new

Get trending papers in your email inbox!

Subscribe

byAK and the research community

Mar 11

TexFusion: Synthesizing 3D Textures with Text-Guided Image Diffusion Models

We present TexFusion (Texture Diffusion), a new method to synthesize textures for given 3D geometries, using large-scale text-guided image diffusion models. In contrast to recent works that leverage 2D text-to-image diffusion models to distill 3D objects using a slow and fragile optimization process, TexFusion introduces a new 3D-consistent generation technique specifically designed for texture synthesis that employs regular diffusion model sampling on different 2D rendered views. Specifically, we leverage latent diffusion models, apply the diffusion model's denoiser on a set of 2D renders of the 3D object, and aggregate the different denoising predictions on a shared latent texture map. Final output RGB textures are produced by optimizing an intermediate neural color field on the decodings of 2D renders of the latent texture. We thoroughly validate TexFusion and show that we can efficiently generate diverse, high quality and globally coherent textures. We achieve state-of-the-art text-guided texture synthesis performance using only image diffusion models, while avoiding the pitfalls of previous distillation-based methods. The text-conditioning offers detailed control and we also do not rely on any ground truth 3D textures for training. This makes our method versatile and applicable to a broad range of geometry and texture types. We hope that TexFusion will advance AI-based texturing of 3D assets for applications in virtual reality, game design, simulation, and more.

Latent-NeRF for Shape-Guided Generation of 3D Shapes and Textures

Text-guided image generation has progressed rapidly in recent years, inspiring major breakthroughs in text-guided shape generation. Recently, it has been shown that using score distillation, one can successfully text-guide a NeRF model to generate a 3D object. We adapt the score distillation to the publicly available, and computationally efficient, Latent Diffusion Models, which apply the entire diffusion process in a compact latent space of a pretrained autoencoder. As NeRFs operate in image space, a naive solution for guiding them with latent score distillation would require encoding to the latent space at each guidance step. Instead, we propose to bring the NeRF to the latent space, resulting in a Latent-NeRF. Analyzing our Latent-NeRF, we show that while Text-to-3D models can generate impressive results, they are inherently unconstrained and may lack the ability to guide or enforce a specific 3D structure. To assist and direct the 3D generation, we propose to guide our Latent-NeRF using a Sketch-Shape: an abstract geometry that defines the coarse structure of the desired object. Then, we present means to integrate such a constraint directly into a Latent-NeRF. This unique combination of text and shape guidance allows for increased control over the generation process. We also show that latent score distillation can be successfully applied directly on 3D meshes. This allows for generating high-quality textures on a given geometry. Our experiments validate the power of our different forms of guidance and the efficiency of using latent rendering. Implementation is available at https://github.com/eladrich/latent-nerf

UltrAvatar: A Realistic Animatable 3D Avatar Diffusion Model with Authenticity Guided Textures

Recent advances in 3D avatar generation have gained significant attentions. These breakthroughs aim to produce more realistic animatable avatars, narrowing the gap between virtual and real-world experiences. Most of existing works employ Score Distillation Sampling (SDS) loss, combined with a differentiable renderer and text condition, to guide a diffusion model in generating 3D avatars. However, SDS often generates oversmoothed results with few facial details, thereby lacking the diversity compared with ancestral sampling. On the other hand, other works generate 3D avatar from a single image, where the challenges of unwanted lighting effects, perspective views, and inferior image quality make them difficult to reliably reconstruct the 3D face meshes with the aligned complete textures. In this paper, we propose a novel 3D avatar generation approach termed UltrAvatar with enhanced fidelity of geometry, and superior quality of physically based rendering (PBR) textures without unwanted lighting. To this end, the proposed approach presents a diffuse color extraction model and an authenticity guided texture diffusion model. The former removes the unwanted lighting effects to reveal true diffuse colors so that the generated avatars can be rendered under various lighting conditions. The latter follows two gradient-based guidances for generating PBR textures to render diverse face-identity features and details better aligning with 3D mesh geometry. We demonstrate the effectiveness and robustness of the proposed method, outperforming the state-of-the-art methods by a large margin in the experiments.

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.

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.

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

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.

