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Subscribe3D Stylization via Large Reconstruction Model
With the growing success of text or image guided 3D generators, users demand more control over the generation process, appearance stylization being one of them. Given a reference image, this requires adapting the appearance of a generated 3D asset to reflect the visual style of the reference while maintaining visual consistency from multiple viewpoints. To tackle this problem, we draw inspiration from the success of 2D stylization methods that leverage the attention mechanisms in large image generation models to capture and transfer visual style. In particular, we probe if large reconstruction models, commonly used in the context of 3D generation, has a similar capability. We discover that the certain attention blocks in these models capture the appearance specific features. By injecting features from a visual style image to such blocks, we develop a simple yet effective 3D appearance stylization method. Our method does not require training or test time optimization. Through both quantitative and qualitative evaluations, we demonstrate that our approach achieves superior results in terms of 3D appearance stylization, significantly improving efficiency while maintaining high-quality visual outcomes.
Identity Preserving 3D Head Stylization with Multiview Score Distillation
3D head stylization transforms realistic facial features into artistic representations, enhancing user engagement across gaming and virtual reality applications. While 3D-aware generators have made significant advancements, many 3D stylization methods primarily provide near-frontal views and struggle to preserve the unique identities of original subjects, often resulting in outputs that lack diversity and individuality. This paper addresses these challenges by leveraging the PanoHead model, synthesizing images from a comprehensive 360-degree perspective. We propose a novel framework that employs negative log-likelihood distillation (LD) to enhance identity preservation and improve stylization quality. By integrating multi-view grid score and mirror gradients within the 3D GAN architecture and introducing a score rank weighing technique, our approach achieves substantial qualitative and quantitative improvements. Our findings not only advance the state of 3D head stylization but also provide valuable insights into effective distillation processes between diffusion models and GANs, focusing on the critical issue of identity preservation. Please visit the https://three-bee.github.io/head_stylization for more visuals.
X-Mesh: Towards Fast and Accurate Text-driven 3D Stylization via Dynamic Textual Guidance
Text-driven 3D stylization is a complex and crucial task in the fields of computer vision (CV) and computer graphics (CG), aimed at transforming a bare mesh to fit a target text. Prior methods adopt text-independent multilayer perceptrons (MLPs) to predict the attributes of the target mesh with the supervision of CLIP loss. However, such text-independent architecture lacks textual guidance during predicting attributes, thus leading to unsatisfactory stylization and slow convergence. To address these limitations, we present X-Mesh, an innovative text-driven 3D stylization framework that incorporates a novel Text-guided Dynamic Attention Module (TDAM). The TDAM dynamically integrates the guidance of the target text by utilizing text-relevant spatial and channel-wise attentions during vertex feature extraction, resulting in more accurate attribute prediction and faster convergence speed. Furthermore, existing works lack standard benchmarks and automated metrics for evaluation, often relying on subjective and non-reproducible user studies to assess the quality of stylized 3D assets. To overcome this limitation, we introduce a new standard text-mesh benchmark, namely MIT-30, and two automated metrics, which will enable future research to achieve fair and objective comparisons. Our extensive qualitative and quantitative experiments demonstrate that X-Mesh outperforms previous state-of-the-art methods.
Stylos: Multi-View 3D Stylization with Single-Forward Gaussian Splatting
We present Stylos, a single-forward 3D Gaussian framework for 3D style transfer that operates on unposed content, from a single image to a multi-view collection, conditioned on a separate reference style image. Stylos synthesizes a stylized 3D Gaussian scene without per-scene optimization or precomputed poses, achieving geometry-aware, view-consistent stylization that generalizes to unseen categories, scenes, and styles. At its core, Stylos adopts a Transformer backbone with two pathways: geometry predictions retain self-attention to preserve geometric fidelity, while style is injected via global cross-attention to enforce visual consistency across views. With the addition of a voxel-based 3D style loss that aligns aggregated scene features to style statistics, Stylos enforces view-consistent stylization while preserving geometry. Experiments across multiple datasets demonstrate that Stylos delivers high-quality zero-shot stylization, highlighting the effectiveness of global style-content coupling, the proposed 3D style loss, and the scalability of our framework from single view to large-scale multi-view settings.
WaSt-3D: Wasserstein-2 Distance for Scene-to-Scene Stylization on 3D Gaussians
While style transfer techniques have been well-developed for 2D image stylization, the extension of these methods to 3D scenes remains relatively unexplored. Existing approaches demonstrate proficiency in transferring colors and textures but often struggle with replicating the geometry of the scenes. In our work, we leverage an explicit Gaussian Splatting (GS) representation and directly match the distributions of Gaussians between style and content scenes using the Earth Mover's Distance (EMD). By employing the entropy-regularized Wasserstein-2 distance, we ensure that the transformation maintains spatial smoothness. Additionally, we decompose the scene stylization problem into smaller chunks to enhance efficiency. This paradigm shift reframes stylization from a pure generative process driven by latent space losses to an explicit matching of distributions between two Gaussian representations. Our method achieves high-resolution 3D stylization by faithfully transferring details from 3D style scenes onto the content scene. Furthermore, WaSt-3D consistently delivers results across diverse content and style scenes without necessitating any training, as it relies solely on optimization-based techniques. See our project page for additional results and source code: https://compvis.github.io/wast3d/{https://compvis.github.io/wast3d/}.
Styl3R: Instant 3D Stylized Reconstruction for Arbitrary Scenes and Styles
Stylizing 3D scenes instantly while maintaining multi-view consistency and faithfully resembling a style image remains a significant challenge. Current state-of-the-art 3D stylization methods typically involve computationally intensive test-time optimization to transfer artistic features into a pretrained 3D representation, often requiring dense posed input images. In contrast, leveraging recent advances in feed-forward reconstruction models, we demonstrate a novel approach to achieve direct 3D stylization in less than a second using unposed sparse-view scene images and an arbitrary style image. To address the inherent decoupling between reconstruction and stylization, we introduce a branched architecture that separates structure modeling and appearance shading, effectively preventing stylistic transfer from distorting the underlying 3D scene structure. Furthermore, we adapt an identity loss to facilitate pre-training our stylization model through the novel view synthesis task. This strategy also allows our model to retain its original reconstruction capabilities while being fine-tuned for stylization. Comprehensive evaluations, using both in-domain and out-of-domain datasets, demonstrate that our approach produces high-quality stylized 3D content that achieve a superior blend of style and scene appearance, while also outperforming existing methods in terms of multi-view consistency and efficiency.
StyleGaussian: Instant 3D Style Transfer with Gaussian Splatting
We introduce StyleGaussian, a novel 3D style transfer technique that allows instant transfer of any image's style to a 3D scene at 10 frames per second (fps). Leveraging 3D Gaussian Splatting (3DGS), StyleGaussian achieves style transfer without compromising its real-time rendering ability and multi-view consistency. It achieves instant style transfer with three steps: embedding, transfer, and decoding. Initially, 2D VGG scene features are embedded into reconstructed 3D Gaussians. Next, the embedded features are transformed according to a reference style image. Finally, the transformed features are decoded into the stylized RGB. StyleGaussian has two novel designs. The first is an efficient feature rendering strategy that first renders low-dimensional features and then maps them into high-dimensional features while embedding VGG features. It cuts the memory consumption significantly and enables 3DGS to render the high-dimensional memory-intensive features. The second is a K-nearest-neighbor-based 3D CNN. Working as the decoder for the stylized features, it eliminates the 2D CNN operations that compromise strict multi-view consistency. Extensive experiments show that StyleGaussian achieves instant 3D stylization with superior stylization quality while preserving real-time rendering and strict multi-view consistency. Project page: https://kunhao-liu.github.io/StyleGaussian/
StyleRF: Zero-shot 3D Style Transfer of Neural Radiance Fields
3D style transfer aims to render stylized novel views of a 3D scene with multi-view consistency. However, most existing work suffers from a three-way dilemma over accurate geometry reconstruction, high-quality stylization, and being generalizable to arbitrary new styles. We propose StyleRF (Style Radiance Fields), an innovative 3D style transfer technique that resolves the three-way dilemma by performing style transformation within the feature space of a radiance field. StyleRF employs an explicit grid of high-level features to represent 3D scenes, with which high-fidelity geometry can be reliably restored via volume rendering. In addition, it transforms the grid features according to the reference style which directly leads to high-quality zero-shot style transfer. StyleRF consists of two innovative designs. The first is sampling-invariant content transformation that makes the transformation invariant to the holistic statistics of the sampled 3D points and accordingly ensures multi-view consistency. The second is deferred style transformation of 2D feature maps which is equivalent to the transformation of 3D points but greatly reduces memory footprint without degrading multi-view consistency. Extensive experiments show that StyleRF achieves superior 3D stylization quality with precise geometry reconstruction and it can generalize to various new styles in a zero-shot manner.
Spice-E : Structural Priors in 3D Diffusion using Cross-Entity Attention
We are witnessing rapid progress in automatically generating and manipulating 3D assets due to the availability of pretrained text-image diffusion models. However, time-consuming optimization procedures are required for synthesizing each sample, hindering their potential for democratizing 3D content creation. Conversely, 3D diffusion models now train on million-scale 3D datasets, yielding high-quality text-conditional 3D samples within seconds. In this work, we present Spice-E - a neural network that adds structural guidance to 3D diffusion models, extending their usage beyond text-conditional generation. At its core, our framework introduces a cross-entity attention mechanism that allows for multiple entities (in particular, paired input and guidance 3D shapes) to interact via their internal representations within the denoising network. We utilize this mechanism for learning task-specific structural priors in 3D diffusion models from auxiliary guidance shapes. We show that our approach supports a variety of applications, including 3D stylization, semantic shape editing and text-conditional abstraction-to-3D, which transforms primitive-based abstractions into highly-expressive shapes. Extensive experiments demonstrate that Spice-E achieves SOTA performance over these tasks while often being considerably faster than alternative methods. Importantly, this is accomplished without tailoring our approach for any specific task.
Style3D: Attention-guided Multi-view Style Transfer for 3D Object Generation
We present Style3D, a novel approach for generating stylized 3D objects from a content image and a style image. Unlike most previous methods that require case- or style-specific training, Style3D supports instant 3D object stylization. Our key insight is that 3D object stylization can be decomposed into two interconnected processes: multi-view dual-feature alignment and sparse-view spatial reconstruction. We introduce MultiFusion Attention, an attention-guided technique to achieve multi-view stylization from the content-style pair. Specifically, the query features from the content image preserve geometric consistency across multiple views, while the key and value features from the style image are used to guide the stylistic transfer. This dual-feature alignment ensures that spatial coherence and stylistic fidelity are maintained across multi-view images. Finally, a large 3D reconstruction model is introduced to generate coherent stylized 3D objects. By establishing an interplay between structural and stylistic features across multiple views, our approach enables a holistic 3D stylization process. Extensive experiments demonstrate that Style3D offers a more flexible and scalable solution for generating style-consistent 3D assets, surpassing existing methods in both computational efficiency and visual quality.
Garment3DGen: 3D Garment Stylization and Texture Generation
We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. First, we leverage the recent progress of image to 3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Second, we introduce carefully designed losses that allow the input base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, a texture estimation module generates high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the textured 3D garment of their choice without the need of artist intervention. One can provide a textual prompt describing the garment they desire to generate a simulation-ready 3D asset. We present a plethora of quantitative and qualitative comparisons on various assets both real and generated and provide use-cases of how one can generate simulation-ready 3D garments.
Scene-Conditional 3D Object Stylization and Composition
Recently, 3D generative models have made impressive progress, enabling the generation of almost arbitrary 3D assets from text or image inputs. However, these approaches generate objects in isolation without any consideration for the scene where they will eventually be placed. In this paper, we propose a framework that allows for the stylization of an existing 3D asset to fit into a given 2D scene, and additionally produce a photorealistic composition as if the asset was placed within the environment. This not only opens up a new level of control for object stylization, for example, the same assets can be stylized to reflect changes in the environment, such as summer to winter or fantasy versus futuristic settings-but also makes the object-scene composition more controllable. We achieve this by combining modeling and optimizing the object's texture and environmental lighting through differentiable ray tracing with image priors from pre-trained text-to-image diffusion models. We demonstrate that our method is applicable to a wide variety of indoor and outdoor scenes and arbitrary objects.
CoARF: Controllable 3D Artistic Style Transfer for Radiance Fields
Creating artistic 3D scenes can be time-consuming and requires specialized knowledge. To address this, recent works such as ARF, use a radiance field-based approach with style constraints to generate 3D scenes that resemble a style image provided by the user. However, these methods lack fine-grained control over the resulting scenes. In this paper, we introduce Controllable Artistic Radiance Fields (CoARF), a novel algorithm for controllable 3D scene stylization. CoARF enables style transfer for specified objects, compositional 3D style transfer and semantic-aware style transfer. We achieve controllability using segmentation masks with different label-dependent loss functions. We also propose a semantic-aware nearest neighbor matching algorithm to improve the style transfer quality. Our extensive experiments demonstrate that CoARF provides user-specified controllability of style transfer and superior style transfer quality with more precise feature matching.
PERF: Panoramic Neural Radiance Field from a Single Panorama
Neural Radiance Field (NeRF) has achieved substantial progress in novel view synthesis given multi-view images. Recently, some works have attempted to train a NeRF from a single image with 3D priors. They mainly focus on a limited field of view with a few occlusions, which greatly limits their scalability to real-world 360-degree panoramic scenarios with large-size occlusions. In this paper, we present PERF, a 360-degree novel view synthesis framework that trains a panoramic neural radiance field from a single panorama. Notably, PERF allows 3D roaming in a complex scene without expensive and tedious image collection. To achieve this goal, we propose a novel collaborative RGBD inpainting method and a progressive inpainting-and-erasing method to lift up a 360-degree 2D scene to a 3D scene. Specifically, we first predict a panoramic depth map as initialization given a single panorama and reconstruct visible 3D regions with volume rendering. Then we introduce a collaborative RGBD inpainting approach into a NeRF for completing RGB images and depth maps from random views, which is derived from an RGB Stable Diffusion model and a monocular depth estimator. Finally, we introduce an inpainting-and-erasing strategy to avoid inconsistent geometry between a newly-sampled view and reference views. The two components are integrated into the learning of NeRFs in a unified optimization framework and achieve promising results. Extensive experiments on Replica and a new dataset PERF-in-the-wild demonstrate the superiority of our PERF over state-of-the-art methods. Our PERF can be widely used for real-world applications, such as panorama-to-3D, text-to-3D, and 3D scene stylization applications. Project page and code are available at https://perf-project.github.io/ and https://github.com/perf-project/PeRF.
ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field
Physical simulations produce excellent predictions of weather effects. Neural radiance fields produce SOTA scene models. We describe a novel NeRF-editing procedure that can fuse physical simulations with NeRF models of scenes, producing realistic movies of physical phenomena in those scenes. Our application -- Climate NeRF -- allows people to visualize what climate change outcomes will do to them. ClimateNeRF allows us to render realistic weather effects, including smog, snow, and flood. Results can be controlled with physically meaningful variables like water level. Qualitative and quantitative studies show that our simulated results are significantly more realistic than those from SOTA 2D image editing and SOTA 3D NeRF stylization.
ReStyle3D: Scene-Level Appearance Transfer with Semantic Correspondences
We introduce ReStyle3D, a novel framework for scene-level appearance transfer from a single style image to a real-world scene represented by multiple views. The method combines explicit semantic correspondences with multi-view consistency to achieve precise and coherent stylization. Unlike conventional stylization methods that apply a reference style globally, ReStyle3D uses open-vocabulary segmentation to establish dense, instance-level correspondences between the style and real-world images. This ensures that each object is stylized with semantically matched textures. It first transfers the style to a single view using a training-free semantic-attention mechanism in a diffusion model. It then lifts the stylization to additional views via a learned warp-and-refine network guided by monocular depth and pixel-wise correspondences. Experiments show that ReStyle3D consistently outperforms prior methods in structure preservation, perceptual style similarity, and multi-view coherence. User studies further validate its ability to produce photo-realistic, semantically faithful results. Our code, pretrained models, and dataset will be publicly released, to support new applications in interior design, virtual staging, and 3D-consistent stylization.
3D Paintbrush: Local Stylization of 3D Shapes with Cascaded Score Distillation
In this work we develop 3D Paintbrush, a technique for automatically texturing local semantic regions on meshes via text descriptions. Our method is designed to operate directly on meshes, producing texture maps which seamlessly integrate into standard graphics pipelines. We opt to simultaneously produce a localization map (to specify the edit region) and a texture map which conforms to it. This synergistic approach improves the quality of both the localization and the stylization. To enhance the details and resolution of the textured area, we leverage multiple stages of a cascaded diffusion model to supervise our local editing technique with generative priors learned from images at different resolutions. Our technique, referred to as Cascaded Score Distillation (CSD), simultaneously distills scores at multiple resolutions in a cascaded fashion, enabling control over both the granularity and global understanding of the supervision. We demonstrate the effectiveness of 3D Paintbrush to locally texture a variety of shapes within different semantic regions. Project page: https://threedle.github.io/3d-paintbrush
Learning Naturally Aggregated Appearance for Efficient 3D Editing
Neural radiance fields, which represent a 3D scene as a color field and a density field, have demonstrated great progress in novel view synthesis yet are unfavorable for editing due to the implicitness. In view of such a deficiency, we propose to replace the color field with an explicit 2D appearance aggregation, also called canonical image, with which users can easily customize their 3D editing via 2D image processing. To avoid the distortion effect and facilitate convenient editing, we complement the canonical image with a projection field that maps 3D points onto 2D pixels for texture lookup. This field is carefully initialized with a pseudo canonical camera model and optimized with offset regularity to ensure naturalness of the aggregated appearance. Extensive experimental results on three datasets suggest that our representation, dubbed AGAP, well supports various ways of 3D editing (e.g., stylization, interactive drawing, and content extraction) with no need of re-optimization for each case, demonstrating its generalizability and efficiency. Project page is available at https://felixcheng97.github.io/AGAP/.
Towards Multi-View Consistent Style Transfer with One-Step Diffusion via Vision Conditioning
The stylization of 3D scenes is an increasingly attractive topic in 3D vision. Although image style transfer has been extensively researched with promising results, directly applying 2D style transfer methods to 3D scenes often fails to preserve the structural and multi-view properties of 3D environments, resulting in unpleasant distortions in images from different viewpoints. To address these issues, we leverage the remarkable generative prior of diffusion-based models and propose a novel style transfer method, OSDiffST, based on a pre-trained one-step diffusion model (i.e., SD-Turbo) for rendering diverse styles in multi-view images of 3D scenes. To efficiently adapt the pre-trained model for multi-view style transfer on small datasets, we introduce a vision condition module to extract style information from the reference style image to serve as conditional input for the diffusion model and employ LoRA in diffusion model for adaptation. Additionally, we consider color distribution alignment and structural similarity between the stylized and content images using two specific loss functions. As a result, our method effectively preserves the structural information and multi-view consistency in stylized images without any 3D information. Experiments show that our method surpasses other promising style transfer methods in synthesizing various styles for multi-view images of 3D scenes. Stylized images from different viewpoints generated by our method achieve superior visual quality, with better structural integrity and less distortion. The source code is available at https://github.com/YushenZuo/OSDiffST.
Locally Stylized Neural Radiance Fields
In recent years, there has been increasing interest in applying stylization on 3D scenes from a reference style image, in particular onto neural radiance fields (NeRF). While performing stylization directly on NeRF guarantees appearance consistency over arbitrary novel views, it is a challenging problem to guide the transfer of patterns from the style image onto different parts of the NeRF scene. In this work, we propose a stylization framework for NeRF based on local style transfer. In particular, we use a hash-grid encoding to learn the embedding of the appearance and geometry components, and show that the mapping defined by the hash table allows us to control the stylization to a certain extent. Stylization is then achieved by optimizing the appearance branch while keeping the geometry branch fixed. To support local style transfer, we propose a new loss function that utilizes a segmentation network and bipartite matching to establish region correspondences between the style image and the content images obtained from volume rendering. Our experiments show that our method yields plausible stylization results with novel view synthesis while having flexible controllability via manipulating and customizing the region correspondences.
Interpolated SelectionConv for Spherical Images and Surfaces
We present a new and general framework for convolutional neural network operations on spherical (or omnidirectional) images. Our approach represents the surface as a graph of connected points that doesn't rely on a particular sampling strategy. Additionally, by using an interpolated version of SelectionConv, we can operate on the sphere while using existing 2D CNNs and their weights. Since our method leverages existing graph implementations, it is also fast and can be fine-tuned efficiently. Our method is also general enough to be applied to any surface type, even those that are topologically non-simple. We demonstrate the effectiveness of our technique on the tasks of style transfer and segmentation for spheres as well as stylization for 3D meshes. We provide a thorough ablation study of the performance of various spherical sampling strategies.
StyleMe3D: Stylization with Disentangled Priors by Multiple Encoders on 3D Gaussians
3D Gaussian Splatting (3DGS) excels in photorealistic scene reconstruction but struggles with stylized scenarios (e.g., cartoons, games) due to fragmented textures, semantic misalignment, and limited adaptability to abstract aesthetics. We propose StyleMe3D, a holistic framework for 3D GS style transfer that integrates multi-modal style conditioning, multi-level semantic alignment, and perceptual quality enhancement. Our key insights include: (1) optimizing only RGB attributes preserves geometric integrity during stylization; (2) disentangling low-, medium-, and high-level semantics is critical for coherent style transfer; (3) scalability across isolated objects and complex scenes is essential for practical deployment. StyleMe3D introduces four novel components: Dynamic Style Score Distillation (DSSD), leveraging Stable Diffusion's latent space for semantic alignment; Contrastive Style Descriptor (CSD) for localized, content-aware texture transfer; Simultaneously Optimized Scale (SOS) to decouple style details and structural coherence; and 3D Gaussian Quality Assessment (3DG-QA), a differentiable aesthetic prior trained on human-rated data to suppress artifacts and enhance visual harmony. Evaluated on NeRF synthetic dataset (objects) and tandt db (scenes) datasets, StyleMe3D outperforms state-of-the-art methods in preserving geometric details (e.g., carvings on sculptures) and ensuring stylistic consistency across scenes (e.g., coherent lighting in landscapes), while maintaining real-time rendering. This work bridges photorealistic 3D GS and artistic stylization, unlocking applications in gaming, virtual worlds, and digital art.
AlteredAvatar: Stylizing Dynamic 3D Avatars with Fast Style Adaptation
This paper presents a method that can quickly adapt dynamic 3D avatars to arbitrary text descriptions of novel styles. Among existing approaches for avatar stylization, direct optimization methods can produce excellent results for arbitrary styles but they are unpleasantly slow. Furthermore, they require redoing the optimization process from scratch for every new input. Fast approximation methods using feed-forward networks trained on a large dataset of style images can generate results for new inputs quickly, but tend not to generalize well to novel styles and fall short in quality. We therefore investigate a new approach, AlteredAvatar, that combines those two approaches using the meta-learning framework. In the inner loop, the model learns to optimize to match a single target style well; while in the outer loop, the model learns to stylize efficiently across many styles. After training, AlteredAvatar learns an initialization that can quickly adapt within a small number of update steps to a novel style, which can be given using texts, a reference image, or a combination of both. We show that AlteredAvatar can achieve a good balance between speed, flexibility and quality, while maintaining consistency across a wide range of novel views and facial expressions.
Style-Consistent 3D Indoor Scene Synthesis with Decoupled Objects
Controllable 3D indoor scene synthesis stands at the forefront of technological progress, offering various applications like gaming, film, and augmented/virtual reality. The capability to stylize and de-couple objects within these scenarios is a crucial factor, providing an advanced level of control throughout the editing process. This control extends not just to manipulating geometric attributes like translation and scaling but also includes managing appearances, such as stylization. Current methods for scene stylization are limited to applying styles to the entire scene, without the ability to separate and customize individual objects. Addressing the intricacies of this challenge, we introduce a unique pipeline designed for synthesis 3D indoor scenes. Our approach involves strategically placing objects within the scene, utilizing information from professionally designed bounding boxes. Significantly, our pipeline prioritizes maintaining style consistency across multiple objects within the scene, ensuring a cohesive and visually appealing result aligned with the desired aesthetic. The core strength of our pipeline lies in its ability to generate 3D scenes that are not only visually impressive but also exhibit features like photorealism, multi-view consistency, and diversity. These scenes are crafted in response to various natural language prompts, demonstrating the versatility and adaptability of our model.
Reference-based Controllable Scene Stylization with Gaussian Splatting
Referenced-based scene stylization that edits the appearance based on a content-aligned reference image is an emerging research area. Starting with a pretrained neural radiance field (NeRF), existing methods typically learn a novel appearance that matches the given style. Despite their effectiveness, they inherently suffer from time-consuming volume rendering, and thus are impractical for many real-time applications. In this work, we propose ReGS, which adapts 3D Gaussian Splatting (3DGS) for reference-based stylization to enable real-time stylized view synthesis. Editing the appearance of a pretrained 3DGS is challenging as it uses discrete Gaussians as 3D representation, which tightly bind appearance with geometry. Simply optimizing the appearance as prior methods do is often insufficient for modeling continuous textures in the given reference image. To address this challenge, we propose a novel texture-guided control mechanism that adaptively adjusts local responsible Gaussians to a new geometric arrangement, serving for desired texture details. The proposed process is guided by texture clues for effective appearance editing, and regularized by scene depth for preserving original geometric structure. With these novel designs, we show ReGs can produce state-of-the-art stylization results that respect the reference texture while embracing real-time rendering speed for free-view navigation.
StyleSplat: 3D Object Style Transfer with Gaussian Splatting
Recent advancements in radiance fields have opened new avenues for creating high-quality 3D assets and scenes. Style transfer can enhance these 3D assets with diverse artistic styles, transforming creative expression. However, existing techniques are often slow or unable to localize style transfer to specific objects. We introduce StyleSplat, a lightweight method for stylizing 3D objects in scenes represented by 3D Gaussians from reference style images. Our approach first learns a photorealistic representation of the scene using 3D Gaussian splatting while jointly segmenting individual 3D objects. We then use a nearest-neighbor feature matching loss to finetune the Gaussians of the selected objects, aligning their spherical harmonic coefficients with the style image to ensure consistency and visual appeal. StyleSplat allows for quick, customizable style transfer and localized stylization of multiple objects within a scene, each with a different style. We demonstrate its effectiveness across various 3D scenes and styles, showcasing enhanced control and customization in 3D creation.
StyleMM: Stylized 3D Morphable Face Model via Text-Driven Aligned Image Translation
We introduce StyleMM, a novel framework that can construct a stylized 3D Morphable Model (3DMM) based on user-defined text descriptions specifying a target style. Building upon a pre-trained mesh deformation network and a texture generator for original 3DMM-based realistic human faces, our approach fine-tunes these models using stylized facial images generated via text-guided image-to-image (i2i) translation with a diffusion model, which serve as stylization targets for the rendered mesh. To prevent undesired changes in identity, facial alignment, or expressions during i2i translation, we introduce a stylization method that explicitly preserves the facial attributes of the source image. By maintaining these critical attributes during image stylization, the proposed approach ensures consistent 3D style transfer across the 3DMM parameter space through image-based training. Once trained, StyleMM enables feed-forward generation of stylized face meshes with explicit control over shape, expression, and texture parameters, producing meshes with consistent vertex connectivity and animatability. Quantitative and qualitative evaluations demonstrate that our approach outperforms state-of-the-art methods in terms of identity-level facial diversity and stylization capability. The code and videos are available at [kwanyun.github.io/stylemm_page](kwanyun.github.io/stylemm_page).
Optimization-Free Style Transfer for 3D Gaussian Splats
The task of style transfer for 3D Gaussian splats has been explored in many previous works, but these require reconstructing or fine-tuning the splat while incorporating style information or optimizing a feature extraction network on the splat representation. We propose a reconstruction- and optimization-free approach to stylizing 3D Gaussian splats. This is done by generating a graph structure across the implicit surface of the splat representation. A feed-forward, surface-based stylization method is then used and interpolated back to the individual splats in the scene. This allows for any style image and 3D Gaussian splat to be used without any additional training or optimization. This also allows for fast stylization of splats, achieving speeds under 2 minutes even on consumer-grade hardware. We demonstrate the quality results this approach achieves and compare to other 3D Gaussian splat style transfer methods. Code is publicly available at https://github.com/davidmhart/FastSplatStyler.
FinePOSE: Fine-Grained Prompt-Driven 3D Human Pose Estimation via Diffusion Models
The 3D Human Pose Estimation (3D HPE) task uses 2D images or videos to predict human joint coordinates in 3D space. Despite recent advancements in deep learning-based methods, they mostly ignore the capability of coupling accessible texts and naturally feasible knowledge of humans, missing out on valuable implicit supervision to guide the 3D HPE task. Moreover, previous efforts often study this task from the perspective of the whole human body, neglecting fine-grained guidance hidden in different body parts. To this end, we present a new Fine-Grained Prompt-Driven Denoiser based on a diffusion model for 3D HPE, named FinePOSE. It consists of three core blocks enhancing the reverse process of the diffusion model: (1) Fine-grained Part-aware Prompt learning (FPP) block constructs fine-grained part-aware prompts via coupling accessible texts and naturally feasible knowledge of body parts with learnable prompts to model implicit guidance. (2) Fine-grained Prompt-pose Communication (FPC) block establishes fine-grained communications between learned part-aware prompts and poses to improve the denoising quality. (3) Prompt-driven Timestamp Stylization (PTS) block integrates learned prompt embedding and temporal information related to the noise level to enable adaptive adjustment at each denoising step. Extensive experiments on public single-human pose estimation datasets show that FinePOSE outperforms state-of-the-art methods. We further extend FinePOSE to multi-human pose estimation. Achieving 34.3mm average MPJPE on the EgoHumans dataset demonstrates the potential of FinePOSE to deal with complex multi-human scenarios. Code is available at https://github.com/PKU-ICST-MIPL/FinePOSE_CVPR2024.
