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SubscribeMeshGS: Adaptive Mesh-Aligned Gaussian Splatting for High-Quality Rendering
Recently, 3D Gaussian splatting has gained attention for its capability to generate high-fidelity rendering results. At the same time, most applications such as games, animation, and AR/VR use mesh-based representations to represent and render 3D scenes. We propose a novel approach that integrates mesh representation with 3D Gaussian splats to perform high-quality rendering of reconstructed real-world scenes. In particular, we introduce a distance-based Gaussian splatting technique to align the Gaussian splats with the mesh surface and remove redundant Gaussian splats that do not contribute to the rendering. We consider the distance between each Gaussian splat and the mesh surface to distinguish between tightly-bound and loosely-bound Gaussian splats. The tightly-bound splats are flattened and aligned well with the mesh geometry. The loosely-bound Gaussian splats are used to account for the artifacts in reconstructed 3D meshes in terms of rendering. We present a training strategy of binding Gaussian splats to the mesh geometry, and take into account both types of splats. In this context, we introduce several regularization techniques aimed at precisely aligning tightly-bound Gaussian splats with the mesh surface during the training process. We validate the effectiveness of our method on large and unbounded scene from mip-NeRF 360 and Deep Blending datasets. Our method surpasses recent mesh-based neural rendering techniques by achieving a 2dB higher PSNR, and outperforms mesh-based Gaussian splatting methods by 1.3 dB PSNR, particularly on the outdoor mip-NeRF 360 dataset, demonstrating better rendering quality. We provide analyses for each type of Gaussian splat and achieve a reduction in the number of Gaussian splats by 30% compared to the original 3D Gaussian splatting.
DreamEditor: Text-Driven 3D Scene Editing with Neural Fields
Neural fields have achieved impressive advancements in view synthesis and scene reconstruction. However, editing these neural fields remains challenging due to the implicit encoding of geometry and texture information. In this paper, we propose DreamEditor, a novel framework that enables users to perform controlled editing of neural fields using text prompts. By representing scenes as mesh-based neural fields, DreamEditor allows localized editing within specific regions. DreamEditor utilizes the text encoder of a pretrained text-to-Image diffusion model to automatically identify the regions to be edited based on the semantics of the text prompts. Subsequently, DreamEditor optimizes the editing region and aligns its geometry and texture with the text prompts through score distillation sampling [29]. Extensive experiments have demonstrated that DreamEditor can accurately edit neural fields of real-world scenes according to the given text prompts while ensuring consistency in irrelevant areas. DreamEditor generates highly realistic textures and geometry, significantly surpassing previous works in both quantitative and qualitative evaluations.
Img2CAD: Conditioned 3D CAD Model Generation from Single Image with Structured Visual Geometry
In this paper, we propose Img2CAD, the first approach to our knowledge that uses 2D image inputs to generate CAD models with editable parameters. Unlike existing AI methods for 3D model generation using text or image inputs often rely on mesh-based representations, which are incompatible with CAD tools and lack editability and fine control, Img2CAD enables seamless integration between AI-based 3D reconstruction and CAD software. We have identified an innovative intermediate representation called Structured Visual Geometry (SVG), characterized by vectorized wireframes extracted from objects. This representation significantly enhances the performance of generating conditioned CAD models. Additionally, we introduce two new datasets to further support research in this area: ABC-mono, the largest known dataset comprising over 200,000 3D CAD models with rendered images, and KOCAD, the first dataset featuring real-world captured objects alongside their ground truth CAD models, supporting further research in conditioned CAD model generation.
Deep Implicit Surface Point Prediction Networks
Deep neural representations of 3D shapes as implicit functions have been shown to produce high fidelity models surpassing the resolution-memory trade-off faced by the explicit representations using meshes and point clouds. However, most such approaches focus on representing closed shapes. Unsigned distance function (UDF) based approaches have been proposed recently as a promising alternative to represent both open and closed shapes. However, since the gradients of UDFs vanish on the surface, it is challenging to estimate local (differential) geometric properties like the normals and tangent planes which are needed for many downstream applications in vision and graphics. There are additional challenges in computing these properties efficiently with a low-memory footprint. This paper presents a novel approach that models such surfaces using a new class of implicit representations called the closest surface-point (CSP) representation. We show that CSP allows us to represent complex surfaces of any topology (open or closed) with high fidelity. It also allows for accurate and efficient computation of local geometric properties. We further demonstrate that it leads to efficient implementation of downstream algorithms like sphere-tracing for rendering the 3D surface as well as to create explicit mesh-based representations. Extensive experimental evaluation on the ShapeNet dataset validate the above contributions with results surpassing the state-of-the-art.
VMesh: Hybrid Volume-Mesh Representation for Efficient View Synthesis
With the emergence of neural radiance fields (NeRFs), view synthesis quality has reached an unprecedented level. Compared to traditional mesh-based assets, this volumetric representation is more powerful in expressing scene geometry but inevitably suffers from high rendering costs and can hardly be involved in further processes like editing, posing significant difficulties in combination with the existing graphics pipeline. In this paper, we present a hybrid volume-mesh representation, VMesh, which depicts an object with a textured mesh along with an auxiliary sparse volume. VMesh retains the advantages of mesh-based assets, such as efficient rendering, compact storage, and easy editing, while also incorporating the ability to represent subtle geometric structures provided by the volumetric counterpart. VMesh can be obtained from multi-view images of an object and renders at 2K 60FPS on common consumer devices with high fidelity, unleashing new opportunities for real-time immersive applications.
GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning
Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.
