QUADify: Extracting Meshes with Pixel-Level Details and Materials from Images
Maximilian Frühauf, Hayko Riemenschneider, Markus Gross, Christopher Schroers
Abstract
Despite exciting progress in automatic 3D reconstruction from images, excessive and irregular triangular faces in the resulting meshes still constitute a significant challenge when it comes to adoption in practical artist workflows. Therefore, we propose a method to extract regular quad-dominant meshes from posed images. More specifically, we generate a high-quality 3D model through decomposition into an easily editable quad-dominant mesh with pixel-level details such as displacement, materials, and lighting. To enable end-to-end learning of shape and quad topology, we QUADify a neural implicit representation using our novel differentiable re-meshing objective. Distinct from previous work, our method exploits artifact-free Catmull-Clark subdivision combined with vertex displacement to extract pixel-level details linked to the base geometry. Finally, we apply differentiable rendering techniques for material and lighting decomposition to optimize for image reconstruction. Our experiments show the benefits of end-to-end re-meshing and that our method yields stateof-the-art geometric accuracy while providing lightweight meshes with displacements and textures that are directly compatible with professional renderers and game engines.
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