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Xudong Xu

Publications and source records attributed to Xudong Xu.

34 records · Page 2Linked to original sources

Boosting 3D Object Generation through PBR Materials

Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.

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RoomTex: Texturing Compositional Indoor Scenes via Iterative Inpainting

The advancement of diffusion models has pushed the boundary of text-to-3D object generation. While it is straightforward to composite objects into a scene with reasonable geometry, it is nontrivial to texture such a scene perfectly due to style inconsistency and occlusions between objects. To tackle these problems, we propose a coarse-to-fine 3D scene texturing framework, referred to as RoomTex, to generate high-fidelity and style-consistent textures for untextured compositional scene meshes. In the coarse stage, RoomTex first unwraps the scene mesh to a panoramic depth map and leverages ControlNet to generate a room panorama, which is regarded as the coarse reference to ensure the global texture consistency. In the fine stage, based on the panoramic image and perspective depth maps, RoomTex will refine and texture every single object in the room iteratively along a series of selected camera views, until this object is completely painted. Moreover, we propose to maintain superior alignment between RGB and depth spaces via subtle edge detection methods. Extensive experiments show our method is capable of generating high-quality and diverse room textures, and more importantly, supporting interactive fine-grained texture control and flexible scene editing thanks to our inpainting-based framework and compositional mesh input. Our project page is available at https://qwang666.github.io/RoomTex/.

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TELA: Text to Layer-wise 3D Clothed Human Generation

This paper addresses the task of 3D clothed human generation from textural descriptions. Previous works usually encode the human body and clothes as a holistic model and generate the whole model in a single-stage optimization, which makes them struggle for clothing editing and meanwhile lose fine-grained control over the whole generation process. To solve this, we propose a layer-wise clothed human representation combined with a progressive optimization strategy, which produces clothing-disentangled 3D human models while providing control capacity for the generation process. The basic idea is progressively generating a minimal-clothed human body and layer-wise clothes. During clothing generation, a novel stratified compositional rendering method is proposed to fuse multi-layer human models, and a new loss function is utilized to help decouple the clothing model from the human body. The proposed method achieves high-quality disentanglement, which thereby provides an effective way for 3D garment generation. Extensive experiments demonstrate that our approach achieves state-of-the-art 3D clothed human generation while also supporting cloth editing applications such as virtual try-on. Project page: http://jtdong.com/tela_layer/

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GetMesh: A Controllable Model for High-quality Mesh Generation and Manipulation

Mesh is a fundamental representation of 3D assets in various industrial applications, and is widely supported by professional softwares. However, due to its irregular structure, mesh creation and manipulation is often time-consuming and labor-intensive. In this paper, we propose a highly controllable generative model, GetMesh, for mesh generation and manipulation across different categories. By taking a varying number of points as the latent representation, and re-organizing them as triplane representation, GetMesh generates meshes with rich and sharp details, outperforming both single-category and multi-category counterparts. Moreover, it also enables fine-grained control over the generation process that previous mesh generative models cannot achieve, where changing global/local mesh topologies, adding/removing mesh parts, and combining mesh parts across categories can be intuitively, efficiently, and robustly accomplished by adjusting the number, positions or features of latent points. Project page is https://getmesh.github.io.

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DiffMorpher: Unleashing the Capability of Diffusion Models for Image Morphing

Diffusion models have achieved remarkable image generation quality surpassing previous generative models. However, a notable limitation of diffusion models, in comparison to GANs, is their difficulty in smoothly interpolating between two image samples, due to their highly unstructured latent space. Such a smooth interpolation is intriguing as it naturally serves as a solution for the image morphing task with many applications. In this work, we present DiffMorpher, the first approach enabling smooth and natural image interpolation using diffusion models. Our key idea is to capture the semantics of the two images by fitting two LoRAs to them respectively, and interpolate between both the LoRA parameters and the latent noises to ensure a smooth semantic transition, where correspondence automatically emerges without the need for annotation. In addition, we propose an attention interpolation and injection technique and a new sampling schedule to further enhance the smoothness between consecutive images. Extensive experiments demonstrate that DiffMorpher achieves starkly better image morphing effects than previous methods across a variety of object categories, bridging a critical functional gap that distinguished diffusion models from GANs.

