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Oct 30

FlexPainter: Flexible and Multi-View Consistent Texture Generation

Texture map production is an important part of 3D modeling and determines the rendering quality. Recently, diffusion-based methods have opened a new way for texture generation. However, restricted control flexibility and limited prompt modalities may prevent creators from producing desired results. Furthermore, inconsistencies between generated multi-view images often lead to poor texture generation quality. To address these issues, we introduce FlexPainter, a novel texture generation pipeline that enables flexible multi-modal conditional guidance and achieves highly consistent texture generation. A shared conditional embedding space is constructed to perform flexible aggregation between different input modalities. Utilizing such embedding space, we present an image-based CFG method to decompose structural and style information, achieving reference image-based stylization. Leveraging the 3D knowledge within the image diffusion prior, we first generate multi-view images simultaneously using a grid representation to enhance global understanding. Meanwhile, we propose a view synchronization and adaptive weighting module during diffusion sampling to further ensure local consistency. Finally, a 3D-aware texture completion model combined with a texture enhancement model is used to generate seamless, high-resolution texture maps. Comprehensive experiments demonstrate that our framework significantly outperforms state-of-the-art methods in both flexibility and generation quality.

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.

  • 11 authors
·
Jan 17, 2024 1

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.

Texture, Shape, Order, and Relation Matter: A New Transformer Design for Sequential DeepFake Detection

Sequential DeepFake detection is an emerging task that predicts the manipulation sequence in order. Existing methods typically formulate it as an image-to-sequence problem, employing conventional Transformer architectures. However, these methods lack dedicated design and consequently result in limited performance. As such, this paper describes a new Transformer design, called {TSOM}, by exploring three perspectives: Texture, Shape, and Order of Manipulations. Our method features four major improvements: 182 we describe a new texture-aware branch that effectively captures subtle manipulation traces with a Diversiform Pixel Difference Attention module. 183 Then we introduce a Multi-source Cross-attention module to seek deep correlations among spatial and sequential features, enabling effective modeling of complex manipulation traces. 184 To further enhance the cross-attention, we describe a Shape-guided Gaussian mapping strategy, providing initial priors of the manipulation shape. 185 Finally, observing that the subsequent manipulation in a sequence may influence traces left in the preceding one, we intriguingly invert the prediction order from forward to backward, leading to notable gains as expected. Building upon TSOM, we introduce an extended method, {TSOM++}, which additionally explores Relation of manipulations: 186 we propose a new sequential contrastive learning scheme to capture relationships between various manipulation types in sequence, further enhancing the detection of manipulation traces. We conduct extensive experiments in comparison with several state-of-the-art methods, demonstrating the superiority of our method. The code has been released at https://github.com/OUC-VAS/TSOM.

  • 6 authors
·
Apr 22, 2024

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.

  • 6 authors
·
Apr 1, 2024 1

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.

  • 4 authors
·
Feb 20

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.

  • 7 authors
·
Jul 18, 2024

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

  • 71 authors
·
Jan 21 10

SuperCarver: Texture-Consistent 3D Geometry Super-Resolution for High-Fidelity Surface Detail Generation

Conventional production workflow of high-precision mesh assets necessitates a cumbersome and laborious process of manual sculpting by specialized 3D artists/modelers. The recent years have witnessed remarkable advances in AI-empowered 3D content creation for generating plausible structures and intricate appearances from images or text prompts. However, synthesizing realistic surface details still poses great challenges, and enhancing the geometry fidelity of existing lower-quality 3D meshes (instead of image/text-to-3D generation) remains an open problem. In this paper, we introduce SuperCarver, a 3D geometry super-resolution pipeline for supplementing texture-consistent surface details onto a given coarse mesh. We start by rendering the original textured mesh into the image domain from multiple viewpoints. To achieve detail boosting, we construct a deterministic prior-guided normal diffusion model, which is fine-tuned on a carefully curated dataset of paired detail-lacking and detail-rich normal map renderings. To update mesh surfaces from potentially imperfect normal map predictions, we design a noise-resistant inverse rendering scheme through deformable distance field. Experiments demonstrate that our SuperCarver is capable of generating realistic and expressive surface details depicted by the actual texture appearance, making it a powerful tool to both upgrade historical low-quality 3D assets and reduce the workload of sculpting high-poly meshes.

