm for revising spatial texturing discontinuities caused by UV unwrapping. Moreover, we establish two T2T evaluation benchmarks: the Objaverse T2T benchmark and the GSO T2T benchmark, based on selected high-quality 3D meshes from the Objaverse dataset and the entire GSO dataset, respectively. Extensive experimental results demonstrate that MVPaint surpasses existing state-of-the-art methods. Notably, MVPaint could generate high-fidelity textures with minimal Janus issues and highly enhanced cross-view consistency.
TEXTure: Text-Guided Texturing of 3D Shapes
In this paper, we present TEXTure, a novel method for text-guided generation, editing, and transfer of textures for 3D shapes. Leveraging a pretrained depth-to-image diffusion model, TEXTure applies an iterative scheme that paints a 3D model from different viewpoints. Yet, while depth-to-image models can create plausible textures from a single viewpoint, the stochastic nature of the generation process can cause many inconsistencies when texturing an entire 3D object. To tackle these problems, we dynamically define a trimap partitioning of the rendered image into three progression states, and present a novel elaborated diffusion sampling process that uses this trimap representation to generate seamless textures from different views. We then show that one can transfer the generated texture maps to new 3D geometries without requiring explicit surface-to-surface mapping, as well as extract semantic textures from a set of images without requiring any explicit reconstruction. Finally, we show that TEXTure can be used to not only generate new textures but also edit and refine existing textures using either a text prompt or user-provided scribbles. We demonstrate that our TEXTuring method excels at generating, transferring, and editing textures through extensive evaluation, and further close the gap between 2D image generation and 3D texturing.
DreamPolish: Domain Score Distillation With Progressive Geometry Generation
We introduce DreamPolish, a text-to-3D generation model that excels in producing refined geometry and high-quality textures. In the geometry construction phase, our approach leverages multiple neural representations to enhance the stability of the synthesis process. Instead of relying solely on a view-conditioned diffusion prior in the novel sampled views, which often leads to undesired artifacts in the geometric surface, we incorporate an additional normal estimator to polish the geometry details, conditioned on viewpoints with varying field-of-views. We propose to add a surface polishing stage with only a few training steps, which can effectively refine the artifacts attributed to limited guidance from previous stages and produce 3D objects with more desirable geometry. The key topic of texture generation using pretrained text-to-image models is to find a suitable domain in the vast latent distribution of these models that contains photorealistic and consistent renderings. In the texture generation phase, we introduce a novel score distillation objective, namely domain score distillation (DSD), to guide neural representations toward such a domain. We draw inspiration from the classifier-free guidance (CFG) in textconditioned image generation tasks and show that CFG and variational distribution guidance represent distinct aspects in gradient guidance and are both imperative domains for the enhancement of texture quality. Extensive experiments show our proposed model can produce 3D assets with polished surfaces and photorealistic textures, outperforming existing state-of-the-art methods.
DreamMesh: Jointly Manipulating and Texturing Triangle Meshes for Text-to-3D Generation
Learning radiance fields (NeRF) with powerful 2D diffusion models has garnered popularity for text-to-3D generation. Nevertheless, the implicit 3D representations of NeRF lack explicit modeling of meshes and textures over surfaces, and such surface-undefined way may suffer from the issues, e.g., noisy surfaces with ambiguous texture details or cross-view inconsistency. To alleviate this, we present DreamMesh, a novel text-to-3D architecture that pivots on well-defined surfaces (triangle meshes) to generate high-fidelity explicit 3D model. Technically, DreamMesh capitalizes on a distinctive coarse-to-fine scheme. In the coarse stage, the mesh is first deformed by text-guided Jacobians and then DreamMesh textures the mesh with an interlaced use of 2D diffusion models in a tuning free manner from multiple viewpoints. In the fine stage, DreamMesh jointly manipulates the mesh and refines the texture map, leading to high-quality triangle meshes with high-fidelity textured materials. Extensive experiments demonstrate that DreamMesh significantly outperforms state-of-the-art text-to-3D methods in faithfully generating 3D content with richer textual details and enhanced geometry. Our project page is available at https://dreammesh.github.io.
RoomTex: Texturing Compositional Indoor Scenes via Iterative Inpainting
The advancement of diffusion models has pushed the boundary of text-to-3D object generation. While it is straightforward to composite objects into a scene with reasonable geometry, it is nontrivial to texture such a scene perfectly due to style inconsistency and occlusions between objects. To tackle these problems, we propose a coarse-to-fine 3D scene texturing framework, referred to as RoomTex, to generate high-fidelity and style-consistent textures for untextured compositional scene meshes. In the coarse stage, RoomTex first unwraps the scene mesh to a panoramic depth map and leverages ControlNet to generate a room panorama, which is regarded as the coarse reference to ensure the global texture consistency. In the fine stage, based on the panoramic image and perspective depth maps, RoomTex will refine and texture every single object in the room iteratively along a series of selected camera views, until this object is completely painted. Moreover, we propose to maintain superior alignment between RGB and depth spaces via subtle edge detection methods. Extensive experiments show our method is capable of generating high-quality and diverse room textures, and more importantly, supporting interactive fine-grained texture control and flexible scene editing thanks to our inpainting-based framework and compositional mesh input. Our project page is available at https://qwang666.github.io/RoomTex/.
Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity
In this paper, we introduce Textured-GS, an innovative method for rendering Gaussian splatting that incorporates spatially defined color and opacity variations using Spherical Harmonics (SH). This approach enables each Gaussian to exhibit a richer representation by accommodating varying colors and opacities across its surface, significantly enhancing rendering quality compared to traditional methods. To demonstrate the merits of our approach, we have adapted the Mini-Splatting architecture to integrate textured Gaussians without increasing the number of Gaussians. Our experiments across multiple real-world datasets show that Textured-GS consistently outperforms both the baseline Mini-Splatting and standard 3DGS in terms of visual fidelity. The results highlight the potential of Textured-GS to advance Gaussian-based rendering technologies, promising more efficient and high-quality scene reconstructions.
DreamPolisher: Towards High-Quality Text-to-3D Generation via Geometric Diffusion
We present DreamPolisher, a novel Gaussian Splatting based method with geometric guidance, tailored to learn cross-view consistency and intricate detail from textual descriptions. While recent progress on text-to-3D generation methods have been promising, prevailing methods often fail to ensure view-consistency and textural richness. This problem becomes particularly noticeable for methods that work with text input alone. To address this, we propose a two-stage Gaussian Splatting based approach that enforces geometric consistency among views. Initially, a coarse 3D generation undergoes refinement via geometric optimization. Subsequently, we use a ControlNet driven refiner coupled with the geometric consistency term to improve both texture fidelity and overall consistency of the generated 3D asset. Empirical evaluations across diverse textual prompts spanning various object categories demonstrate the efficacy of DreamPolisher in generating consistent and realistic 3D objects, aligning closely with the semantics of the textual instructions.
Make-A-Texture: Fast Shape-Aware Texture Generation in 3 Seconds
We present Make-A-Texture, a new framework that efficiently synthesizes high-resolution texture maps from textual prompts for given 3D geometries. Our approach progressively generates textures that are consistent across multiple viewpoints with a depth-aware inpainting diffusion model, in an optimized sequence of viewpoints determined by an automatic view selection algorithm. A significant feature of our method is its remarkable efficiency, achieving a full texture generation within an end-to-end runtime of just 3.07 seconds on a single NVIDIA H100 GPU, significantly outperforming existing methods. Such an acceleration is achieved by optimizations in the diffusion model and a specialized backprojection method. Moreover, our method reduces the artifacts in the backprojection phase, by selectively masking out non-frontal faces, and internal faces of open-surfaced objects. Experimental results demonstrate that Make-A-Texture matches or exceeds the quality of other state-of-the-art methods. Our work significantly improves the applicability and practicality of texture generation models for real-world 3D content creation, including interactive creation and text-guided texture editing.
CSE: Surface Anomaly Detection with Contrastively Selected Embedding
Detecting surface anomalies of industrial materials poses a significant challenge within a myriad of industrial manufacturing processes. In recent times, various methodologies have emerged, capitalizing on the advantages of employing a network pre-trained on natural images for the extraction of representative features. Subsequently, these features are subjected to processing through a diverse range of techniques including memory banks, normalizing flow, and knowledge distillation, which have exhibited exceptional accuracy. This paper revisits approaches based on pre-trained features by introducing a novel method centered on target-specific embedding. To capture the most representative features of the texture under consideration, we employ a variant of a contrastive training procedure that incorporates both artificially generated defective samples and anomaly-free samples during training. Exploiting the intrinsic properties of surfaces, we derived a meaningful representation from the defect-free samples during training, facilitating a straightforward yet effective calculation of anomaly scores. The experiments conducted on the MVTEC AD and TILDA datasets demonstrate the competitiveness of our approach compared to state-of-the-art methods.
Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinement
Neural Radiance Fields (NeRF) have constituted a remarkable breakthrough in image-based 3D reconstruction. However, their implicit volumetric representations differ significantly from the widely-adopted polygonal meshes and lack support from common 3D software and hardware, making their rendering and manipulation inefficient. To overcome this limitation, we present a novel framework that generates textured surface meshes from images. Our approach begins by efficiently initializing the geometry and view-dependency decomposed appearance with a NeRF. Subsequently, a coarse mesh is extracted, and an iterative surface refining algorithm is developed to adaptively adjust both vertex positions and face density based on re-projected rendering errors. We jointly refine the appearance with geometry and bake it into texture images for real-time rendering. Extensive experiments demonstrate that our method achieves superior mesh quality and competitive rendering quality.
Paint-it: Text-to-Texture Synthesis via Deep Convolutional Texture Map Optimization and Physically-Based Rendering
We present Paint-it, a text-driven high-fidelity texture map synthesis method for 3D meshes via neural re-parameterized texture optimization. Paint-it synthesizes texture maps from a text description by synthesis-through-optimization, exploiting the Score-Distillation Sampling (SDS). We observe that directly applying SDS yields undesirable texture quality due to its noisy gradients. We reveal the importance of texture parameterization when using SDS. Specifically, we propose Deep Convolutional Physically-Based Rendering (DC-PBR) parameterization, which re-parameterizes the physically-based rendering (PBR) texture maps with randomly initialized convolution-based neural kernels, instead of a standard pixel-based parameterization. We show that DC-PBR inherently schedules the optimization curriculum according to texture frequency and naturally filters out the noisy signals from SDS. In experiments, Paint-it obtains remarkable quality PBR texture maps within 15 min., given only a text description. We demonstrate the generalizability and practicality of Paint-it by synthesizing high-quality texture maps for large-scale mesh datasets and showing test-time applications such as relighting and material control using a popular graphics engine. Project page: https://kim-youwang.github.io/paint-it
DreamSpace: Dreaming Your Room Space with Text-Driven Panoramic Texture Propagation
Diffusion-based methods have achieved prominent success in generating 2D media. However, accomplishing similar proficiencies for scene-level mesh texturing in 3D spatial applications, e.g., XR/VR, remains constrained, primarily due to the intricate nature of 3D geometry and the necessity for immersive free-viewpoint rendering. In this paper, we propose a novel indoor scene texturing framework, which delivers text-driven texture generation with enchanting details and authentic spatial coherence. The key insight is to first imagine a stylized 360{\deg} panoramic texture from the central viewpoint of the scene, and then propagate it to the rest areas with inpainting and imitating techniques. To ensure meaningful and aligned textures to the scene, we develop a novel coarse-to-fine panoramic texture generation approach with dual texture alignment, which both considers the geometry and texture cues of the captured scenes. To survive from cluttered geometries during texture propagation, we design a separated strategy, which conducts texture inpainting in confidential regions and then learns an implicit imitating network to synthesize textures in occluded and tiny structural areas. Extensive experiments and the immersive VR application on real-world indoor scenes demonstrate the high quality of the generated textures and the engaging experience on VR headsets. Project webpage: https://ybbbbt.com/publication/dreamspace
EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction on Mobile Devices
Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present EvaSurf, an Efficient View-Aware implicit textured Surface reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.