Text2Mesh: Text-Driven Neural Stylization for Meshes
In this work, we develop intuitive controls for editing the style of 3D objects. Our framework, Text2Mesh, stylizes a 3D mesh by predicting color and local geometric details which conform to a target text prompt. We consider a disentangled representation of a 3D object using a fixed mesh input (content) coupled with a learned neural network, which we term neural style field network. In order to modify style, we obtain a similarity score between a text prompt (describing style) and a stylized mesh by harnessing the representational power of CLIP. Text2Mesh requires neither a pre-trained generative model nor a specialized 3D mesh dataset. It can handle low-quality meshes (non-manifold, boundaries, etc.) with arbitrary genus, and does not require UV parameterization. We demonstrate the ability of our technique to synthesize a myriad of styles over a wide variety of 3D meshes.
SceneTeller: Language-to-3D Scene Generation
Designing high-quality indoor 3D scenes is important in many practical applications, such as room planning or game development. Conventionally, this has been a time-consuming process which requires both artistic skill and familiarity with professional software, making it hardly accessible for layman users. However, recent advances in generative AI have established solid foundation for democratizing 3D design. In this paper, we propose a pioneering approach for text-based 3D room design. Given a prompt in natural language describing the object placement in the room, our method produces a high-quality 3D scene corresponding to it. With an additional text prompt the users can change the appearance of the entire scene or of individual objects in it. Built using in-context learning, CAD model retrieval and 3D-Gaussian-Splatting-based stylization, our turnkey pipeline produces state-of-the-art 3D scenes, while being easy to use even for novices. Our project page is available at https://sceneteller.github.io/.
DeformToon3D: Deformable 3D Toonification from Neural Radiance Fields
In this paper, we address the challenging problem of 3D toonification, which involves transferring the style of an artistic domain onto a target 3D face with stylized geometry and texture. Although fine-tuning a pre-trained 3D GAN on the artistic domain can produce reasonable performance, this strategy has limitations in the 3D domain. In particular, fine-tuning can deteriorate the original GAN latent space, which affects subsequent semantic editing, and requires independent optimization and storage for each new style, limiting flexibility and efficient deployment. To overcome these challenges, we propose DeformToon3D, an effective toonification framework tailored for hierarchical 3D GAN. Our approach decomposes 3D toonification into subproblems of geometry and texture stylization to better preserve the original latent space. Specifically, we devise a novel StyleField that predicts conditional 3D deformation to align a real-space NeRF to the style space for geometry stylization. Thanks to the StyleField formulation, which already handles geometry stylization well, texture stylization can be achieved conveniently via adaptive style mixing that injects information of the artistic domain into the decoder of the pre-trained 3D GAN. Due to the unique design, our method enables flexible style degree control and shape-texture-specific style swap. Furthermore, we achieve efficient training without any real-world 2D-3D training pairs but proxy samples synthesized from off-the-shelf 2D toonification models.
StyleSculptor: Zero-Shot Style-Controllable 3D Asset Generation with Texture-Geometry Dual Guidance
Creating 3D assets that follow the texture and geometry style of existing ones is often desirable or even inevitable in practical applications like video gaming and virtual reality. While impressive progress has been made in generating 3D objects from text or images, creating style-controllable 3D assets remains a complex and challenging problem. In this work, we propose StyleSculptor, a novel training-free approach for generating style-guided 3D assets from a content image and one or more style images. Unlike previous works, StyleSculptor achieves style-guided 3D generation in a zero-shot manner, enabling fine-grained 3D style control that captures the texture, geometry, or both styles of user-provided style images. At the core of StyleSculptor is a novel Style Disentangled Attention (SD-Attn) module, which establishes a dynamic interaction between the input content image and style image for style-guided 3D asset generation via a cross-3D attention mechanism, enabling stable feature fusion and effective style-guided generation. To alleviate semantic content leakage, we also introduce a style-disentangled feature selection strategy within the SD-Attn module, which leverages the variance of 3D feature patches to disentangle style- and content-significant channels, allowing selective feature injection within the attention framework. With SD-Attn, the network can dynamically compute texture-, geometry-, or both-guided features to steer the 3D generation process. Built upon this, we further propose the Style Guided Control (SGC) mechanism, which enables exclusive geometry- or texture-only stylization, as well as adjustable style intensity control. Extensive experiments demonstrate that StyleSculptor outperforms existing baseline methods in producing high-fidelity 3D assets.
SSGaussian: Semantic-Aware and Structure-Preserving 3D Style Transfer
Recent advancements in neural representations, such as Neural Radiance Fields and 3D Gaussian Splatting, have increased interest in applying style transfer to 3D scenes. While existing methods can transfer style patterns onto 3D-consistent neural representations, they struggle to effectively extract and transfer high-level style semantics from the reference style image. Additionally, the stylized results often lack structural clarity and separation, making it difficult to distinguish between different instances or objects within the 3D scene. To address these limitations, we propose a novel 3D style transfer pipeline that effectively integrates prior knowledge from pretrained 2D diffusion models. Our pipeline consists of two key stages: First, we leverage diffusion priors to generate stylized renderings of key viewpoints. Then, we transfer the stylized key views onto the 3D representation. This process incorporates two innovative designs. The first is cross-view style alignment, which inserts cross-view attention into the last upsampling block of the UNet, allowing feature interactions across multiple key views. This ensures that the diffusion model generates stylized key views that maintain both style fidelity and instance-level consistency. The second is instance-level style transfer, which effectively leverages instance-level consistency across stylized key views and transfers it onto the 3D representation. This results in a more structured, visually coherent, and artistically enriched stylization. Extensive qualitative and quantitative experiments demonstrate that our 3D style transfer pipeline significantly outperforms state-of-the-art methods across a wide range of scenes, from forward-facing to challenging 360-degree environments. Visit our project page https://jm-xu.github.io/SSGaussian for immersive visualization.
NLI4VolVis: Natural Language Interaction for Volume Visualization via LLM Multi-Agents and Editable 3D Gaussian Splatting
Traditional volume visualization (VolVis) methods, like direct volume rendering, suffer from rigid transfer function designs and high computational costs. Although novel view synthesis approaches enhance rendering efficiency, they require additional learning effort for non-experts and lack support for semantic-level interaction. To bridge this gap, we propose NLI4VolVis, an interactive system that enables users to explore, query, and edit volumetric scenes using natural language. NLI4VolVis integrates multi-view semantic segmentation and vision-language models to extract and understand semantic components in a scene. We introduce a multi-agent large language model architecture equipped with extensive function-calling tools to interpret user intents and execute visualization tasks. The agents leverage external tools and declarative VolVis commands to interact with the VolVis engine powered by 3D editable Gaussians, enabling open-vocabulary object querying, real-time scene editing, best-view selection, and 2D stylization. We validate our system through case studies and a user study, highlighting its improved accessibility and usability in volumetric data exploration. We strongly recommend readers check our case studies, demo video, and source code at https://nli4volvis.github.io/.
Portrait Video Editing Empowered by Multimodal Generative Priors
We introduce PortraitGen, a powerful portrait video editing method that achieves consistent and expressive stylization with multimodal prompts. Traditional portrait video editing methods often struggle with 3D and temporal consistency, and typically lack in rendering quality and efficiency. To address these issues, we lift the portrait video frames to a unified dynamic 3D Gaussian field, which ensures structural and temporal coherence across frames. Furthermore, we design a novel Neural Gaussian Texture mechanism that not only enables sophisticated style editing but also achieves rendering speed over 100FPS. Our approach incorporates multimodal inputs through knowledge distilled from large-scale 2D generative models. Our system also incorporates expression similarity guidance and a face-aware portrait editing module, effectively mitigating degradation issues associated with iterative dataset updates. Extensive experiments demonstrate the temporal consistency, editing efficiency, and superior rendering quality of our method. The broad applicability of the proposed approach is demonstrated through various applications, including text-driven editing, image-driven editing, and relighting, highlighting its great potential to advance the field of video editing. Demo videos and released code are provided in our project page: https://ustc3dv.github.io/PortraitGen/
Freditor: High-Fidelity and Transferable NeRF Editing by Frequency Decomposition
This paper enables high-fidelity, transferable NeRF editing by frequency decomposition. Recent NeRF editing pipelines lift 2D stylization results to 3D scenes while suffering from blurry results, and fail to capture detailed structures caused by the inconsistency between 2D editings. Our critical insight is that low-frequency components of images are more multiview-consistent after editing compared with their high-frequency parts. Moreover, the appearance style is mainly exhibited on the low-frequency components, and the content details especially reside in high-frequency parts. This motivates us to perform editing on low-frequency components, which results in high-fidelity edited scenes. In addition, the editing is performed in the low-frequency feature space, enabling stable intensity control and novel scene transfer. Comprehensive experiments conducted on photorealistic datasets demonstrate the superior performance of high-fidelity and transferable NeRF editing. The project page is at https://aigc3d.github.io/freditor.
Voxify3D: Pixel Art Meets Volumetric Rendering
Voxel art is a distinctive stylization widely used in games and digital media, yet automated generation from 3D meshes remains challenging due to conflicting requirements of geometric abstraction, semantic preservation, and discrete color coherence. Existing methods either over-simplify geometry or fail to achieve the pixel-precise, palette-constrained aesthetics of voxel art. We introduce Voxify3D, a differentiable two-stage framework bridging 3D mesh optimization with 2D pixel art supervision. Our core innovation lies in the synergistic integration of three components: (1) orthographic pixel art supervision that eliminates perspective distortion for precise voxel-pixel alignment; (2) patch-based CLIP alignment that preserves semantics across discretization levels; (3) palette-constrained Gumbel-Softmax quantization enabling differentiable optimization over discrete color spaces with controllable palette strategies. This integration addresses fundamental challenges: semantic preservation under extreme discretization, pixel-art aesthetics through volumetric rendering, and end-to-end discrete optimization. Experiments show superior performance (37.12 CLIP-IQA, 77.90\% user preference) across diverse characters and controllable abstraction (2-8 colors, 20x-50x resolutions). Project page: https://yichuanh.github.io/Voxify-3D/
TextToon: Real-Time Text Toonify Head Avatar from Single Video
We propose TextToon, a method to generate a drivable toonified avatar. Given a short monocular video sequence and a written instruction about the avatar style, our model can generate a high-fidelity toonified avatar that can be driven in real-time by another video with arbitrary identities. Existing related works heavily rely on multi-view modeling to recover geometry via texture embeddings, presented in a static manner, leading to control limitations. The multi-view video input also makes it difficult to deploy these models in real-world applications. To address these issues, we adopt a conditional embedding Tri-plane to learn realistic and stylized facial representations in a Gaussian deformation field. Additionally, we expand the stylization capabilities of 3D Gaussian Splatting by introducing an adaptive pixel-translation neural network and leveraging patch-aware contrastive learning to achieve high-quality images. To push our work into consumer applications, we develop a real-time system that can operate at 48 FPS on a GPU machine and 15-18 FPS on a mobile machine. Extensive experiments demonstrate the efficacy of our approach in generating textual avatars over existing methods in terms of quality and real-time animation. Please refer to our project page for more details: https://songluchuan.github.io/TextToon/.
NeRF Analogies: Example-Based Visual Attribute Transfer for NeRFs
A Neural Radiance Field (NeRF) encodes the specific relation of 3D geometry and appearance of a scene. We here ask the question whether we can transfer the appearance from a source NeRF onto a target 3D geometry in a semantically meaningful way, such that the resulting new NeRF retains the target geometry but has an appearance that is an analogy to the source NeRF. To this end, we generalize classic image analogies from 2D images to NeRFs. We leverage correspondence transfer along semantic affinity that is driven by semantic features from large, pre-trained 2D image models to achieve multi-view consistent appearance transfer. Our method allows exploring the mix-and-match product space of 3D geometry and appearance. We show that our method outperforms traditional stylization-based methods and that a large majority of users prefer our method over several typical baselines.
CLIPGaussian: Universal and Multimodal Style Transfer Based on Gaussian Splatting
Gaussian Splatting (GS) has recently emerged as an efficient representation for rendering 3D scenes from 2D images and has been extended to images, videos, and dynamic 4D content. However, applying style transfer to GS-based representations, especially beyond simple color changes, remains challenging. In this work, we introduce CLIPGaussians, the first unified style transfer framework that supports text- and image-guided stylization across multiple modalities: 2D images, videos, 3D objects, and 4D scenes. Our method operates directly on Gaussian primitives and integrates into existing GS pipelines as a plug-in module, without requiring large generative models or retraining from scratch. CLIPGaussians approach enables joint optimization of color and geometry in 3D and 4D settings, and achieves temporal coherence in videos, while preserving a model size. We demonstrate superior style fidelity and consistency across all tasks, validating CLIPGaussians as a universal and efficient solution for multimodal style transfer.
SA-LUT: Spatial Adaptive 4D Look-Up Table for Photorealistic Style Transfer
Photorealistic style transfer (PST) enables real-world color grading by adapting reference image colors while preserving content structure. Existing methods mainly follow either approaches: generation-based methods that prioritize stylistic fidelity at the cost of content integrity and efficiency, or global color transformation methods such as LUT, which preserve structure but lack local adaptability. To bridge this gap, we propose Spatial Adaptive 4D Look-Up Table (SA-LUT), combining LUT efficiency with neural network adaptability. SA-LUT features: (1) a Style-guided 4D LUT Generator that extracts multi-scale features from the style image to predict a 4D LUT, and (2) a Context Generator using content-style cross-attention to produce a context map. This context map enables spatially-adaptive adjustments, allowing our 4D LUT to apply precise color transformations while preserving structural integrity. To establish a rigorous evaluation framework for photorealistic style transfer, we introduce PST50, the first benchmark specifically designed for PST assessment. Experiments demonstrate that SA-LUT substantially outperforms state-of-the-art methods, achieving a 66.7% reduction in LPIPS score compared to 3D LUT approaches, while maintaining real-time performance at 16 FPS for video stylization. Our code and benchmark are available at https://github.com/Ry3nG/SA-LUT
DiffSynth: Latent In-Iteration Deflickering for Realistic Video Synthesis
In recent years, diffusion models have emerged as the most powerful approach in image synthesis. However, applying these models directly to video synthesis presents challenges, as it often leads to noticeable flickering contents. Although recently proposed zero-shot methods can alleviate flicker to some extent, we still struggle to generate coherent videos. In this paper, we propose DiffSynth, a novel approach that aims to convert image synthesis pipelines to video synthesis pipelines. DiffSynth consists of two key components: a latent in-iteration deflickering framework and a video deflickering algorithm. The latent in-iteration deflickering framework applies video deflickering to the latent space of diffusion models, effectively preventing flicker accumulation in intermediate steps. Additionally, we propose a video deflickering algorithm, named patch blending algorithm, that remaps objects in different frames and blends them together to enhance video consistency. One of the notable advantages of DiffSynth is its general applicability to various video synthesis tasks, including text-guided video stylization, fashion video synthesis, image-guided video stylization, video restoring, and 3D rendering. In the task of text-guided video stylization, we make it possible to synthesize high-quality videos without cherry-picking. The experimental results demonstrate the effectiveness of DiffSynth. All videos can be viewed on our project page. Source codes will also be released.