  • 5 authors
·
Mar 12

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.

  • 7 authors
·
Dec 21, 2024

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.

  • 7 authors
·
Oct 18, 2024

Simplifying Textured Triangle Meshes in the Wild

This paper introduces a method for simplifying textured surface triangle meshes in the wild while maintaining high visual quality. While previous methods achieve excellent results on manifold meshes by using the quadric error metric, they struggle to produce high-quality outputs for meshes in the wild, which typically contain non-manifold elements and multiple connected components. In this work, we propose a method for simplifying these wild textured triangle meshes. We formulate mesh simplification as a problem of decimating simplicial 2-complexes to handle multiple non-manifold mesh components collectively. Building on the success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs). Our approach employs a modified quadric error that converges to the original quadric error metric for watertight manifold meshes, while significantly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we adopt a novel perspective which focuses on computing mesh correspondences throughout the decimation, independent of the UV layout. This combination yields a textured mesh simplification system that is capable of handling arbitrary triangle meshes, achieving to high-quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common problems in textured mesh simplification, including the prevalent problem of texture bleeding. We extensively evaluate our method on multiple datasets, showing improvements over prior techniques through qualitative, quantitative, and user study evaluations.

  • 3 authors
·
Sep 23, 2024

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 .

  • 5 authors
·
Aug 2, 2024

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.

  • 5 authors
·
Jul 5, 2024

Step1X-3D: Towards High-Fidelity and Controllable Generation of Textured 3D Assets

While generative artificial intelligence has advanced significantly across text, image, audio, and video domains, 3D generation remains comparatively underdeveloped due to fundamental challenges such as data scarcity, algorithmic limitations, and ecosystem fragmentation. To this end, we present Step1X-3D, an open framework addressing these challenges through: (1) a rigorous data curation pipeline processing >5M assets to create a 2M high-quality dataset with standardized geometric and textural properties; (2) a two-stage 3D-native architecture combining a hybrid VAE-DiT geometry generator with an diffusion-based texture synthesis module; and (3) the full open-source release of models, training code, and adaptation modules. For geometry generation, the hybrid VAE-DiT component produces TSDF representations by employing perceiver-based latent encoding with sharp edge sampling for detail preservation. The diffusion-based texture synthesis module then ensures cross-view consistency through geometric conditioning and latent-space synchronization. Benchmark results demonstrate state-of-the-art performance that exceeds existing open-source methods, while also achieving competitive quality with proprietary solutions. Notably, the framework uniquely bridges the 2D and 3D generation paradigms by supporting direct transfer of 2D control techniques~(e.g., LoRA) to 3D synthesis. By simultaneously advancing data quality, algorithmic fidelity, and reproducibility, Step1X-3D aims to establish new standards for open research in controllable 3D asset generation.

  • 18 authors
·
May 12 3

3DV-TON: Textured 3D-Guided Consistent Video Try-on via Diffusion Models

Video try-on replaces clothing in videos with target garments. Existing methods struggle to generate high-quality and temporally consistent results when handling complex clothing patterns and diverse body poses. We present 3DV-TON, a novel diffusion-based framework for generating high-fidelity and temporally consistent video try-on results. Our approach employs generated animatable textured 3D meshes as explicit frame-level guidance, alleviating the issue of models over-focusing on appearance fidelity at the expanse of motion coherence. This is achieved by enabling direct reference to consistent garment texture movements throughout video sequences. The proposed method features an adaptive pipeline for generating dynamic 3D guidance: (1) selecting a keyframe for initial 2D image try-on, followed by (2) reconstructing and animating a textured 3D mesh synchronized with original video poses. We further introduce a robust rectangular masking strategy that successfully mitigates artifact propagation caused by leaking clothing information during dynamic human and garment movements. To advance video try-on research, we introduce HR-VVT, a high-resolution benchmark dataset containing 130 videos with diverse clothing types and scenarios. Quantitative and qualitative results demonstrate our superior performance over existing methods. The project page is at this link https://2y7c3.github.io/3DV-TON/