TexGen: Text-Guided 3D Texture Generation with Multi-view Sampling and Resampling
Given a 3D mesh, we aim to synthesize 3D textures that correspond to arbitrary textual descriptions. Current methods for generating and assembling textures from sampled views often result in prominent seams or excessive smoothing. To tackle these issues, we present TexGen, a novel multi-view sampling and resampling framework for texture generation leveraging a pre-trained text-to-image diffusion model. For view consistent sampling, first of all we maintain a texture map in RGB space that is parameterized by the denoising step and updated after each sampling step of the diffusion model to progressively reduce the view discrepancy. An attention-guided multi-view sampling strategy is exploited to broadcast the appearance information across views. To preserve texture details, we develop a noise resampling technique that aids in the estimation of noise, generating inputs for subsequent denoising steps, as directed by the text prompt and current texture map. Through an extensive amount of qualitative and quantitative evaluations, we demonstrate that our proposed method produces significantly better texture quality for diverse 3D objects with a high degree of view consistency and rich appearance details, outperforming current state-of-the-art methods. Furthermore, our proposed texture generation technique can also be applied to texture editing while preserving the original identity. More experimental results are available at https://dong-huo.github.io/TexGen/
Texture-AD: An Anomaly Detection Dataset and Benchmark for Real Algorithm Development
Anomaly detection is a crucial process in industrial manufacturing and has made significant advancements recently. However, there is a large variance between the data used in the development and the data collected by the production environment. Therefore, we present the Texture-AD benchmark based on representative texture-based anomaly detection to evaluate the effectiveness of unsupervised anomaly detection algorithms in real-world applications. This dataset includes images of 15 different cloth, 14 semiconductor wafers and 10 metal plates acquired under different optical schemes. In addition, it includes more than 10 different types of defects produced during real manufacturing processes, such as scratches, wrinkles, color variations and point defects, which are often more difficult to detect than existing datasets. All anomalous areas are provided with pixel-level annotations to facilitate comprehensive evaluation using anomaly detection models. Specifically, to adapt to diverse products in automated pipelines, we present a new evaluation method and results of baseline algorithms. The experimental results show that Texture-AD is a difficult challenge for state-of-the-art algorithms. To our knowledge, Texture-AD is the first dataset to be devoted to evaluating industrial defect detection algorithms in the real world. The dataset is available at https://XXX.
FlashTex: Fast Relightable Mesh Texturing with LightControlNet
Manually creating textures for 3D meshes is time-consuming, even for expert visual content creators. We propose a fast approach for automatically texturing an input 3D mesh based on a user-provided text prompt. Importantly, our approach disentangles lighting from surface material/reflectance in the resulting texture so that the mesh can be properly relit and rendered in any lighting environment. We introduce LightControlNet, a new text-to-image model based on the ControlNet architecture, which allows the specification of the desired lighting as a conditioning image to the model. Our text-to-texture pipeline then constructs the texture in two stages. The first stage produces a sparse set of visually consistent reference views of the mesh using LightControlNet. The second stage applies a texture optimization based on Score Distillation Sampling (SDS) that works with LightControlNet to increase the texture quality while disentangling surface material from lighting. Our pipeline is significantly faster than previous text-to-texture methods, while producing high-quality and relightable textures.
TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models
Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.
GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface Reconstruction
3D Gaussian Splatting has achieved impressive performance in novel view synthesis with real-time rendering capabilities. However, reconstructing high-quality surfaces with fine details using 3D Gaussians remains a challenging task. In this work, we introduce GausSurf, a novel approach to high-quality surface reconstruction by employing geometry guidance from multi-view consistency in texture-rich areas and normal priors in texture-less areas of a scene. We observe that a scene can be mainly divided into two primary regions: 1) texture-rich and 2) texture-less areas. To enforce multi-view consistency at texture-rich areas, we enhance the reconstruction quality by incorporating a traditional patch-match based Multi-View Stereo (MVS) approach to guide the geometry optimization in an iterative scheme. This scheme allows for mutual reinforcement between the optimization of Gaussians and patch-match refinement, which significantly improves the reconstruction results and accelerates the training process. Meanwhile, for the texture-less areas, we leverage normal priors from a pre-trained normal estimation model to guide optimization. Extensive experiments on the DTU and Tanks and Temples datasets demonstrate that our method surpasses state-of-the-art methods in terms of reconstruction quality and computation time.
ARM: Appearance Reconstruction Model for Relightable 3D Generation
Recent image-to-3D reconstruction models have greatly advanced geometry generation, but they still struggle to faithfully generate realistic appearance. To address this, we introduce ARM, a novel method that reconstructs high-quality 3D meshes and realistic appearance from sparse-view images. The core of ARM lies in decoupling geometry from appearance, processing appearance within the UV texture space. Unlike previous methods, ARM improves texture quality by explicitly back-projecting measurements onto the texture map and processing them in a UV space module with a global receptive field. To resolve ambiguities between material and illumination in input images, ARM introduces a material prior that encodes semantic appearance information, enhancing the robustness of appearance decomposition. Trained on just 8 H100 GPUs, ARM outperforms existing methods both quantitatively and qualitatively.
3D-FUTURE: 3D Furniture shape with TextURE
The 3D CAD shapes in current 3D benchmarks are mostly collected from online model repositories. Thus, they typically have insufficient geometric details and less informative textures, making them less attractive for comprehensive and subtle research in areas such as high-quality 3D mesh and texture recovery. This paper presents 3D Furniture shape with TextURE (3D-FUTURE): a richly-annotated and large-scale repository of 3D furniture shapes in the household scenario. At the time of this technical report, 3D-FUTURE contains 20,240 clean and realistic synthetic images of 5,000 different rooms. There are 9,992 unique detailed 3D instances of furniture with high-resolution textures. Experienced designers developed the room scenes, and the 3D CAD shapes in the scene are used for industrial production. Given the well-organized 3D-FUTURE, we provide baseline experiments on several widely studied tasks, such as joint 2D instance segmentation and 3D object pose estimation, image-based 3D shape retrieval, 3D object reconstruction from a single image, and texture recovery for 3D shapes, to facilitate related future researches on our database.
Mesh2Tex: Generating Mesh Textures from Image Queries
Remarkable advances have been achieved recently in learning neural representations that characterize object geometry, while generating textured objects suitable for downstream applications and 3D rendering remains at an early stage. In particular, reconstructing textured geometry from images of real objects is a significant challenge -- reconstructed geometry is often inexact, making realistic texturing a significant challenge. We present Mesh2Tex, which learns a realistic object texture manifold from uncorrelated collections of 3D object geometry and photorealistic RGB images, by leveraging a hybrid mesh-neural-field texture representation. Our texture representation enables compact encoding of high-resolution textures as a neural field in the barycentric coordinate system of the mesh faces. The learned texture manifold enables effective navigation to generate an object texture for a given 3D object geometry that matches to an input RGB image, which maintains robustness even under challenging real-world scenarios where the mesh geometry approximates an inexact match to the underlying geometry in the RGB image. Mesh2Tex can effectively generate realistic object textures for an object mesh to match real images observations towards digitization of real environments, significantly improving over previous state of the art.
Single Image BRDF Parameter Estimation with a Conditional Adversarial Network
Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering. To relieve artists, who create these surfaces in a time-consuming, manual process, automated retrieval of the spatially-varying Bidirectional Reflectance Distribution Function (SVBRDF) from a single mobile phone image is desirable. By leveraging a deep neural network, this casual capturing method can be achieved. The trained network can estimate per pixel normal, base color, metallic and roughness parameters from the Disney BRDF. The input image is taken with a mobile phone lit by the camera flash. The network is trained to compensate for environment lighting and thus learned to reduce artifacts introduced by other light sources. These losses contain a multi-scale discriminator with an additional perceptual loss, a rendering loss using a differentiable renderer, and a parameter loss. Besides the local precision, this loss formulation generates material texture maps which are globally more consistent. The network is set up as a generator network trained in an adversarial fashion to ensure that only plausible maps are produced. The estimated parameters not only reproduce the material faithfully in rendering but capture the style of hand-authored materials due to the more global loss terms compared to previous works without requiring additional post-processing. Both the resolution and the quality is improved.
Text-Guided Texturing by Synchronized Multi-View Diffusion
This paper introduces a novel approach to synthesize texture to dress up a given 3D object, given a text prompt. Based on the pretrained text-to-image (T2I) diffusion model, existing methods usually employ a project-and-inpaint approach, in which a view of the given object is first generated and warped to another view for inpainting. But it tends to generate inconsistent texture due to the asynchronous diffusion of multiple views. We believe such asynchronous diffusion and insufficient information sharing among views are the root causes of the inconsistent artifact. In this paper, we propose a synchronized multi-view diffusion approach that allows the diffusion processes from different views to reach a consensus of the generated content early in the process, and hence ensures the texture consistency. To synchronize the diffusion, we share the denoised content among different views in each denoising step, specifically blending the latent content in the texture domain from views with overlap. Our method demonstrates superior performance in generating consistent, seamless, highly detailed textures, comparing to state-of-the-art methods.
Generative Image Inpainting with Contextual Attention
Recent deep learning based approaches have shown promising results for the challenging task of inpainting large missing regions in an image. These methods can generate visually plausible image structures and textures, but often create distorted structures or blurry textures inconsistent with surrounding areas. This is mainly due to ineffectiveness of convolutional neural networks in explicitly borrowing or copying information from distant spatial locations. On the other hand, traditional texture and patch synthesis approaches are particularly suitable when it needs to borrow textures from the surrounding regions. Motivated by these observations, we propose a new deep generative model-based approach which can not only synthesize novel image structures but also explicitly utilize surrounding image features as references during network training to make better predictions. The model is a feed-forward, fully convolutional neural network which can process images with multiple holes at arbitrary locations and with variable sizes during the test time. Experiments on multiple datasets including faces (CelebA, CelebA-HQ), textures (DTD) and natural images (ImageNet, Places2) demonstrate that our proposed approach generates higher-quality inpainting results than existing ones. Code, demo and models are available at: https://github.com/JiahuiYu/generative_inpainting.
GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
We present GSD, a diffusion model approach based on Gaussian Splatting (GS) representation for 3D object reconstruction from a single view. Prior works suffer from inconsistent 3D geometry or mediocre rendering quality due to improper representations. We take a step towards resolving these shortcomings by utilizing the recent state-of-the-art 3D explicit representation, Gaussian Splatting, and an unconditional diffusion model. This model learns to generate 3D objects represented by sets of GS ellipsoids. With these strong generative 3D priors, though learning unconditionally, the diffusion model is ready for view-guided reconstruction without further model fine-tuning. This is achieved by propagating fine-grained 2D features through the efficient yet flexible splatting function and the guided denoising sampling process. In addition, a 2D diffusion model is further employed to enhance rendering fidelity, and improve reconstructed GS quality by polishing and re-using the rendered images. The final reconstructed objects explicitly come with high-quality 3D structure and texture, and can be efficiently rendered in arbitrary views. Experiments on the challenging real-world CO3D dataset demonstrate the superiority of our approach. Project page: https://yxmu.foo/GSD/{this https URL}
3D Paintbrush: Local Stylization of 3D Shapes with Cascaded Score Distillation
In this work we develop 3D Paintbrush, a technique for automatically texturing local semantic regions on meshes via text descriptions. Our method is designed to operate directly on meshes, producing texture maps which seamlessly integrate into standard graphics pipelines. We opt to simultaneously produce a localization map (to specify the edit region) and a texture map which conforms to it. This synergistic approach improves the quality of both the localization and the stylization. To enhance the details and resolution of the textured area, we leverage multiple stages of a cascaded diffusion model to supervise our local editing technique with generative priors learned from images at different resolutions. Our technique, referred to as Cascaded Score Distillation (CSD), simultaneously distills scores at multiple resolutions in a cascaded fashion, enabling control over both the granularity and global understanding of the supervision. We demonstrate the effectiveness of 3D Paintbrush to locally texture a variety of shapes within different semantic regions. Project page: https://threedle.github.io/3d-paintbrush
InsTex: Indoor Scenes Stylized Texture Synthesis
Generating high-quality textures for 3D scenes is crucial for applications in interior design, gaming, and augmented/virtual reality (AR/VR). Although recent advancements in 3D generative models have enhanced content creation, significant challenges remain in achieving broad generalization and maintaining style consistency across multiple viewpoints. Current methods, such as 2D diffusion models adapted for 3D texturing, suffer from lengthy processing times and visual artifacts, while approaches driven by 3D data often fail to generalize effectively. To overcome these challenges, we introduce InsTex, a two-stage architecture designed to generate high-quality, style-consistent textures for 3D indoor scenes. InsTex utilizes depth-to-image diffusion priors in a coarse-to-fine pipeline, first generating multi-view images with a pre-trained 2D diffusion model and subsequently refining the textures for consistency. Our method supports both textual and visual prompts, achieving state-of-the-art results in visual quality and quantitative metrics, and demonstrates its effectiveness across various 3D texturing applications.
Texture Generation on 3D Meshes with Point-UV Diffusion
In this work, we focus on synthesizing high-quality textures on 3D meshes. We present Point-UV diffusion, a coarse-to-fine pipeline that marries the denoising diffusion model with UV mapping to generate 3D consistent and high-quality texture images in UV space. We start with introducing a point diffusion model to synthesize low-frequency texture components with our tailored style guidance to tackle the biased color distribution. The derived coarse texture offers global consistency and serves as a condition for the subsequent UV diffusion stage, aiding in regularizing the model to generate a 3D consistent UV texture image. Then, a UV diffusion model with hybrid conditions is developed to enhance the texture fidelity in the 2D UV space. Our method can process meshes of any genus, generating diversified, geometry-compatible, and high-fidelity textures. Code is available at https://cvmi-lab.github.io/Point-UV-Diffusion
Tex4D: Zero-shot 4D Scene Texturing with Video Diffusion Models
3D meshes are widely used in computer vision and graphics for their efficiency in animation and minimal memory use, playing a crucial role in movies, games, AR, and VR. However, creating temporally consistent and realistic textures for mesh sequences remains labor-intensive for professional artists. On the other hand, while video diffusion models excel at text-driven video generation, they often lack 3D geometry awareness and struggle with achieving multi-view consistent texturing for 3D meshes. In this work, we present Tex4D, a zero-shot approach that integrates inherent 3D geometry knowledge from mesh sequences with the expressiveness of video diffusion models to produce multi-view and temporally consistent 4D textures. Given an untextured mesh sequence and a text prompt as inputs, our method enhances multi-view consistency by synchronizing the diffusion process across different views through latent aggregation in the UV space. To ensure temporal consistency, we leverage prior knowledge from a conditional video generation model for texture synthesis. However, straightforwardly combining the video diffusion model and the UV texture aggregation leads to blurry results. We analyze the underlying causes and propose a simple yet effective modification to the DDIM sampling process to address this issue. Additionally, we introduce a reference latent texture to strengthen the correlation between frames during the denoising process. To the best of our knowledge, Tex4D is the first method specifically designed for 4D scene texturing. Extensive experiments demonstrate its superiority in producing multi-view and multi-frame consistent videos based on untextured mesh sequences.
UniDream: Unifying Diffusion Priors for Relightable Text-to-3D Generation
Recent advancements in text-to-3D generation technology have significantly advanced the conversion of textual descriptions into imaginative well-geometrical and finely textured 3D objects. Despite these developments, a prevalent limitation arises from the use of RGB data in diffusion or reconstruction models, which often results in models with inherent lighting and shadows effects that detract from their realism, thereby limiting their usability in applications that demand accurate relighting capabilities. To bridge this gap, we present UniDream, a text-to-3D generation framework by incorporating unified diffusion priors. Our approach consists of three main components: (1) a dual-phase training process to get albedo-normal aligned multi-view diffusion and reconstruction models, (2) a progressive generation procedure for geometry and albedo-textures based on Score Distillation Sample (SDS) using the trained reconstruction and diffusion models, and (3) an innovative application of SDS for finalizing PBR generation while keeping a fixed albedo based on Stable Diffusion model. Extensive evaluations demonstrate that UniDream surpasses existing methods in generating 3D objects with clearer albedo textures, smoother surfaces, enhanced realism, and superior relighting capabilities.
PaintHuman: Towards High-fidelity Text-to-3D Human Texturing via Denoised Score Distillation
Recent advances in zero-shot text-to-3D human generation, which employ the human model prior (eg, SMPL) or Score Distillation Sampling (SDS) with pre-trained text-to-image diffusion models, have been groundbreaking. However, SDS may provide inaccurate gradient directions under the weak diffusion guidance, as it tends to produce over-smoothed results and generate body textures that are inconsistent with the detailed mesh geometry. Therefore, directly leverage existing strategies for high-fidelity text-to-3D human texturing is challenging. In this work, we propose a model called PaintHuman to addresses the challenges from two aspects. We first propose a novel score function, Denoised Score Distillation (DSD), which directly modifies the SDS by introducing negative gradient components to iteratively correct the gradient direction and generate high-quality textures. In addition, we use the depth map as a geometric guidance to ensure the texture is semantically aligned to human mesh surfaces. To guarantee the quality of rendered results, we employ geometry-aware networks to predict surface materials and render realistic human textures. Extensive experiments, benchmarked against state-of-the-art methods, validate the efficacy of our approach.
ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting
Recent advances in neural rendering have shown great potential for reconstructing scenes from multiview images. However, accurately representing objects with glossy surfaces remains a challenge for existing methods. In this work, we introduce ENVIDR, a rendering and modeling framework for high-quality rendering and reconstruction of surfaces with challenging specular reflections. To achieve this, we first propose a novel neural renderer with decomposed rendering components to learn the interaction between surface and environment lighting. This renderer is trained using existing physically based renderers and is decoupled from actual scene representations. We then propose an SDF-based neural surface model that leverages this learned neural renderer to represent general scenes. Our model additionally synthesizes indirect illuminations caused by inter-reflections from shiny surfaces by marching surface-reflected rays. We demonstrate that our method outperforms state-of-art methods on challenging shiny scenes, providing high-quality rendering of specular reflections while also enabling material editing and scene relighting.
SF3D: Stable Fast 3D Mesh Reconstruction with UV-unwrapping and Illumination Disentanglement
We present SF3D, a novel method for rapid and high-quality textured object mesh reconstruction from a single image in just 0.5 seconds. Unlike most existing approaches, SF3D is explicitly trained for mesh generation, incorporating a fast UV unwrapping technique that enables swift texture generation rather than relying on vertex colors. The method also learns to predict material parameters and normal maps to enhance the visual quality of the reconstructed 3D meshes. Furthermore, SF3D integrates a delighting step to effectively remove low-frequency illumination effects, ensuring that the reconstructed meshes can be easily used in novel illumination conditions. Experiments demonstrate the superior performance of SF3D over the existing techniques. Project page: https://stable-fast-3d.github.io
Text2Tex: Text-driven Texture Synthesis via Diffusion Models
We present Text2Tex, a novel method for generating high-quality textures for 3D meshes from the given text prompts. Our method incorporates inpainting into a pre-trained depth-aware image diffusion model to progressively synthesize high resolution partial textures from multiple viewpoints. To avoid accumulating inconsistent and stretched artifacts across views, we dynamically segment the rendered view into a generation mask, which represents the generation status of each visible texel. This partitioned view representation guides the depth-aware inpainting model to generate and update partial textures for the corresponding regions. Furthermore, we propose an automatic view sequence generation scheme to determine the next best view for updating the partial texture. Extensive experiments demonstrate that our method significantly outperforms the existing text-driven approaches and GAN-based methods.