Style-NeRF2NeRF: 3D Style Transfer From Style-Aligned Multi-View Images
We propose a simple yet effective pipeline for stylizing a 3D scene, harnessing the power of 2D image diffusion models. Given a NeRF model reconstructed from a set of multi-view images, we perform 3D style transfer by refining the source NeRF model using stylized images generated by a style-aligned image-to-image diffusion model. Given a target style prompt, we first generate perceptually similar multi-view images by leveraging a depth-conditioned diffusion model with an attention-sharing mechanism. Next, based on the stylized multi-view images, we propose to guide the style transfer process with the sliced Wasserstein loss based on the feature maps extracted from a pre-trained CNN model. Our pipeline consists of decoupled steps, allowing users to test various prompt ideas and preview the stylized 3D result before proceeding to the NeRF fine-tuning stage. We demonstrate that our method can transfer diverse artistic styles to real-world 3D scenes with competitive quality.
A Closed-form Solution to Photorealistic Image Stylization
Photorealistic image stylization concerns transferring style of a reference photo to a content photo with the constraint that the stylized photo should remain photorealistic. While several photorealistic image stylization methods exist, they tend to generate spatially inconsistent stylizations with noticeable artifacts. In this paper, we propose a method to address these issues. The proposed method consists of a stylization step and a smoothing step. While the stylization step transfers the style of the reference photo to the content photo, the smoothing step ensures spatially consistent stylizations. Each of the steps has a closed-form solution and can be computed efficiently. We conduct extensive experimental validations. The results show that the proposed method generates photorealistic stylization outputs that are more preferred by human subjects as compared to those by the competing methods while running much faster. Source code and additional results are available at https://github.com/NVIDIA/FastPhotoStyle .
Generating Images with 3D Annotations Using Diffusion Models
Diffusion models have emerged as a powerful generative method, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose 3D Diffusion Style Transfer (3D-DST), which incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories (e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100/200, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B.
Portrait3D: 3D Head Generation from Single In-the-wild Portrait Image
While recent works have achieved great success on one-shot 3D common object generation, high quality and fidelity 3D head generation from a single image remains a great challenge. Previous text-based methods for generating 3D heads were limited by text descriptions and image-based methods struggled to produce high-quality head geometry. To handle this challenging problem, we propose a novel framework, Portrait3D, to generate high-quality 3D heads while preserving their identities. Our work incorporates the identity information of the portrait image into three parts: 1) geometry initialization, 2) geometry sculpting, and 3) texture generation stages. Given a reference portrait image, we first align the identity features with text features to realize ID-aware guidance enhancement, which contains the control signals representing the face information. We then use the canny map, ID features of the portrait image, and a pre-trained text-to-normal/depth diffusion model to generate ID-aware geometry supervision, and 3D-GAN inversion is employed to generate ID-aware geometry initialization. Furthermore, with the ability to inject identity information into 3D head generation, we use ID-aware guidance to calculate ID-aware Score Distillation (ISD) for geometry sculpting. For texture generation, we adopt the ID Consistent Texture Inpainting and Refinement which progressively expands the view for texture inpainting to obtain an initialization UV texture map. We then use the id-aware guidance to provide image-level supervision for noisy multi-view images to obtain a refined texture map. Extensive experiments demonstrate that we can generate high-quality 3D heads with accurate geometry and texture from single in-the-wild portrait images. The project page is at https://jinkun-hao.github.io/Portrait3D/.
Structured 3D Features for Reconstructing Controllable Avatars
We introduce Structured 3D Features, a model based on a novel implicit 3D representation that pools pixel-aligned image features onto dense 3D points sampled from a parametric, statistical human mesh surface. The 3D points have associated semantics and can move freely in 3D space. This allows for optimal coverage of the person of interest, beyond just the body shape, which in turn, additionally helps modeling accessories, hair, and loose clothing. Owing to this, we present a complete 3D transformer-based attention framework which, given a single image of a person in an unconstrained pose, generates an animatable 3D reconstruction with albedo and illumination decomposition, as a result of a single end-to-end model, trained semi-supervised, and with no additional postprocessing. We show that our S3F model surpasses the previous state-of-the-art on various tasks, including monocular 3D reconstruction, as well as albedo and shading estimation. Moreover, we show that the proposed methodology allows novel view synthesis, relighting, and re-posing the reconstruction, and can naturally be extended to handle multiple input images (e.g. different views of a person, or the same view, in different poses, in video). Finally, we demonstrate the editing capabilities of our model for 3D virtual try-on applications.
Portrait Diffusion: Training-free Face Stylization with Chain-of-Painting
Face stylization refers to the transformation of a face into a specific portrait style. However, current methods require the use of example-based adaptation approaches to fine-tune pre-trained generative models so that they demand lots of time and storage space and fail to achieve detailed style transformation. This paper proposes a training-free face stylization framework, named Portrait Diffusion. This framework leverages off-the-shelf text-to-image diffusion models, eliminating the need for fine-tuning specific examples. Specifically, the content and style images are first inverted into latent codes. Then, during image reconstruction using the corresponding latent code, the content and style features in the attention space are delicately blended through a modified self-attention operation called Style Attention Control. Additionally, a Chain-of-Painting method is proposed for the gradual redrawing of unsatisfactory areas from rough adjustments to fine-tuning. Extensive experiments validate the effectiveness of our Portrait Diffusion method and demonstrate the superiority of Chain-of-Painting in achieving precise face stylization. Code will be released at https://github.com/liujin112/PortraitDiffusion.
HeadSculpt: Crafting 3D Head Avatars with Text
Recently, text-guided 3D generative methods have made remarkable advancements in producing high-quality textures and geometry, capitalizing on the proliferation of large vision-language and image diffusion models. However, existing methods still struggle to create high-fidelity 3D head avatars in two aspects: (1) They rely mostly on a pre-trained text-to-image diffusion model whilst missing the necessary 3D awareness and head priors. This makes them prone to inconsistency and geometric distortions in the generated avatars. (2) They fall short in fine-grained editing. This is primarily due to the inherited limitations from the pre-trained 2D image diffusion models, which become more pronounced when it comes to 3D head avatars. In this work, we address these challenges by introducing a versatile coarse-to-fine pipeline dubbed HeadSculpt for crafting (i.e., generating and editing) 3D head avatars from textual prompts. Specifically, we first equip the diffusion model with 3D awareness by leveraging landmark-based control and a learned textual embedding representing the back view appearance of heads, enabling 3D-consistent head avatar generations. We further propose a novel identity-aware editing score distillation strategy to optimize a textured mesh with a high-resolution differentiable rendering technique. This enables identity preservation while following the editing instruction. We showcase HeadSculpt's superior fidelity and editing capabilities through comprehensive experiments and comparisons with existing methods.
ControlDreamer: Stylized 3D Generation with Multi-View ControlNet
Recent advancements in text-to-3D generation have significantly contributed to the automation and democratization of 3D content creation. Building upon these developments, we aim to address the limitations of current methods in generating 3D models with creative geometry and styles. We introduce multi-view ControlNet, a novel depth-aware multi-view diffusion model trained on generated datasets from a carefully curated 100K text corpus. Our multi-view ControlNet is then integrated into our two-stage pipeline, ControlDreamer, enabling text-guided generation of stylized 3D models. Additionally, we present a comprehensive benchmark for 3D style editing, encompassing a broad range of subjects, including objects, animals, and characters, to further facilitate diverse 3D generation. Our comparative analysis reveals that this new pipeline outperforms existing text-to-3D methods as evidenced by qualitative comparisons and CLIP score metrics.
ZDySS -- Zero-Shot Dynamic Scene Stylization using Gaussian Splatting
Stylizing a dynamic scene based on an exemplar image is critical for various real-world applications, including gaming, filmmaking, and augmented and virtual reality. However, achieving consistent stylization across both spatial and temporal dimensions remains a significant challenge. Most existing methods are designed for static scenes and often require an optimization process for each style image, limiting their adaptability. We introduce ZDySS, a zero-shot stylization framework for dynamic scenes, allowing our model to generalize to previously unseen style images at inference. Our approach employs Gaussian splatting for scene representation, linking each Gaussian to a learned feature vector that renders a feature map for any given view and timestamp. By applying style transfer on the learned feature vectors instead of the rendered feature map, we enhance spatio-temporal consistency across frames. Our method demonstrates superior performance and coherence over state-of-the-art baselines in tests on real-world dynamic scenes, making it a robust solution for practical applications.
Perturb-and-Revise: Flexible 3D Editing with Generative Trajectories
The fields of 3D reconstruction and text-based 3D editing have advanced significantly with the evolution of text-based diffusion models. While existing 3D editing methods excel at modifying color, texture, and style, they struggle with extensive geometric or appearance changes, thus limiting their applications. We propose Perturb-and-Revise, which makes possible a variety of NeRF editing. First, we perturb the NeRF parameters with random initializations to create a versatile initialization. We automatically determine the perturbation magnitude through analysis of the local loss landscape. Then, we revise the edited NeRF via generative trajectories. Combined with the generative process, we impose identity-preserving gradients to refine the edited NeRF. Extensive experiments demonstrate that Perturb-and-Revise facilitates flexible, effective, and consistent editing of color, appearance, and geometry in 3D. For 360{\deg} results, please visit our project page: https://susunghong.github.io/Perturb-and-Revise.
3DSNet: Unsupervised Shape-to-Shape 3D Style Transfer
Transferring the style from one image onto another is a popular and widely studied task in computer vision. Yet, style transfer in the 3D setting remains a largely unexplored problem. To our knowledge, we propose the first learning-based approach for style transfer between 3D objects based on disentangled content and style representations. The proposed method can synthesize new 3D shapes both in the form of point clouds and meshes, combining the content and style of a source and target 3D model to generate a novel shape that resembles in style the target while retaining the source content. Furthermore, we extend our technique to implicitly learn the multimodal style distribution of the chosen domains. By sampling style codes from the learned distributions, we increase the variety of styles that our model can confer to an input shape. Experimental results validate the effectiveness of the proposed 3D style transfer method on a number of benchmarks. The implementation of our framework will be released upon acceptance.
StyleSDF: High-Resolution 3D-Consistent Image and Geometry Generation
We introduce a high resolution, 3D-consistent image and shape generation technique which we call StyleSDF. Our method is trained on single-view RGB data only, and stands on the shoulders of StyleGAN2 for image generation, while solving two main challenges in 3D-aware GANs: 1) high-resolution, view-consistent generation of the RGB images, and 2) detailed 3D shape. We achieve this by merging a SDF-based 3D representation with a style-based 2D generator. Our 3D implicit network renders low-resolution feature maps, from which the style-based network generates view-consistent, 1024x1024 images. Notably, our SDF-based 3D modeling defines detailed 3D surfaces, leading to consistent volume rendering. Our method shows higher quality results compared to state of the art in terms of visual and geometric quality.
Deformable Style Transfer
Both geometry and texture are fundamental aspects of visual style. Existing style transfer methods, however, primarily focus on texture, almost entirely ignoring geometry. We propose deformable style transfer (DST), an optimization-based approach that jointly stylizes the texture and geometry of a content image to better match a style image. Unlike previous geometry-aware stylization methods, our approach is neither restricted to a particular domain (such as human faces), nor does it require training sets of matching style/content pairs. We demonstrate our method on a diverse set of content and style images including portraits, animals, objects, scenes, and paintings. Code has been made publicly available at https://github.com/sunniesuhyoung/DST.
Text-Guided Generation and Editing of Compositional 3D Avatars
Our goal is to create a realistic 3D facial avatar with hair and accessories using only a text description. While this challenge has attracted significant recent interest, existing methods either lack realism, produce unrealistic shapes, or do not support editing, such as modifications to the hairstyle. We argue that existing methods are limited because they employ a monolithic modeling approach, using a single representation for the head, face, hair, and accessories. Our observation is that the hair and face, for example, have very different structural qualities that benefit from different representations. Building on this insight, we generate avatars with a compositional model, in which the head, face, and upper body are represented with traditional 3D meshes, and the hair, clothing, and accessories with neural radiance fields (NeRF). The model-based mesh representation provides a strong geometric prior for the face region, improving realism while enabling editing of the person's appearance. By using NeRFs to represent the remaining components, our method is able to model and synthesize parts with complex geometry and appearance, such as curly hair and fluffy scarves. Our novel system synthesizes these high-quality compositional avatars from text descriptions. The experimental results demonstrate that our method, Text-guided generation and Editing of Compositional Avatars (TECA), produces avatars that are more realistic than those of recent methods while being editable because of their compositional nature. For example, our TECA enables the seamless transfer of compositional features like hairstyles, scarves, and other accessories between avatars. This capability supports applications such as virtual try-on.
StyleMorpheus: A Style-Based 3D-Aware Morphable Face Model
For 3D face modeling, the recently developed 3D-aware neural rendering methods are able to render photorealistic face images with arbitrary viewing directions. The training of the parametric controllable 3D-aware face models, however, still relies on a large-scale dataset that is lab-collected. To address this issue, this paper introduces "StyleMorpheus", the first style-based neural 3D Morphable Face Model (3DMM) that is trained on in-the-wild images. It inherits 3DMM's disentangled controllability (over face identity, expression, and appearance) but without the need for accurately reconstructed explicit 3D shapes. StyleMorpheus employs an auto-encoder structure. The encoder aims at learning a representative disentangled parametric code space and the decoder improves the disentanglement using shape and appearance-related style codes in the different sub-modules of the network. Furthermore, we fine-tune the decoder through style-based generative adversarial learning to achieve photorealistic 3D rendering quality. The proposed style-based design enables StyleMorpheus to achieve state-of-the-art 3D-aware face reconstruction results, while also allowing disentangled control of the reconstructed face. Our model achieves real-time rendering speed, allowing its use in virtual reality applications. We also demonstrate the capability of the proposed style-based design in face editing applications such as style mixing and color editing. Project homepage: https://github.com/ubc-3d-vision-lab/StyleMorpheus.
