Abstract:Generating high-quality physically based rendering (PBR) materials is important to achieve realistic rendering in the downstream tasks, yet it remains challenging due to the intertwined effects of materials and lighting. While existing methods have made breakthroughs by incorporating material decomposition in the 3D generation pipeline, they tend to bake highlights into albedo and ignore spatially varying properties of metallicity and roughness. In this work, we present PBR3DGen, a two-stage mesh generation method with high-quality PBR materials that integrates the novel multi-view PBR material estimation model and a 3D PBR mesh reconstruction model. Specifically, PBR3DGen leverages vision language models (VLM) to guide multi-view diffusion, precisely capturing the spatial distribution and inherent attributes of reflective-metalness material. Additionally, we incorporate view-dependent illumination-aware conditions as pixel-aware priors to enhance spatially varying material properties. Furthermore, our reconstruction model reconstructs high-quality mesh with PBR materials. Experimental results demonstrate that PBR3DGen significantly outperforms existing methods, achieving new state-of-the-art results for PBR estimation and mesh generation. More results and visualization can be found on our project page: https://pbr3dgen1218.github.io/.
Abstract:Triangle meshes are fundamental to 3D applications, enabling efficient modification and rasterization while maintaining compatibility with standard rendering pipelines. However, current automatic mesh generation methods typically rely on intermediate representations that lack the continuous surface quality inherent to meshes. Converting these representations into meshes produces dense, suboptimal outputs. Although recent autoregressive approaches demonstrate promise in directly modeling mesh vertices and faces, they are constrained by the limitation in face count, scalability, and structural fidelity. To address these challenges, we propose Nautilus, a locality-aware autoencoder for artist-like mesh generation that leverages the local properties of manifold meshes to achieve structural fidelity and efficient representation. Our approach introduces a novel tokenization algorithm that preserves face proximity relationships and compresses sequence length through locally shared vertices and edges, enabling the generation of meshes with an unprecedented scale of up to 5,000 faces. Furthermore, we develop a Dual-stream Point Conditioner that provides multi-scale geometric guidance, ensuring global consistency and local structural fidelity by capturing fine-grained geometric features. Extensive experiments demonstrate that Nautilus significantly outperforms state-of-the-art methods in both fidelity and scalability. The project page will be released to https://nautilusmeshgen.github.io.
Abstract:We propose SIR, an efficient method to decompose differentiable shadows for inverse rendering on indoor scenes using multi-view data, addressing the challenges in accurately decomposing the materials and lighting conditions. Unlike previous methods that struggle with shadow fidelity in complex lighting environments, our approach explicitly learns shadows for enhanced realism in material estimation under unknown light positions. Utilizing posed HDR images as input, SIR employs an SDF-based neural radiance field for comprehensive scene representation. Then, SIR integrates a shadow term with a three-stage material estimation approach to improve SVBRDF quality. Specifically, SIR is designed to learn a differentiable shadow, complemented by BRDF regularization, to optimize inverse rendering accuracy. Extensive experiments on both synthetic and real-world indoor scenes demonstrate the superior performance of SIR over existing methods in both quantitative metrics and qualitative analysis. The significant decomposing ability of SIR enables sophisticated editing capabilities like free-view relighting, object insertion, and material replacement. The code and data are available at https://xiaokangwei.github.io/SIR/.