REdiSplats: Ray Tracing for Editable Gaussian Splatting
Gaussian Splatting (GS) has become one of the most important neural rendering algorithms. GS represents 3D scenes using Gaussian components with trainable color and opacity. This representation achieves high-quality renderings with fast inference. Regrettably, it is challenging to integrate such a solution with varying light conditions, including shadows and light reflections, manual adjustments, and a physical engine. Recently, a few approaches have appeared that incorporate ray-tracing or mesh primitives into GS to address some of these caveats. However, no such solution can simultaneously solve all the existing limitations of the classical GS. Consequently, we introduce REdiSplats, which employs ray tracing and a mesh-based representation of flat 3D Gaussians. In practice, we model the scene using flat Gaussian distributions parameterized by the mesh. We can leverage fast ray tracing and control Gaussian modification by adjusting the mesh vertices. Moreover, REdiSplats allows modeling of light conditions, manual adjustments, and physical simulation. Furthermore, we can render our models using 3D tools such as Blender or Nvdiffrast, which opens the possibility of integrating them with all existing 3D graphics techniques dedicated to mesh representations.
VoroMesh: Learning Watertight Surface Meshes with Voronoi Diagrams
In stark contrast to the case of images, finding a concise, learnable discrete representation of 3D surfaces remains a challenge. In particular, while polygon meshes are arguably the most common surface representation used in geometry processing, their irregular and combinatorial structure often make them unsuitable for learning-based applications. In this work, we present VoroMesh, a novel and differentiable Voronoi-based representation of watertight 3D shape surfaces. From a set of 3D points (called generators) and their associated occupancy, we define our boundary representation through the Voronoi diagram of the generators as the subset of Voronoi faces whose two associated (equidistant) generators are of opposite occupancy: the resulting polygon mesh forms a watertight approximation of the target shape's boundary. To learn the position of the generators, we propose a novel loss function, dubbed VoroLoss, that minimizes the distance from ground truth surface samples to the closest faces of the Voronoi diagram which does not require an explicit construction of the entire Voronoi diagram. A direct optimization of the Voroloss to obtain generators on the Thingi32 dataset demonstrates the geometric efficiency of our representation compared to axiomatic meshing algorithms and recent learning-based mesh representations. We further use VoroMesh in a learning-based mesh prediction task from input SDF grids on the ABC dataset, and show comparable performance to state-of-the-art methods while guaranteeing closed output surfaces free of self-intersections.
Mesh-based Gaussian Splatting for Real-time Large-scale Deformation
Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).
Learning Mesh-Based Simulation with Graph Networks
Mesh-based simulations are central to modeling complex physical systems in many disciplines across science and engineering. Mesh representations support powerful numerical integration methods and their resolution can be adapted to strike favorable trade-offs between accuracy and efficiency. However, high-dimensional scientific simulations are very expensive to run, and solvers and parameters must often be tuned individually to each system studied. Here we introduce MeshGraphNets, a framework for learning mesh-based simulations using graph neural networks. Our model can be trained to pass messages on a mesh graph and to adapt the mesh discretization during forward simulation. Our results show it can accurately predict the dynamics of a wide range of physical systems, including aerodynamics, structural mechanics, and cloth. The model's adaptivity supports learning resolution-independent dynamics and can scale to more complex state spaces at test time. Our method is also highly efficient, running 1-2 orders of magnitude faster than the simulation on which it is trained. Our approach broadens the range of problems on which neural network simulators can operate and promises to improve the efficiency of complex, scientific modeling tasks.
Learning Disentangled Avatars with Hybrid 3D Representations
Tremendous efforts have been made to learn animatable and photorealistic human avatars. Towards this end, both explicit and implicit 3D representations are heavily studied for a holistic modeling and capture of the whole human (e.g., body, clothing, face and hair), but neither representation is an optimal choice in terms of representation efficacy since different parts of the human avatar have different modeling desiderata. For example, meshes are generally not suitable for modeling clothing and hair. Motivated by this, we present Disentangled Avatars~(DELTA), which models humans with hybrid explicit-implicit 3D representations. DELTA takes a monocular RGB video as input, and produces a human avatar with separate body and clothing/hair layers. Specifically, we demonstrate two important applications for DELTA. For the first one, we consider the disentanglement of the human body and clothing and in the second, we disentangle the face and hair. To do so, DELTA represents the body or face with an explicit mesh-based parametric 3D model and the clothing or hair with an implicit neural radiance field. To make this possible, we design an end-to-end differentiable renderer that integrates meshes into volumetric rendering, enabling DELTA to learn directly from monocular videos without any 3D supervision. Finally, we show that how these two applications can be easily combined to model full-body avatars, such that the hair, face, body and clothing can be fully disentangled yet jointly rendered. Such a disentanglement enables hair and clothing transfer to arbitrary body shapes. We empirically validate the effectiveness of DELTA's disentanglement by demonstrating its promising performance on disentangled reconstruction, virtual clothing try-on and hairstyle transfer. To facilitate future research, we also release an open-sourced pipeline for the study of hybrid human avatar modeling.
Mixture of Volumetric Primitives for Efficient Neural Rendering
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a deconvolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.
CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner
We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan
Automatic Tooth Arrangement with Joint Features of Point and Mesh Representations via Diffusion Probabilistic Models
Tooth arrangement is a crucial step in orthodontics treatment, in which aligning teeth could improve overall well-being, enhance facial aesthetics, and boost self-confidence. To improve the efficiency of tooth arrangement and minimize errors associated with unreasonable designs by inexperienced practitioners, some deep learning-based tooth arrangement methods have been proposed. Currently, most existing approaches employ MLPs to model the nonlinear relationship between tooth features and transformation matrices to achieve tooth arrangement automatically. However, the limited datasets (which to our knowledge, have not been made public) collected from clinical practice constrain the applicability of existing methods, making them inadequate for addressing diverse malocclusion issues. To address this challenge, we propose a general tooth arrangement neural network based on the diffusion probabilistic model. Conditioned on the features extracted from the dental model, the diffusion probabilistic model can learn the distribution of teeth transformation matrices from malocclusion to normal occlusion by gradually denoising from a random variable, thus more adeptly managing real orthodontic data. To take full advantage of effective features, we exploit both mesh and point cloud representations by designing different encoding networks to extract the tooth (local) and jaw (global) features, respectively. In addition to traditional metrics ADD, PA-ADD, CSA, and ME_{rot}, we propose a new evaluation metric based on dental arch curves to judge whether the generated teeth meet the individual normal occlusion. Experimental results demonstrate that our proposed method achieves state-of-the-art tooth alignment results and satisfactory occlusal relationships between dental arches. We will publish the code and dataset.
