Collaborative Control for Geometry-Conditioned PBR Image Generation
Shimon Vainer, Mark Boss, Mathias Parger, Konstantin Kutsy, Dante De Nigris, Ciara Rowles, Nicolas Perony, Simon Donné
TL;DR
This work tackles the challenge of generating physically-based rendering (PBR) textures conditioned on geometry without relying on photometrically inconsistent RGB outputs. It introduces Collaborative Control, a bidirectional cross-network framework that keeps a pretrained RGB diffusion model frozen while training a parallel PBR model to model the joint distribution $p(\bm{z}_{rgb}, \bm{z}_{pbr})$, enabling direct PBR texture generation. A dedicated PBR VAE with $14$ latent channels and Objaverse-based training data underpin efficient latent compression and data effectiveness, while cross-network communication ensures coherent interaction between modalities. The approach demonstrates strong distributional and OOD performance, compatibility with IP-Adapter, and practical potential for Text-to-Texture pipelines, albeit with limitations related to data biases in PBR maps and computational cost.
Abstract
Graphics pipelines require physically-based rendering (PBR) materials, yet current 3D content generation approaches are built on RGB models. We propose to model the PBR image distribution directly, avoiding photometric inaccuracies in RGB generation and the inherent ambiguity in extracting PBR from RGB. As existing paradigms for cross-modal fine-tuning are not suited for PBR generation due to both a lack of data and the high dimensionality of the output modalities, we propose to train a new PBR model that is tightly linked to a frozen RGB model using a novel cross-network communication paradigm. As the base RGB model is fully frozen, the proposed method retains its general performance and remains compatible with e.g. IPAdapters for that base model.
