Comments (3)
Hi, thanks for your interest in our work.
1. Resolution & SD model
- We have used 512x512 for the UV maps. Indeed, increasing the resolution would result in better results. Also, we have used SD 2.1. However, using a better-performing text-to-image guidance model would improve the results.
2. SDS for texture generation
- Recent works (TEXTure, Text2Tex) use different methods than ours. They outpaint the mesh image using {Text, Depth}-conditioned image generation using ControlNet and back-project the generated RGB colors onto the mesh surface. This may generate good-quality textures.
- However, from our observation, their outpainting-based methods are hard to guarantee cross-view texture consistency. Since they outpaint the texture by increasing the range of view, subtle differences of generated textures in adjacent views tend to result in cross-view-inconsistent textures.
- On the other hand, we use randomly selected camera viewpoints and multi-view rendered images to optimize the texture, which can guide coherent multi-view texture generation.
- Furthermore, SDS can help disentangle the textures into PBR maps, resulting in better quality results + practical applications, e.g., relighting, and material control. Prior arts, such as TEXTure and Text2Tex, copy the generated image colors, which basically bakes the lighting effects, onto the mesh. With such formulation, the disentanglement of {diffuse, normal, specular, light} cannot be performed, which may limit the practical usage.
Hope this answers your questions.
from paint-it.
Thanks for your efforts! I recomand Meshy (https://app.meshy.ai/zh/discover) and you can have a try. I'm concern about the inconsistency between industry and academia. Besides, I'm looking forward to your code so that I can add SDXL into it.
from paint-it.
Thanks for the comments and your recommendations.
Later, I'll try releasing the code with support for SDXL.
from paint-it.
Related Issues (20)
- Default fp16 inference and potentially missing arguments HOT 2
- About generated textures HOT 2
- Running out of VRAM HOT 4
- Viewing in Blender? HOT 3
- Will there be any issues increasing the resolution of the texture HOT 2
- Code human meshes? HOT 3
- replace the uv random noise HOT 4
- how to change the size ,if the UV size is 1024 or 2048 HOT 2
- how I can get the normal texture with the ks,kd HOT 8
- Hi, the Improved diffusion guidance when to release HOT 1
- how to get the depth image HOT 2
- Texture Generation for Building Models Appears Overly Simple and Unrealistic HOT 2
- Improve the resolution of texture
- About improving texture resolution HOT 2
- Why can't I get the same results as in the paper? HOT 2
- Memory requirements HOT 2
- Human Texture Generation Code ? HOT 2
- Need help to render same generated texture in Blender HOT 2
- Facing issue when viewing in Blender/Unity HOT 3
- The choise of UNet for reparameterization HOT 3
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