arXiv:2604.11006cs.CV2026-04

首个支持发光材质生成的3D纹理数据集与基准方法。

Towards Realistic 3D Emission Materials: Dataset, Baseline, and Evaluation for Emission Texture Generation

论文配图:Towards Realistic 3D Emission Materials: Dataset, Baseline, and Evaluation for Emission Texture Generation
图 1 · 摘自论文原文
  • 构建4万件带高质发光材质的3D资产数据集
  • 提出EmissionGen模型实现真实发光纹理合成
  • 专为科幻风格如赛博朋克场景设计,适合工业应用

3D纹理生成正受到越来越多关注,可为无纹理3D网格创建逼真且美观的材质。然而现有方法仅限于生成少数非发光PBR材质(如漫反射图、金属度图和粗糙度图),难以复现赛博朋克等流行风格,无法实现如真实LED发光等效果。为此,我们提出新任务——发光纹理生成,使合成3D物体能从参考图像中忠实还原发光材质。主要贡献包括:首先,构建了首个包含4万件3D资产的高质量发光材质数据集Objaverse-Emission;其次,提出EmissionGen作为该任务的新型基线模型;第三,定义了针对发光纹理生成的详细评估指标。实验结果表明该方法在工业应用中具有显著潜力。数据集将开源于https://github.com/yx345kw/EmissionGen。

原文摘要 · Abstract (English)

3D texture generation is receiving increasing attention, as it enables the creation of realistic and aesthetic texture materials for untextured 3D meshes. However, existing 3D texture generation methods are limited to producing only a few types of non-emissive PBR materials (e.g., albedo, metallic maps and roughness maps), making them difficult to replicate highly popular styles, such as cyberpunk, failing to achieve effects like realistic LED emissions. To address this limitation, we propose a novel task, emission texture generation, which enables the synthesized 3D objects to faithfully reproduce the emission materials from input reference images. Our key contributions include: first, We construct the Objaverse-Emission dataset, the first dataset that contains 40k 3D assets with high-quality emission materials. Second, we propose EmissionGen, a novel baseline for the emission texture generation task. Third, we define detailed evaluation metrics for the emission texture generation task. Our results demonstrate significant potential for future industrial applications. Dataset will be available at https://github.com/yx345kw/EmissionGen.

3D生成发光材质纹理生成赛博朋克

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