Texture-Preserving Diffusion Models for High-Fidelity Virtual Try-On

Image-based virtual try-on is an increasingly important task for online shopping. It aims to synthesize images of a specific person wearing a specified garment. Diffusion model-based approaches have recently become popular, as they are excellent at image synthesis tasks. However, these approaches usually employ additional image encoders and rely on the cross-attention mechanism for texture transfer from the garment to the person image, which affects the try-on's efficiency and fidelity. To address these issues, we propose an Texture-Preserving Diffusion (TPD) model for virtual try-on, which enhances the fidelity of the results and introduces no additional image encoders. Accordingly, we make contributions from two aspects. First, we propose to concatenate the masked person and reference garment images along the spatial dimension and utilize the resulting image as the input for the diffusion model's denoising UNet. This enables the original self-attention layers contained in the diffusion model to achieve efficient and accurate texture transfer. Second, we propose a novel diffusion-based method that predicts a precise inpainting mask based on the person and reference garment images, further enhancing the reliability of the try-on results. In addition, we integrate mask prediction and image synthesis into a single compact model. The experimental results show that our approach can be applied to various try-on tasks, e.g., garment-to-person and person-to-person try-ons, and significantly outperforms state-of-the-art methods on popular VITON, VITON-HD databases.

Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation

We present Hunyuan3D 2.0, an advanced large-scale 3D synthesis system for generating high-resolution textured 3D assets. This system includes two foundation components: a large-scale shape generation model -- Hunyuan3D-DiT, and a large-scale texture synthesis model -- Hunyuan3D-Paint. The shape generative model, built on a scalable flow-based diffusion transformer, aims to create geometry that properly aligns with a given condition image, laying a solid foundation for downstream applications. The texture synthesis model, benefiting from strong geometric and diffusion priors, produces high-resolution and vibrant texture maps for either generated or hand-crafted meshes. Furthermore, we build Hunyuan3D-Studio -- a versatile, user-friendly production platform that simplifies the re-creation process of 3D assets. It allows both professional and amateur users to manipulate or even animate their meshes efficiently. We systematically evaluate our models, showing that Hunyuan3D 2.0 outperforms previous state-of-the-art models, including the open-source models and closed-source models in geometry details, condition alignment, texture quality, and etc. Hunyuan3D 2.0 is publicly released in order to fill the gaps in the open-source 3D community for large-scale foundation generative models. The code and pre-trained weights of our models are available at: https://github.com/Tencent/Hunyuan3D-2

GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has recently attracted wide attentions in various areas such as 3D navigation, Virtual Reality (VR) and 3D simulation, due to its photorealistic and efficient rendering performance. High-quality reconstrution of 3DGS relies on sufficient splats and a reasonable distribution of these splats to fit real geometric surface and texture details, which turns out to be a challenging problem. We present GeoTexDensifier, a novel geometry-texture-aware densification strategy to reconstruct high-quality Gaussian splats which better comply with the geometric structure and texture richness of the scene. Specifically, our GeoTexDensifier framework carries out an auxiliary texture-aware densification method to produce a denser distribution of splats in fully textured areas, while keeping sparsity in low-texture regions to maintain the quality of Gaussian point cloud. Meanwhile, a geometry-aware splitting strategy takes depth and normal priors to guide the splitting sampling and filter out the noisy splats whose initial positions are far from the actual geometric surfaces they aim to fit, under a Validation of Depth Ratio Change checking. With the help of relative monocular depth prior, such geometry-aware validation can effectively reduce the influence of scattered Gaussians to the final rendering quality, especially in regions with weak textures or without sufficient training views. The texture-aware densification and geometry-aware splitting strategies are fully combined to obtain a set of high-quality Gaussian splats. We experiment our GeoTexDensifier framework on various datasets and compare our Novel View Synthesis results to other state-of-the-art 3DGS approaches, with detailed quantitative and qualitative evaluations to demonstrate the effectiveness of our method in producing more photorealistic 3DGS models.

FashionR2R: Texture-preserving Rendered-to-Real Image Translation with Diffusion Models

Modeling and producing lifelike clothed human images has attracted researchers' attention from different areas for decades, with the complexity from highly articulated and structured content. Rendering algorithms decompose and simulate the imaging process of a camera, while are limited by the accuracy of modeled variables and the efficiency of computation. Generative models can produce impressively vivid human images, however still lacking in controllability and editability. This paper studies photorealism enhancement of rendered images, leveraging generative power from diffusion models on the controlled basis of rendering. We introduce a novel framework to translate rendered images into their realistic counterparts, which consists of two stages: Domain Knowledge Injection (DKI) and Realistic Image Generation (RIG). In DKI, we adopt positive (real) domain finetuning and negative (rendered) domain embedding to inject knowledge into a pretrained Text-to-image (T2I) diffusion model. In RIG, we generate the realistic image corresponding to the input rendered image, with a Texture-preserving Attention Control (TAC) to preserve fine-grained clothing textures, exploiting the decoupled features encoded in the UNet structure. Additionally, we introduce SynFashion dataset, featuring high-quality digital clothing images with diverse textures. Extensive experimental results demonstrate the superiority and effectiveness of our method in rendered-to-real image translation.

