零样本提升PBR贴图分辨率,无需训练即可生成高质量材质。
PBR-SR: Mesh PBR Texture Super Resolution from 2D Image Priors
- 利用预训练图像超分模型,通过可微渲染迭代优化贴图。
- 多视角一致性约束+身份保持机制,避免光照与视角偏差。
- 适合游戏/影视等需高保真材质的场景,无需额外数据训练。
我们提出PBR-SR,一种用于物理基础渲染(PBR)纹理超分辨率的新方法。该方法在零样本条件下,从低分辨率(LR)PBR输入生成高分辨率、高质量的PBR纹理。PBR-SR利用在自然图像上预训练的超分辨率模型,通过迭代最小化超分先验与可微渲染之间的差异,并以可微方式将优化结果反投影至PBR贴图空间,生成精细化的高分辨率纹理。为缓解视点不一致和光照敏感问题,该方法在多视角渲染中施加2D先验约束,迭代优化共享的放大纹理;同时在PBR纹理域直接引入身份约束,确保输出与低分辨率输入一致。PBR-SR完全依赖预训练图像先验,无需额外训练或数据。实验表明,该方法对艺术家设计及AI生成的网格均能生成高保真度的PBR纹理,优于直接应用超分模型或以往纹理优化方法,在PBR评估和渲染质量上表现优异,支持如再照明等高级应用。
原文摘要 · Abstract (English)
We present PBR-SR, a novel method for physically based rendering (PBR) texture super resolution (SR). It outputs high-resolution, high-quality PBR textures from low-resolution (LR) PBR input in a zero-shot manner. PBR-SR leverages an off-the-shelf super-resolution model trained on natural images, and iteratively minimizes the deviations between super-resolution priors and differentiable renderings. These enhancements are then back-projected into the PBR map space in a differentiable manner to produce refined, high-resolution textures. To mitigate view inconsistencies and lighting sensitivity, which is common in view-based super-resolution, our method applies 2D prior constraints across multi-view renderings, iteratively refining the shared, upscaled textures. In parallel, we incorporate identity constraints directly in the PBR texture domain to ensure the upscaled textures remain faithful to the LR input. PBR-SR operates without any additional training or data requirements, relying entirely on pretrained image priors. We demonstrate that our approach produces high-fidelity PBR textures for both artist-designed and AI-generated meshes, outperforming both direct SR models application and prior texture optimization methods. Our results show high-quality outputs in both PBR and rendering evaluations, supporting advanced applications such as relighting.
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