Xiaokang Wei

h-index6
2papers
114citations

2 Papers

6.2CVMar 14, 2025
PBR3DGen: A VLM-guided Mesh Generation with High-quality PBR Texture

Xiaokang Wei, Bowen Zhang, Xianghui Yang et al.

Generating high-quality physically based rendering (PBR) materials is important to achieve realistic rendering in the downstream tasks, yet it remains challenging due to the intertwined effects of materials and lighting. While existing methods have made breakthroughs by incorporating material decomposition in the 3D generation pipeline, they tend to bake highlights into albedo and ignore spatially varying properties of metallicity and roughness. In this work, we present PBR3DGen, a two-stage mesh generation method with high-quality PBR materials that integrates the novel multi-view PBR material estimation model and a 3D PBR mesh reconstruction model. Specifically, PBR3DGen leverages vision language models (VLM) to guide multi-view diffusion, precisely capturing the spatial distribution and inherent attributes of reflective-metalness material. Additionally, we incorporate view-dependent illumination-aware conditions as pixel-aware priors to enhance spatially varying material properties. Furthermore, our reconstruction model reconstructs high-quality mesh with PBR materials. Experimental results demonstrate that PBR3DGen significantly outperforms existing methods, achieving new state-of-the-art results for PBR estimation and mesh generation. More results and visualization can be found on our project page: https://pbr3dgen1218.github.io/.

2.0CVFeb 9, 2024
SIR: Multi-view Inverse Rendering with Decomposable Shadow Under Indoor Intense Lighting

Xiaokang Wei, Zhuoman Liu, Ping Li et al.

We propose SIR, an efficient method to decompose differentiable shadows for inverse rendering on indoor scenes using multi-view data, addressing the challenges in accurately decomposing the materials and lighting conditions. Unlike previous methods that struggle with shadow fidelity in complex lighting environments, our approach explicitly learns shadows for enhanced realism in material estimation under unknown light positions. Utilizing posed HDR images as input, SIR employs an SDF-based neural radiance field for comprehensive scene representation. Then, SIR integrates a shadow term with a three-stage material estimation approach to improve SVBRDF quality. Specifically, SIR is designed to learn a differentiable shadow, complemented by BRDF regularization, to optimize inverse rendering accuracy. Extensive experiments on both synthetic and real-world indoor scenes demonstrate the superior performance of SIR over existing methods in both quantitative metrics and qualitative analysis. The significant decomposing ability of SIR enables sophisticated editing capabilities like free-view relighting, object insertion, and material replacement. The code and data are available at https://xiaokangwei.github.io/SIR/.