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arXiv:2410.10207공식 코드 · Papers with Code

MagicEraser: Erasing Any Objects via Semantics-Aware Control

The traditional image inpainting task aims to restore corrupted regions by referencing surrounding background and foreground. However, the object erasure task, which is in increasing demand, aims to erase objects and generate harmonious background. Previous GAN-based inpainting methods struggle with intricate texture generation. Emerging diffusion model-based algorithms, such as Stable Diffusion Inpainting, exhibit the capability to generate novel content, but they often produce incongruent results at the locations of the erased objects and require high-quality text prompt inputs. To address these challenges, we introduce MagicEraser, a diffusion model-based framework tailored for the object erasure task. It consists of two phases: content initialization and controllable generation. In the latter phase, we develop two plug-and-play modules called prompt tuning and semantics-aware attention refocus. Additionally, we propose a data construction strategy that generates training data specially suitable for this task. MagicEraser achieves fine and effective control of content generation while mitigating undesired artifacts. Experimental results highlight a valuable advancement of our approach in the object erasure task.

arXiv:2410.10821공식 코드 · Papers with Code

Tex4D: Zero-shot 4D Scene Texturing with Video Diffusion Models

3D meshes are widely used in computer vision and graphics for their efficiency in animation and minimal memory use, playing a crucial role in movies, games, AR, and VR. However, creating temporally consistent and realistic textures for mesh sequences remains labor-intensive for professional artists. On the other hand, while video diffusion models excel at text-driven video generation, they often lack 3D geometry awareness and struggle with achieving multi-view consistent texturing for 3D meshes. In this work, we present Tex4D, a zero-shot approach that integrates inherent 3D geometry knowledge from mesh sequences with the expressiveness of video diffusion models to produce multi-view and temporally consistent 4D textures. Given an untextured mesh sequence and a text prompt as inputs, our method enhances multi-view consistency by synchronizing the diffusion process across different views through latent aggregation in the UV space. To ensure temporal consistency, we leverage prior knowledge from a conditional video generation model for texture synthesis. However, straightforwardly combining the video diffusion model and the UV texture aggregation leads to blurry results. We analyze the underlying causes and propose a simple yet effective modification to the DDIM sampling process to address this issue. Additionally, we introduce a reference latent texture to strengthen the correlation between frames during the denoising process. To the best of our knowledge, Tex4D is the first method specifically designed for 4D scene texturing. Extensive experiments demonstrate its superiority in producing multi-view and multi-frame consistent videos based on untextured mesh sequences.

arXiv:2410.03438

Dessie: Disentanglement for Articulated 3D Horse Shape and Pose Estimation from Images

In recent years, 3D parametric animal models have been developed to aid in estimating 3D shape and pose from images and video. While progress has been made for humans, it's more challenging for animals due to limited annotated data. To address this, we introduce the first method using synthetic data generation and disentanglement to learn to regress 3D shape and pose. Focusing on horses, we use text-based texture generation and a synthetic data pipeline to create varied shapes, poses, and appearances, learning disentangled spaces. Our method, Dessie, surpasses existing 3D horse reconstruction methods and generalizes to other large animals like zebras, cows, and deer. See the project website at: \url{https://celiali.github.io/Dessie/}.

arXiv:2409.19989

RoCoTex: A Robust Method for Consistent Texture Synthesis with Diffusion Models

Text-to-texture generation has recently attracted increasing attention, but existing methods often suffer from the problems of view inconsistencies, apparent seams, and misalignment between textures and the underlying mesh. In this paper, we propose a robust text-to-texture method for generating consistent and seamless textures that are well aligned with the mesh. Our method leverages state-of-the-art 2D diffusion models, including SDXL and multiple ControlNets, to capture structural features and intricate details in the generated textures. The method also employs a symmetrical view synthesis strategy combined with regional prompts for enhancing view consistency. Additionally, it introduces novel texture blending and soft-inpainting techniques, which significantly reduce the seam regions. Extensive experiments demonstrate that our method outperforms existing state-of-the-art methods.

arXiv:2409.18401

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.