TRTM: Template-based Reconstruction and Target-oriented Manipulation of Crumpled Cloths
Precise reconstruction and manipulation of the crumpled cloths is challenging due to the high dimensionality of cloth models, as well as the limited observation at self-occluded regions. We leverage the recent progress in the field of single-view human reconstruction to template-based reconstruct crumpled cloths from their top-view depth observations only, with our proposed sim-real registration protocols. In contrast to previous implicit cloth representations, our reconstruction mesh explicitly describes the positions and visibilities of the entire cloth mesh vertices, enabling more efficient dual-arm and single-arm target-oriented manipulations. Experiments demonstrate that our TRTM system can be applied to daily cloths that have similar topologies as our template mesh, but with different shapes, sizes, patterns, and physical properties. Videos, datasets, pre-trained models, and code can be downloaded from our project website: https://wenbwa.github.io/TRTM/ .
SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling
Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.
Pulsar: Efficient Sphere-based Neural Rendering
We propose Pulsar, an efficient sphere-based differentiable renderer that is orders of magnitude faster than competing techniques, modular, and easy-to-use due to its tight integration with PyTorch. Differentiable rendering is the foundation for modern neural rendering approaches, since it enables end-to-end training of 3D scene representations from image observations. However, gradient-based optimization of neural mesh, voxel, or function representations suffers from multiple challenges, i.e., topological inconsistencies, high memory footprints, or slow rendering speeds. To alleviate these problems, Pulsar employs: 1) a sphere-based scene representation, 2) an efficient differentiable rendering engine, and 3) neural shading. Pulsar executes orders of magnitude faster than existing techniques and allows real-time rendering and optimization of representations with millions of spheres. Using spheres for the scene representation, unprecedented speed is obtained while avoiding topology problems. Pulsar is fully differentiable and thus enables a plethora of applications, ranging from 3D reconstruction to general neural rendering.
MeshMask: Physics-Based Simulations with Masked Graph Neural Networks
We introduce a novel masked pre-training technique for graph neural networks (GNNs) applied to computational fluid dynamics (CFD) problems. By randomly masking up to 40\% of input mesh nodes during pre-training, we force the model to learn robust representations of complex fluid dynamics. We pair this masking strategy with an asymmetric encoder-decoder architecture and gated multi-layer perceptrons to further enhance performance. The proposed method achieves state-of-the-art results on seven CFD datasets, including a new challenging dataset of 3D intracranial aneurysm simulations with over 250,000 nodes per mesh. Moreover, it significantly improves model performance and training efficiency across such diverse range of fluid simulation tasks. We demonstrate improvements of up to 60\% in long-term prediction accuracy compared to previous best models, while maintaining similar computational costs. Notably, our approach enables effective pre-training on multiple datasets simultaneously, significantly reducing the time and data required to achieve high performance on new tasks. Through extensive ablation studies, we provide insights into the optimal masking ratio, architectural choices, and training strategies.
HybridMQA: Exploring Geometry-Texture Interactions for Colored Mesh Quality Assessment
Mesh quality assessment (MQA) models play a critical role in the design, optimization, and evaluation of mesh operation systems in a wide variety of applications. Current MQA models, whether model-based methods using topology-aware features or projection-based approaches working on rendered 2D projections, often fail to capture the intricate interactions between texture and 3D geometry. We introduce HybridMQA, a first-of-its-kind hybrid full-reference colored MQA framework that integrates model-based and projection-based approaches, capturing complex interactions between textural information and 3D structures for enriched quality representations. Our method employs graph learning to extract detailed 3D representations, which are then projected to 2D using a novel feature rendering process that precisely aligns them with colored projections. This enables the exploration of geometry-texture interactions via cross-attention, producing comprehensive mesh quality representations. Extensive experiments demonstrate HybridMQA's superior performance across diverse datasets, highlighting its ability to effectively leverage geometry-texture interactions for a thorough understanding of mesh quality. Our implementation will be made publicly available.
Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering
We propose Gaussian Frosting, a novel mesh-based representation for high-quality rendering and editing of complex 3D effects in real-time. Our approach builds on the recent 3D Gaussian Splatting framework, which optimizes a set of 3D Gaussians to approximate a radiance field from images. We propose first extracting a base mesh from Gaussians during optimization, then building and refining an adaptive layer of Gaussians with a variable thickness around the mesh to better capture the fine details and volumetric effects near the surface, such as hair or grass. We call this layer Gaussian Frosting, as it resembles a coating of frosting on a cake. The fuzzier the material, the thicker the frosting. We also introduce a parameterization of the Gaussians to enforce them to stay inside the frosting layer and automatically adjust their parameters when deforming, rescaling, editing or animating the mesh. Our representation allows for efficient rendering using Gaussian splatting, as well as editing and animation by modifying the base mesh. We demonstrate the effectiveness of our method on various synthetic and real scenes, and show that it outperforms existing surface-based approaches. We will release our code and a web-based viewer as additional contributions. Our project page is the following: https://anttwo.github.io/frosting/
MixRT: Mixed Neural Representations For Real-Time NeRF Rendering
Neural Radiance Field (NeRF) has emerged as a leading technique for novel view synthesis, owing to its impressive photorealistic reconstruction and rendering capability. Nevertheless, achieving real-time NeRF rendering in large-scale scenes has presented challenges, often leading to the adoption of either intricate baked mesh representations with a substantial number of triangles or resource-intensive ray marching in baked representations. We challenge these conventions, observing that high-quality geometry, represented by meshes with substantial triangles, is not necessary for achieving photorealistic rendering quality. Consequently, we propose MixRT, a novel NeRF representation that includes a low-quality mesh, a view-dependent displacement map, and a compressed NeRF model. This design effectively harnesses the capabilities of existing graphics hardware, thus enabling real-time NeRF rendering on edge devices. Leveraging a highly-optimized WebGL-based rendering framework, our proposed MixRT attains real-time rendering speeds on edge devices (over 30 FPS at a resolution of 1280 x 720 on a MacBook M1 Pro laptop), better rendering quality (0.2 PSNR higher in indoor scenes of the Unbounded-360 datasets), and a smaller storage size (less than 80% compared to state-of-the-art methods).
