我们提出了MeshSegmenter,这是一个简单而有效的零样本3D语义分割框架。该模型成功地将2D分割模型的强大能力扩展到3D网格上,能够在多样的网格和分割描述中提供准确的3D分割。具体而言,我们的模型利用Segment Anything Model (SAM)模型,从3D形状渲染的图像中分割出目标区域。鉴于纹理对分割的重要性,我们还利用预训练的stable diffusion模型从3D形状生成带有纹理的图像,并利用SAM从带纹理的图像中分割出目标区域。纹理为分割补充了形状信息,即使在几何上不突出的区域(例如在汽车网格中分割车门)也能促进准确的3D分割。为了实现3D分割,我们从不同视角渲染2D图像,并对带纹理和不带纹理的图像进行分割。最后,我们开发了一种多视图重投票方案,将来自不同视角的2D分割结果和置信度分数整合到3D网格上,确保分割结果的3D一致性,并消除特定视角的不准确性。通过这些创新,MeshSegmenter在定量和定性上均提供了稳定可靠的3D分割结果,突显了其作为3D零样本分割领域变革性工具的潜力。代码可在\url{https://github.com/zimingzhong/MeshSegmenter}获取。
英文摘要:
We present MeshSegmenter, a simple yet effective framework designed for zero-shot 3D semantic segmentation. This model successfully extends the powerful capabilities of 2D segmentation models to 3D meshes, delivering accurate 3D segmentation across diverse meshes and segment descriptions. Specifically, our model leverages the Segment Anything Model (SAM) model to segment the target regions from images rendered from the 3D shape. In light of the importance of the texture for segmentation, we also leverage the pretrained stable diffusion model to generate images with textures from 3D shape, and leverage SAM to segment the target regions from images with textures. Textures supplement the shape for segmentation and facilitate accurate 3D segmentation even in geometrically non-prominent areas, such as segmenting a car door within a car mesh. To achieve the 3D segments, we render 2D images from different views and conduct segmentation for both textured and untextured images. Lastly, we develop a multi-view revoting scheme that integrates 2D segmentation results and confidence scores from various views onto the 3D mesh, ensuring the 3D consistency of segmentation results and eliminating inaccuracies from specific perspectives. Through these innovations, MeshSegmenter offers stable and reliable 3D segmentation results both quantitatively and qualitatively, highlighting its potential as a transformative tool in the field of 3D zero-shot segmentation. The code is available at \url{https://github.com/zimingzhong/MeshSegmenter}.
Univ Gustave Eiffel(古斯塔夫·埃菲尔大学);IGN(法国国家地理与林业信息研究所);ENSG(法国国立地理科学学院);Direction Générale de l’Armement(法国武器装备总署)
Textured meshes are becoming an increasingly popular representation combining the 3D geometry and radiometry of real scenes. However, semantic segmentation algorithms for urban mesh have been little investigated and do not exploit all radiometric information. To address this problem, we adopt an approach consisting in sampling a point cloud from the textured mesh, then using a point cloud semantic segmentation algorithm on this cloud, and finally using the obtained semantic to segment the initial mesh. In this paper, we study the influence of different parameters such as the sampling method, t…
Models for semantic segmentation require a large amount of hand-labeled training data which is costly and time-consuming to produce. For this purpose, we present a label fusion framework that is capable of improving semantic pixel labels of video sequences in an unsupervised manner. We make use of a 3D mesh representation of the environment and fuse the predictions of different frames into a consistent representation using semantic mesh textures. Rendering the semantic mesh using the original intrinsic and extrinsic camera parameters yields a set of improved semantic segmentation images. Due t…
This work addresses the problem of model-based human pose estimation. Recent approaches have made significant progress towards regressing the parameters of parametric human body models directly from images. Because of the absence of images with 3D shape ground truth, relevant approaches rely on 2D annotations or sophisticated architecture designs. In this work, we advocate that there are more cues we can leverage, which are available for free in natural images, i.e., without getting more annotations, or modifying the network architecture. We propose a natural form of supervision, that capitali…
Southwest Jiaotong University(西南交通大学);Capital Normal University(首都师范大学)
Photogrammetric mesh models obtained from aerial oblique images have been widely used for urban reconstruction. However, the photogrammetric meshes also suffer from severe texture problems, especially on the road areas due to occlusion. This paper proposes a structure-aware completion approach to improve the quality of meshes by removing undesired vehicles on the road seamlessly. Specifically, the discontinuous texture atlas is first integrated to a continuous screen space through rendering by the graphics pipeline; the rendering also records necessary mapping for deintegration to the original…
University of Stuttgart(斯图加特大学);Leibniz University Hannover(汉诺威莱布尼茨大学);University of Zurich(苏黎世大学);ETH Zurich(苏黎世联邦理工学院);Delft University of Technology(代尔夫特理工大学)