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Sounding Bodies: Modeling 3D Spatial Sound of Humans Using Body Pose and Audio

While 3D human body modeling has received much attention in computer vision, modeling the acoustic equivalent, i.e. modeling 3D spatial audio produced by body motion and speech, has fallen short in the community. To close this gap, we present a model that can generate accurate 3D spatial audio for full human bodies. The system consumes, as input, audio signals from headset microphones and body pose, and produces, as output, a 3D sound field surrounding the transmitter's body, from which spatial audio can be rendered at any arbitrary position in the 3D space. We collect a first-of-its-kind multimodal dataset of human bodies, recorded with multiple cameras and a spherical array of 345 microphones. In an empirical evaluation, we demonstrate that our model can produce accurate body-induced sound fields when trained with a suitable loss. Dataset and code are available online.

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MATLABER: Material-Aware Text-to-3D via LAtent BRDF auto-EncodeR

Based on powerful text-to-image diffusion models, text-to-3D generation has made significant progress in generating compelling geometry and appearance. However, existing methods still struggle to recover high-fidelity object materials, either only considering Lambertian reflectance, or failing to disentangle BRDF materials from the environment lights. In this work, we propose Material-Aware Text-to-3D via LAtent BRDF auto-EncodeR (\textbf{MATLABER}) that leverages a novel latent BRDF auto-encoder for material generation. We train this auto-encoder with large-scale real-world BRDF collections and ensure the smoothness of its latent space, which implicitly acts as a natural distribution of materials. During appearance modeling in text-to-3D generation, the latent BRDF embeddings, rather than BRDF parameters, are predicted via a material network. Through exhaustive experiments, our approach demonstrates the superiority over existing ones in generating realistic and coherent object materials. Moreover, high-quality materials naturally enable multiple downstream tasks such as relighting and material editing. Code and model will be publicly available at \url{https://sheldontsui.github.io/projects/Matlaber}.

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Voxurf: Voxel-based Efficient and Accurate Neural Surface Reconstruction

Neural surface reconstruction aims to reconstruct accurate 3D surfaces based on multi-view images. Previous methods based on neural volume rendering mostly train a fully implicit model with MLPs, which typically require hours of training for a single scene. Recent efforts explore the explicit volumetric representation to accelerate the optimization via memorizing significant information with learnable voxel grids. However, existing voxel-based methods often struggle in reconstructing fine-grained geometry, even when combined with an SDF-based volume rendering scheme. We reveal that this is because 1) the voxel grids tend to break the color-geometry dependency that facilitates fine-geometry learning, and 2) the under-constrained voxel grids lack spatial coherence and are vulnerable to local minima. In this work, we present Voxurf, a voxel-based surface reconstruction approach that is both efficient and accurate. Voxurf addresses the aforementioned issues via several key designs, including 1) a two-stage training procedure that attains a coherent coarse shape and recovers fine details successively, 2) a dual color network that maintains color-geometry dependency, and 3) a hierarchical geometry feature to encourage information propagation across voxels. Extensive experiments show that Voxurf achieves high efficiency and high quality at the same time. On the DTU benchmark, Voxurf achieves higher reconstruction quality with a 20x training speedup compared to previous fully implicit methods. Our code is available at https://github.com/wutong16/Voxurf.

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HyperStyle3D: Text-Guided 3D Portrait Stylization via Hypernetworks

Portrait stylization is a long-standing task enabling extensive applications. Although 2D-based methods have made great progress in recent years, real-world applications such as metaverse and games often demand 3D content. On the other hand, the requirement of 3D data, which is costly to acquire, significantly impedes the development of 3D portrait stylization methods. In this paper, inspired by the success of 3D-aware GANs that bridge 2D and 3D domains with 3D fields as the intermediate representation for rendering 2D images, we propose a novel method, dubbed HyperStyle3D, based on 3D-aware GANs for 3D portrait stylization. At the core of our method is a hyper-network learned to manipulate the parameters of the generator in a single forward pass. It not only offers a strong capacity to handle multiple styles with a single model, but also enables flexible fine-grained stylization that affects only texture, shape, or local part of the portrait. While the use of 3D-aware GANs bypasses the requirement of 3D data, we further alleviate the necessity of style images with the CLIP model being the stylization guidance. We conduct an extensive set of experiments across the style, attribute, and shape, and meanwhile, measure the 3D consistency. These experiments demonstrate the superior capability of our HyperStyle3D model in rendering 3D-consistent images in diverse styles, deforming the face shape, and editing various attributes.