TUVF: Learning Generalizable Texture UV Radiance Fields
Textures are a vital aspect of creating visually appealing and realistic 3D models. In this paper, we study the problem of generating high-fidelity texture given shapes of 3D assets, which has been relatively less explored compared with generic 3D shape modeling. Our goal is to facilitate a controllable texture generation process, such that one texture code can correspond to a particular appearance style independent of any input shapes from a category. We introduce Texture UV Radiance Fields (TUVF) that generate textures in a learnable UV sphere space rather than directly on the 3D shape. This allows the texture to be disentangled from the underlying shape and transferable to other shapes that share the same UV space, i.e., from the same category. We integrate the UV sphere space with the radiance field, which provides a more efficient and accurate representation of textures than traditional texture maps. We perform our experiments on real-world object datasets where we achieve not only realistic synthesis but also substantial improvements over state-of-the-arts on texture controlling and editing. Project Page: https://www.anjiecheng.me/TUVF
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
GaussianPro: 3D Gaussian Splatting with Progressive Propagation
The advent of 3D Gaussian Splatting (3DGS) has recently brought about a revolution in the field of neural rendering, facilitating high-quality renderings at real-time speed. However, 3DGS heavily depends on the initialized point cloud produced by Structure-from-Motion (SfM) techniques. When tackling with large-scale scenes that unavoidably contain texture-less surfaces, the SfM techniques always fail to produce enough points in these surfaces and cannot provide good initialization for 3DGS. As a result, 3DGS suffers from difficult optimization and low-quality renderings. In this paper, inspired by classical multi-view stereo (MVS) techniques, we propose GaussianPro, a novel method that applies a progressive propagation strategy to guide the densification of the 3D Gaussians. Compared to the simple split and clone strategies used in 3DGS, our method leverages the priors of the existing reconstructed geometries of the scene and patch matching techniques to produce new Gaussians with accurate positions and orientations. Experiments on both large-scale and small-scale scenes validate the effectiveness of our method, where our method significantly surpasses 3DGS on the Waymo dataset, exhibiting an improvement of 1.15dB in terms of PSNR.
Ref-NeuS: Ambiguity-Reduced Neural Implicit Surface Learning for Multi-View Reconstruction with Reflection
Neural implicit surface learning has shown significant progress in multi-view 3D reconstruction, where an object is represented by multilayer perceptrons that provide continuous implicit surface representation and view-dependent radiance. However, current methods often fail to accurately reconstruct reflective surfaces, leading to severe ambiguity. To overcome this issue, we propose Ref-NeuS, which aims to reduce ambiguity by attenuating the effect of reflective surfaces. Specifically, we utilize an anomaly detector to estimate an explicit reflection score with the guidance of multi-view context to localize reflective surfaces. Afterward, we design a reflection-aware photometric loss that adaptively reduces ambiguity by modeling rendered color as a Gaussian distribution, with the reflection score representing the variance. We show that together with a reflection direction-dependent radiance, our model achieves high-quality surface reconstruction on reflective surfaces and outperforms the state-of-the-arts by a large margin. Besides, our model is also comparable on general surfaces.
TextMesh: Generation of Realistic 3D Meshes From Text Prompts
The ability to generate highly realistic 2D images from mere text prompts has recently made huge progress in terms of speed and quality, thanks to the advent of image diffusion models. Naturally, the question arises if this can be also achieved in the generation of 3D content from such text prompts. To this end, a new line of methods recently emerged trying to harness diffusion models, trained on 2D images, for supervision of 3D model generation using view dependent prompts. While achieving impressive results, these methods, however, have two major drawbacks. First, rather than commonly used 3D meshes, they instead generate neural radiance fields (NeRFs), making them impractical for most real applications. Second, these approaches tend to produce over-saturated models, giving the output a cartoonish looking effect. Therefore, in this work we propose a novel method for generation of highly realistic-looking 3D meshes. To this end, we extend NeRF to employ an SDF backbone, leading to improved 3D mesh extraction. In addition, we propose a novel way to finetune the mesh texture, removing the effect of high saturation and improving the details of the output 3D mesh.
DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation
Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.
GenesisTex: Adapting Image Denoising Diffusion to Texture Space
We present GenesisTex, a novel method for synthesizing textures for 3D geometries from text descriptions. GenesisTex adapts the pretrained image diffusion model to texture space by texture space sampling. Specifically, we maintain a latent texture map for each viewpoint, which is updated with predicted noise on the rendering of the corresponding viewpoint. The sampled latent texture maps are then decoded into a final texture map. During the sampling process, we focus on both global and local consistency across multiple viewpoints: global consistency is achieved through the integration of style consistency mechanisms within the noise prediction network, and low-level consistency is achieved by dynamically aligning latent textures. Finally, we apply reference-based inpainting and img2img on denser views for texture refinement. Our approach overcomes the limitations of slow optimization in distillation-based methods and instability in inpainting-based methods. Experiments on meshes from various sources demonstrate that our method surpasses the baseline methods quantitatively and qualitatively.
360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming
3D Gaussian Splatting (3D-GS) has recently attracted great attention with real-time and photo-realistic renderings. This technique typically takes perspective images as input and optimizes a set of 3D elliptical Gaussians by splatting them onto the image planes, resulting in 2D Gaussians. However, applying 3D-GS to panoramic inputs presents challenges in effectively modeling the projection onto the spherical surface of {360^circ} images using 2D Gaussians. In practical applications, input panoramas are often sparse, leading to unreliable initialization of 3D Gaussians and subsequent degradation of 3D-GS quality. In addition, due to the under-constrained geometry of texture-less planes (e.g., walls and floors), 3D-GS struggles to model these flat regions with elliptical Gaussians, resulting in significant floaters in novel views. To address these issues, we propose 360-GS, a novel 360^{circ} Gaussian splatting for a limited set of panoramic inputs. Instead of splatting 3D Gaussians directly onto the spherical surface, 360-GS projects them onto the tangent plane of the unit sphere and then maps them to the spherical projections. This adaptation enables the representation of the projection using Gaussians. We guide the optimization of 360-GS by exploiting layout priors within panoramas, which are simple to obtain and contain strong structural information about the indoor scene. Our experimental results demonstrate that 360-GS allows panoramic rendering and outperforms state-of-the-art methods with fewer artifacts in novel view synthesis, thus providing immersive roaming in indoor scenarios.
Beyond Imperfections: A Conditional Inpainting Approach for End-to-End Artifact Removal in VTON and Pose Transfer
Artifacts often degrade the visual quality of virtual try-on (VTON) and pose transfer applications, impacting user experience. This study introduces a novel conditional inpainting technique designed to detect and remove such distortions, improving image aesthetics. Our work is the first to present an end-to-end framework addressing this specific issue, and we developed a specialized dataset of artifacts in VTON and pose transfer tasks, complete with masks highlighting the affected areas. Experimental results show that our method not only effectively removes artifacts but also significantly enhances the visual quality of the final images, setting a new benchmark in computer vision and image processing.
Dual3D: Efficient and Consistent Text-to-3D Generation with Dual-mode Multi-view Latent Diffusion
We present Dual3D, a novel text-to-3D generation framework that generates high-quality 3D assets from texts in only 1 minute.The key component is a dual-mode multi-view latent diffusion model. Given the noisy multi-view latents, the 2D mode can efficiently denoise them with a single latent denoising network, while the 3D mode can generate a tri-plane neural surface for consistent rendering-based denoising. Most modules for both modes are tuned from a pre-trained text-to-image latent diffusion model to circumvent the expensive cost of training from scratch. To overcome the high rendering cost during inference, we propose the dual-mode toggling inference strategy to use only 1/10 denoising steps with 3D mode, successfully generating a 3D asset in just 10 seconds without sacrificing quality. The texture of the 3D asset can be further enhanced by our efficient texture refinement process in a short time. Extensive experiments demonstrate that our method delivers state-of-the-art performance while significantly reducing generation time. Our project page is available at https://dual3d.github.io
TeCH: Text-guided Reconstruction of Lifelike Clothed Humans
Despite recent research advancements in reconstructing clothed humans from a single image, accurately restoring the "unseen regions" with high-level details remains an unsolved challenge that lacks attention. Existing methods often generate overly smooth back-side surfaces with a blurry texture. But how to effectively capture all visual attributes of an individual from a single image, which are sufficient to reconstruct unseen areas (e.g., the back view)? Motivated by the power of foundation models, TeCH reconstructs the 3D human by leveraging 1) descriptive text prompts (e.g., garments, colors, hairstyles) which are automatically generated via a garment parsing model and Visual Question Answering (VQA), 2) a personalized fine-tuned Text-to-Image diffusion model (T2I) which learns the "indescribable" appearance. To represent high-resolution 3D clothed humans at an affordable cost, we propose a hybrid 3D representation based on DMTet, which consists of an explicit body shape grid and an implicit distance field. Guided by the descriptive prompts + personalized T2I diffusion model, the geometry and texture of the 3D humans are optimized through multi-view Score Distillation Sampling (SDS) and reconstruction losses based on the original observation. TeCH produces high-fidelity 3D clothed humans with consistent & delicate texture, and detailed full-body geometry. Quantitative and qualitative experiments demonstrate that TeCH outperforms the state-of-the-art methods in terms of reconstruction accuracy and rendering quality. The code will be publicly available for research purposes at https://huangyangyi.github.io/tech
GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction
Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering. Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes. To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF). The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design unlocks the potential for more accurate and detailed surface reconstructions, and at the meantime benefits 3DGS rendering with structures that are more aligned with the underlying geometry.
Bridging 3D Gaussian and Mesh for Freeview Video Rendering
This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform alpha-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.
Clutter Detection and Removal in 3D Scenes with View-Consistent Inpainting
Removing clutter from scenes is essential in many applications, ranging from privacy-concerned content filtering to data augmentation. In this work, we present an automatic system that removes clutter from 3D scenes and inpaints with coherent geometry and texture. We propose techniques for its two key components: 3D segmentation from shared properties and 3D inpainting, both of which are important porblems. The definition of 3D scene clutter (frequently-moving objects) is not well captured by commonly-studied object categories in computer vision. To tackle the lack of well-defined clutter annotations, we group noisy fine-grained labels, leverage virtual rendering, and impose an instance-level area-sensitive loss. Once clutter is removed, we inpaint geometry and texture in the resulting holes by merging inpainted RGB-D images. This requires novel voting and pruning strategies that guarantee multi-view consistency across individually inpainted images for mesh reconstruction. Experiments on ScanNet and Matterport dataset show that our method outperforms baselines for clutter segmentation and 3D inpainting, both visually and quantitatively.
An Object is Worth 64x64 Pixels: Generating 3D Object via Image Diffusion
We introduce a new approach for generating realistic 3D models with UV maps through a representation termed "Object Images." This approach encapsulates surface geometry, appearance, and patch structures within a 64x64 pixel image, effectively converting complex 3D shapes into a more manageable 2D format. By doing so, we address the challenges of both geometric and semantic irregularity inherent in polygonal meshes. This method allows us to use image generation models, such as Diffusion Transformers, directly for 3D shape generation. Evaluated on the ABO dataset, our generated shapes with patch structures achieve point cloud FID comparable to recent 3D generative models, while naturally supporting PBR material generation.
