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arXiv 2507.15212cs.CV

MeshMamba:用于关节式三维网格生成与重建的状态空间模型

MeshMamba: State Space Models for Articulated 3D Mesh Generation and Reconstruction

National Institute of Advanced Industrial Science and Technology (AIST)(国家先进工业科学与技术研究院)

Yusuke Yoshiyasu, Leyuan Sun, Ryusuke Sagawa

AI总结:

本文提出MeshMamba,利用Mamba状态空间模型处理大规模顶点序列,实现超过万顶点的关节式三维人体网格生成与单图重建,并设计了扩散模型MambaDiff3D和全身恢复模型Mamba-HMR。

摘要:

本文提出了MeshMamba,一种利用最近提出的Mamba状态空间模型(Mamba-SSMs)学习三维关节式网格模型的神经网络模型。MeshMamba在处理大量输入token时高效且可扩展,能够生成和重建超过10,000个顶点的身体网格模型,并捕捉衣物和手部几何形状。有效学习MeshMamba的关键在于将网格顶点序列化为易于Mamba处理的顺序。这是通过根据身体部位标注或模板网格的三维顶点位置对顶点进行排序来实现的,使得排序尊重关节式形状的结构。基于MeshMamba,我们设计了:1)MambaDiff3D,一种用于生成三维关节式网格的去噪扩散模型;2)Mamba-HMR,一种三维人体网格恢复模型,可从单张图像重建人体形状和姿态。实验结果表明,MambaDiff3D能够生成穿着衣物、具有抓握手部等的密集三维人体网格,并在三维人体形状生成任务中优于先前方法。此外,Mamba-HMR将先前非参数人体网格恢复方法的能力(仅限于使用约500个顶点token处理仅身体姿态)扩展到包含面部和手部的全身设置,同时在(近)实时条件下取得了具有竞争力的性能。

英文摘要:

In this paper, we introduce MeshMamba, a neural network model for learning 3D articulated mesh models by employing the recently proposed Mamba State Space Models (Mamba-SSMs). MeshMamba is efficient and scalable in handling a large number of input tokens, enabling the generation and reconstruction of body mesh models with more than 10,000 vertices, capturing clothing and hand geometries. The key to effectively learning MeshMamba is the serialization technique of mesh vertices into orderings that are easily processed by Mamba. This is achieved by sorting the vertices based on body part annotations or the 3D vertex locations of a template mesh, such that the ordering respects the structure of articulated shapes. Based on MeshMamba, we design 1) MambaDiff3D, a denoising diffusion model for generating 3D articulated meshes and 2) Mamba-HMR, a 3D human mesh recovery model that reconstructs a human body shape and pose from a single image. Experimental results showed that MambaDiff3D can generate dense 3D human meshes in clothes, with grasping hands, etc., and outperforms previous approaches in the 3D human shape generation task. Additionally, Mamba-HMR extends the capabilities of previous non-parametric human mesh recovery approaches, which were limited to handling body-only poses using around 500 vertex tokens, to the whole-body setting with face and hands, while achieving competitive performance in (near) real-time.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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