MeshSDF: Differentiable Iso-Surface Extraction
Geometric Deep Learning has recently made striking progress with the advent of continuous Deep Implicit Fields. They allow for detailed modeling of watertight surfaces of arbitrary topology while not relying on a 3D Euclidean grid, resulting in a learnable parameterization that is not limited in resolution. Unfortunately, these methods are often not suitable for applications that require an explicit mesh-based surface representation because converting an implicit field to such a representation relies on the Marching Cubes algorithm, which cannot be differentiated with respect to the underlying implicit field. In this work, we remove this limitation and introduce a differentiable way to produce explicit surface mesh representations from Deep Signed Distance Functions. Our key insight is that by reasoning on how implicit field perturbations impact local surface geometry, one can ultimately differentiate the 3D location of surface samples with respect to the underlying deep implicit field. We exploit this to define MeshSDF, an end-to-end differentiable mesh representation which can vary its topology. We use two different applications to validate our theoretical insight: Single-View Reconstruction via Differentiable Rendering and Physically-Driven Shape Optimization. In both cases our differentiable parameterization gives us an edge over state-of-the-art algorithms.
DeepMesh: Differentiable Iso-Surface Extraction
Geometric Deep Learning has recently made striking progress with the advent of continuous deep implicit fields. They allow for detailed modeling of watertight surfaces of arbitrary topology while not relying on a 3D Euclidean grid, resulting in a learnable parameterization that is unlimited in resolution. Unfortunately, these methods are often unsuitable for applications that require an explicit mesh-based surface representation because converting an implicit field to such a representation relies on the Marching Cubes algorithm, which cannot be differentiated with respect to the underlying implicit field. In this work, we remove this limitation and introduce a differentiable way to produce explicit surface mesh representations from Deep Implicit Fields. Our key insight is that by reasoning on how implicit field perturbations impact local surface geometry, one can ultimately differentiate the 3D location of surface samples with respect to the underlying deep implicit field. We exploit this to define DeepMesh - an end-to-end differentiable mesh representation that can vary its topology. We validate our theoretical insight through several applications: Single view 3D Reconstruction via Differentiable Rendering, Physically-Driven Shape Optimization, Full Scene 3D Reconstruction from Scans and End-to-End Training. In all cases our end-to-end differentiable parameterization gives us an edge over state-of-the-art algorithms.
PoNQ: a Neural QEM-based Mesh Representation
Although polygon meshes have been a standard representation in geometry processing, their irregular and combinatorial nature hinders their suitability for learning-based applications. In this work, we introduce a novel learnable mesh representation through a set of local 3D sample Points and their associated Normals and Quadric error metrics (QEM) w.r.t. the underlying shape, which we denote PoNQ. A global mesh is directly derived from PoNQ by efficiently leveraging the knowledge of the local quadric errors. Besides marking the first use of QEM within a neural shape representation, our contribution guarantees both topological and geometrical properties by ensuring that a PoNQ mesh does not self-intersect and is always the boundary of a volume. Notably, our representation does not rely on a regular grid, is supervised directly by the target surface alone, and also handles open surfaces with boundaries and/or sharp features. We demonstrate the efficacy of PoNQ through a learning-based mesh prediction from SDF grids and show that our method surpasses recent state-of-the-art techniques in terms of both surface and edge-based metrics.
MeshPad: Interactive Sketch Conditioned Artistic-designed Mesh Generation and Editing
We introduce MeshPad, a generative approach that creates 3D meshes from sketch inputs. Building on recent advances in artistic-designed triangle mesh generation, our approach addresses the need for interactive artistic mesh creation. To this end, we focus on enabling consistent edits by decomposing editing into 'deletion' of regions of a mesh, followed by 'addition' of new mesh geometry. Both operations are invoked by simple user edits of a sketch image, facilitating an iterative content creation process and enabling the construction of complex 3D meshes. Our approach is based on a triangle sequence-based mesh representation, exploiting a large Transformer model for mesh triangle addition and deletion. In order to perform edits interactively, we introduce a vertex-aligned speculative prediction strategy on top of our additive mesh generator. This speculator predicts multiple output tokens corresponding to a vertex, thus significantly reducing the computational cost of inference and accelerating the editing process, making it possible to execute each editing step in only a few seconds. Comprehensive experiments demonstrate that MeshPad outperforms state-of-the-art sketch-conditioned mesh generation methods, achieving more than 22% mesh quality improvement in Chamfer distance, and being preferred by 90% of participants in perceptual evaluations.
Text-Guided Generation and Editing of Compositional 3D Avatars
Our goal is to create a realistic 3D facial avatar with hair and accessories using only a text description. While this challenge has attracted significant recent interest, existing methods either lack realism, produce unrealistic shapes, or do not support editing, such as modifications to the hairstyle. We argue that existing methods are limited because they employ a monolithic modeling approach, using a single representation for the head, face, hair, and accessories. Our observation is that the hair and face, for example, have very different structural qualities that benefit from different representations. Building on this insight, we generate avatars with a compositional model, in which the head, face, and upper body are represented with traditional 3D meshes, and the hair, clothing, and accessories with neural radiance fields (NeRF). The model-based mesh representation provides a strong geometric prior for the face region, improving realism while enabling editing of the person's appearance. By using NeRFs to represent the remaining components, our method is able to model and synthesize parts with complex geometry and appearance, such as curly hair and fluffy scarves. Our novel system synthesizes these high-quality compositional avatars from text descriptions. The experimental results demonstrate that our method, Text-guided generation and Editing of Compositional Avatars (TECA), produces avatars that are more realistic than those of recent methods while being editable because of their compositional nature. For example, our TECA enables the seamless transfer of compositional features like hairstyles, scarves, and other accessories between avatars. This capability supports applications such as virtual try-on.