Sculpt3D: Multi-View Consistent Text-to-3D Generation with Sparse 3D Prior
Recent works on text-to-3d generation show that using only 2D diffusion supervision for 3D generation tends to produce results with inconsistent appearances (e.g., faces on the back view) and inaccurate shapes (e.g., animals with extra legs). Existing methods mainly address this issue by retraining diffusion models with images rendered from 3D data to ensure multi-view consistency while struggling to balance 2D generation quality with 3D consistency. In this paper, we present a new framework Sculpt3D that equips the current pipeline with explicit injection of 3D priors from retrieved reference objects without re-training the 2D diffusion model. Specifically, we demonstrate that high-quality and diverse 3D geometry can be guaranteed by keypoints supervision through a sparse ray sampling approach. Moreover, to ensure accurate appearances of different views, we further modulate the output of the 2D diffusion model to the correct patterns of the template views without altering the generated object's style. These two decoupled designs effectively harness 3D information from reference objects to generate 3D objects while preserving the generation quality of the 2D diffusion model. Extensive experiments show our method can largely improve the multi-view consistency while retaining fidelity and diversity. Our project page is available at: https://stellarcheng.github.io/Sculpt3D/.
Sketch3DVE: Sketch-based 3D-Aware Scene Video Editing
Recent video editing methods achieve attractive results in style transfer or appearance modification. However, editing the structural content of 3D scenes in videos remains challenging, particularly when dealing with significant viewpoint changes, such as large camera rotations or zooms. Key challenges include generating novel view content that remains consistent with the original video, preserving unedited regions, and translating sparse 2D inputs into realistic 3D video outputs. To address these issues, we propose Sketch3DVE, a sketch-based 3D-aware video editing method to enable detailed local manipulation of videos with significant viewpoint changes. To solve the challenge posed by sparse inputs, we employ image editing methods to generate edited results for the first frame, which are then propagated to the remaining frames of the video. We utilize sketching as an interaction tool for precise geometry control, while other mask-based image editing methods are also supported. To handle viewpoint changes, we perform a detailed analysis and manipulation of the 3D information in the video. Specifically, we utilize a dense stereo method to estimate a point cloud and the camera parameters of the input video. We then propose a point cloud editing approach that uses depth maps to represent the 3D geometry of newly edited components, aligning them effectively with the original 3D scene. To seamlessly merge the newly edited content with the original video while preserving the features of unedited regions, we introduce a 3D-aware mask propagation strategy and employ a video diffusion model to produce realistic edited videos. Extensive experiments demonstrate the superiority of Sketch3DVE in video editing. Homepage and code: http://http://geometrylearning.com/Sketch3DVE/
UniDream: Unifying Diffusion Priors for Relightable Text-to-3D Generation
Recent advancements in text-to-3D generation technology have significantly advanced the conversion of textual descriptions into imaginative well-geometrical and finely textured 3D objects. Despite these developments, a prevalent limitation arises from the use of RGB data in diffusion or reconstruction models, which often results in models with inherent lighting and shadows effects that detract from their realism, thereby limiting their usability in applications that demand accurate relighting capabilities. To bridge this gap, we present UniDream, a text-to-3D generation framework by incorporating unified diffusion priors. Our approach consists of three main components: (1) a dual-phase training process to get albedo-normal aligned multi-view diffusion and reconstruction models, (2) a progressive generation procedure for geometry and albedo-textures based on Score Distillation Sample (SDS) using the trained reconstruction and diffusion models, and (3) an innovative application of SDS for finalizing PBR generation while keeping a fixed albedo based on Stable Diffusion model. Extensive evaluations demonstrate that UniDream surpasses existing methods in generating 3D objects with clearer albedo textures, smoother surfaces, enhanced realism, and superior relighting capabilities.
MVPainter: Accurate and Detailed 3D Texture Generation via Multi-View Diffusion with Geometric Control
Recently, significant advances have been made in 3D object generation. Building upon the generated geometry, current pipelines typically employ image diffusion models to generate multi-view RGB images, followed by UV texture reconstruction through texture baking. While 3D geometry generation has improved significantly, supported by multiple open-source frameworks, 3D texture generation remains underexplored. In this work, we systematically investigate 3D texture generation through the lens of three core dimensions: reference-texture alignment, geometry-texture consistency, and local texture quality. To tackle these issues, we propose MVPainter, which employs data filtering and augmentation strategies to enhance texture fidelity and detail, and introduces ControlNet-based geometric conditioning to improve texture-geometry alignment. Furthermore, we extract physically-based rendering (PBR) attributes from the generated views to produce PBR meshes suitable for real-world rendering applications. MVPainter achieves state-of-the-art results across all three dimensions, as demonstrated by human-aligned evaluations. To facilitate further research and reproducibility, we also release our full pipeline as an open-source system, including data construction, model architecture, and evaluation tools.
Relightable Gaussian Codec Avatars
The fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intricate structures like 3D hair geometry. For appearance, existing relighting models are limited in fidelity and often too slow to render in real-time with high-resolution continuous environments. In this work, we present Relightable Gaussian Codec Avatars, a method to build high-fidelity relightable head avatars that can be animated to generate novel expressions. Our geometry model based on 3D Gaussians can capture 3D-consistent sub-millimeter details such as hair strands and pores on dynamic face sequences. To support diverse materials of human heads such as the eyes, skin, and hair in a unified manner, we present a novel relightable appearance model based on learnable radiance transfer. Together with global illumination-aware spherical harmonics for the diffuse components, we achieve real-time relighting with spatially all-frequency reflections using spherical Gaussians. This appearance model can be efficiently relit under both point light and continuous illumination. We further improve the fidelity of eye reflections and enable explicit gaze control by introducing relightable explicit eye models. Our method outperforms existing approaches without compromising real-time performance. We also demonstrate real-time relighting of avatars on a tethered consumer VR headset, showcasing the efficiency and fidelity of our avatars.
3DTopia: Large Text-to-3D Generation Model with Hybrid Diffusion Priors
We present a two-stage text-to-3D generation system, namely 3DTopia, which generates high-quality general 3D assets within 5 minutes using hybrid diffusion priors. The first stage samples from a 3D diffusion prior directly learned from 3D data. Specifically, it is powered by a text-conditioned tri-plane latent diffusion model, which quickly generates coarse 3D samples for fast prototyping. The second stage utilizes 2D diffusion priors to further refine the texture of coarse 3D models from the first stage. The refinement consists of both latent and pixel space optimization for high-quality texture generation. To facilitate the training of the proposed system, we clean and caption the largest open-source 3D dataset, Objaverse, by combining the power of vision language models and large language models. Experiment results are reported qualitatively and quantitatively to show the performance of the proposed system. Our codes and models are available at https://github.com/3DTopia/3DTopia
Photo3D: Advancing Photorealistic 3D Generation through Structure-Aligned Detail Enhancement
Although recent 3D-native generators have made great progress in synthesizing reliable geometry, they still fall short in achieving realistic appearances. A key obstacle lies in the lack of diverse and high-quality real-world 3D assets with rich texture details, since capturing such data is intrinsically difficult due to the diverse scales of scenes, non-rigid motions of objects, and the limited precision of 3D scanners. We introduce Photo3D, a framework for advancing photorealistic 3D generation, which is driven by the image data generated by the GPT-4o-Image model. Considering that the generated images can distort 3D structures due to their lack of multi-view consistency, we design a structure-aligned multi-view synthesis pipeline and construct a detail-enhanced multi-view dataset paired with 3D geometry. Building on it, we present a realistic detail enhancement scheme that leverages perceptual feature adaptation and semantic structure matching to enforce appearance consistency with realistic details while preserving the structural consistency with the 3D-native geometry. Our scheme is general to different 3D-native generators, and we present dedicated training strategies to facilitate the optimization of geometry-texture coupled and decoupled 3D-native generation paradigms. Experiments demonstrate that Photo3D generalizes well across diverse 3D-native generation paradigms and achieves state-of-the-art photorealistic 3D generation performance.
AvatarMakeup: Realistic Makeup Transfer for 3D Animatable Head Avatars
Similar to facial beautification in real life, 3D virtual avatars require personalized customization to enhance their visual appeal, yet this area remains insufficiently explored. Although current 3D Gaussian editing methods can be adapted for facial makeup purposes, these methods fail to meet the fundamental requirements for achieving realistic makeup effects: 1) ensuring a consistent appearance during drivable expressions, 2) preserving the identity throughout the makeup process, and 3) enabling precise control over fine details. To address these, we propose a specialized 3D makeup method named AvatarMakeup, leveraging a pretrained diffusion model to transfer makeup patterns from a single reference photo of any individual. We adopt a coarse-to-fine idea to first maintain the consistent appearance and identity, and then to refine the details. In particular, the diffusion model is employed to generate makeup images as supervision. Due to the uncertainties in diffusion process, the generated images are inconsistent across different viewpoints and expressions. Therefore, we propose a Coherent Duplication method to coarsely apply makeup to the target while ensuring consistency across dynamic and multiview effects. Coherent Duplication optimizes a global UV map by recoding the averaged facial attributes among the generated makeup images. By querying the global UV map, it easily synthesizes coherent makeup guidance from arbitrary views and expressions to optimize the target avatar. Given the coarse makeup avatar, we further enhance the makeup by incorporating a Refinement Module into the diffusion model to achieve high makeup quality. Experiments demonstrate that AvatarMakeup achieves state-of-the-art makeup transfer quality and consistency throughout animation.
MOSAIC: Multi-Object Segmented Arbitrary Stylization Using CLIP
Style transfer driven by text prompts paved a new path for creatively stylizing the images without collecting an actual style image. Despite having promising results, with text-driven stylization, the user has no control over the stylization. If a user wants to create an artistic image, the user requires fine control over the stylization of various entities individually in the content image, which is not addressed by the current state-of-the-art approaches. On the other hand, diffusion style transfer methods also suffer from the same issue because the regional stylization control over the stylized output is ineffective. To address this problem, We propose a new method Multi-Object Segmented Arbitrary Stylization Using CLIP (MOSAIC), that can apply styles to different objects in the image based on the context extracted from the input prompt. Text-based segmentation and stylization modules which are based on vision transformer architecture, were used to segment and stylize the objects. Our method can extend to any arbitrary objects, styles and produce high-quality images compared to the current state of art methods. To our knowledge, this is the first attempt to perform text-guided arbitrary object-wise stylization. We demonstrate the effectiveness of our approach through qualitative and quantitative analysis, showing that it can generate visually appealing stylized images with enhanced control over stylization and the ability to generalize to unseen object classes.
DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data
We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.
En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data
We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.
Towards Scalable and Consistent 3D Editing
3D editing - the task of locally modifying the geometry or appearance of a 3D asset - has wide applications in immersive content creation, digital entertainment, and AR/VR. However, unlike 2D editing, it remains challenging due to the need for cross-view consistency, structural fidelity, and fine-grained controllability. Existing approaches are often slow, prone to geometric distortions, or dependent on manual and accurate 3D masks that are error-prone and impractical. To address these challenges, we advance both the data and model fronts. On the data side, we introduce 3DEditVerse, the largest paired 3D editing benchmark to date, comprising 116,309 high-quality training pairs and 1,500 curated test pairs. Built through complementary pipelines of pose-driven geometric edits and foundation model-guided appearance edits, 3DEditVerse ensures edit locality, multi-view consistency, and semantic alignment. On the model side, we propose 3DEditFormer, a 3D-structure-preserving conditional transformer. By enhancing image-to-3D generation with dual-guidance attention and time-adaptive gating, 3DEditFormer disentangles editable regions from preserved structure, enabling precise and consistent edits without requiring auxiliary 3D masks. Extensive experiments demonstrate that our framework outperforms state-of-the-art baselines both quantitatively and qualitatively, establishing a new standard for practical and scalable 3D editing. Dataset and code will be released. Project: https://www.lv-lab.org/3DEditFormer/
Dream3D: Zero-Shot Text-to-3D Synthesis Using 3D Shape Prior and Text-to-Image Diffusion Models
Recent CLIP-guided 3D optimization methods, such as DreamFields and PureCLIPNeRF, have achieved impressive results in zero-shot text-to-3D synthesis. However, due to scratch training and random initialization without prior knowledge, these methods often fail to generate accurate and faithful 3D structures that conform to the input text. In this paper, we make the first attempt to introduce explicit 3D shape priors into the CLIP-guided 3D optimization process. Specifically, we first generate a high-quality 3D shape from the input text in the text-to-shape stage as a 3D shape prior. We then use it as the initialization of a neural radiance field and optimize it with the full prompt. To address the challenging text-to-shape generation task, we present a simple yet effective approach that directly bridges the text and image modalities with a powerful text-to-image diffusion model. To narrow the style domain gap between the images synthesized by the text-to-image diffusion model and shape renderings used to train the image-to-shape generator, we further propose to jointly optimize a learnable text prompt and fine-tune the text-to-image diffusion model for rendering-style image generation. Our method, Dream3D, is capable of generating imaginative 3D content with superior visual quality and shape accuracy compared to state-of-the-art methods.
Phidias: A Generative Model for Creating 3D Content from Text, Image, and 3D Conditions with Reference-Augmented Diffusion
In 3D modeling, designers often use an existing 3D model as a reference to create new ones. This practice has inspired the development of Phidias, a novel generative model that uses diffusion for reference-augmented 3D generation. Given an image, our method leverages a retrieved or user-provided 3D reference model to guide the generation process, thereby enhancing the generation quality, generalization ability, and controllability. Our model integrates three key components: 1) meta-ControlNet that dynamically modulates the conditioning strength, 2) dynamic reference routing that mitigates misalignment between the input image and 3D reference, and 3) self-reference augmentations that enable self-supervised training with a progressive curriculum. Collectively, these designs result in a clear improvement over existing methods. Phidias establishes a unified framework for 3D generation using text, image, and 3D conditions with versatile applications.
Diffusion Models are Geometry Critics: Single Image 3D Editing Using Pre-Trained Diffusion Priors
We propose a novel image editing technique that enables 3D manipulations on single images, such as object rotation and translation. Existing 3D-aware image editing approaches typically rely on synthetic multi-view datasets for training specialized models, thus constraining their effectiveness on open-domain images featuring significantly more varied layouts and styles. In contrast, our method directly leverages powerful image diffusion models trained on a broad spectrum of text-image pairs and thus retain their exceptional generalization abilities. This objective is realized through the development of an iterative novel view synthesis and geometry alignment algorithm. The algorithm harnesses diffusion models for dual purposes: they provide appearance prior by predicting novel views of the selected object using estimated depth maps, and they act as a geometry critic by correcting misalignments in 3D shapes across the sampled views. Our method can generate high-quality 3D-aware image edits with large viewpoint transformations and high appearance and shape consistency with the input image, pushing the boundaries of what is possible with single-image 3D-aware editing.