  • 4 authors
·
Apr 24 2

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/

  • 9 authors
·
Aug 2, 2024 2

SeqTex: Generate Mesh Textures in Video Sequence

Training native 3D texture generative models remains a fundamental yet challenging problem, largely due to the limited availability of large-scale, high-quality 3D texture datasets. This scarcity hinders generalization to real-world scenarios. To address this, most existing methods finetune foundation image generative models to exploit their learned visual priors. However, these approaches typically generate only multi-view images and rely on post-processing to produce UV texture maps -- an essential representation in modern graphics pipelines. Such two-stage pipelines often suffer from error accumulation and spatial inconsistencies across the 3D surface. In this paper, we introduce SeqTex, a novel end-to-end framework that leverages the visual knowledge encoded in pretrained video foundation models to directly generate complete UV texture maps. Unlike previous methods that model the distribution of UV textures in isolation, SeqTex reformulates the task as a sequence generation problem, enabling the model to learn the joint distribution of multi-view renderings and UV textures. This design effectively transfers the consistent image-space priors from video foundation models into the UV domain. To further enhance performance, we propose several architectural innovations: a decoupled multi-view and UV branch design, geometry-informed attention to guide cross-domain feature alignment, and adaptive token resolution to preserve fine texture details while maintaining computational efficiency. Together, these components allow SeqTex to fully utilize pretrained video priors and synthesize high-fidelity UV texture maps without the need for post-processing. Extensive experiments show that SeqTex achieves state-of-the-art performance on both image-conditioned and text-conditioned 3D texture generation tasks, with superior 3D consistency, texture-geometry alignment, and real-world generalization.

  • 7 authors
·
Jul 6 1

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.

  • 5 authors
·
Oct 20, 2023 2

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.

  • 4 authors
·
Mar 19, 2024

PointDreamer: Zero-shot 3D Textured Mesh Reconstruction from Colored Point Cloud

Faithfully reconstructing textured meshes is crucial for many applications. Compared to text or image modalities, leveraging 3D colored point clouds as input (colored-PC-to-mesh) offers inherent advantages in comprehensively and precisely replicating the target object's 360{\deg} characteristics. While most existing colored-PC-to-mesh methods suffer from blurry textures or require hard-to-acquire 3D training data, we propose PointDreamer, a novel framework that harnesses 2D diffusion prior for superior texture quality. Crucially, unlike prior 2D-diffusion-for-3D works driven by text or image inputs, PointDreamer successfully adapts 2D diffusion models to 3D point cloud data by a novel project-inpaint-unproject pipeline. Specifically, it first projects the point cloud into sparse 2D images and then performs diffusion-based inpainting. After that, diverging from most existing 3D reconstruction or generation approaches that predict texture in 3D/UV space thus often yielding blurry texture, PointDreamer achieves high-quality texture by directly unprojecting the inpainted 2D images to the 3D mesh. Furthermore, we identify for the first time a typical kind of unprojection artifact appearing in occlusion borders, which is common in other multiview-image-to-3D pipelines but less-explored. To address this, we propose a novel solution named the Non-Border-First (NBF) unprojection strategy. Extensive qualitative and quantitative experiments on various synthetic and real-scanned datasets demonstrate that PointDreamer, though zero-shot, exhibits SoTA performance (30% improvement on LPIPS score from 0.118 to 0.068), and is robust to noisy, sparse, or even incomplete input data. Code at: https://github.com/YuQiao0303/PointDreamer.

  • 7 authors
·
Jun 22, 2024

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.

  • 7 authors
·
Sep 20, 2023

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.

  • 5 authors
·
Aug 10, 2023

Category-Aware 3D Object Composition with Disentangled Texture and Shape Multi-view Diffusion

In this paper, we tackle a new task of 3D object synthesis, where a 3D model is composited with another object category to create a novel 3D model. However, most existing text/image/3D-to-3D methods struggle to effectively integrate multiple content sources, often resulting in inconsistent textures and inaccurate shapes. To overcome these challenges, we propose a straightforward yet powerful approach, category+3D-to-3D (C33D), for generating novel and structurally coherent 3D models. Our method begins by rendering multi-view images and normal maps from the input 3D model, then generating a novel 2D object using adaptive text-image harmony (ATIH) with the front-view image and a text description from another object category as inputs. To ensure texture consistency, we introduce texture multi-view diffusion, which refines the textures of the remaining multi-view RGB images based on the novel 2D object. For enhanced shape accuracy, we propose shape multi-view diffusion to improve the 2D shapes of both the multi-view RGB images and the normal maps, also conditioned on the novel 2D object. Finally, these outputs are used to reconstruct a complete and novel 3D model. Extensive experiments demonstrate the effectiveness of our method, yielding impressive 3D creations, such as shark(3D)-crocodile(text) in the first row of Fig. 1. A project page is available at: https://xzr52.github.io/C33D/