Automated semantic segmentation and object detection are of great importance in geospatial data analysis. However, supervised machine learning systems such as convolutional neural networks require large corpora of annotated training data. Especially in the geospatial domain, such datasets are quite scarce. Within this paper, we aim to alleviate this issue by introducing a new annotated 3D dataset that is unique in three ways: i) The dataset consists of both an Unmanned Aerial Vehicle (UAV) laser scanning point cloud and a 3D textured mesh. ii) The point cloud features a mean point density of a…
Scene understanding is an important capability for robots acting in unstructured environments. While most SLAM approaches provide a geometrical representation of the scene, a semantic map is necessary for more complex interactions with the surroundings. Current methods treat the semantic map as part of the geometry which limits scalability and accuracy. We propose to represent the semantic map as a geometrical mesh and a semantic texture coupled at independent resolution. The key idea is that in many environments the geometry can be greatly simplified without loosing fidelity, while semantic i…
This paper presents a novel patch-based adversarial attack pipeline that trains adversarial patches on 3D human meshes. We sample triangular faces on a reference human mesh, and create an adversarial texture atlas over those faces. The adversarial texture is transferred to human meshes in various poses, which are rendered onto a collection of real-world background images. Contrary to the traditional patch-based adversarial attacks, where prior work attempts to fool trained object detectors using appended adversarial patches, this new form of attack is mapped into the 3D object world and back-p…
DoubleDiffusion: Combining Heat Diffusion with Denoising Diffusion for Texture Generation on 3D Meshes
The Australian National University(澳大利亚国立大学);Tencent XR Lab(腾讯XR实验室);King Abdullah University of Science and Technology(阿卜杜拉国王科技大学);Monash University(莫纳什大学)
NAVER LABS(NAVER实验室);University of Maryland(马里兰大学)
We present a new pipeline for acquiring a textured mesh in the wild with a single smartphone which offers access to images, depth maps, and valid poses. Our method first introduces an RGBD-aided structure from motion, which can yield filtered depth maps and refines camera poses guided by corresponding depth. Then, we adopt the neural implicit surface reconstruction method, which allows for high-quality mesh and develops a new training process for applying a regularization provided by classical multi-view stereo methods. Moreover, we apply a differentiable rendering to fine-tune incomplete text…
University of Luxembourg(卢森堡大学);Artec3D(Artec3D公司)
We propose 3DBooSTeR, a novel method to recover a textured 3D body mesh from a textured partial 3D scan. With the advent of virtual and augmented reality, there is a demand for creating realistic and high-fidelity digital 3D human representations. However, 3D scanning systems can only capture the 3D human body shape up to some level of defects due to its complexity, including occlusion between body parts, varying levels of details, shape deformations and the articulated skeleton. Textured 3D mesh completion is thus important to enhance 3D acquisitions. The proposed approach decouples the shape…
Imperial College London(帝国理工学院);University of Middlesex(密德萨斯大学);FaceSoft
3D Morphable Models (3DMMs) are statistical models that represent facial texture and shape variations using a set of linear bases and more particular Principal Component Analysis (PCA). 3DMMs were used as statistical priors for reconstructing 3D faces from images by solving non-linear least square optimization problems. Recently, 3DMMs were used as generative models for training non-linear mappings (\ie, regressors) from image to the parameters of the models via Deep Convolutional Neural Networks (DCNNs). Nevertheless, all of the above methods use either fully connected layers or 2D convolutio…
ZheJiang University(浙江大学);Alibaba-ZheJiang University Joint Research Institute of Frontier Technologies(阿里巴巴-浙江大学前沿技术联合研究院)
Although having achieved the promising results on shape and color recovery through self-supervision, the multi-layer perceptrons-based methods usually suffer from heavy computational cost on learning the deep implicit surface representation. Since rendering each pixel requires a forward network inference, it is very computational intensive to synthesize a whole image. To tackle these challenges, we propose an effective coarse-to-fine approach to recover the textured mesh from multi-views in this paper. Specifically, a differentiable Poisson Solver is employed to represent the object's shape, w…
NVIDIA(英伟达);Bilkent University(比尔肯特大学);University of Toronto(多伦多大学)
