Textures are a vital aspect of creating visually appealing and realistic 3D models. In this paper, we study the problem of generating high-fidelity texture given shapes of 3D assets, which has been relatively less explored compared with generic 3D shape modeling. Our goal is to facilitate a controllable texture generation process, such that one texture code can correspond to a particular appearance style independent of any input shapes from a category. We introduce Texture UV Radiance Fields (TUVF) that generate textures in a learnable UV sphere space rather than directly on the 3D shape. This allows the texture to be disentangled from the underlying shape and transferable to other shapes that share the same UV space, i.e., from the same category. We integrate the UV sphere space with the radiance field, which provides a more efficient and accurate representation of textures than traditional texture maps. We perform our experiments on synthetic and real-world object datasets where we achieve not only realistic synthesis but also substantial improvements over state-of-the-arts on texture controlling and editing. Project Page: https://www.anjiecheng.me/TUVF
翻译:纹理是创建视觉吸引且逼真的3D模型的关键方面。本文研究在给定3D资产形状的前提下生成高保真纹理的问题,该方向相较于通用的3D形状建模探索较少。我们的目标是实现可控的纹理生成过程,使单个纹理编码能够对应独立于类别内输入形状的特定外观风格。我们提出纹理UV辐射场(TUVF),该方法在可学习的UV球体空间中生成纹理,而非直接作用于3D形状。这使得纹理能够与底层形状解耦,并可迁移至共享相同UV空间(即同一类别)的其他形状。我们将UV球体空间与辐射场相结合,相较于传统纹理贴图,提供了更高效且准确的纹理表示。我们在合成和现实世界物体数据集上开展实验,不仅实现了逼真的合成效果,还在纹理控制与编辑方面较现有最优方法取得了显著改进。项目页面:https://www.anjiecheng.me/TUVF