GS-VTON: Controllable 3D Virtual Try-on with Gaussian Splatting
Diffusion-based 2D virtual try-on (VTON) techniques have recently demonstrated strong performance, while the development of 3D VTON has largely lagged behind. Despite recent advances in text-guided 3D scene editing, integrating 2D VTON into these pipelines to achieve vivid 3D VTON remains challenging. The reasons are twofold. First, text prompts cannot provide sufficient details in describing clothing. Second, 2D VTON results generated from different viewpoints of the same 3D scene lack coherence and spatial relationships, hence frequently leading to appearance inconsistencies and geometric distortions. To resolve these problems, we introduce an image-prompted 3D VTON method (dubbed GS-VTON) which, by leveraging 3D Gaussian Splatting (3DGS) as the 3D representation, enables the transfer of pre-trained knowledge from 2D VTON models to 3D while improving cross-view consistency. (1) Specifically, we propose a personalized diffusion model that utilizes low-rank adaptation (LoRA) fine-tuning to incorporate personalized information into pre-trained 2D VTON models. To achieve effective LoRA training, we introduce a reference-driven image editing approach that enables the simultaneous editing of multi-view images while ensuring consistency. (2) Furthermore, we propose a persona-aware 3DGS editing framework to facilitate effective editing while maintaining consistent cross-view appearance and high-quality 3D geometry. (3) Additionally, we have established a new 3D VTON benchmark, 3D-VTONBench, which facilitates comprehensive qualitative and quantitative 3D VTON evaluations. Through extensive experiments and comparative analyses with existing methods, the proposed \OM has demonstrated superior fidelity and advanced editing capabilities, affirming its effectiveness for 3D VTON.
StyleTex: Style Image-Guided Texture Generation for 3D Models
Style-guided texture generation aims to generate a texture that is harmonious with both the style of the reference image and the geometry of the input mesh, given a reference style image and a 3D mesh with its text description. Although diffusion-based 3D texture generation methods, such as distillation sampling, have numerous promising applications in stylized games and films, it requires addressing two challenges: 1) decouple style and content completely from the reference image for 3D models, and 2) align the generated texture with the color tone, style of the reference image, and the given text prompt. To this end, we introduce StyleTex, an innovative diffusion-model-based framework for creating stylized textures for 3D models. Our key insight is to decouple style information from the reference image while disregarding content in diffusion-based distillation sampling. Specifically, given a reference image, we first decompose its style feature from the image CLIP embedding by subtracting the embedding's orthogonal projection in the direction of the content feature, which is represented by a text CLIP embedding. Our novel approach to disentangling the reference image's style and content information allows us to generate distinct style and content features. We then inject the style feature into the cross-attention mechanism to incorporate it into the generation process, while utilizing the content feature as a negative prompt to further dissociate content information. Finally, we incorporate these strategies into StyleTex to obtain stylized textures. The resulting textures generated by StyleTex retain the style of the reference image, while also aligning with the text prompts and intrinsic details of the given 3D mesh. Quantitative and qualitative experiments show that our method outperforms existing baseline methods by a significant margin.
GenCA: A Text-conditioned Generative Model for Realistic and Drivable Codec Avatars
Photo-realistic and controllable 3D avatars are crucial for various applications such as virtual and mixed reality (VR/MR), telepresence, gaming, and film production. Traditional methods for avatar creation often involve time-consuming scanning and reconstruction processes for each avatar, which limits their scalability. Furthermore, these methods do not offer the flexibility to sample new identities or modify existing ones. On the other hand, by learning a strong prior from data, generative models provide a promising alternative to traditional reconstruction methods, easing the time constraints for both data capture and processing. Additionally, generative methods enable downstream applications beyond reconstruction, such as editing and stylization. Nonetheless, the research on generative 3D avatars is still in its infancy, and therefore current methods still have limitations such as creating static avatars, lacking photo-realism, having incomplete facial details, or having limited drivability. To address this, we propose a text-conditioned generative model that can generate photo-realistic facial avatars of diverse identities, with more complete details like hair, eyes and mouth interior, and which can be driven through a powerful non-parametric latent expression space. Specifically, we integrate the generative and editing capabilities of latent diffusion models with a strong prior model for avatar expression driving. Our model can generate and control high-fidelity avatars, even those out-of-distribution. We also highlight its potential for downstream applications, including avatar editing and single-shot avatar reconstruction.
ID-to-3D: Expressive ID-guided 3D Heads via Score Distillation Sampling
We propose ID-to-3D, a method to generate identity- and text-guided 3D human heads with disentangled expressions, starting from even a single casually captured in-the-wild image of a subject. The foundation of our approach is anchored in compositionality, alongside the use of task-specific 2D diffusion models as priors for optimization. First, we extend a foundational model with a lightweight expression-aware and ID-aware architecture, and create 2D priors for geometry and texture generation, via fine-tuning only 0.2% of its available training parameters. Then, we jointly leverage a neural parametric representation for the expressions of each subject and a multi-stage generation of highly detailed geometry and albedo texture. This combination of strong face identity embeddings and our neural representation enables accurate reconstruction of not only facial features but also accessories and hair and can be meshed to provide render-ready assets for gaming and telepresence. Our results achieve an unprecedented level of identity-consistent and high-quality texture and geometry generation, generalizing to a ``world'' of unseen 3D identities, without relying on large 3D captured datasets of human assets.
PanoHead: Geometry-Aware 3D Full-Head Synthesis in 360^{circ}
Synthesis and reconstruction of 3D human head has gained increasing interests in computer vision and computer graphics recently. Existing state-of-the-art 3D generative adversarial networks (GANs) for 3D human head synthesis are either limited to near-frontal views or hard to preserve 3D consistency in large view angles. We propose PanoHead, the first 3D-aware generative model that enables high-quality view-consistent image synthesis of full heads in 360^circ with diverse appearance and detailed geometry using only in-the-wild unstructured images for training. At its core, we lift up the representation power of recent 3D GANs and bridge the data alignment gap when training from in-the-wild images with widely distributed views. Specifically, we propose a novel two-stage self-adaptive image alignment for robust 3D GAN training. We further introduce a tri-grid neural volume representation that effectively addresses front-face and back-head feature entanglement rooted in the widely-adopted tri-plane formulation. Our method instills prior knowledge of 2D image segmentation in adversarial learning of 3D neural scene structures, enabling compositable head synthesis in diverse backgrounds. Benefiting from these designs, our method significantly outperforms previous 3D GANs, generating high-quality 3D heads with accurate geometry and diverse appearances, even with long wavy and afro hairstyles, renderable from arbitrary poses. Furthermore, we show that our system can reconstruct full 3D heads from single input images for personalized realistic 3D avatars.
Implicit Style-Content Separation using B-LoRA
Image stylization involves manipulating the visual appearance and texture (style) of an image while preserving its underlying objects, structures, and concepts (content). The separation of style and content is essential for manipulating the image's style independently from its content, ensuring a harmonious and visually pleasing result. Achieving this separation requires a deep understanding of both the visual and semantic characteristics of images, often necessitating the training of specialized models or employing heavy optimization. In this paper, we introduce B-LoRA, a method that leverages LoRA (Low-Rank Adaptation) to implicitly separate the style and content components of a single image, facilitating various image stylization tasks. By analyzing the architecture of SDXL combined with LoRA, we find that jointly learning the LoRA weights of two specific blocks (referred to as B-LoRAs) achieves style-content separation that cannot be achieved by training each B-LoRA independently. Consolidating the training into only two blocks and separating style and content allows for significantly improving style manipulation and overcoming overfitting issues often associated with model fine-tuning. Once trained, the two B-LoRAs can be used as independent components to allow various image stylization tasks, including image style transfer, text-based image stylization, consistent style generation, and style-content mixing.
GaussianDreamer: Fast Generation from Text to 3D Gaussian Splatting with Point Cloud Priors
In recent times, the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency, but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation, but the 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D generation framework, named as \name, is proposed, where the 3D diffusion model provides point cloud priors for initialization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our \name can generate a high-quality 3D instance within 25 minutes on one GPU, much faster than previous methods, while the generated instances can be directly rendered in real time. Demos and code are available at https://taoranyi.com/gaussiandreamer/.
SketchDream: Sketch-based Text-to-3D Generation and Editing
Existing text-based 3D generation methods generate attractive results but lack detailed geometry control. Sketches, known for their conciseness and expressiveness, have contributed to intuitive 3D modeling but are confined to producing texture-less mesh models within predefined categories. Integrating sketch and text simultaneously for 3D generation promises enhanced control over geometry and appearance but faces challenges from 2D-to-3D translation ambiguity and multi-modal condition integration. Moreover, further editing of 3D models in arbitrary views will give users more freedom to customize their models. However, it is difficult to achieve high generation quality, preserve unedited regions, and manage proper interactions between shape components. To solve the above issues, we propose a text-driven 3D content generation and editing method, SketchDream, which supports NeRF generation from given hand-drawn sketches and achieves free-view sketch-based local editing. To tackle the 2D-to-3D ambiguity challenge, we introduce a sketch-based multi-view image generation diffusion model, which leverages depth guidance to establish spatial correspondence. A 3D ControlNet with a 3D attention module is utilized to control multi-view images and ensure their 3D consistency. To support local editing, we further propose a coarse-to-fine editing approach: the coarse phase analyzes component interactions and provides 3D masks to label edited regions, while the fine stage generates realistic results with refined details by local enhancement. Extensive experiments validate that our method generates higher-quality results compared with a combination of 2D ControlNet and image-to-3D generation techniques and achieves detailed control compared with existing diffusion-based 3D editing approaches.
Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation
Automatic 3D content creation has achieved rapid progress recently due to the availability of pre-trained, large language models and image diffusion models, forming the emerging topic of text-to-3D content creation. Existing text-to-3D methods commonly use implicit scene representations, which couple the geometry and appearance via volume rendering and are suboptimal in terms of recovering finer geometries and achieving photorealistic rendering; consequently, they are less effective for generating high-quality 3D assets. In this work, we propose a new method of Fantasia3D for high-quality text-to-3D content creation. Key to Fantasia3D is the disentangled modeling and learning of geometry and appearance. For geometry learning, we rely on a hybrid scene representation, and propose to encode surface normal extracted from the representation as the input of the image diffusion model. For appearance modeling, we introduce the spatially varying bidirectional reflectance distribution function (BRDF) into the text-to-3D task, and learn the surface material for photorealistic rendering of the generated surface. Our disentangled framework is more compatible with popular graphics engines, supporting relighting, editing, and physical simulation of the generated 3D assets. We conduct thorough experiments that show the advantages of our method over existing ones under different text-to-3D task settings. Project page and source codes: https://fantasia3d.github.io/.
Diff3DS: Generating View-Consistent 3D Sketch via Differentiable Curve Rendering
3D sketches are widely used for visually representing the 3D shape and structure of objects or scenes. However, the creation of 3D sketch often requires users to possess professional artistic skills. Existing research efforts primarily focus on enhancing the ability of interactive sketch generation in 3D virtual systems. In this work, we propose Diff3DS, a novel differentiable rendering framework for generating view-consistent 3D sketch by optimizing 3D parametric curves under various supervisions. Specifically, we perform perspective projection to render the 3D rational B\'ezier curves into 2D curves, which are subsequently converted to a 2D raster image via our customized differentiable rasterizer. Our framework bridges the domains of 3D sketch and raster image, achieving end-toend optimization of 3D sketch through gradients computed in the 2D image domain. Our Diff3DS can enable a series of novel 3D sketch generation tasks, including textto-3D sketch and image-to-3D sketch, supported by the popular distillation-based supervision, such as Score Distillation Sampling (SDS). Extensive experiments have yielded promising results and demonstrated the potential of our framework.
Text-guided 3D Human Generation from 2D Collections
3D human modeling has been widely used for engaging interaction in gaming, film, and animation. The customization of these characters is crucial for creativity and scalability, which highlights the importance of controllability. In this work, we introduce Text-guided 3D Human Generation (T3H), where a model is to generate a 3D human, guided by the fashion description. There are two goals: 1) the 3D human should render articulately, and 2) its outfit is controlled by the given text. To address this T3H task, we propose Compositional Cross-modal Human (CCH). CCH adopts cross-modal attention to fuse compositional human rendering with the extracted fashion semantics. Each human body part perceives relevant textual guidance as its visual patterns. We incorporate the human prior and semantic discrimination to enhance 3D geometry transformation and fine-grained consistency, enabling it to learn from 2D collections for data efficiency. We conduct evaluations on DeepFashion and SHHQ with diverse fashion attributes covering the shape, fabric, and color of upper and lower clothing. Extensive experiments demonstrate that CCH achieves superior results for T3H with high efficiency.
Efficient 3D-Aware Facial Image Editing via Attribute-Specific Prompt Learning
Drawing upon StyleGAN's expressivity and disentangled latent space, existing 2D approaches employ textual prompting to edit facial images with different attributes. In contrast, 3D-aware approaches that generate faces at different target poses require attribute-specific classifiers, learning separate model weights for each attribute, and are not scalable for novel attributes. In this work, we propose an efficient, plug-and-play, 3D-aware face editing framework based on attribute-specific prompt learning, enabling the generation of facial images with controllable attributes across various target poses. To this end, we introduce a text-driven learnable style token-based latent attribute editor (LAE). The LAE harnesses a pre-trained vision-language model to find text-guided attribute-specific editing direction in the latent space of any pre-trained 3D-aware GAN. It utilizes learnable style tokens and style mappers to learn and transform this editing direction to 3D latent space. To train LAE with multiple attributes, we use directional contrastive loss and style token loss. Furthermore, to ensure view consistency and identity preservation across different poses and attributes, we employ several 3D-aware identity and pose preservation losses. Our experiments show that our proposed framework generates high-quality images with 3D awareness and view consistency while maintaining attribute-specific features. We demonstrate the effectiveness of our method on different facial attributes, including hair color and style, expression, and others.
Instance Normalization: The Missing Ingredient for Fast Stylization
It this paper we revisit the fast stylization method introduced in Ulyanov et. al. (2016). We show how a small change in the stylization architecture results in a significant qualitative improvement in the generated images. The change is limited to swapping batch normalization with instance normalization, and to apply the latter both at training and testing times. The resulting method can be used to train high-performance architectures for real-time image generation. The code will is made available on github at https://github.com/DmitryUlyanov/texture_nets. Full paper can be found at arXiv:1701.02096.
CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner
We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan
Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy
Creating realistic 3D objects and clothed avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot guarantee the generated multi-view images are 3D consistent. In this paper, we propose Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy. We leverage a pre-trained 2D diffusion model and a 3D diffusion model via our elegantly designed process that synchronizes two diffusion models at both training and sampling time. The synergy between the 2D and 3D diffusion models brings two major advantages: 1) 2D helps 3D in generalization: the pretrained 2D model has strong generalization ability to unseen images, providing strong shape priors for the 3D diffusion model; 2) 3D helps 2D in multi-view consistency: the 3D diffusion model enhances the 3D consistency of 2D multi-view sampling process, resulting in more accurate multi-view generation. We validate our idea through extensive experiments in image-based objects and clothed avatar generation tasks. Results show that our method generates realistic 3D objects and avatars with high-fidelity geometry and texture. Extensive ablations also validate our design choices and demonstrate the strong generalization ability to diverse clothing and compositional shapes. Our code and pretrained models will be publicly released on https://yuxuan-xue.com/gen-3diffusion.
DreamPolisher: Towards High-Quality Text-to-3D Generation via Geometric Diffusion
We present DreamPolisher, a novel Gaussian Splatting based method with geometric guidance, tailored to learn cross-view consistency and intricate detail from textual descriptions. While recent progress on text-to-3D generation methods have been promising, prevailing methods often fail to ensure view-consistency and textural richness. This problem becomes particularly noticeable for methods that work with text input alone. To address this, we propose a two-stage Gaussian Splatting based approach that enforces geometric consistency among views. Initially, a coarse 3D generation undergoes refinement via geometric optimization. Subsequently, we use a ControlNet driven refiner coupled with the geometric consistency term to improve both texture fidelity and overall consistency of the generated 3D asset. Empirical evaluations across diverse textual prompts spanning various object categories demonstrate the efficacy of DreamPolisher in generating consistent and realistic 3D objects, aligning closely with the semantics of the textual instructions.
Sketch3D: Style-Consistent Guidance for Sketch-to-3D Generation
Recently, image-to-3D approaches have achieved significant results with a natural image as input. However, it is not always possible to access these enriched color input samples in practical applications, where only sketches are available. Existing sketch-to-3D researches suffer from limitations in broad applications due to the challenges of lacking color information and multi-view content. To overcome them, this paper proposes a novel generation paradigm Sketch3D to generate realistic 3D assets with shape aligned with the input sketch and color matching the textual description. Concretely, Sketch3D first instantiates the given sketch in the reference image through the shape-preserving generation process. Second, the reference image is leveraged to deduce a coarse 3D Gaussian prior, and multi-view style-consistent guidance images are generated based on the renderings of the 3D Gaussians. Finally, three strategies are designed to optimize 3D Gaussians, i.e., structural optimization via a distribution transfer mechanism, color optimization with a straightforward MSE loss and sketch similarity optimization with a CLIP-based geometric similarity loss. Extensive visual comparisons and quantitative analysis illustrate the advantage of our Sketch3D in generating realistic 3D assets while preserving consistency with the input.
DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance
Emerging Metaverse applications demand accessible, accurate, and easy-to-use tools for 3D digital human creations in order to depict different cultures and societies as if in the physical world. Recent large-scale vision-language advances pave the way to for novices to conveniently customize 3D content. However, the generated CG-friendly assets still cannot represent the desired facial traits for human characteristics. In this paper, we present DreamFace, a progressive scheme to generate personalized 3D faces under text guidance. It enables layman users to naturally customize 3D facial assets that are compatible with CG pipelines, with desired shapes, textures, and fine-grained animation capabilities. From a text input to describe the facial traits, we first introduce a coarse-to-fine scheme to generate the neutral facial geometry with a unified topology. We employ a selection strategy in the CLIP embedding space, and subsequently optimize both the details displacements and normals using Score Distillation Sampling from generic Latent Diffusion Model. Then, for neutral appearance generation, we introduce a dual-path mechanism, which combines the generic LDM with a novel texture LDM to ensure both the diversity and textural specification in the UV space. We also employ a two-stage optimization to perform SDS in both the latent and image spaces to significantly provides compact priors for fine-grained synthesis. Our generated neutral assets naturally support blendshapes-based facial animations. We further improve the animation ability with personalized deformation characteristics by learning the universal expression prior using the cross-identity hypernetwork. Notably, DreamFace can generate of realistic 3D facial assets with physically-based rendering quality and rich animation ability from video footage, even for fashion icons or exotic characters in cartoons and fiction movies.
Text-Guided 3D Face Synthesis -- From Generation to Editing
Text-guided 3D face synthesis has achieved remarkable results by leveraging text-to-image (T2I) diffusion models. However, most existing works focus solely on the direct generation, ignoring the editing, restricting them from synthesizing customized 3D faces through iterative adjustments. In this paper, we propose a unified text-guided framework from face generation to editing. In the generation stage, we propose a geometry-texture decoupled generation to mitigate the loss of geometric details caused by coupling. Besides, decoupling enables us to utilize the generated geometry as a condition for texture generation, yielding highly geometry-texture aligned results. We further employ a fine-tuned texture diffusion model to enhance texture quality in both RGB and YUV space. In the editing stage, we first employ a pre-trained diffusion model to update facial geometry or texture based on the texts. To enable sequential editing, we introduce a UV domain consistency preservation regularization, preventing unintentional changes to irrelevant facial attributes. Besides, we propose a self-guided consistency weight strategy to improve editing efficacy while preserving consistency. Through comprehensive experiments, we showcase our method's superiority in face synthesis. Project page: https://faceg2e.github.io/.
Make-Your-3D: Fast and Consistent Subject-Driven 3D Content Generation
Recent years have witnessed the strong power of 3D generation models, which offer a new level of creative flexibility by allowing users to guide the 3D content generation process through a single image or natural language. However, it remains challenging for existing 3D generation methods to create subject-driven 3D content across diverse prompts. In this paper, we introduce a novel 3D customization method, dubbed Make-Your-3D that can personalize high-fidelity and consistent 3D content from only a single image of a subject with text description within 5 minutes. Our key insight is to harmonize the distributions of a multi-view diffusion model and an identity-specific 2D generative model, aligning them with the distribution of the desired 3D subject. Specifically, we design a co-evolution framework to reduce the variance of distributions, where each model undergoes a process of learning from the other through identity-aware optimization and subject-prior optimization, respectively. Extensive experiments demonstrate that our method can produce high-quality, consistent, and subject-specific 3D content with text-driven modifications that are unseen in subject image.
ITEM3D: Illumination-Aware Directional Texture Editing for 3D Models
Texture editing is a crucial task in 3D modeling that allows users to automatically manipulate the surface materials of 3D models. However, the inherent complexity of 3D models and the ambiguous text description lead to the challenge in this task. To address this challenge, we propose ITEM3D, an illumination-aware model for automatic 3D object editing according to the text prompts. Leveraging the diffusion models and the differentiable rendering, ITEM3D takes the rendered images as the bridge of text and 3D representation, and further optimizes the disentangled texture and environment map. Previous methods adopt the absolute editing direction namely score distillation sampling (SDS) as the optimization objective, which unfortunately results in the noisy appearance and text inconsistency. To solve the problem caused by the ambiguous text, we introduce a relative editing direction, an optimization objective defined by the noise difference between the source and target texts, to release the semantic ambiguity between the texts and images. Additionally, we gradually adjust the direction during optimization to further address the unexpected deviation in the texture domain. Qualitative and quantitative experiments show that our ITEM3D outperforms the state-of-the-art methods on various 3D objects. We also perform text-guided relighting to show explicit control over lighting.
StyleNeRF: A Style-based 3D-Aware Generator for High-resolution Image Synthesis
We propose StyleNeRF, a 3D-aware generative model for photo-realistic high-resolution image synthesis with high multi-view consistency, which can be trained on unstructured 2D images. Existing approaches either cannot synthesize high-resolution images with fine details or yield noticeable 3D-inconsistent artifacts. In addition, many of them lack control over style attributes and explicit 3D camera poses. StyleNeRF integrates the neural radiance field (NeRF) into a style-based generator to tackle the aforementioned challenges, i.e., improving rendering efficiency and 3D consistency for high-resolution image generation. We perform volume rendering only to produce a low-resolution feature map and progressively apply upsampling in 2D to address the first issue. To mitigate the inconsistencies caused by 2D upsampling, we propose multiple designs, including a better upsampler and a new regularization loss. With these designs, StyleNeRF can synthesize high-resolution images at interactive rates while preserving 3D consistency at high quality. StyleNeRF also enables control of camera poses and different levels of styles, which can generalize to unseen views. It also supports challenging tasks, including zoom-in and-out, style mixing, inversion, and semantic editing.
Neural Haircut: Prior-Guided Strand-Based Hair Reconstruction
Generating realistic human 3D reconstructions using image or video data is essential for various communication and entertainment applications. While existing methods achieved impressive results for body and facial regions, realistic hair modeling still remains challenging due to its high mechanical complexity. This work proposes an approach capable of accurate hair geometry reconstruction at a strand level from a monocular video or multi-view images captured in uncontrolled lighting conditions. Our method has two stages, with the first stage performing joint reconstruction of coarse hair and bust shapes and hair orientation using implicit volumetric representations. The second stage then estimates a strand-level hair reconstruction by reconciling in a single optimization process the coarse volumetric constraints with hair strand and hairstyle priors learned from the synthetic data. To further increase the reconstruction fidelity, we incorporate image-based losses into the fitting process using a new differentiable renderer. The combined system, named Neural Haircut, achieves high realism and personalization of the reconstructed hairstyles.
DiffPortrait360: Consistent Portrait Diffusion for 360 View Synthesis
Generating high-quality 360-degree views of human heads from single-view images is essential for enabling accessible immersive telepresence applications and scalable personalized content creation. While cutting-edge methods for full head generation are limited to modeling realistic human heads, the latest diffusion-based approaches for style-omniscient head synthesis can produce only frontal views and struggle with view consistency, preventing their conversion into true 3D models for rendering from arbitrary angles. We introduce a novel approach that generates fully consistent 360-degree head views, accommodating human, stylized, and anthropomorphic forms, including accessories like glasses and hats. Our method builds on the DiffPortrait3D framework, incorporating a custom ControlNet for back-of-head detail generation and a dual appearance module to ensure global front-back consistency. By training on continuous view sequences and integrating a back reference image, our approach achieves robust, locally continuous view synthesis. Our model can be used to produce high-quality neural radiance fields (NeRFs) for real-time, free-viewpoint rendering, outperforming state-of-the-art methods in object synthesis and 360-degree head generation for very challenging input portraits.
DrawingSpinUp: 3D Animation from Single Character Drawings
Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.
Ada-adapter:Fast Few-shot Style Personlization of Diffusion Model with Pre-trained Image Encoder
Fine-tuning advanced diffusion models for high-quality image stylization usually requires large training datasets and substantial computational resources, hindering their practical applicability. We propose Ada-Adapter, a novel framework for few-shot style personalization of diffusion models. Ada-Adapter leverages off-the-shelf diffusion models and pre-trained image feature encoders to learn a compact style representation from a limited set of source images. Our method enables efficient zero-shot style transfer utilizing a single reference image. Furthermore, with a small number of source images (three to five are sufficient) and a few minutes of fine-tuning, our method can capture intricate style details and conceptual characteristics, generating high-fidelity stylized images that align well with the provided text prompts. We demonstrate the effectiveness of our approach on various artistic styles, including flat art, 3D rendering, and logo design. Our experimental results show that Ada-Adapter outperforms existing zero-shot and few-shot stylization methods in terms of output quality, diversity, and training efficiency.
Hyper-3DG: Text-to-3D Gaussian Generation via Hypergraph
Text-to-3D generation represents an exciting field that has seen rapid advancements, facilitating the transformation of textual descriptions into detailed 3D models. However, current progress often neglects the intricate high-order correlation of geometry and texture within 3D objects, leading to challenges such as over-smoothness, over-saturation and the Janus problem. In this work, we propose a method named ``3D Gaussian Generation via Hypergraph (Hyper-3DG)'', designed to capture the sophisticated high-order correlations present within 3D objects. Our framework is anchored by a well-established mainflow and an essential module, named ``Geometry and Texture Hypergraph Refiner (HGRefiner)''. This module not only refines the representation of 3D Gaussians but also accelerates the update process of these 3D Gaussians by conducting the Patch-3DGS Hypergraph Learning on both explicit attributes and latent visual features. Our framework allows for the production of finely generated 3D objects within a cohesive optimization, effectively circumventing degradation. Extensive experimentation has shown that our proposed method significantly enhances the quality of 3D generation while incurring no additional computational overhead for the underlying framework. (Project code: https://github.com/yjhboy/Hyper3DG)
HAAR: Text-Conditioned Generative Model of 3D Strand-based Human Hairstyles
We present HAAR, a new strand-based generative model for 3D human hairstyles. Specifically, based on textual inputs, HAAR produces 3D hairstyles that could be used as production-level assets in modern computer graphics engines. Current AI-based generative models take advantage of powerful 2D priors to reconstruct 3D content in the form of point clouds, meshes, or volumetric functions. However, by using the 2D priors, they are intrinsically limited to only recovering the visual parts. Highly occluded hair structures can not be reconstructed with those methods, and they only model the ''outer shell'', which is not ready to be used in physics-based rendering or simulation pipelines. In contrast, we propose a first text-guided generative method that uses 3D hair strands as an underlying representation. Leveraging 2D visual question-answering (VQA) systems, we automatically annotate synthetic hair models that are generated from a small set of artist-created hairstyles. This allows us to train a latent diffusion model that operates in a common hairstyle UV space. In qualitative and quantitative studies, we demonstrate the capabilities of the proposed model and compare it to existing hairstyle generation approaches.
DreamPolish: Domain Score Distillation With Progressive Geometry Generation
We introduce DreamPolish, a text-to-3D generation model that excels in producing refined geometry and high-quality textures. In the geometry construction phase, our approach leverages multiple neural representations to enhance the stability of the synthesis process. Instead of relying solely on a view-conditioned diffusion prior in the novel sampled views, which often leads to undesired artifacts in the geometric surface, we incorporate an additional normal estimator to polish the geometry details, conditioned on viewpoints with varying field-of-views. We propose to add a surface polishing stage with only a few training steps, which can effectively refine the artifacts attributed to limited guidance from previous stages and produce 3D objects with more desirable geometry. The key topic of texture generation using pretrained text-to-image models is to find a suitable domain in the vast latent distribution of these models that contains photorealistic and consistent renderings. In the texture generation phase, we introduce a novel score distillation objective, namely domain score distillation (DSD), to guide neural representations toward such a domain. We draw inspiration from the classifier-free guidance (CFG) in textconditioned image generation tasks and show that CFG and variational distribution guidance represent distinct aspects in gradient guidance and are both imperative domains for the enhancement of texture quality. Extensive experiments show our proposed model can produce 3D assets with polished surfaces and photorealistic textures, outperforming existing state-of-the-art methods.