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 .

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.

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/

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.

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.

Learning Gabor Texture Features for Fine-Grained Recognition

Extracting and using class-discriminative features is critical for fine-grained recognition. Existing works have demonstrated the possibility of applying deep CNNs to exploit features that distinguish similar classes. However, CNNs suffer from problems including frequency bias and loss of detailed local information, which restricts the performance of recognizing fine-grained categories. To address the challenge, we propose a novel texture branch as complimentary to the CNN branch for feature extraction. We innovatively utilize Gabor filters as a powerful extractor to exploit texture features, motivated by the capability of Gabor filters in effectively capturing multi-frequency features and detailed local information. We implement several designs to enhance the effectiveness of Gabor filters, including imposing constraints on parameter values and developing a learning method to determine the optimal parameters. Moreover, we introduce a statistical feature extractor to utilize informative statistical information from the signals captured by Gabor filters, and a gate selection mechanism to enable efficient computation by only considering qualified regions as input for texture extraction. Through the integration of features from the Gabor-filter-based texture branch and CNN-based semantic branch, we achieve comprehensive information extraction. We demonstrate the efficacy of our method on multiple datasets, including CUB-200-2011, NA-bird, Stanford Dogs, and GTOS-mobile. State-of-the-art performance is achieved using our approach.

FruitNinja: 3D Object Interior Texture Generation with Gaussian Splatting

In the real world, objects reveal internal textures when sliced or cut, yet this behavior is not well-studied in 3D generation tasks today. For example, slicing a virtual 3D watermelon should reveal flesh and seeds. Given that no available dataset captures an object's full internal structure and collecting data from all slices is impractical, generative methods become the obvious approach. However, current 3D generation and inpainting methods often focus on visible appearance and overlook internal textures. To bridge this gap, we introduce FruitNinja, the first method to generate internal textures for 3D objects undergoing geometric and topological changes. Our approach produces objects via 3D Gaussian Splatting (3DGS) with both surface and interior textures synthesized, enabling real-time slicing and rendering without additional optimization. FruitNinja leverages a pre-trained diffusion model to progressively inpaint cross-sectional views and applies voxel-grid-based smoothing to achieve cohesive textures throughout the object. Our OpaqueAtom GS strategy overcomes 3DGS limitations by employing densely distributed opaque Gaussians, avoiding biases toward larger particles that destabilize training and sharp color transitions for fine-grained textures. Experimental results show that FruitNinja substantially outperforms existing approaches, showcasing unmatched visual quality in real-time rendered internal views across arbitrary geometry manipulations.

PatchCraft: Exploring Texture Patch for Efficient AI-generated Image Detection

Recent generative models show impressive performance in generating photographic images. Humans can hardly distinguish such incredibly realistic-looking AI-generated images from real ones. AI-generated images may lead to ubiquitous disinformation dissemination. Therefore, it is of utmost urgency to develop a detector to identify AI generated images. Most existing detectors suffer from sharp performance drops over unseen generative models. In this paper, we propose a novel AI-generated image detector capable of identifying fake images created by a wide range of generative models. We observe that the texture patches of images tend to reveal more traces left by generative models compared to the global semantic information of the images. A novel Smash&Reconstruction preprocessing is proposed to erase the global semantic information and enhance texture patches. Furthermore, pixels in rich texture regions exhibit more significant fluctuations than those in poor texture regions. Synthesizing realistic rich texture regions proves to be more challenging for existing generative models. Based on this principle, we leverage the inter-pixel correlation contrast between rich and poor texture regions within an image to further boost the detection performance. In addition, we build a comprehensive AI-generated image detection benchmark, which includes 17 kinds of prevalent generative models, to evaluate the effectiveness of existing baselines and our approach. Our benchmark provides a leaderboard for follow-up studies. Extensive experimental results show that our approach outperforms state-of-the-art baselines by a significant margin. Our project: https://fdmas.github.io/AIGCDetect

Garment3DGen: 3D Garment Stylization and Texture Generation

We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. First, we leverage the recent progress of image to 3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Second, we introduce carefully designed losses that allow the input base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, a texture estimation module generates high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the textured 3D garment of their choice without the need of artist intervention. One can provide a textual prompt describing the garment they desire to generate a simulation-ready 3D asset. We present a plethora of quantitative and qualitative comparisons on various assets both real and generated and provide use-cases of how one can generate simulation-ready 3D garments.

