Table of Contents
Fetching ...

GradeADreamer: Enhanced Text-to-3D Generation Using Gaussian Splatting and Multi-View Diffusion

Trapoom Ukarapol, Kevin Pruvost

TL;DR

GradeADreamer addresses key challenges in text-to-3D generation, notably view-inconsistency and long convergence times. It proposes a three-stage pipeline that generates a Gaussian Splats prior with a Multi-view Diffusion Model, refines geometry with StableDiffusion, and performs texture optimization on a mesh guided by diffusion models while using SDS for all stages. Across qualitative and quantitative evaluations, GradeADreamer achieves the highest average user ranking, the lowest 3D-FID, and a substantially reduced incidence of Multi-face Janus compared with prior methods, while running on a single RTX 3090 in about 30 minutes per asset. The work offers a practical, efficient route to high-quality 3D assets and highlights effective combinations of diffusion priors and texture optimization for text-to-3D generation.

Abstract

Text-to-3D generation has shown promising results, yet common challenges such as the Multi-face Janus problem and extended generation time for high-quality assets. In this paper, we address these issues by introducing a novel three-stage training pipeline called GradeADreamer. This pipeline is capable of producing high-quality assets with a total generation time of under 30 minutes using only a single RTX 3090 GPU. Our proposed method employs a Multi-view Diffusion Model, MVDream, to generate Gaussian Splats as a prior, followed by refining geometry and texture using StableDiffusion. Experimental results demonstrate that our approach significantly mitigates the Multi-face Janus problem and achieves the highest average user preference ranking compared to previous state-of-the-art methods. The project code is available at https://github.com/trapoom555/GradeADreamer.

GradeADreamer: Enhanced Text-to-3D Generation Using Gaussian Splatting and Multi-View Diffusion

TL;DR

GradeADreamer addresses key challenges in text-to-3D generation, notably view-inconsistency and long convergence times. It proposes a three-stage pipeline that generates a Gaussian Splats prior with a Multi-view Diffusion Model, refines geometry with StableDiffusion, and performs texture optimization on a mesh guided by diffusion models while using SDS for all stages. Across qualitative and quantitative evaluations, GradeADreamer achieves the highest average user ranking, the lowest 3D-FID, and a substantially reduced incidence of Multi-face Janus compared with prior methods, while running on a single RTX 3090 in about 30 minutes per asset. The work offers a practical, efficient route to high-quality 3D assets and highlights effective combinations of diffusion priors and texture optimization for text-to-3D generation.

Abstract

Text-to-3D generation has shown promising results, yet common challenges such as the Multi-face Janus problem and extended generation time for high-quality assets. In this paper, we address these issues by introducing a novel three-stage training pipeline called GradeADreamer. This pipeline is capable of producing high-quality assets with a total generation time of under 30 minutes using only a single RTX 3090 GPU. Our proposed method employs a Multi-view Diffusion Model, MVDream, to generate Gaussian Splats as a prior, followed by refining geometry and texture using StableDiffusion. Experimental results demonstrate that our approach significantly mitigates the Multi-face Janus problem and achieves the highest average user preference ranking compared to previous state-of-the-art methods. The project code is available at https://github.com/trapoom555/GradeADreamer.
Paper Structure (36 sections, 1 equation, 8 figures, 5 tables)

This paper contains 36 sections, 1 equation, 8 figures, 5 tables.

Figures (8)

  • Figure 1: High-quality assets generated by GradeADreamer
  • Figure 2: Examples of Multi-Face Janus Problem wiki:janus (Generated with ProlificDreamer wang2023prolificdreamer)
  • Figure 3: Overview of GradeADreamer. The proposed method consists of three optimization steps. The first step involves optimizing random Gaussian Splats using MVDream to obtain a Gaussian Splats prior (see Section \ref{['approach:stage1']}). In the second step, this prior is refined using StableDiffusion (see Section \ref{['approach:stage2']}). Finally, the third step employs texture optimization on a mesh, guided by StableDiffusion (see Section \ref{['approach:stage3']}).
  • Figure 4: Qualitative results
  • Figure 5: Rank distribution comparison from user study
  • ...and 3 more figures