Creating and animating 3D biped cartoon characters is crucial and valuable in various applications. Compared with geometry, the diverse texture design plays an important role in making 3D biped cartoon characters vivid and charming. Therefore, we focus on automatic texture design for cartoon characters based on input instructions. This is challenging for domain-specific requirements and a lack of high-quality data. To address this challenge, we propose Make-It-Vivid, the first attempt to enable high-quality texture generation from text in UV space. We prepare a detailed text-texture paired data for 3D characters by using vision-question-answering agents. Then we customize a pretrained text-to-image model to generate texture map with template structure while preserving the natural 2D image knowledge. Furthermore, to enhance fine-grained details, we propose a novel adversarial learning scheme to shorten the domain gap between original dataset and realistic texture domain. Extensive experiments show that our approach outperforms current texture generation methods, resulting in efficient character texturing and faithful generation with prompts. Besides, we showcase various applications such as out of domain generation and texture stylization. We also provide an efficient generation system for automatic text-guided textured character generation and animation.
Texturing 3D humans with semantic UV maps remains a challenge due to the difficulty of acquiring reasonably unfolded UV. Despite recent text-to-3D advancements in supervising multi-view renderings using large text-to-image (T2I) models, issues persist with generation speed, text consistency, and texture quality, resulting in data scarcity among existing datasets. We present TexDreamer, the first zero-shot multimodal high-fidelity 3D human texture generation model. Utilizing an efficient texture adaptation finetuning strategy, we adapt large T2I model to a semantic UV structure while preserving its original generalization capability. Leveraging a novel feature translator module, the trained model is capable of generating high-fidelity 3D human textures from either text or image within seconds. Furthermore, we introduce ArTicuLated humAn textureS (ATLAS), the largest high-resolution (1024 X 1024) 3D human texture dataset which contains 50k high-fidelity textures with text descriptions.
In this work, we investigate the problem of creating high-fidelity 3D content from only a single image. This is inherently challenging: it essentially involves estimating the underlying 3D geometry while simultaneously hallucinating unseen textures. To address this challenge, we leverage prior knowledge from a well-trained 2D diffusion model to act as 3D-aware supervision for 3D creation. Our approach, Make-It-3D, employs a two-stage optimization pipeline: the first stage optimizes a neural radiance field by incorporating constraints from the reference image at the frontal view and diffusion prior at novel views; the second stage transforms the coarse model into textured point clouds and further elevates the realism with diffusion prior while leveraging the high-quality textures from the reference image. Extensive experiments demonstrate that our method outperforms prior works by a large margin, resulting in faithful reconstructions and impressive visual quality. Our method presents the first attempt to achieve high-quality 3D creation from a single image for general objects and enables various applications such as text-to-3D creation and texture editing.
In contrast to the traditional avatar creation pipeline which is a costly process, contemporary generative approaches directly learn the data distribution from photographs. While plenty of works extend unconditional generative models and achieve some levels of controllability, it is still challenging to ensure multi-view consistency, especially in large poses. In this work, we propose a network that generates 3D-aware portraits while being controllable according to semantic parameters regarding pose, identity, expression and illumination. Our network uses neural scene representation to model 3D-aware portraits, whose generation is guided by a parametric face model that supports explicit control. While the latent disentanglement can be further enhanced by contrasting images with partially different attributes, there still exists noticeable inconsistency in non-face areas, e.g., hair and background, when animating expressions. Wesolve this by proposing a volume blending strategy in which we form a composite output by blending dynamic and static areas, with two parts segmented from the jointly learned semantic field. Our method outperforms prior arts in extensive experiments, producing realistic portraits with vivid expression in natural lighting when viewed from free viewpoints. It also demonstrates generalization ability to real images as well as out-of-domain data, showing great promise in real applications.
Point cloud completion, which aims at recovering original shape information from partial point clouds, has attracted attention on 3D vision community. Existing methods usually succeed in completion for standard shape, while failing to generate local details of point clouds for some non-standard shapes. To achieve desirable local details, guidance from global shape information is of critical importance. In this work, we design an effective way to distinguish standard/non-standard shapes with the help of intra-class shape prototypical representation, which can be calculated by the proposed supervised shape clustering pretext task, resulting in a heterogeneous component w.r.t completion network. The representative prototype, defined as feature centroid of shape categories, can provide global shape guidance, which is referred to as soft-perceptual prior, to inject into downstream completion network by the desired selective perceptual feature fusion module in a multi-scale manner. Moreover, for effective training, we consider difficulty-based sampling strategy to encourage the network to pay more attention to some partial point clouds with fewer geometric information. Experimental results show that our method outperforms other state-of-the-art methods and has strong ability on completing complex geometric shapes.
Point cloud completion aims at completing geometric and topological shapes from a partial observation. However, some topology of the original shape is missing, existing methods directly predict the location of complete points, without predicting structured and topological information of the complete shape, which leads to inferior performance. To better tackle the missing topology part, we propose LAKe-Net, a novel topology-aware point cloud completion model by localizing aligned keypoints, with a novel Keypoints-Skeleton-Shape prediction manner. Specifically, our method completes missing topology using three steps: 1) Aligned Keypoint Localization. An asymmetric keypoint locator, including an unsupervised multi-scale keypoint detector and a complete keypoint generator, is proposed for localizing aligned keypoints from complete and partial point clouds. We theoretically prove that the detector can capture aligned keypoints for objects within a sub-category. 2) Surface-skeleton Generation. A new type of skeleton, named Surface-skeleton, is generated from keypoints based on geometric priors to fully represent the topological information captured from keypoints and better recover the local details. 3) Shape Refinement. We design a refinement subnet where multi-scale surface-skeletons are fed into each recursive skeleton-assisted refinement module to assist the completion process. Experimental results show that our method achieves the state-of-the-art performance on point cloud completion.
Fine-grained facial expression manipulation is a challenging problem, as fine-grained expression details are difficult to be captured. Most existing expression manipulation methods resort to discrete expression labels, which mainly edit global expressions and ignore the manipulation of fine details. To tackle this limitation, we propose an end-to-end expression-guided generative adversarial network (EGGAN), which utilizes structured latent codes and continuous expression labels as input to generate images with expected expressions. Specifically, we adopt an adversarial autoencoder to map a source image into a structured latent space. Then, given the source latent code and the target expression label, we employ a conditional GAN to generate a new image with the target expression. Moreover, we introduce a perceptual loss and a multi-scale structural similarity loss to preserve identity and global shape during generation. Extensive experiments show that our method can manipulate fine-grained expressions, and generate continuous intermediate expressions between source and target expressions.