This paper presents a method to reconstruct high-quality textured 3D models from both multi-view and single-view images. The reconstruction is posed as an adaptation problem and is done progressively where in the first stage, we focus on learning accurate geometry, whereas in the second stage, we focus on learning the texture with a generative adversarial network. In the generative learning pipeline, we propose two improvements. First, since the learned textures should be spatially aligned, we propose an attention mechanism that relies on the learnable positions of pixels. Secondly, since disc…
We present a deep learning pipeline that leverages network self-prior to recover a full 3D model consisting of both a triangular mesh and a texture map from the colored 3D point cloud. Different from previous methods either exploiting 2D self-prior for image editing or 3D self-prior for pure surface reconstruction, we propose to exploit a novel hybrid 2D-3D self-prior in deep neural networks to significantly improve the geometry quality and produce a high-resolution texture map, which is typically missing from the output of commodity-level 3D scanners. In particular, we first generate an initi…
We present a novel approach to reconstruct RGB-D indoor scene with plane primitives. Our approach takes as input a RGB-D sequence and a dense coarse mesh reconstructed by some 3D reconstruction method on the sequence, and generate a lightweight, low-polygonal mesh with clear face textures and sharp features without losing geometry details from the original scene. To achieve this, we firstly partition the input mesh with plane primitives, simplify it into a lightweight mesh next, then optimize plane parameters, camera poses and texture colors to maximize the photometric consistency across frame…
UV Gaussians: Joint Learning of Mesh Deformation and Gaussian Textures for Human Avatar Modeling
Tsinghua Shenzhen International Graduate School, Tsinghua University(清华大学深圳国际研究生院);Tencent AI Lab(腾讯AI实验室);The Hong Kong University of Science and Technology(香港科技大学)
PointDreamer: Zero-shot 3D Textured Mesh Reconstruction from Colored Point Cloud
Huazhong University of Science and Technology(华中科技大学);School of Computer Science and Technology(计算机科学与技术学院);Guangdong HUST Industrial Technology Research Institute(广东华中科技大学产业技术研究院);School of Computer Science and Engineering(计算机科学与工程学院);South China University of Technology(华南理工大学);Pazhou Laboratory(琶洲实验室)
NVIDIA(英伟达);University of Toronto(多伦多大学);Vector Institute(向量研究所)
As several industries are moving towards modeling massive 3D virtual worlds, the need for content creation tools that can scale in terms of the quantity, quality, and diversity of 3D content is becoming evident. In our work, we aim to train performant 3D generative models that synthesize textured meshes which can be directly consumed by 3D rendering engines, thus immediately usable in downstream applications. Prior works on 3D generative modeling either lack geometric details, are limited in the mesh topology they can produce, typically do not support textures, or utilize neural renderers in t…
We address the issue of creating consistent mesh texture maps captured from scenes without color calibration. We find that the method for aggregation of the multiple views is crucial for creating spatially consistent meshes without the need to explicitly optimize for spatial consistency. We compute a color prior from the cross-correlation of observable view faces and the faces per view to identify an optimal per-face color. We then use this color in a re-weighting ratio for the best-view texture, which is identified by prior mesh texturing work, to create a spatial consistent texture map. Desp…
In the era of autonomous driving, urban mapping represents a core step to let vehicles interact with the urban context. Successful mapping algorithms have been proposed in the last decade building the map leveraging on data from a single sensor. The focus of the system presented in this paper is twofold: the joint estimation of a 3D map from lidar data and images, based on a 3D mesh, and its texturing. Indeed, even if most surveying vehicles for mapping are endowed by cameras and lidar, existing mapping algorithms usually rely on either images or lidar data; moreover both image-based and lidar…
IST Austria(奥地利科学技术研究所);IBM Research Zürich(IBM苏黎世研究院)
Numerous methods have been proposed for probabilistic generative modelling of 3D objects. However, none of these is able to produce textured objects, which renders them of limited use for practical tasks. In this work, we present the first generative model of textured 3D meshes. Training such a model would traditionally require a large dataset of textured meshes, but unfortunately, existing datasets of meshes lack detailed textures. We instead propose a new training methodology that allows learning from collections of 2D images without any 3D information. To do so, we train our model to explai…
SuperCarver: Texture-Consistent 3D Geometry Super-Resolution for High-Fidelity Surface Detail Generation
Tencent Games, China(腾讯游戏,中国);Department of Computer Science & Engineering, Texas A & M University(电子与计算机工程系,德克萨斯A&M大学);Department of Computer Science, City University of Hong Kong(计算机科学系,香港城市大学)