RoMe: Towards Large Scale Road Surface Reconstruction via Mesh Representation
In autonomous driving applications, accurate and efficient road surface reconstruction is paramount. This paper introduces RoMe, a novel framework designed for the robust reconstruction of large-scale road surfaces. Leveraging a unique mesh representation, RoMe ensures that the reconstructed road surfaces are accurate and seamlessly aligned with semantics. To address challenges in computational efficiency, we propose a waypoint sampling strategy, enabling RoMe to reconstruct vast environments by focusing on sub-areas and subsequently merging them. Furthermore, we incorporate an extrinsic optimization module to enhance the robustness against inaccuracies in extrinsic calibration. Our extensive evaluations of both public datasets and wild data underscore RoMe's superiority in terms of speed, accuracy, and robustness. For instance, it costs only 2 GPU hours to recover a road surface of 600*600 square meters from thousands of images. Notably, RoMe's capability extends beyond mere reconstruction, offering significant value for auto-labeling tasks in autonomous driving applications. All related data and code are available at https://github.com/DRosemei/RoMe.
Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesis
While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches.
MeshCoder: LLM-Powered Structured Mesh Code Generation from Point Clouds
Reconstructing 3D objects into editable programs is pivotal for applications like reverse engineering and shape editing. However, existing methods often rely on limited domain-specific languages (DSLs) and small-scale datasets, restricting their ability to model complex geometries and structures. To address these challenges, we introduce MeshCoder, a novel framework that reconstructs complex 3D objects from point clouds into editable Blender Python scripts. We develop a comprehensive set of expressive Blender Python APIs capable of synthesizing intricate geometries. Leveraging these APIs, we construct a large-scale paired object-code dataset, where the code for each object is decomposed into distinct semantic parts. Subsequently, we train a multimodal large language model (LLM) that translates 3D point cloud into executable Blender Python scripts. Our approach not only achieves superior performance in shape-to-code reconstruction tasks but also facilitates intuitive geometric and topological editing through convenient code modifications. Furthermore, our code-based representation enhances the reasoning capabilities of LLMs in 3D shape understanding tasks. Together, these contributions establish MeshCoder as a powerful and flexible solution for programmatic 3D shape reconstruction and understanding.
Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head Avatar
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial regions (e.g., mouth interior, eyes, hair/beard), resulting in unrealistic and blurry results. In this paper, we propose {\fullname} ({\name}), a method that adopts the neural point representation as well as the neural volume rendering process and discards the predefined connectivity and hard correspondence imposed by mesh-based approaches. Specifically, the neural points are strategically constrained around the surface of the target expression via a high-resolution UV displacement map, achieving increased modeling capacity and more accurate control. We introduce three technical innovations to improve the rendering and training efficiency: a patch-wise depth-guided (shading point) sampling strategy, a lightweight radiance decoding process, and a Grid-Error-Patch (GEP) ray sampling strategy during training. By design, our {\name} is better equipped to handle topologically changing regions and thin structures while also ensuring accurate expression control when animating avatars. Experiments conducted on three subjects from the Multiface dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods, especially in handling challenging facial regions.
AvatarStudio: High-fidelity and Animatable 3D Avatar Creation from Text
We study the problem of creating high-fidelity and animatable 3D avatars from only textual descriptions. Existing text-to-avatar methods are either limited to static avatars which cannot be animated or struggle to generate animatable avatars with promising quality and precise pose control. To address these limitations, we propose AvatarStudio, a coarse-to-fine generative model that generates explicit textured 3D meshes for animatable human avatars. Specifically, AvatarStudio begins with a low-resolution NeRF-based representation for coarse generation, followed by incorporating SMPL-guided articulation into the explicit mesh representation to support avatar animation and high resolution rendering. To ensure view consistency and pose controllability of the resulting avatars, we introduce a 2D diffusion model conditioned on DensePose for Score Distillation Sampling supervision. By effectively leveraging the synergy between the articulated mesh representation and the DensePose-conditional diffusion model, AvatarStudio can create high-quality avatars from text that are ready for animation, significantly outperforming previous methods. Moreover, it is competent for many applications, e.g., multimodal avatar animations and style-guided avatar creation. For more results, please refer to our project page: http://jeff95.me/projects/avatarstudio.html
Flexible Isosurface Extraction for Gradient-Based Mesh Optimization
This work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly common paradigm in applications including photogrammetry, generative modeling, and inverse physics. Existing implementations adapt classic isosurface extraction algorithms like Marching Cubes or Dual Contouring; these techniques were designed to extract meshes from fixed, known fields, and in the optimization setting they lack the degrees of freedom to represent high-quality feature-preserving meshes, or suffer from numerical instabilities. We introduce FlexiCubes, an isosurface representation specifically designed for optimizing an unknown mesh with respect to geometric, visual, or even physical objectives. Our main insight is to introduce additional carefully-chosen parameters into the representation, which allow local flexible adjustments to the extracted mesh geometry and connectivity. These parameters are updated along with the underlying scalar field via automatic differentiation when optimizing for a downstream task. We base our extraction scheme on Dual Marching Cubes for improved topological properties, and present extensions to optionally generate tetrahedral and hierarchically-adaptive meshes. Extensive experiments validate FlexiCubes on both synthetic benchmarks and real-world applications, showing that it offers significant improvements in mesh quality and geometric fidelity.