TIP-Editor: An Accurate 3D Editor Following Both Text-Prompts And Image-Prompts
Text-driven 3D scene editing has gained significant attention owing to its convenience and user-friendliness. However, existing methods still lack accurate control of the specified appearance and location of the editing result due to the inherent limitations of the text description. To this end, we propose a 3D scene editing framework, TIPEditor, that accepts both text and image prompts and a 3D bounding box to specify the editing region. With the image prompt, users can conveniently specify the detailed appearance/style of the target content in complement to the text description, enabling accurate control of the appearance. Specifically, TIP-Editor employs a stepwise 2D personalization strategy to better learn the representation of the existing scene and the reference image, in which a localization loss is proposed to encourage correct object placement as specified by the bounding box. Additionally, TIPEditor utilizes explicit and flexible 3D Gaussian splatting as the 3D representation to facilitate local editing while keeping the background unchanged. Extensive experiments have demonstrated that TIP-Editor conducts accurate editing following the text and image prompts in the specified bounding box region, consistently outperforming the baselines in editing quality, and the alignment to the prompts, qualitatively and quantitatively.
Image Sculpting: Precise Object Editing with 3D Geometry Control
We present Image Sculpting, a new framework for editing 2D images by incorporating tools from 3D geometry and graphics. This approach differs markedly from existing methods, which are confined to 2D spaces and typically rely on textual instructions, leading to ambiguity and limited control. Image Sculpting converts 2D objects into 3D, enabling direct interaction with their 3D geometry. Post-editing, these objects are re-rendered into 2D, merging into the original image to produce high-fidelity results through a coarse-to-fine enhancement process. The framework supports precise, quantifiable, and physically-plausible editing options such as pose editing, rotation, translation, 3D composition, carving, and serial addition. It marks an initial step towards combining the creative freedom of generative models with the precision of graphics pipelines.
Rodin: A Generative Model for Sculpting 3D Digital Avatars Using Diffusion
This paper presents a 3D generative model that uses diffusion models to automatically generate 3D digital avatars represented as neural radiance fields. A significant challenge in generating such avatars is that the memory and processing costs in 3D are prohibitive for producing the rich details required for high-quality avatars. To tackle this problem we propose the roll-out diffusion network (Rodin), which represents a neural radiance field as multiple 2D feature maps and rolls out these maps into a single 2D feature plane within which we perform 3D-aware diffusion. The Rodin model brings the much-needed computational efficiency while preserving the integrity of diffusion in 3D by using 3D-aware convolution that attends to projected features in the 2D feature plane according to their original relationship in 3D. We also use latent conditioning to orchestrate the feature generation for global coherence, leading to high-fidelity avatars and enabling their semantic editing based on text prompts. Finally, we use hierarchical synthesis to further enhance details. The 3D avatars generated by our model compare favorably with those produced by existing generative techniques. We can generate highly detailed avatars with realistic hairstyles and facial hair like beards. We also demonstrate 3D avatar generation from image or text as well as text-guided editability.
TeCH: Text-guided Reconstruction of Lifelike Clothed Humans
Despite recent research advancements in reconstructing clothed humans from a single image, accurately restoring the "unseen regions" with high-level details remains an unsolved challenge that lacks attention. Existing methods often generate overly smooth back-side surfaces with a blurry texture. But how to effectively capture all visual attributes of an individual from a single image, which are sufficient to reconstruct unseen areas (e.g., the back view)? Motivated by the power of foundation models, TeCH reconstructs the 3D human by leveraging 1) descriptive text prompts (e.g., garments, colors, hairstyles) which are automatically generated via a garment parsing model and Visual Question Answering (VQA), 2) a personalized fine-tuned Text-to-Image diffusion model (T2I) which learns the "indescribable" appearance. To represent high-resolution 3D clothed humans at an affordable cost, we propose a hybrid 3D representation based on DMTet, which consists of an explicit body shape grid and an implicit distance field. Guided by the descriptive prompts + personalized T2I diffusion model, the geometry and texture of the 3D humans are optimized through multi-view Score Distillation Sampling (SDS) and reconstruction losses based on the original observation. TeCH produces high-fidelity 3D clothed humans with consistent & delicate texture, and detailed full-body geometry. Quantitative and qualitative experiments demonstrate that TeCH outperforms the state-of-the-art methods in terms of reconstruction accuracy and rendering quality. The code will be publicly available for research purposes at https://huangyangyi.github.io/tech
Category-Aware 3D Object Composition with Disentangled Texture and Shape Multi-view Diffusion
In this paper, we tackle a new task of 3D object synthesis, where a 3D model is composited with another object category to create a novel 3D model. However, most existing text/image/3D-to-3D methods struggle to effectively integrate multiple content sources, often resulting in inconsistent textures and inaccurate shapes. To overcome these challenges, we propose a straightforward yet powerful approach, category+3D-to-3D (C33D), for generating novel and structurally coherent 3D models. Our method begins by rendering multi-view images and normal maps from the input 3D model, then generating a novel 2D object using adaptive text-image harmony (ATIH) with the front-view image and a text description from another object category as inputs. To ensure texture consistency, we introduce texture multi-view diffusion, which refines the textures of the remaining multi-view RGB images based on the novel 2D object. For enhanced shape accuracy, we propose shape multi-view diffusion to improve the 2D shapes of both the multi-view RGB images and the normal maps, also conditioned on the novel 2D object. Finally, these outputs are used to reconstruct a complete and novel 3D model. Extensive experiments demonstrate the effectiveness of our method, yielding impressive 3D creations, such as shark(3D)-crocodile(text) in the first row of Fig. 1. A project page is available at: https://xzr52.github.io/C33D/
FreeViS: Training-free Video Stylization with Inconsistent References
Video stylization plays a key role in content creation, but it remains a challenging problem. Na\"ively applying image stylization frame-by-frame hurts temporal consistency and reduces style richness. Alternatively, training a dedicated video stylization model typically requires paired video data and is computationally expensive. In this paper, we propose FreeViS, a training-free video stylization framework that generates stylized videos with rich style details and strong temporal coherence. Our method integrates multiple stylized references to a pretrained image-to-video (I2V) model, effectively mitigating the propagation errors observed in prior works, without introducing flickers and stutters. In addition, it leverages high-frequency compensation to constrain the content layout and motion, together with flow-based motion cues to preserve style textures in low-saliency regions. Through extensive evaluations, FreeViS delivers higher stylization fidelity and superior temporal consistency, outperforming recent baselines and achieving strong human preference. Our training-free pipeline offers a practical and economic solution for high-quality, temporally coherent video stylization. The code and videos can be accessed via https://xujiacong.github.io/FreeViS/
VP3D: Unleashing 2D Visual Prompt for Text-to-3D Generation
Recent innovations on text-to-3D generation have featured Score Distillation Sampling (SDS), which enables the zero-shot learning of implicit 3D models (NeRF) by directly distilling prior knowledge from 2D diffusion models. However, current SDS-based models still struggle with intricate text prompts and commonly result in distorted 3D models with unrealistic textures or cross-view inconsistency issues. In this work, we introduce a novel Visual Prompt-guided text-to-3D diffusion model (VP3D) that explicitly unleashes the visual appearance knowledge in 2D visual prompt to boost text-to-3D generation. Instead of solely supervising SDS with text prompt, VP3D first capitalizes on 2D diffusion model to generate a high-quality image from input text, which subsequently acts as visual prompt to strengthen SDS optimization with explicit visual appearance. Meanwhile, we couple the SDS optimization with additional differentiable reward function that encourages rendering images of 3D models to better visually align with 2D visual prompt and semantically match with text prompt. Through extensive experiments, we show that the 2D Visual Prompt in our VP3D significantly eases the learning of visual appearance of 3D models and thus leads to higher visual fidelity with more detailed textures. It is also appealing in view that when replacing the self-generating visual prompt with a given reference image, VP3D is able to trigger a new task of stylized text-to-3D generation. Our project page is available at https://vp3d-cvpr24.github.io.
InsTex: Indoor Scenes Stylized Texture Synthesis
Generating high-quality textures for 3D scenes is crucial for applications in interior design, gaming, and augmented/virtual reality (AR/VR). Although recent advancements in 3D generative models have enhanced content creation, significant challenges remain in achieving broad generalization and maintaining style consistency across multiple viewpoints. Current methods, such as 2D diffusion models adapted for 3D texturing, suffer from lengthy processing times and visual artifacts, while approaches driven by 3D data often fail to generalize effectively. To overcome these challenges, we introduce InsTex, a two-stage architecture designed to generate high-quality, style-consistent textures for 3D indoor scenes. InsTex utilizes depth-to-image diffusion priors in a coarse-to-fine pipeline, first generating multi-view images with a pre-trained 2D diffusion model and subsequently refining the textures for consistency. Our method supports both textual and visual prompts, achieving state-of-the-art results in visual quality and quantitative metrics, and demonstrates its effectiveness across various 3D texturing applications.
Advancing high-fidelity 3D and Texture Generation with 2.5D latents
Despite the availability of large-scale 3D datasets and advancements in 3D generative models, the complexity and uneven quality of 3D geometry and texture data continue to hinder the performance of 3D generation techniques. In most existing approaches, 3D geometry and texture are generated in separate stages using different models and non-unified representations, frequently leading to unsatisfactory coherence between geometry and texture. To address these challenges, we propose a novel framework for joint generation of 3D geometry and texture. Specifically, we focus in generate a versatile 2.5D representations that can be seamlessly transformed between 2D and 3D. Our approach begins by integrating multiview RGB, normal, and coordinate images into a unified representation, termed as 2.5D latents. Next, we adapt pre-trained 2D foundation models for high-fidelity 2.5D generation, utilizing both text and image conditions. Finally, we introduce a lightweight 2.5D-to-3D refiner-decoder framework that efficiently generates detailed 3D representations from 2.5D images. Extensive experiments demonstrate that our model not only excels in generating high-quality 3D objects with coherent structure and color from text and image inputs but also significantly outperforms existing methods in geometry-conditioned texture generation.
Guide3D: Create 3D Avatars from Text and Image Guidance
Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.
Boosting 3D Object Generation through PBR Materials
Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.
TextMesh: Generation of Realistic 3D Meshes From Text Prompts
The ability to generate highly realistic 2D images from mere text prompts has recently made huge progress in terms of speed and quality, thanks to the advent of image diffusion models. Naturally, the question arises if this can be also achieved in the generation of 3D content from such text prompts. To this end, a new line of methods recently emerged trying to harness diffusion models, trained on 2D images, for supervision of 3D model generation using view dependent prompts. While achieving impressive results, these methods, however, have two major drawbacks. First, rather than commonly used 3D meshes, they instead generate neural radiance fields (NeRFs), making them impractical for most real applications. Second, these approaches tend to produce over-saturated models, giving the output a cartoonish looking effect. Therefore, in this work we propose a novel method for generation of highly realistic-looking 3D meshes. To this end, we extend NeRF to employ an SDF backbone, leading to improved 3D mesh extraction. In addition, we propose a novel way to finetune the mesh texture, removing the effect of high saturation and improving the details of the output 3D mesh.
Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation
Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.
SOAP: Style-Omniscient Animatable Portraits
Creating animatable 3D avatars from a single image remains challenging due to style limitations (realistic, cartoon, anime) and difficulties in handling accessories or hairstyles. While 3D diffusion models advance single-view reconstruction for general objects, outputs often lack animation controls or suffer from artifacts because of the domain gap. We propose SOAP, a style-omniscient framework to generate rigged, topology-consistent avatars from any portrait. Our method leverages a multiview diffusion model trained on 24K 3D heads with multiple styles and an adaptive optimization pipeline to deform the FLAME mesh while maintaining topology and rigging via differentiable rendering. The resulting textured avatars support FACS-based animation, integrate with eyeballs and teeth, and preserve details like braided hair or accessories. Extensive experiments demonstrate the superiority of our method over state-of-the-art techniques for both single-view head modeling and diffusion-based generation of Image-to-3D. Our code and data are publicly available for research purposes at https://github.com/TingtingLiao/soap.
HeadCraft: Modeling High-Detail Shape Variations for Animated 3DMMs
Current advances in human head modeling allow to generate plausible-looking 3D head models via neural representations. Nevertheless, constructing complete high-fidelity head models with explicitly controlled animation remains an issue. Furthermore, completing the head geometry based on a partial observation, e.g. coming from a depth sensor, while preserving details is often problematic for the existing methods. We introduce a generative model for detailed 3D head meshes on top of an articulated 3DMM which allows explicit animation and high-detail preservation at the same time. Our method is trained in two stages. First, we register a parametric head model with vertex displacements to each mesh of the recently introduced NPHM dataset of accurate 3D head scans. The estimated displacements are baked into a hand-crafted UV layout. Second, we train a StyleGAN model in order to generalize over the UV maps of displacements. The decomposition of the parametric model and high-quality vertex displacements allows us to animate the model and modify it semantically. We demonstrate the results of unconditional generation and fitting to the full or partial observation. The project page is available at https://seva100.github.io/headcraft.
Text-to-3D using Gaussian Splatting
In this paper, we present Gaussian Splatting based text-to-3D generation (GSGEN), a novel approach for generating high-quality 3D objects. Previous methods suffer from inaccurate geometry and limited fidelity due to the absence of 3D prior and proper representation. We leverage 3D Gaussian Splatting, a recent state-of-the-art representation, to address existing shortcomings by exploiting the explicit nature that enables the incorporation of 3D prior. Specifically, our method adopts a progressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under a 3D geometry prior along with the ordinary 2D SDS loss, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative refinement to enrich details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D content with delicate details and more accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components. Video results are provided at https://gsgen3d.github.io. Our code is available at https://github.com/gsgen3d/gsgen
Dual3D: Efficient and Consistent Text-to-3D Generation with Dual-mode Multi-view Latent Diffusion
We present Dual3D, a novel text-to-3D generation framework that generates high-quality 3D assets from texts in only 1 minute.The key component is a dual-mode multi-view latent diffusion model. Given the noisy multi-view latents, the 2D mode can efficiently denoise them with a single latent denoising network, while the 3D mode can generate a tri-plane neural surface for consistent rendering-based denoising. Most modules for both modes are tuned from a pre-trained text-to-image latent diffusion model to circumvent the expensive cost of training from scratch. To overcome the high rendering cost during inference, we propose the dual-mode toggling inference strategy to use only 1/10 denoising steps with 3D mode, successfully generating a 3D asset in just 10 seconds without sacrificing quality. The texture of the 3D asset can be further enhanced by our efficient texture refinement process in a short time. Extensive experiments demonstrate that our method delivers state-of-the-art performance while significantly reducing generation time. Our project page is available at https://dual3d.github.io
