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 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资产形状的情况下生成高保真纹理的问题,这一问题相较于通用的3D形状建模探索较少。我们的目标是促进可控的纹理生成过程,使得一个纹理编码能够对应特定的外观风格,且独立于类别中的任何输入形状。我们引入了纹理UV辐射场(TUVF),其在可学习的UV球空间中生成纹理,而非直接在3D形状上生成。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球空间与辐射场集成,相较于传统纹理图,提供了更高效且准确的纹理表示。我们在真实世界物体数据集上进行了实验,不仅实现了逼真的合成,还在纹理控制和编辑方面显著超越了当前最先进方法。项目页面:https://www.anjiecheng.me/TUVF