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TexOct: Generating Textures of 3D Models with Octree-based Diffusion

Jialun Liu · Chenming Wu · Xinqi Liu · Xing Liu · Jinbo Wu · Haotian Peng · Chen Zhao · Haocheng Feng · Jingtuo Liu · Errui Ding

Arch 4A-E Poster #400
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Wed 19 Jun 10:30 a.m. PDT — noon PDT


This paper focuses on synthesizing high-quality and complete textures directly on the surface of 3D models within 3D space. 2D diffusion-based methods face challenges in generating 2D texture maps due to the infinite possibilities of UV mapping for a given 3D mesh. Utilizing point clouds helps circumvent variations arising from diverse mesh topologies and UV mappings. Nevertheless, achieving dense point clouds to accurately represent texture details poses a challenge due to limited computational resources. To address these challenges, we propose an efficient octree-based diffusion pipeline called TexOct. Our method starts by sampling a point cloud from the surface of a given 3D model, with each point containing texture noise values. We utilize an octree structure to efficiently represent this point cloud. Additionally, we introduce an innovative octree-based diffusion model that leverages the denoising capabilities of the Denoising Diffusion Probabilistic Model (DDPM). This model gradually reduces the texture noise on the octree nodes, resulting in the restoration of fine texture. Experimental results on ShapeNet demonstrate that TexOct effectively generates high-quality 3D textures in both unconditional and text / image-conditional scenarios.

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