arXiv:2409.12431

FlexiTex: Enhancing Texture Generation with Visual Guidance

Recent texture generation methods achieve impressive results due to the powerful generative prior they leverage from large-scale text-to-image diffusion models. However, abstract textual prompts are limited in providing global textural or shape information, which results in the texture generation methods producing blurry or inconsistent patterns. To tackle this, we present FlexiTex, embedding rich information via visual guidance to generate a high-quality texture. The core of FlexiTex is the Visual Guidance Enhancement module, which incorporates more specific information from visual guidance to reduce ambiguity in the text prompt and preserve high-frequency details. To further enhance the visual guidance, we introduce a Direction-Aware Adaptation module that automatically designs direction prompts based on different camera poses, avoiding the Janus problem and maintaining semantically global consistency. Benefiting from the visual guidance, FlexiTex produces quantitatively and qualitatively sound results, demonstrating its potential to advance texture generation for real-world applications.

arXiv:2409.10297

On Synthetic Texture Datasets: Challenges, Creation, and Curation

The influence of textures on machine learning models has been an ongoing investigation, specifically in texture bias/learning, interpretability, and robustness. However, due to the lack of large and diverse texture data available, the findings in these works have been limited, as more comprehensive evaluations have not been feasible. Image generative models are able to provide data creation at scale, but utilizing these models for texture synthesis has been unexplored and poses additional challenges both in creating accurate texture images and validating those images. In this work, we introduce an extensible methodology and corresponding new dataset for generating high-quality, diverse texture images capable of supporting a broad set of texture-based tasks. Our pipeline consists of: (1) developing prompts from a range of descriptors to serve as input to text-to-image models, (2) adopting and adapting Stable Diffusion pipelines to generate and filter the corresponding images, and (3) further filtering down to the highest quality images. Through this, we create the Prompted Textures Dataset (PTD), a dataset of 246,285 texture images that span 56 textures. During the process of generating images, we find that NSFW safety filters in image generation pipelines are highly sensitive to texture (and flag up to 60\% of our texture images), uncovering a potential bias in these models and presenting unique challenges when working with texture data. Through both standard metrics and a human evaluation, we find that our dataset is high quality and diverse. Our dataset is available for download at https://zenodo.org/records/15359142.

arXiv:2409.02919공식 코드 · Papers with Code

HiPrompt: Tuning-free Higher-Resolution Generation with Hierarchical MLLM Prompts

The potential for higher-resolution image generation using pretrained diffusion models is immense, yet these models often struggle with issues of object repetition and structural artifacts especially when scaling to 4K resolution and higher. We figure out that the problem is caused by that, a single prompt for the generation of multiple scales provides insufficient efficacy. In response, we propose HiPrompt, a new tuning-free solution that tackles the above problems by introducing hierarchical prompts. The hierarchical prompts offer both global and local guidance. Specifically, the global guidance comes from the user input that describes the overall content, while the local guidance utilizes patch-wise descriptions from MLLMs to elaborately guide the regional structure and texture generation. Furthermore, during the inverse denoising process, the generated noise is decomposed into low- and high-frequency spatial components. These components are conditioned on multiple prompt levels, including detailed patch-wise descriptions and broader image-level prompts, facilitating prompt-guided denoising under hierarchical semantic guidance. It further allows the generation to focus more on local spatial regions and ensures the generated images maintain coherent local and global semantics, structures, and textures with high definition. Extensive experiments demonstrate that HiPrompt outperforms state-of-the-art works in higher-resolution image generation, significantly reducing object repetition and enhancing structural quality.

arXiv:2408.16762공식 코드 · Papers with Code

UV-free Texture Generation with Denoising and Geodesic Heat Diffusions

Seams, distortions, wasted UV space, vertex-duplication, and varying resolution over the surface are the most prominent issues of the standard UV-based texturing of meshes. These issues are particularly acute when automatic UV-unwrapping techniques are used. For this reason, instead of generating textures in automatically generated UV-planes like most state-of-the-art methods, we propose to represent textures as coloured point-clouds whose colours are generated by a denoising diffusion probabilistic model constrained to operate on the surface of 3D objects. Our sampling and resolution agnostic generative model heavily relies on heat diffusion over the surface of the meshes for spatial communication between points. To enable processing of arbitrarily sampled point-cloud textures and ensure long-distance texture consistency we introduce a fast re-sampling of the mesh spectral properties used during the heat diffusion and introduce a novel heat-diffusion-based self-attention mechanism. Our code and pre-trained models are available at github.com/simofoti/UV3-TeD.

