This paper addresses the problem of generating textures for 3D mesh assets. Existing approaches often rely on image diffusion models to generate multi-view image observations, which are then transformed onto the mesh surface to produce a single texture. However, due to the gap between multi-view images and 3D space, such process is susceptible to arange of issues such as geometric inconsistencies, visibility occlusion, and baking artifacts. To overcome this problem, we propose a novel approach that directly generates texture on 3D meshes. Our approach leverages heat dissipation diffusion, which serves as an efficient operator that propagates features on the geometric surface of a mesh, while remaining insensitive to the specific layout of the wireframe. By integrating this technique into a generative diffusion pipeline, we significantly improve the efficiency of texture generation compared to existing texture generation methods. We term our approach DoubleDiffusion, as it combines heat dissipation diffusion with denoising diffusion to enable native generative learning on 3D mesh surfaces.
The adoption of Building Information Modeling (BIM) is beneficial in construction projects. However, it faces challenges due to the lack of a unified and scalable framework for converting 3D model details into BIM. This paper introduces SRBIM, a unified semantic reconstruction architecture for BIM generation. Our approach's effectiveness is demonstrated through extensive qualitative and quantitative evaluations, establishing a new paradigm for automated BIM modeling.
We present a novel framework for mesh reconstruction from unstructured point clouds by taking advantage of the learned visibility of the 3D points in the virtual views and traditional graph-cut based mesh generation. Specifically, we first propose a three-step network that explicitly employs depth completion for visibility prediction. Then the visibility information of multiple views is aggregated to generate a 3D mesh model by solving an optimization problem considering visibility in which a novel adaptive visibility weighting in surface determination is also introduced to suppress line of sight with a large incident angle. Compared to other learning-based approaches, our pipeline only exercises the learning on a 2D binary classification task, \ie, points visible or not in a view, which is much more generalizable and practically more efficient and capable to deal with a large number of points. Experiments demonstrate that our method with favorable transferability and robustness, and achieve competing performances \wrt state-of-the-art learning-based approaches on small complex objects and outperforms on large indoor and outdoor scenes. Code is available at https://github.com/GDAOSU/vis2mesh.
We present a new meshing algorithm called guided and augmented meshing, GAMesh, which uses a mesh prior to generate a surface for the output points of a point network. By projecting the output points onto this prior and simplifying the resulting mesh, GAMesh ensures a surface with the same topology as the mesh prior but whose geometric fidelity is controlled by the point network. This makes GAMesh independent of both the density and distribution of the output points, a common artifact in traditional surface reconstruction algorithms. We show that such a separation of geometry from topology can have several advantages especially in single-view shape prediction, fair evaluation of point networks and reconstructing surfaces for networks which output sparse point clouds. We further show that by training point networks with GAMesh, we can directly optimize the vertex positions to generate adaptive meshes with arbitrary topologies.
We introduce a method for learning to generate the surface of 3D shapes. Our approach represents a 3D shape as a collection of parametric surface elements and, in contrast to methods generating voxel grids or point clouds, naturally infers a surface representation of the shape. Beyond its novelty, our new shape generation framework, AtlasNet, comes with significant advantages, such as improved precision and generalization capabilities, and the possibility to generate a shape of arbitrary resolution without memory issues. We demonstrate these benefits and compare to strong baselines on the ShapeNet benchmark for two applications: (i) auto-encoding shapes, and (ii) single-view reconstruction from a still image. We also provide results showing its potential for other applications, such as morphing, parametrization, super-resolution, matching, and co-segmentation.