TL;DR
This paper introduces a new dataset, baseline method, and evaluation metrics for generating realistic emission textures on 3D models, addressing limitations of existing non-emissive texture generation techniques.
Contribution
The paper presents the Objaverse-Emission dataset, a novel emission texture generation baseline called EmissionGen, and detailed evaluation metrics for this task.
Findings
The dataset contains 40k 3D assets with emission materials.
EmissionGen baseline shows promising results for emission texture synthesis.
Evaluation metrics effectively measure the quality of emission textures.
Abstract
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…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Code & Models
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