arXiv:2408.01291

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/

arXiv:2408.00653

SF3D: Stable Fast 3D Mesh Reconstruction with UV-unwrapping and Illumination Disentanglement

We present SF3D, a novel method for rapid and high-quality textured object mesh reconstruction from a single image in just 0.5 seconds. Unlike most existing approaches, SF3D is explicitly trained for mesh generation, incorporating a fast UV unwrapping technique that enables swift texture generation rather than relying on vertex colors. The method also learns to predict material parameters and normal maps to enhance the visual quality of the reconstructed 3D meshes. Furthermore, SF3D integrates a delighting step to effectively remove low-frequency illumination effects, ensuring that the reconstructed meshes can be easily used in novel illumination conditions. Experiments demonstrate the superior performance of SF3D over the existing techniques. Project page: https://stable-fast-3d.github.io

arXiv:2407.13675공식 코드 · Papers with Code

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 \url{https://github.com/zimingzhong/MeshSegmenter}.

arXiv:2407.10833

MoE-DiffIR: Task-customized Diffusion Priors for Universal Compressed Image Restoration

We present MoE-DiffIR, an innovative universal compressed image restoration (CIR) method with task-customized diffusion priors. This intends to handle two pivotal challenges in the existing CIR methods: (i) lacking adaptability and universality for different image codecs, e.g., JPEG and WebP; (ii) poor texture generation capability, particularly at low bitrates. Specifically, our MoE-DiffIR develops the powerful mixture-of-experts (MoE) prompt module, where some basic prompts cooperate to excavate the task-customized diffusion priors from Stable Diffusion (SD) for each compression task. Moreover, the degradation-aware routing mechanism is proposed to enable the flexible assignment of basic prompts. To activate and reuse the cross-modality generation prior of SD, we design the visual-to-text adapter for MoE-DiffIR, which aims to adapt the embedding of low-quality images from the visual domain to the textual domain as the textual guidance for SD, enabling more consistent and reasonable texture generation. We also construct one comprehensive benchmark dataset for universal CIR, covering 21 types of degradations from 7 popular traditional and learned codecs. Extensive experiments on universal CIR have demonstrated the excellent robustness and texture restoration capability of our proposed MoE-DiffIR. The project can be found at https://renyulin-f.github.io/MoE-DiffIR.github.io/.

arXiv:2407.05680공식 코드 · Papers with Code

Fine-Grained Multi-View Hand Reconstruction Using Inverse Rendering

Reconstructing high-fidelity hand models with intricate textures plays a crucial role in enhancing human-object interaction and advancing real-world applications. Despite the state-of-the-art methods excelling in texture generation and image rendering, they often face challenges in accurately capturing geometric details. Learning-based approaches usually offer better robustness and faster inference, which tend to produce smoother results and require substantial amounts of training data. To address these issues, we present a novel fine-grained multi-view hand mesh reconstruction method that leverages inverse rendering to restore hand poses and intricate details. Firstly, our approach predicts a parametric hand mesh model through Graph Convolutional Networks (GCN) based method from multi-view images. We further introduce a novel Hand Albedo and Mesh (HAM) optimization module to refine both the hand mesh and textures, which is capable of preserving the mesh topology. In addition, we suggest an effective mesh-based neural rendering scheme to simultaneously generate photo-realistic image and optimize mesh geometry by fusing the pre-trained rendering network with vertex features. We conduct the comprehensive experiments on InterHand2.6M, DeepHandMesh and dataset collected by ourself, whose promising results show that our proposed approach outperforms the state-of-the-art methods on both reconstruction accuracy and rendering quality. Code and dataset are publicly available at https://github.com/agnJason/FMHR.