3DGen: Triplane Latent Diffusion for Textured Mesh Generation
Latent diffusion models for image generation have crossed a quality threshold which enabled them to achieve mass adoption. Recently, a series of works have made advancements towards replicating this success in the 3D domain, introducing techniques such as point cloud VAE, triplane representation, neural implicit surfaces and differentiable rendering based training. We take another step along this direction, combining these developments in a two-step pipeline consisting of 1) a triplane VAE which can learn latent representations of textured meshes and 2) a conditional diffusion model which generates the triplane features. For the first time this architecture allows conditional and unconditional generation of high quality textured or untextured 3D meshes across multiple diverse categories in a few seconds on a single GPU. It outperforms previous work substantially on image-conditioned and unconditional generation on mesh quality as well as texture generation. Furthermore, we demonstrate the scalability of our model to large datasets for increased quality and diversity. We will release our code and trained models.
TextureDiffusion: Target Prompt Disentangled Editing for Various Texture Transfer
Recently, text-guided image editing has achieved significant success. However, existing methods can only apply simple textures like wood or gold when changing the texture of an object. Complex textures such as cloud or fire pose a challenge. This limitation stems from that the target prompt needs to contain both the input image content and <texture>, restricting the texture representation. In this paper, we propose TextureDiffusion, a tuning-free image editing method applied to various texture transfer. Initially, the target prompt is directly set to "<texture>", making the texture disentangled from the input image content to enhance texture representation. Subsequently, query features in self-attention and features in residual blocks are utilized to preserve the structure of the input image. Finally, to maintain the background, we introduce an edit localization technique which blends the self-attention results and the intermediate latents. Comprehensive experiments demonstrate that TextureDiffusion can harmoniously transfer various textures with excellent structure and background preservation.
Jointly Generating Multi-view Consistent PBR Textures using Collaborative Control
Multi-view consistency remains a challenge for image diffusion models. Even within the Text-to-Texture problem, where perfect geometric correspondences are known a priori, many methods fail to yield aligned predictions across views, necessitating non-trivial fusion methods to incorporate the results onto the original mesh. We explore this issue for a Collaborative Control workflow specifically in PBR Text-to-Texture. Collaborative Control directly models PBR image probability distributions, including normal bump maps; to our knowledge, the only diffusion model to directly output full PBR stacks. We discuss the design decisions involved in making this model multi-view consistent, and demonstrate the effectiveness of our approach in ablation studies, as well as practical applications.
Meta 3D TextureGen: Fast and Consistent Texture Generation for 3D Objects
The recent availability and adaptability of text-to-image models has sparked a new era in many related domains that benefit from the learned text priors as well as high-quality and fast generation capabilities, one of which is texture generation for 3D objects. Although recent texture generation methods achieve impressive results by using text-to-image networks, the combination of global consistency, quality, and speed, which is crucial for advancing texture generation to real-world applications, remains elusive. To that end, we introduce Meta 3D TextureGen: a new feedforward method comprised of two sequential networks aimed at generating high-quality and globally consistent textures for arbitrary geometries of any complexity degree in less than 20 seconds. Our method achieves state-of-the-art results in quality and speed by conditioning a text-to-image model on 3D semantics in 2D space and fusing them into a complete and high-resolution UV texture map, as demonstrated by extensive qualitative and quantitative evaluations. In addition, we introduce a texture enhancement network that is capable of up-scaling any texture by an arbitrary ratio, producing 4k pixel resolution textures.
Looking Through the Glass: Neural Surface Reconstruction Against High Specular Reflections
Neural implicit methods have achieved high-quality 3D object surfaces under slight specular highlights. However, high specular reflections (HSR) often appear in front of target objects when we capture them through glasses. The complex ambiguity in these scenes violates the multi-view consistency, then makes it challenging for recent methods to reconstruct target objects correctly. To remedy this issue, we present a novel surface reconstruction framework, NeuS-HSR, based on implicit neural rendering. In NeuS-HSR, the object surface is parameterized as an implicit signed distance function (SDF). To reduce the interference of HSR, we propose decomposing the rendered image into two appearances: the target object and the auxiliary plane. We design a novel auxiliary plane module by combining physical assumptions and neural networks to generate the auxiliary plane appearance. Extensive experiments on synthetic and real-world datasets demonstrate that NeuS-HSR outperforms state-of-the-art approaches for accurate and robust target surface reconstruction against HSR. Code is available at https://github.com/JiaxiongQ/NeuS-HSR.
VCD-Texture: Variance Alignment based 3D-2D Co-Denoising for Text-Guided Texturing
Recent research on texture synthesis for 3D shapes benefits a lot from dramatically developed 2D text-to-image diffusion models, including inpainting-based and optimization-based approaches. However, these methods ignore the modal gap between the 2D diffusion model and 3D objects, which primarily render 3D objects into 2D images and texture each image separately. In this paper, we revisit the texture synthesis and propose a Variance alignment based 3D-2D Collaborative Denoising framework, dubbed VCD-Texture, to address these issues. Formally, we first unify both 2D and 3D latent feature learning in diffusion self-attention modules with re-projected 3D attention receptive fields. Subsequently, the denoised multi-view 2D latent features are aggregated into 3D space and then rasterized back to formulate more consistent 2D predictions. However, the rasterization process suffers from an intractable variance bias, which is theoretically addressed by the proposed variance alignment, achieving high-fidelity texture synthesis. Moreover, we present an inpainting refinement to further improve the details with conflicting regions. Notably, there is not a publicly available benchmark to evaluate texture synthesis, which hinders its development. Thus we construct a new evaluation set built upon three open-source 3D datasets and propose to use four metrics to thoroughly validate the texturing performance. Comprehensive experiments demonstrate that VCD-Texture achieves superior performance against other counterparts.
TextureDreamer: Image-guided Texture Synthesis through Geometry-aware Diffusion
We present TextureDreamer, a novel image-guided texture synthesis method to transfer relightable textures from a small number of input images (3 to 5) to target 3D shapes across arbitrary categories. Texture creation is a pivotal challenge in vision and graphics. Industrial companies hire experienced artists to manually craft textures for 3D assets. Classical methods require densely sampled views and accurately aligned geometry, while learning-based methods are confined to category-specific shapes within the dataset. In contrast, TextureDreamer can transfer highly detailed, intricate textures from real-world environments to arbitrary objects with only a few casually captured images, potentially significantly democratizing texture creation. Our core idea, personalized geometry-aware score distillation (PGSD), draws inspiration from recent advancements in diffuse models, including personalized modeling for texture information extraction, variational score distillation for detailed appearance synthesis, and explicit geometry guidance with ControlNet. Our integration and several essential modifications substantially improve the texture quality. Experiments on real images spanning different categories show that TextureDreamer can successfully transfer highly realistic, semantic meaningful texture to arbitrary objects, surpassing the visual quality of previous state-of-the-art.
Cloth2Tex: A Customized Cloth Texture Generation Pipeline for 3D Virtual Try-On
Fabricating and designing 3D garments has become extremely demanding with the increasing need for synthesizing realistic dressed persons for a variety of applications, e.g. 3D virtual try-on, digitalization of 2D clothes into 3D apparel, and cloth animation. It thus necessitates a simple and straightforward pipeline to obtain high-quality texture from simple input, such as 2D reference images. Since traditional warping-based texture generation methods require a significant number of control points to be manually selected for each type of garment, which can be a time-consuming and tedious process. We propose a novel method, called Cloth2Tex, which eliminates the human burden in this process. Cloth2Tex is a self-supervised method that generates texture maps with reasonable layout and structural consistency. Another key feature of Cloth2Tex is that it can be used to support high-fidelity texture inpainting. This is done by combining Cloth2Tex with a prevailing latent diffusion model. We evaluate our approach both qualitatively and quantitatively and demonstrate that Cloth2Tex can generate high-quality texture maps and achieve the best visual effects in comparison to other methods. Project page: tomguluson92.github.io/projects/cloth2tex/
Repaint123: Fast and High-quality One Image to 3D Generation with Progressive Controllable 2D Repainting
Recent one image to 3D generation methods commonly adopt Score Distillation Sampling (SDS). Despite the impressive results, there are multiple deficiencies including multi-view inconsistency, over-saturated and over-smoothed textures, as well as the slow generation speed. To address these deficiencies, we present Repaint123 to alleviate multi-view bias as well as texture degradation and speed up the generation process. The core idea is to combine the powerful image generation capability of the 2D diffusion model and the texture alignment ability of the repainting strategy for generating high-quality multi-view images with consistency. We further propose visibility-aware adaptive repainting strength for overlap regions to enhance the generated image quality in the repainting process. The generated high-quality and multi-view consistent images enable the use of simple Mean Square Error (MSE) loss for fast 3D content generation. We conduct extensive experiments and show that our method has a superior ability to generate high-quality 3D content with multi-view consistency and fine textures in 2 minutes from scratch. Code is at https://github.com/junwuzhang19/repaint123.
TexDreamer: Towards Zero-Shot High-Fidelity 3D Human Texture Generation
Texturing 3D humans with semantic UV maps remains a challenge due to the difficulty of acquiring reasonably unfolded UV. Despite recent text-to-3D advancements in supervising multi-view renderings using large text-to-image (T2I) models, issues persist with generation speed, text consistency, and texture quality, resulting in data scarcity among existing datasets. We present TexDreamer, the first zero-shot multimodal high-fidelity 3D human texture generation model. Utilizing an efficient texture adaptation finetuning strategy, we adapt large T2I model to a semantic UV structure while preserving its original generalization capability. Leveraging a novel feature translator module, the trained model is capable of generating high-fidelity 3D human textures from either text or image within seconds. Furthermore, we introduce ArTicuLated humAn textureS (ATLAS), the largest high-resolution (1024 X 1024) 3D human texture dataset which contains 50k high-fidelity textures with text descriptions.
Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting
The recent advancements in 3D Gaussian splatting (3D-GS) have not only facilitated real-time rendering through modern GPU rasterization pipelines but have also attained state-of-the-art rendering quality. Nevertheless, despite its exceptional rendering quality and performance on standard datasets, 3D-GS frequently encounters difficulties in accurately modeling specular and anisotropic components. This issue stems from the limited ability of spherical harmonics (SH) to represent high-frequency information. To overcome this challenge, we introduce Spec-Gaussian, an approach that utilizes an anisotropic spherical Gaussian (ASG) appearance field instead of SH for modeling the view-dependent appearance of each 3D Gaussian. Additionally, we have developed a coarse-to-fine training strategy to improve learning efficiency and eliminate floaters caused by overfitting in real-world scenes. Our experimental results demonstrate that our method surpasses existing approaches in terms of rendering quality. Thanks to ASG, we have significantly improved the ability of 3D-GS to model scenes with specular and anisotropic components without increasing the number of 3D Gaussians. This improvement extends the applicability of 3D GS to handle intricate scenarios with specular and anisotropic surfaces.
