从多视角图像生成可重光照的UV-PBR网格资产,支持直接用于设计软件。
ExMesh++: From Multi-View Images to Relightable UV-PBR Mesh Assets via Topology-Adaptive Reconstruction and Decomposition

- 分阶段优化:先自适应调整网格拓扑,再统一优化材质与光照。
- 重建后网格在标准3D工具中可直接使用,支持真实光照变化。
- 通过共享材质实现一次漫反射间接光照计算,提升渲染效率。
多视角重建已超越表面恢复,迈向可编辑、可重光照的网格资产。这类资产需具备良好拓扑结构、有效UV参数化及显式PBR材质图。现有表面重建方法通常优化隐式场、高斯原语或其他中间表示,将其转换为资产常需提取表面和烘焙纹理。逆向渲染方法虽能估计材质与光照,但这些成分往往仍绑定于神经场或点基原语,而非最终网格。几何、材质与光照的联合优化也可能导致变量相互补偿,造成分解模糊。为此,我们提出ExMesh++,一种分阶段框架,从多视角图像重建可重光照的UV-PBR网格资产。第一阶段通过自适应顶点分裂与合并,精炼显式网格几何与拓扑,同时保持拓扑变化中的UV一致性。第二阶段固定所得网格-UV载体,联合优化UV空间的PBR材质图与环境光照。基于此稳定载体,ExMesh++通过共用的UV-PBR材质进行二次射线追踪,建模一阶漫反射间接光照。实验表明,该方法在几何精度上表现优异,具有强大重光照能力,并且导出资产可直接用于标准DCC工作流。
原文摘要 · Abstract (English)
Multi-view reconstruction extends beyond surface recovery to editable and relightable mesh assets. Such assets require well-formed topology, valid UV parameterization, and explicit PBR material maps. Existing surface reconstruction approaches optimize implicit fields, Gaussian primitives, or other intermediate representations. Converting them into such assets often requires surface extraction and texture baking. Inverse-rendering methods estimate materials and illumination, yet these components often remain tied to neural fields or point-based primitives rather than the final mesh. Joint optimization of geometry, materials, and lighting may also allow these variables to compensate for one another, leading to ambiguous decomposition. To address these limitations, we present ExMesh++, a staged framework for reconstructing relightable UV-PBR mesh assets from multi-view images. The first stage refines explicit mesh geometry and topology through adaptive vertex splitting and merging, while maintaining UV consistency as the topology changes. The second stage fixes the resulting mesh-UV carrier and optimizes UV-space PBR maps together with environment lighting. Building on this stable carrier, ExMesh++ models one-bounce diffuse indirect illumination through secondary-ray tracing with shared UV-PBR materials. Experiments demonstrate competitive geometry accuracy, strong relighting performance, and direct usability of the exported assets in standard DCC workflows.
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