5.5GRMay 19
PolycubeNet: A Dual-latent Diffusion Model for Polycube-Based Hexahedral Mesh GenerationLu He, Qitao Deng, Junjiang Deng et al.
Hexahedral meshes are widely used in simulation pipelines, yet automatic generation remains challenging for complex CAD geometries. Polycube-based hexahedral meshing is a representative approach due to its regular, parameterization-friendly structure, but existing polycube construction methods often rely on intricate surface segmentation and local heuristics, which can produce artifacts or fail on difficult shapes. In this paper, we propose an end-to-end framework for polycube generation based on conditional diffusion models. Given an input geometry represented as a point cloud, our method directly produces a corresponding polycube point cloud, eliminating the need for explicit surface segmentation or predefined polycube templates. At the core of our approach is a dual-latent conditional diffusion architecture that confines computationally expensive self-attention operations to a fixed-capacity, low-dimensional latent space. This design effectively decouples computational complexity from the resolution of both the input geometry and the output polycube, thereby avoiding the quadratic cost typical of point cloud self-attention mechanisms while supporting flexible input and output resolutions. To obtain a hexahedral mesh, the generated polycube is aligned to the input shape via rigid and non-rigid point cloud registration to establish surface correspondence, followed by a polycube-to-hex pipeline. We additionally create and release a paired dataset of CAD meshes and their corresponding polycube meshes, together with the core implementation of our model. Experiments show that PolycubeNet generalizes to complex CAD models with arbitrary genus and produces high-quality polycube structures within seconds, improving robustness and efficiency over prior learning-based approaches.
CVJun 26
Monocular Avatar Reconstruction via Cascaded Diffusion Priors and UV-Space Differentiable ShadingHong Li, Minqi Meng, Yanjun Liang et al.
Reconstructing high-fidelity, relightable 3D avatars from a single in-the-wild image is a challenging ill-posed problem, primarily hindered by the scarcity of high-quality PBR data and the complexity of disentangling illumination from intrinsic materials. In this paper, we present a data-efficient framework that leverages the robust priors of a unified pre-trained diffusion backbone to sequentially address texture completion, delighting, and material decomposition. Unlike existing methods that rely on fragmented pipelines or extensive proprietary datasets, we utilize cascaded Low-Rank Adaptations (LoRAs) to adapt the strong generative prior of the diffusion model for each sub-task in UV space. Specifically, we first employ an Inpainting LoRA to complete missing UV textures caused by occlusion, leveraging the model's semantic understanding to generate semantically and photometrically coherent details. Subsequently, a Light-Homogenization LoRA and a novel Cross-Intrinsic Attention mechanism are introduced to remove baked-in lighting and collaboratively synthesize pixel-aligned PBR maps (Albedo, Normal, Roughness, Specular, and Displacement). To ensure physical plausibility, we impose a UV-space differentiable BRDF shading loss during the decomposition stage, forcing the generative process to adhere to the rendering equation without the artifacts typical of rasterization-based supervision. Extensive experiments demonstrate that our method, trained on fewer than 100 real 3D scans, generates comprehensive, 4K-resolution PBR assets with superior realism and generalization compared to state-of-the-art methods, and all training code and model weights will be released upon acceptance.