SearcharxivSearch

arXiv subjects

Rengan Xie

Publications and source records attributed to Rengan Xie.

14 recordsLinked to original sources

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

Gaussian Splatting (GS) excels at novel-view synthesis but encodes baked-in radiance, tightly entangling illumination with geometry and preventing seamless integration into physically based rendering (PBR) pipelines. Existing inverse-rendering methods attempt to disentangle materials via joint optimization, but often suffer from competing objectives that cause severe ambiguities and residual lighting artifacts. To overcome this, we present GS-PI, a novel optimization-decoupled framework that casts PBR material generation as a geometry-conditioned diffusion process on 3D point clouds. By operating directly in the 3D domain, our method inherently guarantees multi-view consistency, sidestepping the severe pixel correspondence issues that challenge 2D diffusion approaches. We introduce a multi-scale cross-view conditioning mechanism that integrates three complementary components: a global semantic prior, source-anchored photometric cues, and an absolute spatial learned view-direction conditioning signal. This design efficiently compresses complex multi-view evidence, mitigating cross-view projection misalignment and successfully preventing specular highlights from baking into intrinsic colors. By extracting a point cloud from a pre-trained Gaussian model, predicting PBR attributes via conditional diffusion, and distilling them back through differentiable rasterisation, we yield a fully relightable PBR-GS asset. GS-PI outperforms recent inverse-rendering baselines while replacing per-scene joint illumination/BRDF optimization with a learned diffusion pass followed by a short target-driven distillation, without requiring proxy meshes.

cs.CV

ESG: Generating Physically Consistent Dynamic 3D Scenes from Text Descriptions

Recent progress in image and 3D scene generation has enabled increasingly realistic static environments, yet most methods remain confined to such static configurations. Generating dynamic scenes from natural language is fundamentally challenging: it requires joint reasoning over scene structure, temporal evolution, and physical feasibility, while ensuring reliable execution in modern physics engines. We present a unified framework for generating physically consistent dynamic 3D scenes from text, with outputs directly executable in Unreal Engine. Central to our approach is the \emph{Evolutive Scene Graph} (ESG), which specifies entities with physical attributes, spatial relations, and event-driven timelines in a machine-checkable form. Given a prompt, a large language model constructs and validates a complete ESG; spatial layouts are grounded via energy-minimized gradient optimization; timeline-constrained physical parameters are then optimized through differentiable simulation to satisfy user-specified events; and the resulting scene is compiled into an engine-executable class. Experiments on 10 scenes across three complexity levels show that our method achieves $16.4/18$ mean event completion, outperforming Scene Language, the strongest engine-executable baseline (SimWorld), and our ablation without physical optimization by a clear margin in event completion and parameter accuracy.

cs.GR

ES3D: Embedding Semantics into 3D Space for Component-Aware Editing

Existing 3D editing methods have made notable progress in controllability, yet they remain limited in several important ways. Most approaches rely on text-driven editing, which struggles to express fine-grained visual changes intended by the user. Moreover, many methods require manually supplied 3D masks or introduce unintended changes to regions that should remain untouched. These limitations largely arise from the absence of fine-grained semantic understanding, making it difficult for existing models to retrieve or modify specific 3D components. We introduce ES3D, a framework that embeds semantics directly into 3D space, enabling component-aware retrieval and editing of a 3D asset conditioned on multiple local reference images and optional text queries. We first construct a 3D semantic embedding by projecting multi-view semantic features into the voxelized space of the asset. We then perform 3D component retrieval by computing feature similarity between the 3D semantic embedding and the semantic embeddings of image or text queries. For editing, we employ a pretrained 3D generative model with an inpainting mechanism to modify the retrieved components guided by user-provided images while preserving the rest of the asset. Overall, ES3D is a 3D editing framework that retrieves editable regions based on semantic cues and uses multiple images as conditions. Extensive experiments demonstrate that ES3D produces geometrically consistent and semantically coherent edits, enabling robust image-based and text-assisted control for 3D editing.

