Abstract:Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.
Abstract:The advancement of diffusion models has pushed the boundary of text-to-3D object generation. While it is straightforward to composite objects into a scene with reasonable geometry, it is nontrivial to texture such a scene perfectly due to style inconsistency and occlusions between objects. To tackle these problems, we propose a coarse-to-fine 3D scene texturing framework, referred to as RoomTex, to generate high-fidelity and style-consistent textures for untextured compositional scene meshes. In the coarse stage, RoomTex first unwraps the scene mesh to a panoramic depth map and leverages ControlNet to generate a room panorama, which is regarded as the coarse reference to ensure the global texture consistency. In the fine stage, based on the panoramic image and perspective depth maps, RoomTex will refine and texture every single object in the room iteratively along a series of selected camera views, until this object is completely painted. Moreover, we propose to maintain superior alignment between RGB and depth spaces via subtle edge detection methods. Extensive experiments show our method is capable of generating high-quality and diverse room textures, and more importantly, supporting interactive fine-grained texture control and flexible scene editing thanks to our inpainting-based framework and compositional mesh input. Our project page is available at https://qwang666.github.io/RoomTex/.
Abstract:This paper addresses the task of 3D clothed human generation from textural descriptions. Previous works usually encode the human body and clothes as a holistic model and generate the whole model in a single-stage optimization, which makes them struggle for clothing editing and meanwhile lose fine-grained control over the whole generation process. To solve this, we propose a layer-wise clothed human representation combined with a progressive optimization strategy, which produces clothing-disentangled 3D human models while providing control capacity for the generation process. The basic idea is progressively generating a minimal-clothed human body and layer-wise clothes. During clothing generation, a novel stratified compositional rendering method is proposed to fuse multi-layer human models, and a new loss function is utilized to help decouple the clothing model from the human body. The proposed method achieves high-quality disentanglement, which thereby provides an effective way for 3D garment generation. Extensive experiments demonstrate that our approach achieves state-of-the-art 3D clothed human generation while also supporting cloth editing applications such as virtual try-on. Project page: http://jtdong.com/tela_layer/
Abstract:Mesh is a fundamental representation of 3D assets in various industrial applications, and is widely supported by professional softwares. However, due to its irregular structure, mesh creation and manipulation is often time-consuming and labor-intensive. In this paper, we propose a highly controllable generative model, GetMesh, for mesh generation and manipulation across different categories. By taking a varying number of points as the latent representation, and re-organizing them as triplane representation, GetMesh generates meshes with rich and sharp details, outperforming both single-category and multi-category counterparts. Moreover, it also enables fine-grained control over the generation process that previous mesh generative models cannot achieve, where changing global/local mesh topologies, adding/removing mesh parts, and combining mesh parts across categories can be intuitively, efficiently, and robustly accomplished by adjusting the number, positions or features of latent points. Project page is https://getmesh.github.io.
Abstract:Diffusion models have achieved remarkable image generation quality surpassing previous generative models. However, a notable limitation of diffusion models, in comparison to GANs, is their difficulty in smoothly interpolating between two image samples, due to their highly unstructured latent space. Such a smooth interpolation is intriguing as it naturally serves as a solution for the image morphing task with many applications. In this work, we present DiffMorpher, the first approach enabling smooth and natural image interpolation using diffusion models. Our key idea is to capture the semantics of the two images by fitting two LoRAs to them respectively, and interpolate between both the LoRA parameters and the latent noises to ensure a smooth semantic transition, where correspondence automatically emerges without the need for annotation. In addition, we propose an attention interpolation and injection technique and a new sampling schedule to further enhance the smoothness between consecutive images. Extensive experiments demonstrate that DiffMorpher achieves starkly better image morphing effects than previous methods across a variety of object categories, bridging a critical functional gap that distinguished diffusion models from GANs.
Abstract:While 3D human body modeling has received much attention in computer vision, modeling the acoustic equivalent, i.e. modeling 3D spatial audio produced by body motion and speech, has fallen short in the community. To close this gap, we present a model that can generate accurate 3D spatial audio for full human bodies. The system consumes, as input, audio signals from headset microphones and body pose, and produces, as output, a 3D sound field surrounding the transmitter's body, from which spatial audio can be rendered at any arbitrary position in the 3D space. We collect a first-of-its-kind multimodal dataset of human bodies, recorded with multiple cameras and a spherical array of 345 microphones. In an empirical evaluation, we demonstrate that our model can produce accurate body-induced sound fields when trained with a suitable loss. Dataset and code are available online.