Hyper3D: Efficient 3D Representation via Hybrid Triplane and Octree Feature for Enhanced 3D Shape Variational Auto-Encoders
Recent 3D content generation pipelines often leverage Variational Autoencoders (VAEs) to encode shapes into compact latent representations, facilitating diffusion-based generation. Efficiently compressing 3D shapes while preserving intricate geometric details remains a key challenge. Existing 3D shape VAEs often employ uniform point sampling and 1D/2D latent representations, such as vector sets or triplanes, leading to significant geometric detail loss due to inadequate surface coverage and the absence of explicit 3D representations in the latent space. Although recent work explores 3D latent representations, their large scale hinders high-resolution encoding and efficient training. Given these challenges, we introduce Hyper3D, which enhances VAE reconstruction through efficient 3D representation that integrates hybrid triplane and octree features. First, we adopt an octree-based feature representation to embed mesh information into the network, mitigating the limitations of uniform point sampling in capturing geometric distributions along the mesh surface. Furthermore, we propose a hybrid latent space representation that integrates a high-resolution triplane with a low-resolution 3D grid. This design not only compensates for the lack of explicit 3D representations but also leverages a triplane to preserve high-resolution details. Experimental results demonstrate that Hyper3D outperforms traditional representations by reconstructing 3D shapes with higher fidelity and finer details, making it well-suited for 3D generation pipelines.
Animating the Uncaptured: Humanoid Mesh Animation with Video Diffusion Models
Animation of humanoid characters is essential in various graphics applications, but requires significant time and cost to create realistic animations. We propose an approach to synthesize 4D animated sequences of input static 3D humanoid meshes, leveraging strong generalized motion priors from generative video models -- as such video models contain powerful motion information covering a wide variety of human motions. From an input static 3D humanoid mesh and a text prompt describing the desired animation, we synthesize a corresponding video conditioned on a rendered image of the 3D mesh. We then employ an underlying SMPL representation to animate the corresponding 3D mesh according to the video-generated motion, based on our motion optimization. This enables a cost-effective and accessible solution to enable the synthesis of diverse and realistic 4D animations.
Polyhedral Complex Derivation from Piecewise Trilinear Networks
Recent advancements in visualizing deep neural networks provide insights into their structures and mesh extraction from Continuous Piecewise Affine (CPWA) functions. Meanwhile, developments in neural surface representation learning incorporate non-linear positional encoding, addressing issues like spectral bias; however, this poses challenges in applying mesh extraction techniques based on CPWA functions. Focusing on trilinear interpolating methods as positional encoding, we present theoretical insights and an analytical mesh extraction, showing the transformation of hypersurfaces to flat planes within the trilinear region under the eikonal constraint. Moreover, we introduce a method for approximating intersecting points among three hypersurfaces contributing to broader applications. We empirically validate correctness and parsimony through chamfer distance and efficiency, and angular distance, while examining the correlation between the eikonal loss and the planarity of the hypersurfaces.
Urban Radiance Field Representation with Deformable Neural Mesh Primitives
Neural Radiance Fields (NeRFs) have achieved great success in the past few years. However, most current methods still require intensive resources due to ray marching-based rendering. To construct urban-level radiance fields efficiently, we design Deformable Neural Mesh Primitive~(DNMP), and propose to parameterize the entire scene with such primitives. The DNMP is a flexible and compact neural variant of classic mesh representation, which enjoys both the efficiency of rasterization-based rendering and the powerful neural representation capability for photo-realistic image synthesis. Specifically, a DNMP consists of a set of connected deformable mesh vertices with paired vertex features to parameterize the geometry and radiance information of a local area. To constrain the degree of freedom for optimization and lower the storage budgets, we enforce the shape of each primitive to be decoded from a relatively low-dimensional latent space. The rendering colors are decoded from the vertex features (interpolated with rasterization) by a view-dependent MLP. The DNMP provides a new paradigm for urban-level scene representation with appealing properties: (1) High-quality rendering. Our method achieves leading performance for novel view synthesis in urban scenarios. (2) Low computational costs. Our representation enables fast rendering (2.07ms/1k pixels) and low peak memory usage (110MB/1k pixels). We also present a lightweight version that can run 33times faster than vanilla NeRFs, and comparable to the highly-optimized Instant-NGP (0.61 vs 0.71ms/1k pixels). Project page: https://dnmp.github.io/{https://dnmp.github.io/}.
RMAvatar: Photorealistic Human Avatar Reconstruction from Monocular Video Based on Rectified Mesh-embedded Gaussians
We introduce RMAvatar, a novel human avatar representation with Gaussian splatting embedded on mesh to learn clothed avatar from a monocular video. We utilize the explicit mesh geometry to represent motion and shape of a virtual human and implicit appearance rendering with Gaussian Splatting. Our method consists of two main modules: Gaussian initialization module and Gaussian rectification module. We embed Gaussians into triangular faces and control their motion through the mesh, which ensures low-frequency motion and surface deformation of the avatar. Due to the limitations of LBS formula, the human skeleton is hard to control complex non-rigid transformations. We then design a pose-related Gaussian rectification module to learn fine-detailed non-rigid deformations, further improving the realism and expressiveness of the avatar. We conduct extensive experiments on public datasets, RMAvatar shows state-of-the-art performance on both rendering quality and quantitative evaluations. Please see our project page at https://rm-avatar.github.io.
EX-4D: EXtreme Viewpoint 4D Video Synthesis via Depth Watertight Mesh
Generating high-quality camera-controllable videos from monocular input is a challenging task, particularly under extreme viewpoint. Existing methods often struggle with geometric inconsistencies and occlusion artifacts in boundaries, leading to degraded visual quality. In this paper, we introduce EX-4D, a novel framework that addresses these challenges through a Depth Watertight Mesh representation. The representation serves as a robust geometric prior by explicitly modeling both visible and occluded regions, ensuring geometric consistency in extreme camera pose. To overcome the lack of paired multi-view datasets, we propose a simulated masking strategy that generates effective training data only from monocular videos. Additionally, a lightweight LoRA-based video diffusion adapter is employed to synthesize high-quality, physically consistent, and temporally coherent videos. Extensive experiments demonstrate that EX-4D outperforms state-of-the-art methods in terms of physical consistency and extreme-view quality, enabling practical 4D video generation.