  • 7 authors
·
Sep 2

DiffFit: Disentangled Garment Warping and Texture Refinement for Virtual Try-On

Virtual try-on (VTON) aims to synthesize realistic images of a person wearing a target garment, with broad applications in e-commerce and digital fashion. While recent advances in latent diffusion models have substantially improved visual quality, existing approaches still struggle with preserving fine-grained garment details, achieving precise garment-body alignment, maintaining inference efficiency, and generalizing to diverse poses and clothing styles. To address these challenges, we propose DiffFit, a novel two-stage latent diffusion framework for high-fidelity virtual try-on. DiffFit adopts a progressive generation strategy: the first stage performs geometry-aware garment warping, aligning the garment with the target body through fine-grained deformation and pose adaptation. The second stage refines texture fidelity via a cross-modal conditional diffusion model that integrates the warped garment, the original garment appearance, and the target person image for high-quality rendering. By decoupling geometric alignment and appearance refinement, DiffFit effectively reduces task complexity and enhances both generation stability and visual realism. It excels in preserving garment-specific attributes such as textures, wrinkles, and lighting, while ensuring accurate alignment with the human body. Extensive experiments on large-scale VTON benchmarks demonstrate that DiffFit achieves superior performance over existing state-of-the-art methods in both quantitative metrics and perceptual evaluations.

  • 1 authors
·
Jun 29

MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation

In this paper, we introduce MeshGen, an advanced image-to-3D pipeline that generates high-quality 3D meshes with detailed geometry and physically based rendering (PBR) textures. Addressing the challenges faced by existing 3D native diffusion models, such as suboptimal auto-encoder performance, limited controllability, poor generalization, and inconsistent image-based PBR texturing, MeshGen employs several key innovations to overcome these limitations. We pioneer a render-enhanced point-to-shape auto-encoder that compresses meshes into a compact latent space by designing perceptual optimization with ray-based regularization. This ensures that the 3D shapes are accurately represented and reconstructed to preserve geometric details within the latent space. To address data scarcity and image-shape misalignment, we further propose geometric augmentation and generative rendering augmentation techniques, which enhance the model's controllability and generalization ability, allowing it to perform well even with limited public datasets. For the texture generation, MeshGen employs a reference attention-based multi-view ControlNet for consistent appearance synthesis. This is further complemented by our multi-view PBR decomposer that estimates PBR components and a UV inpainter that fills invisible areas, ensuring a seamless and consistent texture across the 3D mesh. Our extensive experiments demonstrate that MeshGen largely outperforms previous methods in both shape and texture generation, setting a new standard for the quality of 3D meshes generated with PBR textures. See our code at https://github.com/heheyas/MeshGen, project page https://heheyas.github.io/MeshGen

  • 6 authors
·
May 6

Free-Lunch Color-Texture Disentanglement for Stylized Image Generation

Recent advances in Text-to-Image (T2I) diffusion models have transformed image generation, enabling significant progress in stylized generation using only a few style reference images. However, current diffusion-based methods struggle with fine-grained style customization due to challenges in controlling multiple style attributes, such as color and texture. This paper introduces the first tuning-free approach to achieve free-lunch color-texture disentanglement in stylized T2I generation, addressing the need for independently controlled style elements for the Disentangled Stylized Image Generation (DisIG) problem. Our approach leverages the Image-Prompt Additivity property in the CLIP image embedding space to develop techniques for separating and extracting Color-Texture Embeddings (CTE) from individual color and texture reference images. To ensure that the color palette of the generated image aligns closely with the color reference, we apply a whitening and coloring transformation to enhance color consistency. Additionally, to prevent texture loss due to the signal-leak bias inherent in diffusion training, we introduce a noise term that preserves textural fidelity during the Regularized Whitening and Coloring Transformation (RegWCT). Through these methods, our Style Attributes Disentanglement approach (SADis) delivers a more precise and customizable solution for stylized image generation. Experiments on images from the WikiArt and StyleDrop datasets demonstrate that, both qualitatively and quantitatively, SADis surpasses state-of-the-art stylization methods in the DisIG task.Code will be released at https://deepffff.github.io/sadis.github.io/.

