arXiv:2411.15138cs.CVcs.GR2024-11CVPR被引 39

用扩散模型一键生成任意3D物体的物理级材质,适应各种光照条件。

Material Anything: Generating Materials for Any 3D Object via Diffusion

  • 基于预训练扩散模型,引入三头结构和渲染损失提升稳定性。
  • 通过置信度掩码动态处理有纹理与无纹理物体,生成稳定材质。
  • 适合需要快速生成高质量3D材质的设计师与游戏开发者。

我们提出Material Anything,一个完全自动化、统一的扩散框架,用于为3D物体生成物理基材质。不同于依赖复杂流程或特定优化的现有方法,Material Anything提供一种鲁棒的端到端解决方案,可适应多种光照条件。该方法利用预训练图像扩散模型,结合三头架构和渲染损失,提升生成稳定性和材质质量。此外,引入置信度掩码作为扩散模型中的动态开关,有效处理有纹理与无纹理物体在不同光照下的生成问题。通过由置信度掩码引导的渐进式材质生成策略,配合UV空间材质精修模块,确保输出一致且符合UV映射要求。大量实验表明,该方法在多种物体类别和光照条件下均优于现有方法。

原文摘要 · Abstract (English)

We present Material Anything, a fully-automated, unified diffusion framework designed to generate physically-based materials for 3D objects. Unlike existing methods that rely on complex pipelines or case-specific optimizations, Material Anything offers a robust, end-to-end solution adaptable to objects under diverse lighting conditions. Our approach leverages a pre-trained image diffusion model, enhanced with a triple-head architecture and rendering loss to improve stability and material quality. Additionally, we introduce confidence masks as a dynamic switcher within the diffusion model, enabling it to effectively handle both textured and texture-less objects across varying lighting conditions. By employing a progressive material generation strategy guided by these confidence masks, along with a UV-space material refiner, our method ensures consistent, UV-ready material outputs. Extensive experiments demonstrate our approach outperforms existing methods across a wide range of object categories and lighting conditions.

3D生成扩散模型材质生成

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