BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Asia/Tokyo X-LIC-LOCATION:Asia/Tokyo BEGIN:STANDARD TZOFFSETFROM:+0900 TZOFFSETTO:+0900 TZNAME:JST DTSTART:18871231T000000 END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20250110T023313Z LOCATION:Hall B5 (2)\, B Block\, Level 5 DTSTART;TZID=Asia/Tokyo:20241206T144500 DTEND;TZID=Asia/Tokyo:20241206T145600 UID:siggraphasia_SIGGRAPH Asia 2024_sess149_papers_967@linklings.com SUMMARY:Boosting 3D Object Generation through PBR Materials DESCRIPTION:Technical Papers\n\nYitong Wang (Fudan University, Shanghai Ar tificial Intelligence Laboratory); Xudong Xu (Shanghai Artificial Intellig ence Laboratory); Li Ma (Scanline VFX Studio); Haoran Wang (Shanghai Jiaot ong University); and Bo Dai (Shanghai Artificial Intelligence Laboratory)\ n\nAutomatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film in dustry, and AR/VR. \nRecent advancements in diffusion models and multimoda l models have notably improved the quality and efficiency of 3D object gen eration given a single RGB image. \nHowever, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-create d assets. \nConsidering only textures instead of materials makes these met hods encounter challenges in photo-realistic rendering, relighting, and fl exible appearance editing,\nthey also suffer from severe misalignment betw een geometry and high-frequency texture details. \nIn this work, we propos e a novel approach to boost the quality of generated 3D objects from the p erspective of Physics-Based Rendering (PBR) materials. \nBy analyzing the components of PBR materials, \nwe choose to consider albedo, roughness, me talness, and normal bump in a single image to 3D object generation.\nFor a lbedo and normal-bump,\nwe leverage Stable Diffusion fine-tuned on synthet ic data to extract these values,\nwith novel usages of these fine-tuned mo dels to obtain 3D consistent albedo uv and normal-bump uv for generated ob jects.\nIn terms of roughness and metalness,\nwe adopt a semi-automatic pr ocess to provide room for interactive adjustment, which we believe is more practical.\nExtensive 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 natu ral relighting effects and substantially improved geometry.\n\nRegistratio n Category: Full Access, Full Access Supporter\n\nLanguage Format: English Language\n\nSession Chair: Valentin Deschaintre (Adobe Research) URL:https://asia.siggraph.org/2024/program/?id=papers_967&sess=sess149 END:VEVENT END:VCALENDAR