{"title":"UV-free Texture Generation with Denoising and Geodesic Heat Diffusions","authors":"Simone Foti, Stefanos Zafeiriou, Tolga Birdal","doi":"arxiv-2408.16762","DOIUrl":null,"url":null,"abstract":"Seams, distortions, wasted UV space, vertex-duplication, and varying\nresolution over the surface are the most prominent issues of the standard\nUV-based texturing of meshes. These issues are particularly acute when\nautomatic UV-unwrapping techniques are used. For this reason, instead of\ngenerating textures in automatically generated UV-planes like most\nstate-of-the-art methods, we propose to represent textures as coloured\npoint-clouds whose colours are generated by a denoising diffusion probabilistic\nmodel constrained to operate on the surface of 3D objects. Our sampling and\nresolution agnostic generative model heavily relies on heat diffusion over the\nsurface of the meshes for spatial communication between points. To enable\nprocessing of arbitrarily sampled point-cloud textures and ensure long-distance\ntexture consistency we introduce a fast re-sampling of the mesh spectral\nproperties used during the heat diffusion and introduce a novel\nheat-diffusion-based self-attention mechanism. Our code and pre-trained models\nare available at github.com/simofoti/UV3-TeD.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2024-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2408.16762","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Seams, distortions, wasted UV space, vertex-duplication, and varying
resolution over the surface are the most prominent issues of the standard
UV-based texturing of meshes. These issues are particularly acute when
automatic UV-unwrapping techniques are used. For this reason, instead of
generating textures in automatically generated UV-planes like most
state-of-the-art methods, we propose to represent textures as coloured
point-clouds whose colours are generated by a denoising diffusion probabilistic
model constrained to operate on the surface of 3D objects. Our sampling and
resolution agnostic generative model heavily relies on heat diffusion over the
surface of the meshes for spatial communication between points. To enable
processing of arbitrarily sampled point-cloud textures and ensure long-distance
texture consistency we introduce a fast re-sampling of the mesh spectral
properties used during the heat diffusion and introduce a novel
heat-diffusion-based self-attention mechanism. Our code and pre-trained models
are available at github.com/simofoti/UV3-TeD.