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A Conditional Point Diffusion-Refinement Paradigm for 3D Point Cloud Completion

3D point cloud is an important 3D representation for capturing real world 3D objects. However, real-scanned 3D point clouds are often incomplete, and it is important to recover complete point clouds for downstream applications. Most existing point cloud completion methods use Chamfer Distance (CD) loss for training. The CD loss estimates correspondences between two point clouds by searching nearest neighbors, which does not capture the overall point density distribution on the generated shape, and therefore likely leads to non-uniform point cloud generation. To tackle this problem, we propose a novel Point Diffusion-Refinement (PDR) paradigm for point cloud completion. PDR consists of a Conditional Generation Network (CGNet) and a ReFinement Network (RFNet). The CGNet uses a conditional generative model called the denoising diffusion probabilistic model (DDPM) to generate a coarse completion conditioned on the partial observation. DDPM establishes a one-to-one pointwise mapping between the generated point cloud and the uniform ground truth, and then optimizes the mean squared error loss to realize uniform generation. The RFNet refines the coarse output of the CGNet and further improves quality of the completed point cloud. Furthermore, we develop a novel dual-path architecture for both networks. The architecture can (1) effectively and efficiently extract multi-level features from partially observed point clouds to guide completion, and (2) accurately manipulate spatial locations of 3D points to obtain smooth surfaces and sharp details. Extensive experimental results on various benchmark datasets show that our PDR paradigm outperforms previous state-of-the-art methods for point cloud completion. Remarkably, with the help of the RFNet, we can accelerate the iterative generation process of the DDPM by up to 50 times without much performance drop.

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A Shading-Guided Generative Implicit Model for Shape-Accurate 3D-Aware Image Synthesis

The advancement of generative radiance fields has pushed the boundary of 3D-aware image synthesis. Motivated by the observation that a 3D object should look realistic from multiple viewpoints, these methods introduce a multi-view constraint as regularization to learn valid 3D radiance fields from 2D images. Despite the progress, they often fall short of capturing accurate 3D shapes due to the shape-color ambiguity, limiting their applicability in downstream tasks. In this work, we address this ambiguity by proposing a novel shading-guided generative implicit model that is able to learn a starkly improved shape representation. Our key insight is that an accurate 3D shape should also yield a realistic rendering under different lighting conditions. This multi-lighting constraint is realized by modeling illumination explicitly and performing shading with various lighting conditions. Gradients are derived by feeding the synthesized images to a discriminator. To compensate for the additional computational burden of calculating surface normals, we further devise an efficient volume rendering strategy via surface tracking, reducing the training and inference time by 24% and 48%, respectively. Our experiments on multiple datasets show that the proposed approach achieves photorealistic 3D-aware image synthesis while capturing accurate underlying 3D shapes. We demonstrate improved performance of our approach on 3D shape reconstruction against existing methods, and show its applicability on image relighting. Our code will be released at https://github.com/XingangPan/ShadeGAN.

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Generative Occupancy Fields for 3D Surface-Aware Image Synthesis

The advent of generative radiance fields has significantly promoted the development of 3D-aware image synthesis. The cumulative rendering process in radiance fields makes training these generative models much easier since gradients are distributed over the entire volume, but leads to diffused object surfaces. In the meantime, compared to radiance fields occupancy representations could inherently ensure deterministic surfaces. However, if we directly apply occupancy representations to generative models, during training they will only receive sparse gradients located on object surfaces and eventually suffer from the convergence problem. In this paper, we propose Generative Occupancy Fields (GOF), a novel model based on generative radiance fields that can learn compact object surfaces without impeding its training convergence. The key insight of GOF is a dedicated transition from the cumulative rendering in radiance fields to rendering with only the surface points as the learned surface gets more and more accurate. In this way, GOF combines the merits of two representations in a unified framework. In practice, the training-time transition of start from radiance fields and march to occupancy representations is achieved in GOF by gradually shrinking the sampling region in its rendering process from the entire volume to a minimal neighboring region around the surface. Through comprehensive experiments on multiple datasets, we demonstrate that GOF can synthesize high-quality images with 3D consistency and simultaneously learn compact and smooth object surfaces. Code, models, and demo videos are available at https://sheldontsui.github.io/projects/GOF

