arXiv Computer Vision

MIKU: Material Invariance and Knowledge Unification for PBR Generation

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 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
Oct 9

MatLat: Material Latent Space for PBR Texture Generation

The paper introduces MatLat, a material latent space designed for generating high‑quality physically‑based rendering (PBR) textures on 3D meshes. It fine‑tunes a pretrained VAE to incorporate new material channels while preserving latent distribution, and adds a locality‑preserving regularization that aligns cropped latent patches with image regions. Experiments and ablation studies show that these components together improve PBR texture fidelity and outperform prior baselines.

By Kyeongmin Yeo, Yunhong Min, Jaihoon Kim, Minhyuk Sung