Abstract:Based on powerful text-to-image diffusion models, text-to-3D generation has made significant progress in generating compelling geometry and appearance. However, existing methods still struggle to recover high-fidelity object materials, either only considering Lambertian reflectance, or failing to disentangle BRDF materials from the environment lights. In this work, we propose Material-Aware Text-to-3D via LAtent BRDF auto-EncodeR (\textbf{MATLABER}) that leverages a novel latent BRDF auto-encoder for material generation. We train this auto-encoder with large-scale real-world BRDF collections and ensure the smoothness of its latent space, which implicitly acts as a natural distribution of materials. During appearance modeling in text-to-3D generation, the latent BRDF embeddings, rather than BRDF parameters, are predicted via a material network. Through exhaustive experiments, our approach demonstrates the superiority over existing ones in generating realistic and coherent object materials. Moreover, high-quality materials naturally enable multiple downstream tasks such as relighting and material editing. Code and model will be publicly available at \url{https://sheldontsui.github.io/projects/Matlaber}.
Abstract:Portrait stylization is a long-standing task enabling extensive applications. Although 2D-based methods have made great progress in recent years, real-world applications such as metaverse and games often demand 3D content. On the other hand, the requirement of 3D data, which is costly to acquire, significantly impedes the development of 3D portrait stylization methods. In this paper, inspired by the success of 3D-aware GANs that bridge 2D and 3D domains with 3D fields as the intermediate representation for rendering 2D images, we propose a novel method, dubbed HyperStyle3D, based on 3D-aware GANs for 3D portrait stylization. At the core of our method is a hyper-network learned to manipulate the parameters of the generator in a single forward pass. It not only offers a strong capacity to handle multiple styles with a single model, but also enables flexible fine-grained stylization that affects only texture, shape, or local part of the portrait. While the use of 3D-aware GANs bypasses the requirement of 3D data, we further alleviate the necessity of style images with the CLIP model being the stylization guidance. We conduct an extensive set of experiments across the style, attribute, and shape, and meanwhile, measure the 3D consistency. These experiments demonstrate the superior capability of our HyperStyle3D model in rendering 3D-consistent images in diverse styles, deforming the face shape, and editing various attributes.
Abstract:Neural surface reconstruction aims to reconstruct accurate 3D surfaces based on multi-view images. Previous methods based on neural volume rendering mostly train a fully implicit model, and they require hours of training for a single scene. Recent efforts explore the explicit volumetric representation, which substantially accelerates the optimization process by memorizing significant information in learnable voxel grids. However, these voxel-based methods often struggle in reconstructing fine-grained geometry. Through empirical studies, we found that high-quality surface reconstruction hinges on two key factors: the capability of constructing a coherent shape and the precise modeling of color-geometry dependency. In particular, the latter is the key to the accurate reconstruction of fine details. Inspired by these findings, we develop Voxurf, a voxel-based approach for efficient and accurate neural surface reconstruction, which consists of two stages: 1) leverage a learnable feature grid to construct the color field and obtain a coherent coarse shape, and 2) refine detailed geometry with a dual color network that captures precise color-geometry dependency. We further introduce a hierarchical geometry feature to enable information sharing across voxels. Our experiments show that Voxurf achieves high efficiency and high quality at the same time. On the DTU benchmark, Voxurf achieves higher reconstruction quality compared to state-of-the-art methods, with 20x speedup in training.
Abstract:3D point cloud is an important 3D representation for capturing real world 3D objects. However, real-scanned 3D point clouds are often incomplete, and it is important to recover complete point clouds for downstream applications. Most existing point cloud completion methods use Chamfer Distance (CD) loss for training. The CD loss estimates correspondences between two point clouds by searching nearest neighbors, which does not capture the overall point density distribution on the generated shape, and therefore likely leads to non-uniform point cloud generation. To tackle this problem, we propose a novel Point Diffusion-Refinement (PDR) paradigm for point cloud completion. PDR consists of a Conditional Generation Network (CGNet) and a ReFinement Network (RFNet). The CGNet uses a conditional generative model called the denoising diffusion probabilistic model (DDPM) to generate a coarse completion conditioned on the partial observation. DDPM establishes a one-to-one pointwise mapping between the generated point cloud and the uniform ground truth, and then optimizes the mean squared error loss to realize uniform generation. The RFNet refines the coarse output of the CGNet and further improves quality of the completed point cloud. Furthermore, we develop a novel dual-path architecture for both networks. The architecture can (1) effectively and efficiently extract multi-level features from partially observed point clouds to guide completion, and (2) accurately manipulate spatial locations of 3D points to obtain smooth surfaces and sharp details. Extensive experimental results on various benchmark datasets show that our PDR paradigm outperforms previous state-of-the-art methods for point cloud completion. Remarkably, with the help of the RFNet, we can accelerate the iterative generation process of the DDPM by up to 50 times without much performance drop.