Very recently neural implicit rendering techniques have been rapidly evolved and shown great advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionality, e.g., rigid transformation, or not applicable for fine-grained editing for general objects from daily lives. In this paper, we present a novel mesh-based representation by encoding the neural implicit field with disentangled geometry and texture codes on mesh vertices, which facilitates a set of editing functionalities, including mesh-guided geomet…
Pattern analysis is a wide domain that has wide applicability in many fields. In fact, texture analysis is one of those fields, since the texture is defined as a set of repetitive or quasi-repetitive patterns. Despite its importance in analyzing 3D meshes, geometric texture analysis is less studied by geometry processing community. This paper presents a new efficient approach for geometric texture analysis on 3D triangular meshes. The proposed method is a scale-aware approach that takes as input a 3D mesh and a user-scale. It provides, as a result, a similarity-based clustering of texels in me…
Latent diffusion models for image generation have crossed a quality threshold which enabled them to achieve mass adoption. Recently, a series of works have made advancements towards replicating this success in the 3D domain, introducing techniques such as point cloud VAE, triplane representation, neural implicit surfaces and differentiable rendering based training. We take another step along this direction, combining these developments in a two-step pipeline consisting of 1) a triplane VAE which can learn latent representations of textured meshes and 2) a conditional diffusion model which gene…
We propose Differentiable Stereopsis, a multi-view stereo approach that reconstructs shape and texture from few input views and noisy cameras. We pair traditional stereopsis and modern differentiable rendering to build an end-to-end model which predicts textured 3D meshes of objects with varying topologies and shape. We frame stereopsis as an optimization problem and simultaneously update shape and cameras via simple gradient descent. We run an extensive quantitative analysis and compare to traditional multi-view stereo techniques and state-of-the-art learning based methods. We show compelling…
We present a technique for zero-shot generation of a 3D model using only a target text prompt. Without any 3D supervision our method deforms the control shape of a limit subdivided surface along with its texture map and normal map to obtain a 3D asset that corresponds to the input text prompt and can be easily deployed into games or modeling applications. We rely only on a pre-trained CLIP model that compares the input text prompt with differentiably rendered images of our 3D model. While previous works have focused on stylization or required training of generative models we perform optimizati…
Queen Mary University of London(伦敦玛丽女王大学);Fondazione Bruno Kessler(布鲁诺·凯斯勒基金会)
Novel-View Human Action Synthesis aims to synthesize the movement of a body from a virtual viewpoint, given a video from a real viewpoint. We present a novel 3D reasoning to synthesize the target viewpoint. We first estimate the 3D mesh of the target body and transfer the rough textures from the 2D images to the mesh. As this transfer may generate sparse textures on the mesh due to frame resolution or occlusions. We produce a semi-dense textured mesh by propagating the transferred textures both locally, within local geodesic neighborhoods, and globally, across symmetric semantic parts. Next, w…
University of Pennsylvania(宾夕法尼亚大学);Amazon.com, Inc(亚马逊公司)
Human reconstruction and synthesis from monocular RGB videos is a challenging problem due to clothing, occlusion, texture discontinuities and sharpness, and framespecific pose changes. Many methods employ deferred rendering, NeRFs and implicit methods to represent clothed humans, on the premise that mesh-based representations cannot capture complex clothing and textures from RGB, silhouettes, and keypoints alone. We provide a counter viewpoint to this fundamental premise by optimizing a SMPL+D mesh and an efficient, multi-resolution texture representation using only RGB images, binary silhouet…
University of Texas at Dallas(德克萨斯大学达拉斯分校);Matterport, Inc.(Matterport公司)
We propose a novel approach to reconstruct RGB-D indoor scene based on plane primitives. Our approach takes as input a RGB-D sequence and a dense coarse mesh reconstructed from it, and generates a lightweight, low-polygonal mesh with clear face textures and sharp features without losing geometry details from the original scene. Compared to existing methods which only cover large planar regions in the scene, our method builds the entire scene by adaptive planes without losing geometry details and also preserves sharp features in the mesh. Experiments show that our method is more efficient to ge…