Dani Or

h-index92
2papers
31,705citations

2 Papers

3.3GRMar 20, 2025
TriTex: Learning Texture from a Single Mesh via Triplane Semantic Features

Dana Cohen-Bar, Daniel Cohen-Or, Gal Chechik et al.

As 3D content creation continues to grow, transferring semantic textures between 3D meshes remains a significant challenge in computer graphics. While recent methods leverage text-to-image diffusion models for texturing, they often struggle to preserve the appearance of the source texture during texture transfer. We present \ourmethod, a novel approach that learns a volumetric texture field from a single textured mesh by mapping semantic features to surface colors. Using an efficient triplane-based architecture, our method enables semantic-aware texture transfer to a novel target mesh. Despite training on just one example, it generalizes effectively to diverse shapes within the same category. Extensive evaluation on our newly created benchmark dataset shows that \ourmethod{} achieves superior texture transfer quality and fast inference times compared to existing methods. Our approach advances single-example texture transfer, providing a practical solution for maintaining visual coherence across related 3D models in applications like game development and simulation.

16.8CVJun 11, 2024
Object-level Scene Deocclusion

Zhengzhe Liu, Qing Liu, Chirui Chang et al.

Deoccluding the hidden portions of objects in a scene is a formidable task, particularly when addressing real-world scenes. In this paper, we present a new self-supervised PArallel visible-to-COmplete diffusion framework, named PACO, a foundation model for object-level scene deocclusion. Leveraging the rich prior of pre-trained models, we first design the parallel variational autoencoder, which produces a full-view feature map that simultaneously encodes multiple complete objects, and the visible-to-complete latent generator, which learns to implicitly predict the full-view feature map from partial-view feature map and text prompts extracted from the incomplete objects in the input image. To train PACO, we create a large-scale dataset with 500k samples to enable self-supervised learning, avoiding tedious annotations of the amodal masks and occluded regions. At inference, we devise a layer-wise deocclusion strategy to improve efficiency while maintaining the deocclusion quality. Extensive experiments on COCOA and various real-world scenes demonstrate the superior capability of PACO for scene deocclusion, surpassing the state of the arts by a large margin. Our method can also be extended to cross-domain scenes and novel categories that are not covered by the training set. Further, we demonstrate the deocclusion applicability of PACO in single-view 3D scene reconstruction and object recomposition.