cs.CV

HIVE-3D: Hierarchical Voxel Enhancement for High-Quality 3D Scene Generation

Recently, a line of works can generate impressive 3D objects from a single image, but they are limited by restricted representation resolution, making them unsuitable for 3D scene generation. In this work, we introduce HIVE-3D, a novel method for high-quality 3D scene generation based on hierarchical voxel enhancement framework. Specifically, given a single scene image as input, we first produce a coarse initial scene, then introduce image segmentation and attention-based retrieval to align 2D image components with 3D scene components. Subsequently, we organize these scene relations into a hierarchical component tree, where nodes closer to the leaves denote finer-grained components. Finally, we propose a voxel super-resolution model that generates refined voxels for the target instance while maintaining strong consistency with the coarse voxels. Equipped with this model, we perform coarse-to-fine hierarchical super-resolution on images and voxels for each component, producing a high-resolution and high-quality 3D scene. Extensive experiments demonstrate that our method significantly outperforms previous approaches, achieving state-of-the-art performance.

cs.CV

Texture++: Elevating 3D Asset Texture Resolution with a Region-Aware Diffusion Model

Numerous 3D assets are discarded due to low texture resolution, while current super-resolution models ignore texture maps and focus on natural images. An efficient and generalizable texture super-resolution model can revitalize a large corpus of aging yet valuable assets across industries such as film and video games. We present Texture++, a novel framework for texture super-resolution, which enhances the low-resolution textures of assets to produce high-resolution, high-quality results. Specifically, we reformulate the task of super-resolution in UV space into performing it across multiple rendered views and merging the outputs. Firstly, to achieve more complete and continuous textures in the view space, we propose an adaptive view selection strategy to integrate textures dispersed across UV texture patches. Furthermore, we introduce a quadtree-based texture region organization method for combining super-resolved textures from different viewpoints, providing masks to distinguish regions that require improvement. Finally, we design a diffusion-based super-resolution model that enhances the texture resolution for specified masked regions, seamlessly integrating with surrounding regions. Through comprehensive evaluations, we demonstrate that our approach yields textures with substantially improved detail and coherence over existing methods.

cs.CV

GeRM: A Generative Rendering Model From Physically Realistic to Photorealistic

While physically-based rendering (PBR) simulates light transport that guarantees physical realism, achieving true photorealistic rendering (PRR) demands prohibitive time and labor, and still struggles to capture the intractable richness of the real world. We propose GeRM, the first multimodal generative rendering model to bridge the gap from PBR to PRR (P2P). We formulate this P2P transition by learning a distribution transfer vector (DTV) field to direct the generative process. To achieve this, we introduce a multi-condition ControlNet that synthesizes PBR images and progressively transitions them into PRR images, guided by G-buffers, text prompts, and cues for enhanced regions. To improve the model's grasp of the image distribution shift driven by text prompts, we propose a residual perceptual transfer mechanism to associate text prompts with corresponding targeted modification regions, which more clearly defines the incremental component updates. To supervise this transfer process, we introduce a multi-agent visual language model framework to construct an expert-guided pairwise transfer dataset, named P2P-50K, where each paired sample corresponds to a specific transfer vector in the DTV field. Extensive experiments demonstrate that GeRM synthesizes high-quality controllable images and outperforms state-of-the-art baselines across diverse applications, including PBR and PRR image synthesis and editing.

cs.CV

LiDAR-GS++:Improving LiDAR Gaussian Reconstruction via Diffusion Priors

Recent GS-based rendering has made significant progress for LiDAR, surpassing Neural Radiance Fields (NeRF) in both quality and speed. However, these methods exhibit artifacts in extrapolated novel view synthesis due to the incomplete reconstruction from single traversal scans. To address this limitation, we present LiDAR-GS++, a LiDAR Gaussian Splatting reconstruction method enhanced by diffusion priors for real-time and high-fidelity re-simulation on public urban roads. Specifically, we introduce a controllable LiDAR generation model conditioned on coarsely extrapolated rendering to produce extra geometry-consistent scans and employ an effective distillation mechanism for expansive reconstruction. By extending reconstruction to under-fitted regions, our approach ensures global geometric consistency for extrapolative novel views while preserving detailed scene surfaces captured by sensors. Experiments on multiple public datasets demonstrate that LiDAR-GS++ achieves state-of-the-art performance for both interpolated and extrapolated viewpoints, surpassing existing GS and NeRF-based methods.