  • 7 authors
·
Mar 18

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.

  • 2 authors
·
Nov 18, 2024

StyleTex: Style Image-Guided Texture Generation for 3D Models

Style-guided texture generation aims to generate a texture that is harmonious with both the style of the reference image and the geometry of the input mesh, given a reference style image and a 3D mesh with its text description. Although diffusion-based 3D texture generation methods, such as distillation sampling, have numerous promising applications in stylized games and films, it requires addressing two challenges: 1) decouple style and content completely from the reference image for 3D models, and 2) align the generated texture with the color tone, style of the reference image, and the given text prompt. To this end, we introduce StyleTex, an innovative diffusion-model-based framework for creating stylized textures for 3D models. Our key insight is to decouple style information from the reference image while disregarding content in diffusion-based distillation sampling. Specifically, given a reference image, we first decompose its style feature from the image CLIP embedding by subtracting the embedding's orthogonal projection in the direction of the content feature, which is represented by a text CLIP embedding. Our novel approach to disentangling the reference image's style and content information allows us to generate distinct style and content features. We then inject the style feature into the cross-attention mechanism to incorporate it into the generation process, while utilizing the content feature as a negative prompt to further dissociate content information. Finally, we incorporate these strategies into StyleTex to obtain stylized textures. The resulting textures generated by StyleTex retain the style of the reference image, while also aligning with the text prompts and intrinsic details of the given 3D mesh. Quantitative and qualitative experiments show that our method outperforms existing baseline methods by a significant margin.

  • 7 authors
·
Nov 1, 2024

FabricDiffusion: High-Fidelity Texture Transfer for 3D Garments Generation from In-The-Wild Clothing Images

We introduce FabricDiffusion, a method for transferring fabric textures from a single clothing image to 3D garments of arbitrary shapes. Existing approaches typically synthesize textures on the garment surface through 2D-to-3D texture mapping or depth-aware inpainting via generative models. Unfortunately, these methods often struggle to capture and preserve texture details, particularly due to challenging occlusions, distortions, or poses in the input image. Inspired by the observation that in the fashion industry, most garments are constructed by stitching sewing patterns with flat, repeatable textures, we cast the task of clothing texture transfer as extracting distortion-free, tileable texture materials that are subsequently mapped onto the UV space of the garment. Building upon this insight, we train a denoising diffusion model with a large-scale synthetic dataset to rectify distortions in the input texture image. This process yields a flat texture map that enables a tight coupling with existing Physically-Based Rendering (PBR) material generation pipelines, allowing for realistic relighting of the garment under various lighting conditions. We show that FabricDiffusion can transfer various features from a single clothing image including texture patterns, material properties, and detailed prints and logos. Extensive experiments demonstrate that our model significantly outperforms state-to-the-art methods on both synthetic data and real-world, in-the-wild clothing images while generalizing to unseen textures and garment shapes.

  • 7 authors
·
Oct 2, 2024

GenesisTex2: Stable, Consistent and High-Quality Text-to-Texture Generation

Large-scale text-guided image diffusion models have shown astonishing results in text-to-image (T2I) generation. However, applying these models to synthesize textures for 3D geometries remains challenging due to the domain gap between 2D images and textures on a 3D surface. Early works that used a projecting-and-inpainting approach managed to preserve generation diversity but often resulted in noticeable artifacts and style inconsistencies. While recent methods have attempted to address these inconsistencies, they often introduce other issues, such as blurring, over-saturation, or over-smoothing. To overcome these challenges, we propose a novel text-to-texture synthesis framework that leverages pretrained diffusion models. We first introduce a local attention reweighing mechanism in the self-attention layers to guide the model in concentrating on spatial-correlated patches across different views, thereby enhancing local details while preserving cross-view consistency. Additionally, we propose a novel latent space merge pipeline, which further ensures consistency across different viewpoints without sacrificing too much diversity. Our method significantly outperforms existing state-of-the-art techniques regarding texture consistency and visual quality, while delivering results much faster than distillation-based methods. Importantly, our framework does not require additional training or fine-tuning, making it highly adaptable to a wide range of models available on public platforms.

  • 6 authors
·
Sep 26, 2024

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

  • 5 authors
·
Nov 21, 2023

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.

  • 8 authors
·
May 4, 2023