FlexiTex: Enhancing Texture Generation with Visual Guidance
Recent texture generation methods achieve impressive results due to the powerful generative prior they leverage from large-scale text-to-image diffusion models. However, abstract textual prompts are limited in providing global textural or shape information, which results in the texture generation methods producing blurry or inconsistent patterns. To tackle this, we present FlexiTex, embedding rich information via visual guidance to generate a high-quality texture. The core of FlexiTex is the Visual Guidance Enhancement module, which incorporates more specific information from visual guidance to reduce ambiguity in the text prompt and preserve high-frequency details. To further enhance the visual guidance, we introduce a Direction-Aware Adaptation module that automatically designs direction prompts based on different camera poses, avoiding the Janus problem and maintaining semantically global consistency. Benefiting from the visual guidance, FlexiTex produces quantitatively and qualitatively sound results, demonstrating its potential to advance texture generation for real-world applications.
Gaussian Splashing: Dynamic Fluid Synthesis with Gaussian Splatting
We demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian splatting and position-based dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to Gaussian shader, we enhance each Gaussian kernel with an added normal, aligning the kernel's orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. For more information, please visit our project page at https://amysteriouscat.github.io/GaussianSplashing/.
3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes
Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.
High resolution neural texture synthesis with long range constraints
The field of texture synthesis has witnessed important progresses over the last years, most notably through the use of Convolutional Neural Networks. However, neural synthesis methods still struggle to reproduce large scale structures, especially with high resolution textures. To address this issue, we first introduce a simple multi-resolution framework that efficiently accounts for long-range dependency. Then, we show that additional statistical constraints further improve the reproduction of textures with strong regularity. This can be achieved by constraining both the Gram matrices of a neural network and the power spectrum of the image. Alternatively one may constrain only the autocorrelation of the features of the network and drop the Gram matrices constraints. In an experimental part, the proposed methods are then extensively tested and compared to alternative approaches, both in an unsupervised way and through a user study. Experiments show the interest of the multi-scale scheme for high resolution textures and the interest of combining it with additional constraints for regular textures.
DreamCraft3D++: Efficient Hierarchical 3D Generation with Multi-Plane Reconstruction Model
We introduce DreamCraft3D++, an extension of DreamCraft3D that enables efficient high-quality generation of complex 3D assets. DreamCraft3D++ inherits the multi-stage generation process of DreamCraft3D, but replaces the time-consuming geometry sculpting optimization with a feed-forward multi-plane based reconstruction model, speeding up the process by 1000x. For texture refinement, we propose a training-free IP-Adapter module that is conditioned on the enhanced multi-view images to enhance texture and geometry consistency, providing a 4x faster alternative to DreamCraft3D's DreamBooth fine-tuning. Experiments on diverse datasets demonstrate DreamCraft3D++'s ability to generate creative 3D assets with intricate geometry and realistic 360{\deg} textures, outperforming state-of-the-art image-to-3D methods in quality and speed. The full implementation will be open-sourced to enable new possibilities in 3D content creation.
Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels
Video generative models are receiving particular attention given their ability to generate realistic and imaginative frames. Besides, these models are also observed to exhibit strong 3D consistency, significantly enhancing their potential to act as world simulators. In this work, we present Vidu4D, a novel reconstruction model that excels in accurately reconstructing 4D (i.e., sequential 3D) representations from single generated videos, addressing challenges associated with non-rigidity and frame distortion. This capability is pivotal for creating high-fidelity virtual contents that maintain both spatial and temporal coherence. At the core of Vidu4D is our proposed Dynamic Gaussian Surfels (DGS) technique. DGS optimizes time-varying warping functions to transform Gaussian surfels (surface elements) from a static state to a dynamically warped state. This transformation enables a precise depiction of motion and deformation over time. To preserve the structural integrity of surface-aligned Gaussian surfels, we design the warped-state geometric regularization based on continuous warping fields for estimating normals. Additionally, we learn refinements on rotation and scaling parameters of Gaussian surfels, which greatly alleviates texture flickering during the warping process and enhances the capture of fine-grained appearance details. Vidu4D also contains a novel initialization state that provides a proper start for the warping fields in DGS. Equipping Vidu4D with an existing video generative model, the overall framework demonstrates high-fidelity text-to-4D generation in both appearance and geometry.
Snap-it, Tap-it, Splat-it: Tactile-Informed 3D Gaussian Splatting for Reconstructing Challenging Surfaces
Touch and vision go hand in hand, mutually enhancing our ability to understand the world. From a research perspective, the problem of mixing touch and vision is underexplored and presents interesting challenges. To this end, we propose Tactile-Informed 3DGS, a novel approach that incorporates touch data (local depth maps) with multi-view vision data to achieve surface reconstruction and novel view synthesis. Our method optimises 3D Gaussian primitives to accurately model the object's geometry at points of contact. By creating a framework that decreases the transmittance at touch locations, we achieve a refined surface reconstruction, ensuring a uniformly smooth depth map. Touch is particularly useful when considering non-Lambertian objects (e.g. shiny or reflective surfaces) since contemporary methods tend to fail to reconstruct with fidelity specular highlights. By combining vision and tactile sensing, we achieve more accurate geometry reconstructions with fewer images than prior methods. We conduct evaluation on objects with glossy and reflective surfaces and demonstrate the effectiveness of our approach, offering significant improvements in reconstruction quality.
S2TD-Face: Reconstruct a Detailed 3D Face with Controllable Texture from a Single Sketch
3D textured face reconstruction from sketches applicable in many scenarios such as animation, 3D avatars, artistic design, missing people search, etc., is a highly promising but underdeveloped research topic. On the one hand, the stylistic diversity of sketches leads to existing sketch-to-3D-face methods only being able to handle pose-limited and realistically shaded sketches. On the other hand, texture plays a vital role in representing facial appearance, yet sketches lack this information, necessitating additional texture control in the reconstruction process. This paper proposes a novel method for reconstructing controllable textured and detailed 3D faces from sketches, named S2TD-Face. S2TD-Face introduces a two-stage geometry reconstruction framework that directly reconstructs detailed geometry from the input sketch. To keep geometry consistent with the delicate strokes of the sketch, we propose a novel sketch-to-geometry loss that ensures the reconstruction accurately fits the input features like dimples and wrinkles. Our training strategies do not rely on hard-to-obtain 3D face scanning data or labor-intensive hand-drawn sketches. Furthermore, S2TD-Face introduces a texture control module utilizing text prompts to select the most suitable textures from a library and seamlessly integrate them into the geometry, resulting in a 3D detailed face with controllable texture. S2TD-Face surpasses existing state-of-the-art methods in extensive quantitative and qualitative experiments. Our project is available at https://github.com/wang-zidu/S2TD-Face .
SweepNet: Unsupervised Learning Shape Abstraction via Neural Sweepers
Shape abstraction is an important task for simplifying complex geometric structures while retaining essential features. Sweep surfaces, commonly found in human-made objects, aid in this process by effectively capturing and representing object geometry, thereby facilitating abstraction. In this paper, we introduce \papername, a novel approach to shape abstraction through sweep surfaces. We propose an effective parameterization for sweep surfaces, utilizing superellipses for profile representation and B-spline curves for the axis. This compact representation, requiring as few as 14 float numbers, facilitates intuitive and interactive editing while preserving shape details effectively. Additionally, by introducing a differentiable neural sweeper and an encoder-decoder architecture, we demonstrate the ability to predict sweep surface representations without supervision. We show the superiority of our model through several quantitative and qualitative experiments throughout the paper. Our code is available at https://mingrui-zhao.github.io/SweepNet/
Make-It-Vivid: Dressing Your Animatable Biped Cartoon Characters from Text
Creating and animating 3D biped cartoon characters is crucial and valuable in various applications. Compared with geometry, the diverse texture design plays an important role in making 3D biped cartoon characters vivid and charming. Therefore, we focus on automatic texture design for cartoon characters based on input instructions. This is challenging for domain-specific requirements and a lack of high-quality data. To address this challenge, we propose Make-It-Vivid, the first attempt to enable high-quality texture generation from text in UV space. We prepare a detailed text-texture paired data for 3D characters by using vision-question-answering agents. Then we customize a pretrained text-to-image model to generate texture map with template structure while preserving the natural 2D image knowledge. Furthermore, to enhance fine-grained details, we propose a novel adversarial learning scheme to shorten the domain gap between original dataset and realistic texture domain. Extensive experiments show that our approach outperforms current texture generation methods, resulting in efficient character texturing and faithful generation with prompts. Besides, we showcase various applications such as out of domain generation and texture stylization. We also provide an efficient generation system for automatic text-guided textured character generation and animation.
DebSDF: Delving into the Details and Bias of Neural Indoor Scene Reconstruction
In recent years, the neural implicit surface has emerged as a powerful representation for multi-view surface reconstruction due to its simplicity and state-of-the-art performance. However, reconstructing smooth and detailed surfaces in indoor scenes from multi-view images presents unique challenges. Indoor scenes typically contain large texture-less regions, making the photometric loss unreliable for optimizing the implicit surface. Previous work utilizes monocular geometry priors to improve the reconstruction in indoor scenes. However, monocular priors often contain substantial errors in thin structure regions due to domain gaps and the inherent inconsistencies when derived independently from different views. This paper presents DebSDF to address these challenges, focusing on the utilization of uncertainty in monocular priors and the bias in SDF-based volume rendering. We propose an uncertainty modeling technique that associates larger uncertainties with larger errors in the monocular priors. High-uncertainty priors are then excluded from optimization to prevent bias. This uncertainty measure also informs an importance-guided ray sampling and adaptive smoothness regularization, enhancing the learning of fine structures. We further introduce a bias-aware signed distance function to density transformation that takes into account the curvature and the angle between the view direction and the SDF normals to reconstruct fine details better. Our approach has been validated through extensive experiments on several challenging datasets, demonstrating improved qualitative and quantitative results in reconstructing thin structures in indoor scenes, thereby outperforming previous work.
DRAEM -- A discriminatively trained reconstruction embedding for surface anomaly detection
Visual surface anomaly detection aims to detect local image regions that significantly deviate from normal appearance. Recent surface anomaly detection methods rely on generative models to accurately reconstruct the normal areas and to fail on anomalies. These methods are trained only on anomaly-free images, and often require hand-crafted post-processing steps to localize the anomalies, which prohibits optimizing the feature extraction for maximal detection capability. In addition to reconstructive approach, we cast surface anomaly detection primarily as a discriminative problem and propose a discriminatively trained reconstruction anomaly embedding model (DRAEM). The proposed method learns a joint representation of an anomalous image and its anomaly-free reconstruction, while simultaneously learning a decision boundary between normal and anomalous examples. The method enables direct anomaly localization without the need for additional complicated post-processing of the network output and can be trained using simple and general anomaly simulations. On the challenging MVTec anomaly detection dataset, DRAEM outperforms the current state-of-the-art unsupervised methods by a large margin and even delivers detection performance close to the fully-supervised methods on the widely used DAGM surface-defect detection dataset, while substantially outperforming them in localization accuracy.