PGC: Physics-Based Gaussian Cloth from a Single Pose
We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: https://phys-gaussian-cloth.github.io .
NeRF-LOAM: Neural Implicit Representation for Large-Scale Incremental LiDAR Odometry and Mapping
Simultaneously odometry and mapping using LiDAR data is an important task for mobile systems to achieve full autonomy in large-scale environments. However, most existing LiDAR-based methods prioritize tracking quality over reconstruction quality. Although the recently developed neural radiance fields (NeRF) have shown promising advances in implicit reconstruction for indoor environments, the problem of simultaneous odometry and mapping for large-scale scenarios using incremental LiDAR data remains unexplored. To bridge this gap, in this paper, we propose a novel NeRF-based LiDAR odometry and mapping approach, NeRF-LOAM, consisting of three modules neural odometry, neural mapping, and mesh reconstruction. All these modules utilize our proposed neural signed distance function, which separates LiDAR points into ground and non-ground points to reduce Z-axis drift, optimizes odometry and voxel embeddings concurrently, and in the end generates dense smooth mesh maps of the environment. Moreover, this joint optimization allows our NeRF-LOAM to be pre-trained free and exhibit strong generalization abilities when applied to different environments. Extensive evaluations on three publicly available datasets demonstrate that our approach achieves state-of-the-art odometry and mapping performance, as well as a strong generalization in large-scale environments utilizing LiDAR data. Furthermore, we perform multiple ablation studies to validate the effectiveness of our network design. The implementation of our approach will be made available at https://github.com/JunyuanDeng/NeRF-LOAM.
Co-Evolution of Pose and Mesh for 3D Human Body Estimation from Video
Despite significant progress in single image-based 3D human mesh recovery, accurately and smoothly recovering 3D human motion from a video remains challenging. Existing video-based methods generally recover human mesh by estimating the complex pose and shape parameters from coupled image features, whose high complexity and low representation ability often result in inconsistent pose motion and limited shape patterns. To alleviate this issue, we introduce 3D pose as the intermediary and propose a Pose and Mesh Co-Evolution network (PMCE) that decouples this task into two parts: 1) video-based 3D human pose estimation and 2) mesh vertices regression from the estimated 3D pose and temporal image feature. Specifically, we propose a two-stream encoder that estimates mid-frame 3D pose and extracts a temporal image feature from the input image sequence. In addition, we design a co-evolution decoder that performs pose and mesh interactions with the image-guided Adaptive Layer Normalization (AdaLN) to make pose and mesh fit the human body shape. Extensive experiments demonstrate that the proposed PMCE outperforms previous state-of-the-art methods in terms of both per-frame accuracy and temporal consistency on three benchmark datasets: 3DPW, Human3.6M, and MPI-INF-3DHP. Our code is available at https://github.com/kasvii/PMCE.
PRM: Photometric Stereo based Large Reconstruction Model
We propose PRM, a novel photometric stereo based large reconstruction model to reconstruct high-quality meshes with fine-grained local details. Unlike previous large reconstruction models that prepare images under fixed and simple lighting as both input and supervision, PRM renders photometric stereo images by varying materials and lighting for the purposes, which not only improves the precise local details by providing rich photometric cues but also increases the model robustness to variations in the appearance of input images. To offer enhanced flexibility of images rendering, we incorporate a real-time physically-based rendering (PBR) method and mesh rasterization for online images rendering. Moreover, in employing an explicit mesh as our 3D representation, PRM ensures the application of differentiable PBR, which supports the utilization of multiple photometric supervisions and better models the specular color for high-quality geometry optimization. Our PRM leverages photometric stereo images to achieve high-quality reconstructions with fine-grained local details, even amidst sophisticated image appearances. Extensive experiments demonstrate that PRM significantly outperforms other models.
3D Human Mesh Estimation from Virtual Markers
Inspired by the success of volumetric 3D pose estimation, some recent human mesh estimators propose to estimate 3D skeletons as intermediate representations, from which, the dense 3D meshes are regressed by exploiting the mesh topology. However, body shape information is lost in extracting skeletons, leading to mediocre performance. The advanced motion capture systems solve the problem by placing dense physical markers on the body surface, which allows to extract realistic meshes from their non-rigid motions. However, they cannot be applied to wild images without markers. In this work, we present an intermediate representation, named virtual markers, which learns 64 landmark keypoints on the body surface based on the large-scale mocap data in a generative style, mimicking the effects of physical markers. The virtual markers can be accurately detected from wild images and can reconstruct the intact meshes with realistic shapes by simple interpolation. Our approach outperforms the state-of-the-art methods on three datasets. In particular, it surpasses the existing methods by a notable margin on the SURREAL dataset, which has diverse body shapes. Code is available at https://github.com/ShirleyMaxx/VirtualMarker.
PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling
Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.
CloSE: A Compact Shape- and Orientation-Agnostic Cloth State Representation
Cloth manipulation is a difficult problem mainly because of the non-rigid nature of cloth, which makes a good representation of deformation essential. We present a new representation for the deformation-state of clothes. First, we propose the dGLI disk representation, based on topological indices computed for segments on the edges of the cloth mesh border that are arranged on a circular grid. The heat-map of the dGLI disk uncovers patterns that correspond to features of the cloth state that are consistent for different shapes, sizes of positions of the cloth, like the corners and the fold locations. We then abstract these important features from the dGLI disk onto a circle, calling it the Cloth StatE representation (CloSE). This representation is compact, continuous, and general for different shapes. Finally, we show the strengths of this representation in two relevant applications: semantic labeling and high- and low-level planning. The code, the dataset and the video can be accessed from : https://jaykamat99.github.io/close-representation
3DGen: Triplane Latent Diffusion for Textured Mesh Generation
Latent diffusion models for image generation have crossed a quality threshold which enabled them to achieve mass adoption. Recently, a series of works have made advancements towards replicating this success in the 3D domain, introducing techniques such as point cloud VAE, triplane representation, neural implicit surfaces and differentiable rendering based training. We take another step along this direction, combining these developments in a two-step pipeline consisting of 1) a triplane VAE which can learn latent representations of textured meshes and 2) a conditional diffusion model which generates the triplane features. For the first time this architecture allows conditional and unconditional generation of high quality textured or untextured 3D meshes across multiple diverse categories in a few seconds on a single GPU. It outperforms previous work substantially on image-conditioned and unconditional generation on mesh quality as well as texture generation. Furthermore, we demonstrate the scalability of our model to large datasets for increased quality and diversity. We will release our code and trained models.
