arXiv Computer Vision

ExMesh++: From Multi-View Images to Relightable UV-PBR Mesh Assets via Topology-Adaptive Reconstruction and Decomposition

arXiv Computer Vision
Sep 18

GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets

GS-PI introduces an optimization‑decoupled framework that transforms Gaussian Splatting (GS) assets into physically based rendering (PBR) compatible Gaussian assets. By treating PBR material generation as a geometry‑conditioned diffusion process on 3D point clouds, it achieves multi‑view consistency and avoids the pixel‑correspondence problems of 2D diffusion. The method employs a multi‑scale cross‑view conditioning mechanism—combining global semantic priors, photometric cues, and spatial view‑direction signals—to prevent specular highlights from baking into intrinsic colors, and then distills the predicted attributes back into a fully relightable PBR‑GS asset without requiring proxy meshes.

By Jieting Xu, Rengan Xie, Zijian Huang, Zehui Jin, Rui Wang, Yuchi Huo
arXiv Computer Vision
Sep 25

ToCo-Mesh: Topology-Consistent Dynamic Mesh Reconstruction via Adaptive Tessellation and Surface-Aligned 2DGS

ToCo-Mesh is a dynamic mesh reconstruction framework that preserves topology consistency while achieving high‑fidelity geometry from multi‑view temporal images. It uses a dual‑mesh representation, coupling a canonical template mesh to time‑varying coarse guide meshes via barycentric parameterization, and applies error‑driven split‑and‑merge operations on the template to refine detail. A Surface‑Aligned 2DGS module anchors flattened Gaussians to mesh faces, using rendered normals to guide fine‑tuning and suppress surface irregularities, resulting in photorealistic rendering.

By Chuanjin Fan, Wenjie Chang, Aibing Li, Bingzhou Wang, Wenfei Yang, Tianzhu Zhang
arXiv AI
Aug 26

Luce: Relightable Gaussians for 3D Asset Generation

Luce is a 3D representation that unifies geometry and physically based rendering (PBR) materials within a voxelized multimodal Gaussian cloud, using dedicated Gaussian primitives for each modality. A variational autoencoder compresses this representation into a unified material‑aware latent space, which a rectified‑flow transformer generates from a single image conditioned on multi‑layer features from a pretrained image encoder. The latent decodes into relightable PBR Gaussians and an optional textured mesh with a tangent‑space normal map, achieving state‑of‑the‑art single‑image‑to‑3D generation on Toys4K and improving CLIP image‑alignment scores on a benchmark of AI‑generated images.

By Mayank Singh, Michele Stoppa, Alvise Memo, Rui Yu, Harsha Kalli, Srimanth Gunturi, Muhammad Ahmed Riaz, Behrooz Shahsavari, Waleed Abdulla, David E. Jacobs
arXiv Computer Vision
Sep 30

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

MeshSplatBench is the first benchmark designed to evaluate triangle- and mesh-based neural rendering methods from native rendering to deployment in graphics engines such as Unity and Blender. It introduces a hierarchical deployment protocol with standard and dedicated options, and a structural audit for mesh splatting to assess topological and geometric integrity. The benchmark’s evaluations show that graphics engine deployment degrades quality, dedicated deployment preserves fidelity at a significant speed cost, and current mesh splatting methods lack sufficient connectivity for manifoldness.

By Kaixuan Zhang, Minxian Li, Mingwu Ren, Xiatian Zhu
arXiv Computer Vision
3d ago

SUPRA-TEX: 3D Generation with Super-Aligned Texture

SUPRA-Tex is a new method for single‑image 3D generation that dresses a 3D mesh with relightable materials while preserving the visual details of a reference image. It decouples visible‑material estimation, surface alignment, and observation‑guided 3D completion, allowing a 3D generator trained on limited data to focus on preserving visible evidence and completing unobserved surfaces. The approach uses an MLLM‑based image editor to predict lighting‑separated PBR maps, projects them onto the visible surface, encodes them with a pretrained material VAE, and employs an interleaved flow transformer to generate complete material latents, achieving state‑of‑the‑art performance on geometry‑conditioned texturing and end‑to‑end asset generation.

By Chen Yang, Jiemin Fang, Fanpeng Meng, Zihao Huang, Jichen Pang, Guanjun Wu, Zhikuan Bao, Qi Tian