Towards High-Quality Specular Highlight Removal by Leveraging Large-Scale Synthetic Data
This paper aims to remove specular highlights from a single object-level image. Although previous methods have made some progresses, their performance remains somewhat limited, particularly for real images with complex specular highlights. To this end, we propose a three-stage network to address them. Specifically, given an input image, we first decompose it into the albedo, shading, and specular residue components to estimate a coarse specular-free image. Then, we further refine the coarse result to alleviate its visual artifacts such as color distortion. Finally, we adjust the tone of the refined result to match that of the input as closely as possible. In addition, to facilitate network training and quantitative evaluation, we present a large-scale synthetic dataset of object-level images, covering diverse objects and illumination conditions. Extensive experiments illustrate that our network is able to generalize well to unseen real object-level images, and even produce good results for scene-level images with multiple background objects and complex lighting.
Magic123: One Image to High-Quality 3D Object Generation Using Both 2D and 3D Diffusion Priors
We present Magic123, a two-stage coarse-to-fine approach for high-quality, textured 3D meshes generation from a single unposed image in the wild using both2D and 3D priors. In the first stage, we optimize a neural radiance field to produce a coarse geometry. In the second stage, we adopt a memory-efficient differentiable mesh representation to yield a high-resolution mesh with a visually appealing texture. In both stages, the 3D content is learned through reference view supervision and novel views guided by a combination of 2D and 3D diffusion priors. We introduce a single trade-off parameter between the 2D and 3D priors to control exploration (more imaginative) and exploitation (more precise) of the generated geometry. Additionally, we employ textual inversion and monocular depth regularization to encourage consistent appearances across views and to prevent degenerate solutions, respectively. Magic123 demonstrates a significant improvement over previous image-to-3D techniques, as validated through extensive experiments on synthetic benchmarks and diverse real-world images. Our code, models, and generated 3D assets are available at https://github.com/guochengqian/Magic123.
Textured 3D Regenerative Morphing with 3D Diffusion Prior
Textured 3D morphing creates smooth and plausible interpolation sequences between two 3D objects, focusing on transitions in both shape and texture. This is important for creative applications like visual effects in filmmaking. Previous methods rely on establishing point-to-point correspondences and determining smooth deformation trajectories, which inherently restrict them to shape-only morphing on untextured, topologically aligned datasets. This restriction leads to labor-intensive preprocessing and poor generalization. To overcome these challenges, we propose a method for 3D regenerative morphing using a 3D diffusion prior. Unlike previous methods that depend on explicit correspondences and deformations, our method eliminates the additional need for obtaining correspondence and uses the 3D diffusion prior to generate morphing. Specifically, we introduce a 3D diffusion model and interpolate the source and target information at three levels: initial noise, model parameters, and condition features. We then explore an Attention Fusion strategy to generate more smooth morphing sequences. To further improve the plausibility of semantic interpolation and the generated 3D surfaces, we propose two strategies: (a) Token Reordering, where we match approximate tokens based on semantic analysis to guide implicit correspondences in the denoising process of the diffusion model, and (b) Low-Frequency Enhancement, where we enhance low-frequency signals in the tokens to improve the quality of generated surfaces. Experimental results show that our method achieves superior smoothness and plausibility in 3D morphing across diverse cross-category object pairs, offering a novel regenerative method for 3D morphing with textured representations.
HelixSurf: A Robust and Efficient Neural Implicit Surface Learning of Indoor Scenes with Iterative Intertwined Regularization
Recovery of an underlying scene geometry from multiview images stands as a long-time challenge in computer vision research. The recent promise leverages neural implicit surface learning and differentiable volume rendering, and achieves both the recovery of scene geometry and synthesis of novel views, where deep priors of neural models are used as an inductive smoothness bias. While promising for object-level surfaces, these methods suffer when coping with complex scene surfaces. In the meanwhile, traditional multi-view stereo can recover the geometry of scenes with rich textures, by globally optimizing the local, pixel-wise correspondences across multiple views. We are thus motivated to make use of the complementary benefits from the two strategies, and propose a method termed Helix-shaped neural implicit Surface learning or HelixSurf; HelixSurf uses the intermediate prediction from one strategy as the guidance to regularize the learning of the other one, and conducts such intertwined regularization iteratively during the learning process. We also propose an efficient scheme for differentiable volume rendering in HelixSurf. Experiments on surface reconstruction of indoor scenes show that our method compares favorably with existing methods and is orders of magnitude faster, even when some of existing methods are assisted with auxiliary training data. The source code is available at https://github.com/Gorilla-Lab-SCUT/HelixSurf.
CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner
We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan
TexTile: A Differentiable Metric for Texture Tileability
We introduce TexTile, a novel differentiable metric to quantify the degree upon which a texture image can be concatenated with itself without introducing repeating artifacts (i.e., the tileability). Existing methods for tileable texture synthesis focus on general texture quality, but lack explicit analysis of the intrinsic repeatability properties of a texture. In contrast, our TexTile metric effectively evaluates the tileable properties of a texture, opening the door to more informed synthesis and analysis of tileable textures. Under the hood, TexTile is formulated as a binary classifier carefully built from a large dataset of textures of different styles, semantics, regularities, and human annotations.Key to our method is a set of architectural modifications to baseline pre-train image classifiers to overcome their shortcomings at measuring tileability, along with a custom data augmentation and training regime aimed at increasing robustness and accuracy. We demonstrate that TexTile can be plugged into different state-of-the-art texture synthesis methods, including diffusion-based strategies, and generate tileable textures while keeping or even improving the overall texture quality. Furthermore, we show that TexTile can objectively evaluate any tileable texture synthesis method, whereas the current mix of existing metrics produces uncorrelated scores which heavily hinders progress in the field.
Single-view 3D Scene Reconstruction with High-fidelity Shape and Texture
Reconstructing detailed 3D scenes from single-view images remains a challenging task due to limitations in existing approaches, which primarily focus on geometric shape recovery, overlooking object appearances and fine shape details. To address these challenges, we propose a novel framework for simultaneous high-fidelity recovery of object shapes and textures from single-view images. Our approach utilizes the proposed Single-view neural implicit Shape and Radiance field (SSR) representations to leverage both explicit 3D shape supervision and volume rendering of color, depth, and surface normal images. To overcome shape-appearance ambiguity under partial observations, we introduce a two-stage learning curriculum incorporating both 3D and 2D supervisions. A distinctive feature of our framework is its ability to generate fine-grained textured meshes while seamlessly integrating rendering capabilities into the single-view 3D reconstruction model. This integration enables not only improved textured 3D object reconstruction by 27.7% and 11.6% on the 3D-FRONT and Pix3D datasets, respectively, but also supports the rendering of images from novel viewpoints. Beyond individual objects, our approach facilitates composing object-level representations into flexible scene representations, thereby enabling applications such as holistic scene understanding and 3D scene editing. We conduct extensive experiments to demonstrate the effectiveness of our method.
KiloNeuS: A Versatile Neural Implicit Surface Representation for Real-Time Rendering
NeRF-based techniques fit wide and deep multi-layer perceptrons (MLPs) to a continuous radiance field that can be rendered from any unseen viewpoint. However, the lack of surface and normals definition and high rendering times limit their usage in typical computer graphics applications. Such limitations have recently been overcome separately, but solving them together remains an open problem. We present KiloNeuS, a neural representation reconstructing an implicit surface represented as a signed distance function (SDF) from multi-view images and enabling real-time rendering by partitioning the space into thousands of tiny MLPs fast to inference. As we learn the implicit surface locally using independent models, resulting in a globally coherent geometry is non-trivial and needs to be addressed during training. We evaluate rendering performance on a GPU-accelerated ray-caster with in-shader neural network inference, resulting in an average of 46 FPS at high resolution, proving a satisfying tradeoff between storage costs and rendering quality. In fact, our evaluation for rendering quality and surface recovery shows that KiloNeuS outperforms its single-MLP counterpart. Finally, to exhibit the versatility of KiloNeuS, we integrate it into an interactive path-tracer taking full advantage of its surface normals. We consider our work a crucial first step toward real-time rendering of implicit neural representations under global illumination.
StructureFlow: Image Inpainting via Structure-aware Appearance Flow
Image inpainting techniques have shown significant improvements by using deep neural networks recently. However, most of them may either fail to reconstruct reasonable structures or restore fine-grained textures. In order to solve this problem, in this paper, we propose a two-stage model which splits the inpainting task into two parts: structure reconstruction and texture generation. In the first stage, edge-preserved smooth images are employed to train a structure reconstructor which completes the missing structures of the inputs. In the second stage, based on the reconstructed structures, a texture generator using appearance flow is designed to yield image details. Experiments on multiple publicly available datasets show the superior performance of the proposed network.
ITEM3D: Illumination-Aware Directional Texture Editing for 3D Models
Texture editing is a crucial task in 3D modeling that allows users to automatically manipulate the surface materials of 3D models. However, the inherent complexity of 3D models and the ambiguous text description lead to the challenge in this task. To address this challenge, we propose ITEM3D, an illumination-aware model for automatic 3D object editing according to the text prompts. Leveraging the diffusion models and the differentiable rendering, ITEM3D takes the rendered images as the bridge of text and 3D representation, and further optimizes the disentangled texture and environment map. Previous methods adopt the absolute editing direction namely score distillation sampling (SDS) as the optimization objective, which unfortunately results in the noisy appearance and text inconsistency. To solve the problem caused by the ambiguous text, we introduce a relative editing direction, an optimization objective defined by the noise difference between the source and target texts, to release the semantic ambiguity between the texts and images. Additionally, we gradually adjust the direction during optimization to further address the unexpected deviation in the texture domain. Qualitative and quantitative experiments show that our ITEM3D outperforms the state-of-the-art methods on various 3D objects. We also perform text-guided relighting to show explicit control over lighting.
UV Gaussians: Joint Learning of Mesh Deformation and Gaussian Textures for Human Avatar Modeling
Reconstructing photo-realistic drivable human avatars from multi-view image sequences has been a popular and challenging topic in the field of computer vision and graphics. While existing NeRF-based methods can achieve high-quality novel view rendering of human models, both training and inference processes are time-consuming. Recent approaches have utilized 3D Gaussians to represent the human body, enabling faster training and rendering. However, they undermine the importance of the mesh guidance and directly predict Gaussians in 3D space with coarse mesh guidance. This hinders the learning procedure of the Gaussians and tends to produce blurry textures. Therefore, we propose UV Gaussians, which models the 3D human body by jointly learning mesh deformations and 2D UV-space Gaussian textures. We utilize the embedding of UV map to learn Gaussian textures in 2D space, leveraging the capabilities of powerful 2D networks to extract features. Additionally, through an independent Mesh network, we optimize pose-dependent geometric deformations, thereby guiding Gaussian rendering and significantly enhancing rendering quality. We collect and process a new dataset of human motion, which includes multi-view images, scanned models, parametric model registration, and corresponding texture maps. Experimental results demonstrate that our method achieves state-of-the-art synthesis of novel view and novel pose. The code and data will be made available on the homepage https://alex-jyj.github.io/UV-Gaussians/ once the paper is accepted.