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Visually Informed Binaural Audio Generation without Binaural Audios

Stereophonic audio, especially binaural audio, plays an essential role in immersive viewing environments. Recent research has explored generating visually guided stereophonic audios supervised by multi-channel audio collections. However, due to the requirement of professional recording devices, existing datasets are limited in scale and variety, which impedes the generalization of supervised methods in real-world scenarios. In this work, we propose PseudoBinaural, an effective pipeline that is free of binaural recordings. The key insight is to carefully build pseudo visual-stereo pairs with mono data for training. Specifically, we leverage spherical harmonic decomposition and head-related impulse response (HRIR) to identify the relationship between spatial locations and received binaural audios. Then in the visual modality, corresponding visual cues of the mono data are manually placed at sound source positions to form the pairs. Compared to fully-supervised paradigms, our binaural-recording-free pipeline shows great stability in cross-dataset evaluation and achieves comparable performance under subjective preference. Moreover, combined with binaural recordings, our method is able to further boost the performance of binaural audio generation under supervised settings.

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Sep-Stereo: Visually Guided Stereophonic Audio Generation by Associating Source Separation

Stereophonic audio is an indispensable ingredient to enhance human auditory experience. Recent research has explored the usage of visual information as guidance to generate binaural or ambisonic audio from mono ones with stereo supervision. However, this fully supervised paradigm suffers from an inherent drawback: the recording of stereophonic audio usually requires delicate devices that are expensive for wide accessibility. To overcome this challenge, we propose to leverage the vastly available mono data to facilitate the generation of stereophonic audio. Our key observation is that the task of visually indicated audio separation also maps independent audios to their corresponding visual positions, which shares a similar objective with stereophonic audio generation. We integrate both stereo generation and source separation into a unified framework, Sep-Stereo, by considering source separation as a particular type of audio spatialization. Specifically, a novel associative pyramid network architecture is carefully designed for audio-visual feature fusion. Extensive experiments demonstrate that our framework can improve the stereophonic audio generation results while performing accurate sound separation with a shared backbone.

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Vision-Infused Deep Audio Inpainting

Multi-modality perception is essential to develop interactive intelligence. In this work, we consider a new task of visual information-infused audio inpainting, \ie synthesizing missing audio segments that correspond to their accompanying videos. We identify two key aspects for a successful inpainter: (1) It is desirable to operate on spectrograms instead of raw audios. Recent advances in deep semantic image inpainting could be leveraged to go beyond the limitations of traditional audio inpainting. (2) To synthesize visually indicated audio, a visual-audio joint feature space needs to be learned with synchronization of audio and video. To facilitate a large-scale study, we collect a new multi-modality instrument-playing dataset called MUSIC-Extra-Solo (MUSICES) by enriching MUSIC dataset. Extensive experiments demonstrate that our framework is capable of inpainting realistic and varying audio segments with or without visual contexts. More importantly, our synthesized audio segments are coherent with their video counterparts, showing the effectiveness of our proposed Vision-Infused Audio Inpainter (VIAI). Code, models, dataset and video results are available at https://hangz-nju-cuhk.github.io/projects/AudioInpainting

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Recursive Visual Sound Separation Using Minus-Plus Net

Sounds provide rich semantics, complementary to visual data, for many tasks. However, in practice, sounds from multiple sources are often mixed together. In this paper we propose a novel framework, referred to as MinusPlus Network (MP-Net), for the task of visual sound separation. MP-Net separates sounds recursively in the order of average energy, removing the separated sound from the mixture at the end of each prediction, until the mixture becomes empty or contains only noise. In this way, MP-Net could be applied to sound mixtures with arbitrary numbers and types of sounds. Moreover, while MP-Net keeps removing sounds with large energy from the mixture, sounds with small energy could emerge and become clearer, so that the separation is more accurate. Compared to previous methods, MP-Net obtains state-of-the-art results on two large scale datasets, across mixtures with different types and numbers of sounds.

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