cs.CV

Fuse3D: Generating 3D Assets Controlled by Multi-Image Fusion

Recently, generating 3D assets with the control of condition images has achieved impressive quality. However, existing 3D generation methods are limited to handling a single control objective and lack the ability to utilize multiple images to independently control different regions of a 3D asset, which hinders their flexibility in applications. We propose Fuse3D, a novel method that enables generating 3D assets under the control of multiple images, allowing for the seamless fusion of multi-level regional controls from global views to intricate local details. First, we introduce a Multi-Condition Fusion Module to integrate the visual features from multiple image regions. Then, we propose a method to automatically align user-selected 2D image regions with their associated 3D regions based on semantic cues. Finally, to resolve control conflicts and enhance local control features from multi-condition images, we introduce a Local Attention Enhancement Strategy that flexibly balances region-specific feature fusion. Overall, we introduce the first method capable of controllable 3D asset generation from multiple condition images. The experimental results indicate that Fuse3D can flexibly fuse multiple 2D image regions into coherent 3D structures, resulting in high-quality 3D assets. Code and data for this paper are at https://jinnmnm.github.io/Fuse3d.github.io/.

cs.GR

LiDAR-GS:Real-time LiDAR Re-Simulation using Gaussian Splatting

We present LiDAR-GS, a Gaussian Splatting (GS) method for real-time, high-fidelity re-simulation of LiDAR scans in public urban road scenes. Recent GS methods proposed for cameras have achieved significant advancements in real-time rendering beyond Neural Radiance Fields (NeRF). However, applying GS representation to LiDAR, an active 3D sensor type, poses several challenges that must be addressed to preserve high accuracy and unique characteristics. Specifically, LiDAR-GS designs a differentiable laser beam splatting, using range-view representation for precise surface splatting by projecting lasers onto micro cross-sections, effectively eliminating artifacts associated with local affine approximations. Furthermore, LiDAR-GS leverages Neural Gaussian Representation, which further integrate view-dependent clues, to represent key LiDAR properties that are influenced by the incident direction and external factors. Combining these practices with some essential adaptations, e.g., dynamic instances decomposition, LiDAR-GS succeeds in simultaneously re-simulating depth, intensity, and ray-drop channels, achieving state-of-the-art results in both rendering frame rate and quality on publically available large scene datasets when compared with the methods using explicit mesh or implicit NeRF. Our source code is publicly available at https://www.github.com/cqf7419/LiDAR-GS.

cs.CV

LDM: Large Tensorial SDF Model for Textured Mesh Generation

Previous efforts have managed to generate production-ready 3D assets from text or images. However, these methods primarily employ NeRF or 3D Gaussian representations, which are not adept at producing smooth, high-quality geometries required by modern rendering pipelines. In this paper, we propose LDM, a novel feed-forward framework capable of generating high-fidelity, illumination-decoupled textured mesh from a single image or text prompts. We firstly utilize a multi-view diffusion model to generate sparse multi-view inputs from single images or text prompts, and then a transformer-based model is trained to predict a tensorial SDF field from these sparse multi-view image inputs. Finally, we employ a gradient-based mesh optimization layer to refine this model, enabling it to produce an SDF field from which high-quality textured meshes can be extracted. Extensive experiments demonstrate that our method can generate diverse, high-quality 3D mesh assets with corresponding decomposed RGB textures within seconds.

cs.GR

HR Human: Modeling Human Avatars with Triangular Mesh and High-Resolution Textures from Videos

Recently, implicit neural representation has been widely used to generate animatable human avatars. However, the materials and geometry of those representations are coupled in the neural network and hard to edit, which hinders their application in traditional graphics engines. We present a framework for acquiring human avatars that are attached with high-resolution physically-based material textures and triangular mesh from monocular video. Our method introduces a novel information fusion strategy to combine the information from the monocular video and synthesize virtual multi-view images to tackle the sparsity of the input view. We reconstruct humans as deformable neural implicit surfaces and extract triangle mesh in a well-behaved pose as the initial mesh of the next stage. In addition, we introduce an approach to correct the bias for the boundary and size of the coarse mesh extracted. Finally, we adapt prior knowledge of the latent diffusion model at super-resolution in multi-view to distill the decomposed texture. Experiments show that our approach outperforms previous representations in terms of high fidelity, and this explicit result supports deployment on common renderers.

