Hugging Face Trending Papers

Cage-based Texture Transfer with Geometric Filtering

Real-time texture transfer expands the creative horizon for interactive applications, enabling seamless detail projection in scenarios that range from digital character cosmetics to procedural automotive texturing. Yet, its practical application is governed by inherent trade-offs between processing speed and suppression of artifacts.

arXiv Computer Vision
Oct 19

MeshSuite: A Unified Benchmark for Triangle- and Mesh-Based Neural Rendering

MeshSuite is the first benchmark designed to systematically evaluate triangle- and mesh-based neural rendering methods in both standard and dedicated engine deployment settings. It compares how different methods perform when using a conventional opaque mesh pipeline versus method-specific engine implementations, and also audits exported surfaces for topological and geometric integrity. The benchmark reveals that engine deployment generally degrades image quality, with MeshSplatting performing best under standard deployment, while dedicated deployment preserves fidelity at a higher computational cost.

By Kaixuan Zhang, Minxian Li, Mingwu Ren, Xiatian Zhu
arXiv Computer Vision
2d ago

T$^2$-Splat: Adaptive Topology Mesh Splatting with Texture Residuals

T$^2$-Splat is a novel triangle‑based splatting method that separates topology adaptation from appearance refinement. It starts with Safe Restricted Delaunay Triangulation to set initial mesh connectivity, then uses Dynamic Topology Evolution to adjust triangle allocation via edge collapse and vertex split operations. Finally, residual per‑face Mip‑textures refine appearance on the fixed mesh with scale‑adaptive filtering, yielding competitive results on datasets such as Mip‑NeRF 360, Tanks & Temples, and DTU while allowing flexible mesh compression. "whyItMatters":"The approach achieves higher PSNR (0.71 dB over MeshSplatting on Mip‑NeRF 360) and supports extreme mesh compression, enabling efficient novel view synthesis with compact meshes."

By Zhihao Tang, Youjia Zhang, Mingbo Zhao, Wei Yang
arXiv Computer Vision
Aug 27

GraftSR: Grafting Authentic Textures for Real-World Image Super-Resolution via Identical-Instance Guidance

GraftSR is a diffusion-based super‑resolution framework that uses reference images of the same object to guide texture restoration, mitigating hallucination. It introduces a dual‑mask reference guidance mechanism to decouple texture extraction from application, avoiding reliance on spatial alignment. The authors also release TexRefSR‑141K, a large dataset of reference pairs with spatial masks, and show that GraftSR outperforms existing methods on the TexRefSR‑Eval benchmark, reducing LPIPS by 20.2%.

By Qifan Yu, Haoran Bai, Zongyao He, Weijie He, Sibin Deng, Honggang Qi, Ying Chen
arXiv Computer Vision
Oct 12

NOFACE3D: NOise-scheduled Focused Anchoring and Controlled Enhancement for 3D Generation

NOFACE3D is a training‑free framework that refines fine‑scale, detail‑critical regions in 3D assets generated from a single image. It extracts a selected submesh, scales it to the generator’s input volume, and re‑encodes it into a full‑resolution latent grid, refining the region with flow‑based sampling guided by a spatially varying noise schedule. The refined region is then reintegrated, preserving surrounding geometry and appearance, and the method is evaluated on PAniC‑3D, TexVerse, and a new BigDetail benchmark, showing sharper geometry and finer texture detail. whyItMatters: The approach improves the fidelity of small, high‑curvature structures in image‑to‑3D models without requiring additional training, addressing a key limitation in current generators.

By James Rose, Jingwen Liang, Wenchao Ma, Oren Jacob, Haomiao Jiang
arXiv Machine Learning
Jul 28

Meshless Domain Randomization via Explicit Parameter Perturbation of 3D Gaussian Splatting

arXiv:2607. 22890v1 Announce Type: cross Abstract: Domain Randomization (DR) is a standard technique for closing the Sim-to-Real gap, yet traditional DR pipelines rely on classical computer graphics rendering driven by polygon meshes.

By Felipe Nunes Carbone de Carvalho, Joyce de Morais Souza, Alan de Aguiar, Charles Morphy D. Santos, Jo\~ao Paulo Gois