SelfSplat: Pose-Free and 3D Prior-Free Generalizable 3D Gaussian Splatting
We propose SelfSplat, a novel 3D Gaussian Splatting model designed to perform pose-free and 3D prior-free generalizable 3D reconstruction from unposed multi-view images. These settings are inherently ill-posed due to the lack of ground-truth data, learned geometric information, and the need to achieve accurate 3D reconstruction without finetuning, making it difficult for conventional methods to achieve high-quality results. Our model addresses these challenges by effectively integrating explicit 3D representations with self-supervised depth and pose estimation techniques, resulting in reciprocal improvements in both pose accuracy and 3D reconstruction quality. Furthermore, we incorporate a matching-aware pose estimation network and a depth refinement module to enhance geometry consistency across views, ensuring more accurate and stable 3D reconstructions. To present the performance of our method, we evaluated it on large-scale real-world datasets, including RealEstate10K, ACID, and DL3DV. SelfSplat achieves superior results over previous state-of-the-art methods in both appearance and geometry quality, also demonstrates strong cross-dataset generalization capabilities. Extensive ablation studies and analysis also validate the effectiveness of our proposed methods. Code and pretrained models are available at https://gynjn.github.io/selfsplat/
Points2Surf: Learning Implicit Surfaces from Point Cloud Patches
A key step in any scanning-based asset creation workflow is to convert unordered point clouds to a surface. Classical methods (e.g., Poisson reconstruction) start to degrade in the presence of noisy and partial scans. Hence, deep learning based methods have recently been proposed to produce complete surfaces, even from partial scans. However, such data-driven methods struggle to generalize to new shapes with large geometric and topological variations. We present Points2Surf, a novel patch-based learning framework that produces accurate surfaces directly from raw scans without normals. Learning a prior over a combination of detailed local patches and coarse global information improves generalization performance and reconstruction accuracy. Our extensive comparison on both synthetic and real data demonstrates a clear advantage of our method over state-of-the-art alternatives on previously unseen classes (on average, Points2Surf brings down reconstruction error by 30\% over SPR and by 270\%+ over deep learning based SotA methods) at the cost of longer computation times and a slight increase in small-scale topological noise in some cases. Our source code, pre-trained model, and dataset are available on: https://github.com/ErlerPhilipp/points2surf
3DTopia: Large Text-to-3D Generation Model with Hybrid Diffusion Priors
We present a two-stage text-to-3D generation system, namely 3DTopia, which generates high-quality general 3D assets within 5 minutes using hybrid diffusion priors. The first stage samples from a 3D diffusion prior directly learned from 3D data. Specifically, it is powered by a text-conditioned tri-plane latent diffusion model, which quickly generates coarse 3D samples for fast prototyping. The second stage utilizes 2D diffusion priors to further refine the texture of coarse 3D models from the first stage. The refinement consists of both latent and pixel space optimization for high-quality texture generation. To facilitate the training of the proposed system, we clean and caption the largest open-source 3D dataset, Objaverse, by combining the power of vision language models and large language models. Experiment results are reported qualitatively and quantitatively to show the performance of the proposed system. Our codes and models are available at https://github.com/3DTopia/3DTopia
GTR: Improving Large 3D Reconstruction Models through Geometry and Texture Refinement
We propose a novel approach for 3D mesh reconstruction from multi-view images. Our method takes inspiration from large reconstruction models like LRM that use a transformer-based triplane generator and a Neural Radiance Field (NeRF) model trained on multi-view images. However, in our method, we introduce several important modifications that allow us to significantly enhance 3D reconstruction quality. First of all, we examine the original LRM architecture and find several shortcomings. Subsequently, we introduce respective modifications to the LRM architecture, which lead to improved multi-view image representation and more computationally efficient training. Second, in order to improve geometry reconstruction and enable supervision at full image resolution, we extract meshes from the NeRF field in a differentiable manner and fine-tune the NeRF model through mesh rendering. These modifications allow us to achieve state-of-the-art performance on both 2D and 3D evaluation metrics, such as a PSNR of 28.67 on Google Scanned Objects (GSO) dataset. Despite these superior results, our feed-forward model still struggles to reconstruct complex textures, such as text and portraits on assets. To address this, we introduce a lightweight per-instance texture refinement procedure. This procedure fine-tunes the triplane representation and the NeRF color estimation model on the mesh surface using the input multi-view images in just 4 seconds. This refinement improves the PSNR to 29.79 and achieves faithful reconstruction of complex textures, such as text. Additionally, our approach enables various downstream applications, including text- or image-to-3D generation.
Generating Diverse Structure for Image Inpainting With Hierarchical VQ-VAE
Given an incomplete image without additional constraint, image inpainting natively allows for multiple solutions as long as they appear plausible. Recently, multiplesolution inpainting methods have been proposed and shown the potential of generating diverse results. However, these methods have difficulty in ensuring the quality of each solution, e.g. they produce distorted structure and/or blurry texture. We propose a two-stage model for diverse inpainting, where the first stage generates multiple coarse results each of which has a different structure, and the second stage refines each coarse result separately by augmenting texture. The proposed model is inspired by the hierarchical vector quantized variational auto-encoder (VQ-VAE), whose hierarchical architecture isentangles structural and textural information. In addition, the vector quantization in VQVAE enables autoregressive modeling of the discrete distribution over the structural information. Sampling from the distribution can easily generate diverse and high-quality structures, making up the first stage of our model. In the second stage, we propose a structural attention module inside the texture generation network, where the module utilizes the structural information to capture distant correlations. We further reuse the VQ-VAE to calculate two feature losses, which help improve structure coherence and texture realism, respectively. Experimental results on CelebA-HQ, Places2, and ImageNet datasets show that our method not only enhances the diversity of the inpainting solutions but also improves the visual quality of the generated multiple images. Code and models are available at: https://github.com/USTC-JialunPeng/Diverse-Structure-Inpainting.
TEXGen: a Generative Diffusion Model for Mesh Textures
While high-quality texture maps are essential for realistic 3D asset rendering, few studies have explored learning directly in the texture space, especially on large-scale datasets. In this work, we depart from the conventional approach of relying on pre-trained 2D diffusion models for test-time optimization of 3D textures. Instead, we focus on the fundamental problem of learning in the UV texture space itself. For the first time, we train a large diffusion model capable of directly generating high-resolution texture maps in a feed-forward manner. To facilitate efficient learning in high-resolution UV spaces, we propose a scalable network architecture that interleaves convolutions on UV maps with attention layers on point clouds. Leveraging this architectural design, we train a 700 million parameter diffusion model that can generate UV texture maps guided by text prompts and single-view images. Once trained, our model naturally supports various extended applications, including text-guided texture inpainting, sparse-view texture completion, and text-driven texture synthesis. Project page is at http://cvmi-lab.github.io/TEXGen/.
REFRAME: Reflective Surface Real-Time Rendering for Mobile Devices
This work tackles the challenging task of achieving real-time novel view synthesis for reflective surfaces across various scenes. Existing real-time rendering methods, especially those based on meshes, often have subpar performance in modeling surfaces with rich view-dependent appearances. Our key idea lies in leveraging meshes for rendering acceleration while incorporating a novel approach to parameterize view-dependent information. We decompose the color into diffuse and specular, and model the specular color in the reflected direction based on a neural environment map. Our experiments demonstrate that our method achieves comparable reconstruction quality for highly reflective surfaces compared to state-of-the-art offline methods, while also efficiently enabling real-time rendering on edge devices such as smartphones.
2D Gaussian Splatting for Geometrically Accurate Radiance Fields
3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed without baking. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-accurate 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering. Our code will be made publicly available.
Layout Aware Inpainting for Automated Furniture Removal in Indoor Scenes
We address the problem of detecting and erasing furniture from a wide angle photograph of a room. Inpainting large regions of an indoor scene often results in geometric inconsistencies of background elements within the inpaint mask. To address this problem, we utilize perceptual information (e.g. instance segmentation, and room layout) to produce a geometrically consistent empty version of a room. We share important details to make this system viable, such as per-plane inpainting, automatic rectification, and texture refinement. We provide detailed ablation along with qualitative examples, justifying our design choices. We show an application of our system by removing real furniture from a room and redecorating it with virtual furniture.
HyperDreamer: Hyper-Realistic 3D Content Generation and Editing from a Single Image
3D content creation from a single image is a long-standing yet highly desirable task. Recent advances introduce 2D diffusion priors, yielding reasonable results. However, existing methods are not hyper-realistic enough for post-generation usage, as users cannot view, render and edit the resulting 3D content from a full range. To address these challenges, we introduce HyperDreamer with several key designs and appealing properties: 1) Viewable: 360 degree mesh modeling with high-resolution textures enables the creation of visually compelling 3D models from a full range of observation points. 2) Renderable: Fine-grained semantic segmentation and data-driven priors are incorporated as guidance to learn reasonable albedo, roughness, and specular properties of the materials, enabling semantic-aware arbitrary material estimation. 3) Editable: For a generated model or their own data, users can interactively select any region via a few clicks and efficiently edit the texture with text-based guidance. Extensive experiments demonstrate the effectiveness of HyperDreamer in modeling region-aware materials with high-resolution textures and enabling user-friendly editing. We believe that HyperDreamer holds promise for advancing 3D content creation and finding applications in various domains.
Surface Reconstruction from Gaussian Splatting via Novel Stereo Views
The Gaussian splatting for radiance field rendering method has recently emerged as an efficient approach for accurate scene representation. It optimizes the location, size, color, and shape of a cloud of 3D Gaussian elements to visually match, after projection, or splatting, a set of given images taken from various viewing directions. And yet, despite the proximity of Gaussian elements to the shape boundaries, direct surface reconstruction of objects in the scene is a challenge. We propose a novel approach for surface reconstruction from Gaussian splatting models. Rather than relying on the Gaussian elements' locations as a prior for surface reconstruction, we leverage the superior novel-view synthesis capabilities of 3DGS. To that end, we use the Gaussian splatting model to render pairs of stereo-calibrated novel views from which we extract depth profiles using a stereo matching method. We then combine the extracted RGB-D images into a geometrically consistent surface. The resulting reconstruction is more accurate and shows finer details when compared to other methods for surface reconstruction from Gaussian splatting models, while requiring significantly less compute time compared to other surface reconstruction methods. We performed extensive testing of the proposed method on in-the-wild scenes, taken by a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the proposed method on the Tanks and Temples benchmark, and it has surpassed the current leading method for surface reconstruction from Gaussian splatting models. Project page: https://gs2mesh.github.io/.