GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from Images
Jun Gao, Tianchang Shen, Zian Wang, Wenzheng Chen, Kangxue Yin, Daiqing Li, Or Litany, Zan Gojcic, Sanja Fidler
Abstract
As several industries are moving towards modeling massive 3D virtual worlds, the need for content creation tools that can scale in terms of the quantity, quality, and diversity of 3D content is becoming evident. In our work, we aim to train performant 3D generative models that synthesize textured meshes that can be directly consumed by 3D rendering engines, thus immediately usable in downstream applications. Prior works on 3D generative modeling either lack geometric details, are limited in the mesh topology they can produce, typically do not support textures, or utilize neural renderers in the synthesis process, which makes their use in common 3D software non-trivial. In this work, we introduce GET3D, a Generative model that directly generates Explicit Textured 3D meshes with complex topology, rich geometric details, and high fidelity textures. We bridge recent success in the differentiable surface modeling, differentiable rendering as well as 2D Generative Adversarial Networks to train our model from 2D image collections. GET3D is able to generate high-quality 3D textured meshes, ranging from cars, chairs, animals, motorbikes and human characters to buildings, achieving significant improvements over previous methods. Our project page: https://nv-tlabs.github.io/GET3D Related Work We review recent advances in 3D generative models for geometry and appearance, as well as 3D-aware generative image synthesis. 3D Generative Models In recent years, 2D generative models have achieved photorealistic quality in high-resolution image synthesis [34, 35, 33, 52, 29, 19, 16] . This progress has also inspired research in 3D content generation. Early approaches aimed to directly extend the 2D CNN generators to 3D voxel grids [66, 20, 27, 40, 62] , but the high memory footprint and computational complexity of 3D convolutions hinder the generation process at high resolution. As an alternative, other works have explored point cloud [5, 68, 75, 46] , implicit [43, 14] , or octree [30] representations. However, these works focus mainly on generating geometry and disregard appearance. Their output representations also need to be post-processed to make them compatible with standard graphics engines. More similar to our work, Textured3DGAN [54, 53] and DIBR [11] generate textured 3D meshes, but they formulate the generation as a deformation of a template mesh, which prevents them from generating complex topology or shapes with varying genus, which our method can do. PolyGen [48] and SurfGen [41] can produce meshes with arbitrary topology, but do not synthesize textures.
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Cited by top-tier papers221
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