TexRO: Generating Delicate Textures of 3D Models by Recursive Optimization
Jinbo Wu, Xing Liu, Chenming Wu, Xiaobo Gao, Jialun Liu, Xinqi Liu, Chen Zhao, Haocheng Feng, Errui Ding, Jingdong Wang
TL;DR
TexRO tackles the problem of generating delicate, multiview-consistent textures for a known 3D mesh by optimizing the UV texture $\mathbf{y}$ through a two-stage pipeline. It first selects a minimal, complete set of viewpoints to cover all faces and initializes the UV map from multi-view, depth-guided diffusion; then it recursively optimizes the UV texture at increasing RGB resolutions using an adaptive denoising strategy that reuses existing textures. The method introduces a Set-Cover Problem (SCP)-based optimal viewpoint selection and an interlaced, multi-resolution denoising process, enabling high visual fidelity with efficient runtime. Empirical results on Text2Tex-Data and Cap3D show TexRO surpasses state-of-the-art baselines in FID/KID metrics, qualitative texture quality, and speed, demonstrating strong applicability across diverse 3D models.
Abstract
This paper presents TexRO, a novel method for generating delicate textures of a known 3D mesh by optimizing its UV texture. The key contributions are two-fold. We propose an optimal viewpoint selection strategy, that finds the most miniature set of viewpoints covering all the faces of a mesh. Our viewpoint selection strategy guarantees the completeness of a generated result. We propose a recursive optimization pipeline that optimizes a UV texture at increasing resolutions, with an adaptive denoising method that re-uses existing textures for new texture generation. Through extensive experimentation, we demonstrate the superior performance of TexRO in terms of texture quality, detail preservation, visual consistency, and, notably runtime speed, outperforming other current methods. The broad applicability of TexRO is further confirmed through its successful use on diverse 3D models.