Single-Shot Implicit Morphable Faces with Consistent Texture Parameterization

There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face reconstruction, they cannot easily capture geometric and appearance details. Methods based on neural implicit representations, such as signed distance functions (SDF) or neural radiance fields, approach photo-realism, but are difficult to animate and do not generalize well to unseen data. To tackle this problem, we propose a novel method for constructing implicit 3D morphable face models that are both generalizable and intuitive for editing. Trained from a collection of high-quality 3D scans, our face model is parameterized by geometry, expression, and texture latent codes with a learned SDF and explicit UV texture parameterization. Once trained, we can reconstruct an avatar from a single in-the-wild image by leveraging the learned prior to project the image into the latent space of our model. Our implicit morphable face models can be used to render an avatar from novel views, animate facial expressions by modifying expression codes, and edit textures by directly painting on the learned UV-texture maps. We demonstrate quantitatively and qualitatively that our method improves upon photo-realism, geometry, and expression accuracy compared to state-of-the-art methods.

High-Fidelity Facial Albedo Estimation via Texture Quantization

Recent 3D face reconstruction methods have made significant progress in shape estimation, but high-fidelity facial albedo reconstruction remains challenging. Existing methods depend on expensive light-stage captured data to learn facial albedo maps. However, a lack of diversity in subjects limits their ability to recover high-fidelity results. In this paper, we present a novel facial albedo reconstruction model, HiFiAlbedo, which recovers the albedo map directly from a single image without the need for captured albedo data. Our key insight is that the albedo map is the illumination invariant texture map, which enables us to use inexpensive texture data to derive an albedo estimation by eliminating illumination. To achieve this, we first collect large-scale ultra-high-resolution facial images and train a high-fidelity facial texture codebook. By using the FFHQ dataset and limited UV textures, we then fine-tune the encoder for texture reconstruction from the input image with adversarial supervision in both image and UV space. Finally, we train a cross-attention module and utilize group identity loss to learn the adaptation from facial texture to the albedo domain. Extensive experimentation has demonstrated that our method exhibits excellent generalizability and is capable of achieving high-fidelity results for in-the-wild facial albedo recovery. Our code, pre-trained weights, and training data will be made publicly available at https://hifialbedo.github.io/.

Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping

By equipping the most recent 3D Gaussian Splatting representation with head 3D morphable models (3DMM), existing methods manage to create head avatars with high fidelity. However, most existing methods only reconstruct a head without the body, substantially limiting their application scenarios. We found that naively applying Gaussians to model the clothed chest and shoulders tends to result in blurry reconstruction and noisy floaters under novel poses. This is because of the fundamental limitation of Gaussians and point clouds -- each Gaussian or point can only have a single directional radiance without spatial variance, therefore an unnecessarily large number of them is required to represent complicated spatially varying texture, even for simple geometry. In contrast, we propose to model the body part with a neural texture that consists of coarse and pose-dependent fine colors. To properly render the body texture for each view and pose without accurate geometry nor UV mapping, we optimize another sparse set of Gaussians as anchors that constrain the neural warping field that maps image plane coordinates to the texture space. We demonstrate that Gaussian Head & Shoulders can fit the high-frequency details on the clothed upper body with high fidelity and potentially improve the accuracy and fidelity of the head region. We evaluate our method with casual phone-captured and internet videos and show our method archives superior reconstruction quality and robustness in both self and cross reenactment tasks. To fully utilize the efficient rendering speed of Gaussian splatting, we additionally propose an accelerated inference method of our trained model without Multi-Layer Perceptron (MLP) queries and reach a stable rendering speed of around 130 FPS for any subjects.

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.

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.

MetaDreamer: Efficient Text-to-3D Creation With Disentangling Geometry and Texture

Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.

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

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.

Emo-Avatar: Efficient Monocular Video Style Avatar through Texture Rendering

Artistic video portrait generation is a significant and sought-after task in the fields of computer graphics and vision. While various methods have been developed that integrate NeRFs or StyleGANs with instructional editing models for creating and editing drivable portraits, these approaches face several challenges. They often rely heavily on large datasets, require extensive customization processes, and frequently result in reduced image quality. To address the above problems, we propose the Efficient Monotonic Video Style Avatar (Emo-Avatar) through deferred neural rendering that enhances StyleGAN's capacity for producing dynamic, drivable portrait videos. We proposed a two-stage deferred neural rendering pipeline. In the first stage, we utilize few-shot PTI initialization to initialize the StyleGAN generator through several extreme poses sampled from the video to capture the consistent representation of aligned faces from the target portrait. In the second stage, we propose a Laplacian pyramid for high-frequency texture sampling from UV maps deformed by dynamic flow of expression for motion-aware texture prior integration to provide torso features to enhance StyleGAN's ability to generate complete and upper body for portrait video rendering. Emo-Avatar reduces style customization time from hours to merely 5 minutes compared with existing methods. In addition, Emo-Avatar requires only a single reference image for editing and employs region-aware contrastive learning with semantic invariant CLIP guidance, ensuring consistent high-resolution output and identity preservation. Through both quantitative and qualitative assessments, Emo-Avatar demonstrates superior performance over existing methods in terms of training efficiency, rendering quality and editability in self- and cross-reenactment.