arXiv:2407.05991

Multi-Texture Synthesis through Signal Responsive Neural Cellular Automata

Neural Cellular Automata (NCA) have proven to be effective in a variety of fields, with numerous biologically inspired applications. One of the fields, in which NCAs perform well is the generation of textures, modelling global patterns from local interactions governed by uniform and coherent rules. This paper aims to enhance the usability of NCAs in texture synthesis by addressing a shortcoming of current NCA architectures for texture generation, which requires separately trained NCA for each individual texture. In this work, we train a single NCA for the evolution of multiple textures, based on individual examples. Our solution provides texture information in the state of each cell, in the form of an internally coded genomic signal, which enables the NCA to generate the expected texture. Such a neural cellular automaton not only maintains its regenerative capability but also allows for interpolation between learned textures and supports grafting techniques. This demonstrates the ability to edit generated textures and the potential for them to merge and coexist within the same automaton. We also address questions related to the influence of the genomic information and the cost function on the evolution of the NCA.

arXiv:2407.04461

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.

arXiv:2407.02599

Meta 3D Gen

We introduce Meta 3D Gen (3DGen), a new state-of-the-art, fast pipeline for text-to-3D asset generation. 3DGen offers 3D asset creation with high prompt fidelity and high-quality 3D shapes and textures in under a minute. It supports physically-based rendering (PBR), necessary for 3D asset relighting in real-world applications. Additionally, 3DGen supports generative retexturing of previously generated (or artist-created) 3D shapes using additional textual inputs provided by the user. 3DGen integrates key technical components, Meta 3D AssetGen and Meta 3D TextureGen, that we developed for text-to-3D and text-to-texture generation, respectively. By combining their strengths, 3DGen represents 3D objects simultaneously in three ways: in view space, in volumetric space, and in UV (or texture) space. The integration of these two techniques achieves a win rate of 68% with respect to the single-stage model. We compare 3DGen to numerous industry baselines, and show that it outperforms them in terms of prompt fidelity and visual quality for complex textual prompts, while being significantly faster.

arXiv:2407.02430

Meta 3D TextureGen: Fast and Consistent Texture Generation for 3D Objects

The recent availability and adaptability of text-to-image models has sparked a new era in many related domains that benefit from the learned text priors as well as high-quality and fast generation capabilities, one of which is texture generation for 3D objects. Although recent texture generation methods achieve impressive results by using text-to-image networks, the combination of global consistency, quality, and speed, which is crucial for advancing texture generation to real-world applications, remains elusive. To that end, we introduce Meta 3D TextureGen: a new feedforward method comprised of two sequential networks aimed at generating high-quality and globally consistent textures for arbitrary geometries of any complexity degree in less than 20 seconds. Our method achieves state-of-the-art results in quality and speed by conditioning a text-to-image model on 3D semantics in 2D space and fusing them into a complete and high-resolution UV texture map, as demonstrated by extensive qualitative and quantitative evaluations. In addition, we introduce a texture enhancement network that is capable of up-scaling any texture by an arbitrary ratio, producing 4k pixel resolution textures.

arXiv:2406.16710

ID-Sculpt: ID-aware 3D Head Generation from Single In-the-wild Portrait Image

While recent works have achieved great success on image-to-3D object generation, high quality and fidelity 3D head generation from a single image remains a great challenge. Previous text-based methods for generating 3D heads were limited by text descriptions and image-based methods struggled to produce high-quality head geometry. To handle this challenging problem, we propose a novel framework, ID-Sculpt, to generate high-quality 3D heads while preserving their identities. Our work incorporates the identity information of the portrait image into three parts: 1) geometry initialization, 2) geometry sculpting, and 3) texture generation stages. Given a reference portrait image, we first align the identity features with text features to realize ID-aware guidance enhancement, which contains the control signals representing the face information. We then use the canny map, ID features of the portrait image, and a pre-trained text-to-normal/depth diffusion model to generate ID-aware geometry supervision, and 3D-GAN inversion is employed to generate ID-aware geometry initialization. Furthermore, with the ability to inject identity information into 3D head generation, we use ID-aware guidance to calculate ID-aware Score Distillation (ISD) for geometry sculpting. For texture generation, we adopt the ID Consistent Texture Inpainting and Refinement which progressively expands the view for texture inpainting to obtain an initialization UV texture map. We then use the ID-aware guidance to provide image-level supervision for noisy multi-view images to obtain a refined texture map. Extensive experiments demonstrate that we can generate high-quality 3D heads with accurate geometry and texture from a single in-the-wild portrait image.

arXiv:2406.00440

Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture

4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. Project page: https://xuanchenli.github.io/Topo4D/.