EucliDreamer: Fast and High-Quality Texturing for 3D Models with Stable Diffusion Depth
Cindy Le, Congrui Hetang, Chendi Lin, Ang Cao, Yihui He
TL;DR
EucliDreamer tackles the challenge of texturing 3D meshes from textual prompts by introducing depth-conditioned diffusion via Stable Diffusion depth into the Score Distillation Sampling loop. The approach uses a differentiable renderer and a hash-grid texture representation to iteratively refine textures, achieving higher quality and faster convergence than prior SDS-based methods. Through extensive ablations, a user study, and Objaverse benchmarking, the work demonstrates improved realism, diverse artistic styles, and reduced inference time, while highlighting limitations such as dependence on visible surfaces and lighting handling. The results indicate depth conditioning is a key factor for practical, high-quality diffusion-based 3D texturing with potential for broader adoption and future extensions to scenes and animation.
Abstract
This paper presents a novel method to generate textures for 3D models given text prompts and 3D meshes. Additional depth information is taken into account to perform the Score Distillation Sampling (SDS) process with depth conditional Stable Diffusion. We ran our model over the open-source dataset Objaverse and conducted a user study to compare the results with those of various 3D texturing methods. We have shown that our model can generate more satisfactory results and produce various art styles for the same object. In addition, we achieved faster time when generating textures of comparable quality. We also conduct thorough ablation studies of how different factors may affect generation quality, including sampling steps, guidance scale, negative prompts, data augmentation, elevation range, and alternatives to SDS.