cs.CV

Holistic Inverse Rendering of Complex Facade via Aerial 3D Scanning

In this work, we use multi-view aerial images to reconstruct the geometry, lighting, and material of facades using neural signed distance fields (SDFs). Without the requirement of complex equipment, our method only takes simple RGB images captured by a drone as inputs to enable physically based and photorealistic novel-view rendering, relighting, and editing. However, a real-world facade usually has complex appearances ranging from diffuse rocks with subtle details to large-area glass windows with specular reflections, making it hard to attend to everything. As a result, previous methods can preserve the geometry details but fail to reconstruct smooth glass windows or verse vise. In order to address this challenge, we introduce three spatial- and semantic-adaptive optimization strategies, including a semantic regularization approach based on zero-shot segmentation techniques to improve material consistency, a frequency-aware geometry regularization to balance surface smoothness and details in different surfaces, and a visibility probe-based scheme to enable efficient modeling of the local lighting in large-scale outdoor environments. In addition, we capture a real-world facade aerial 3D scanning image set and corresponding point clouds for training and benchmarking. The experiment demonstrates the superior quality of our method on facade holistic inverse rendering, novel view synthesis, and scene editing compared to state-of-the-art baselines.

cs.CV

2L3: Lifting Imperfect Generated 2D Images into Accurate 3D

Reconstructing 3D objects from a single image is an intriguing but challenging problem. One promising solution is to utilize multi-view (MV) 3D reconstruction to fuse generated MV images into consistent 3D objects. However, the generated images usually suffer from inconsistent lighting, misaligned geometry, and sparse views, leading to poor reconstruction quality. To cope with these problems, we present a novel 3D reconstruction framework that leverages intrinsic decomposition guidance, transient-mono prior guidance, and view augmentation to cope with the three issues, respectively. Specifically, we first leverage to decouple the shading information from the generated images to reduce the impact of inconsistent lighting; then, we introduce mono prior with view-dependent transient encoding to enhance the reconstructed normal; and finally, we design a view augmentation fusion strategy that minimizes pixel-level loss in generated sparse views and semantic loss in augmented random views, resulting in view-consistent geometry and detailed textures. Our approach, therefore, enables the integration of a pre-trained MV image generator and a neural network-based volumetric signed distance function (SDF) representation for a single image to 3D object reconstruction. We evaluate our framework on various datasets and demonstrate its superior performance in both quantitative and qualitative assessments, signifying a significant advancement in 3D object reconstruction. Compared with the latest state-of-the-art method Syncdreamer~\cite{liu2023syncdreamer}, we reduce the Chamfer Distance error by about 36\% and improve PSNR by about 30\% .

cs.CV

In-Hand 3D Object Reconstruction from a Monocular RGB Video

Our work aims to reconstruct a 3D object that is held and rotated by a hand in front of a static RGB camera. Previous methods that use implicit neural representations to recover the geometry of a generic hand-held object from multi-view images achieved compelling results in the visible part of the object. However, these methods falter in accurately capturing the shape within the hand-object contact region due to occlusion. In this paper, we propose a novel method that deals with surface reconstruction under occlusion by incorporating priors of 2D occlusion elucidation and physical contact constraints. For the former, we introduce an object amodal completion network to infer the 2D complete mask of objects under occlusion. To ensure the accuracy and view consistency of the predicted 2D amodal masks, we devise a joint optimization method for both amodal mask refinement and 3D reconstruction. For the latter, we impose penetration and attraction constraints on the local geometry in contact regions. We evaluate our approach on HO3D and HOD datasets and demonstrate that it outperforms the state-of-the-art methods in terms of reconstruction surface quality, with an improvement of $52\%$ on HO3D and $20\%$ on HOD. Project webpage: https://east-j.github.io/ihor.

cs.CV