MeshSegmenter: Zero-Shot Mesh Semantic Segmentation via Texture Synthesis

We present MeshSegmenter, a simple yet effective framework designed for zero-shot 3D semantic segmentation. This model successfully extends the powerful capabilities of 2D segmentation models to 3D meshes, delivering accurate 3D segmentation across diverse meshes and segment descriptions. Specifically, our model leverages the Segment Anything Model (SAM) model to segment the target regions from images rendered from the 3D shape. In light of the importance of the texture for segmentation, we also leverage the pretrained stable diffusion model to generate images with textures from 3D shape, and leverage SAM to segment the target regions from images with textures. Textures supplement the shape for segmentation and facilitate accurate 3D segmentation even in geometrically non-prominent areas, such as segmenting a car door within a car mesh. To achieve the 3D segments, we render 2D images from different views and conduct segmentation for both textured and untextured images. Lastly, we develop a multi-view revoting scheme that integrates 2D segmentation results and confidence scores from various views onto the 3D mesh, ensuring the 3D consistency of segmentation results and eliminating inaccuracies from specific perspectives. Through these innovations, MeshSegmenter offers stable and reliable 3D segmentation results both quantitatively and qualitatively, highlighting its potential as a transformative tool in the field of 3D zero-shot segmentation. The code is available at https://github.com/zimingzhong/MeshSegmenter.

The shape and simplicity biases of adversarially robust ImageNet-trained CNNs

Increasingly more similarities between human vision and convolutional neural networks (CNNs) have been revealed in the past few years. Yet, vanilla CNNs often fall short in generalizing to adversarial or out-of-distribution (OOD) examples which humans demonstrate superior performance. Adversarial training is a leading learning algorithm for improving the robustness of CNNs on adversarial and OOD data; however, little is known about the properties, specifically the shape bias and internal features learned inside adversarially-robust CNNs. In this paper, we perform a thorough, systematic study to understand the shape bias and some internal mechanisms that enable the generalizability of AlexNet, GoogLeNet, and ResNet-50 models trained via adversarial training. We find that while standard ImageNet classifiers have a strong texture bias, their R counterparts rely heavily on shapes. Remarkably, adversarial training induces three simplicity biases into hidden neurons in the process of "robustifying" CNNs. That is, each convolutional neuron in R networks often changes to detecting (1) pixel-wise smoother patterns, i.e., a mechanism that blocks high-frequency noise from passing through the network; (2) more lower-level features i.e. textures and colors (instead of objects);and (3) fewer types of inputs. Our findings reveal the interesting mechanisms that made networks more adversarially robust and also explain some recent findings e.g., why R networks benefit from a much larger capacity (Xie et al. 2020) and can act as a strong image prior in image synthesis (Santurkar et al. 2019).

Distillation-based fabric anomaly detection

Unsupervised texture anomaly detection has been a concerning topic in a vast amount of industrial processes. Patterned textures inspection, particularly in the context of fabric defect detection, is indeed a widely encountered use case. This task involves handling a diverse spectrum of colors and textile types, encompassing a wide range of fabrics. Given the extensive variability in colors, textures, and defect types, fabric defect detection poses a complex and challenging problem in the field of patterned textures inspection. In this article, we propose a knowledge distillation-based approach tailored specifically for addressing the challenge of unsupervised anomaly detection in textures resembling fabrics. Our method aims to redefine the recently introduced reverse distillation approach, which advocates for an encoder-decoder design to mitigate classifier bias and to prevent the student from reconstructing anomalies. In this study, we present a new reverse distillation technique for the specific task of fabric defect detection. Our approach involves a meticulous design selection that strategically highlights high-level features. To demonstrate the capabilities of our approach both in terms of performance and inference speed, we conducted a series of experiments on multiple texture datasets, including MVTEC AD, AITEX, and TILDA, alongside conducting experiments on a dataset acquired from a textile manufacturing facility. The main contributions of this paper are the following: a robust texture anomaly detector utilizing a reverse knowledge-distillation technique suitable for both anomaly detection and domain generalization and a novel dataset encompassing a diverse range of fabrics and defects.