Efficient Meshy Neural Fields for Animatable Human Avatars
Efficiently digitizing high-fidelity animatable human avatars from videos is a challenging and active research topic. Recent volume rendering-based neural representations open a new way for human digitization with their friendly usability and photo-realistic reconstruction quality. However, they are inefficient for long optimization times and slow inference speed; their implicit nature results in entangled geometry, materials, and dynamics of humans, which are hard to edit afterward. Such drawbacks prevent their direct applicability to downstream applications, especially the prominent rasterization-based graphic ones. We present EMA, a method that Efficiently learns Meshy neural fields to reconstruct animatable human Avatars. It jointly optimizes explicit triangular canonical mesh, spatial-varying material, and motion dynamics, via inverse rendering in an end-to-end fashion. Each above component is derived from separate neural fields, relaxing the requirement of a template, or rigging. The mesh representation is highly compatible with the efficient rasterization-based renderer, thus our method only takes about an hour of training and can render in real-time. Moreover, only minutes of optimization is enough for plausible reconstruction results. The disentanglement of meshes enables direct downstream applications. Extensive experiments illustrate the very competitive performance and significant speed boost against previous methods. We also showcase applications including novel pose synthesis, material editing, and relighting. The project page: https://xk-huang.github.io/ema/.
Real-time Facial Surface Geometry from Monocular Video on Mobile GPUs
We present an end-to-end neural network-based model for inferring an approximate 3D mesh representation of a human face from single camera input for AR applications. The relatively dense mesh model of 468 vertices is well-suited for face-based AR effects. The proposed model demonstrates super-realtime inference speed on mobile GPUs (100-1000+ FPS, depending on the device and model variant) and a high prediction quality that is comparable to the variance in manual annotations of the same image.
Structured 3D Features for Reconstructing Controllable Avatars
We introduce Structured 3D Features, a model based on a novel implicit 3D representation that pools pixel-aligned image features onto dense 3D points sampled from a parametric, statistical human mesh surface. The 3D points have associated semantics and can move freely in 3D space. This allows for optimal coverage of the person of interest, beyond just the body shape, which in turn, additionally helps modeling accessories, hair, and loose clothing. Owing to this, we present a complete 3D transformer-based attention framework which, given a single image of a person in an unconstrained pose, generates an animatable 3D reconstruction with albedo and illumination decomposition, as a result of a single end-to-end model, trained semi-supervised, and with no additional postprocessing. We show that our S3F model surpasses the previous state-of-the-art on various tasks, including monocular 3D reconstruction, as well as albedo and shading estimation. Moreover, we show that the proposed methodology allows novel view synthesis, relighting, and re-posing the reconstruction, and can naturally be extended to handle multiple input images (e.g. different views of a person, or the same view, in different poses, in video). Finally, we demonstrate the editing capabilities of our model for 3D virtual try-on applications.
UniTEX: Universal High Fidelity Generative Texturing for 3D Shapes
We present UniTEX, a novel two-stage 3D texture generation framework to create high-quality, consistent textures for 3D assets. Existing approaches predominantly rely on UV-based inpainting to refine textures after reprojecting the generated multi-view images onto the 3D shapes, which introduces challenges related to topological ambiguity. To address this, we propose to bypass the limitations of UV mapping by operating directly in a unified 3D functional space. Specifically, we first propose that lifts texture generation into 3D space via Texture Functions (TFs)--a continuous, volumetric representation that maps any 3D point to a texture value based solely on surface proximity, independent of mesh topology. Then, we propose to predict these TFs directly from images and geometry inputs using a transformer-based Large Texturing Model (LTM). To further enhance texture quality and leverage powerful 2D priors, we develop an advanced LoRA-based strategy for efficiently adapting large-scale Diffusion Transformers (DiTs) for high-quality multi-view texture synthesis as our first stage. Extensive experiments demonstrate that UniTEX achieves superior visual quality and texture integrity compared to existing approaches, offering a generalizable and scalable solution for automated 3D texture generation. Code will available in: https://github.com/YixunLiang/UniTEX.
ATLAS: Decoupling Skeletal and Shape Parameters for Expressive Parametric Human Modeling
Parametric body models offer expressive 3D representation of humans across a wide range of poses, shapes, and facial expressions, typically derived by learning a basis over registered 3D meshes. However, existing human mesh modeling approaches struggle to capture detailed variations across diverse body poses and shapes, largely due to limited training data diversity and restrictive modeling assumptions. Moreover, the common paradigm first optimizes the external body surface using a linear basis, then regresses internal skeletal joints from surface vertices. This approach introduces problematic dependencies between internal skeleton and outer soft tissue, limiting direct control over body height and bone lengths. To address these issues, we present ATLAS, a high-fidelity body model learned from 600k high-resolution scans captured using 240 synchronized cameras. Unlike previous methods, we explicitly decouple the shape and skeleton bases by grounding our mesh representation in the human skeleton. This decoupling enables enhanced shape expressivity, fine-grained customization of body attributes, and keypoint fitting independent of external soft-tissue characteristics. ATLAS outperforms existing methods by fitting unseen subjects in diverse poses more accurately, and quantitative evaluations show that our non-linear pose correctives more effectively capture complex poses compared to linear models.

 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			