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Material Palette: Extraction of Materials from a Single Image
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Extracts tileable PBR materials from regions of a single real-world image by finetuning Stable Diffusion with a concept token and decomposing the generated textures into SVBRDF maps via unsupervised domain adaptation on a new diffusion-generated dataset, TexSD.
Problem
Extracting spatially varying BRDF (PBR) materials from a single in-the-wild real-world image, without lighting, geometry, or capture-apparatus priors, is highly ill-posed and shifted from existing synthetic SVBRDF datasets.
Approach
Map an image region to a learned concept token via LoRA DreamBooth finetuning of Stable Diffusion to generate flat tileable texture images, then decompose those textures into albedo/normal/roughness using a network adapted from synthetic SVBRDF libraries with pseudo-label unsupervised domain adaptation on diffusion-generated textures.
Key results
- Domain adaptation (ACG to PH) improves over the source-only model with relative gain of +5.87% over {A,N,R} on in-distribution PolyHaven materials.
- Material extraction using OpenSurfaces masks gives LPIPS of 0.7959/0.5730/0.7142 (A/N/R), beating the class-random upper bound (0.8288/0.5915/0.7255).
- In end-to-end re-rendering, extracted materials achieve LPIPS of 0.6839/0.6254/0.5951 versus 0.8163/0.6895/0.7441 for random Stable Diffusion generation.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Adapt the ACG-trained decomposition model using TexSD pseudo-labels | Material Palette SVBRDF decomposition · PolyHaven ID | relative performance over ACG-only (%): +5.87 | Helped |
| Adapt the ACG-trained decomposition model using TexSD pseudo-labels | Material Palette SVBRDF decomposition · CGBookcase ID | relative performance over ACG-only (%): +2.62 | Helped |
| Adapt the ACG-trained decomposition model using TexSD pseudo-labels | Material Palette SVBRDF decomposition · PolyHaven OOD | relative performance over ACG-only (%): +5.24 | Helped |
| Use “realistic Sc texture in top view” instead of generic generation prompts (ablation) | Stable Diffusion material texture generation · ACG material generation | FID: 1.89 -> 1.55 (albedo); 1.74 -> 1.27 (normal); 1.83 -> 1.59 (roughness) | Helped |
| Add “texture” to the generation prompt (ablation) | Stable Diffusion material texture generation · ACG material generation | FID: 1.89 -> 1.72 (albedo); 1.74 -> 1.54 (normal); 1.83 -> 1.63 (roughness) | Helped |
| Use “high resolution” in the generation prompt (ablation) | Stable Diffusion material texture generation · ACG material generation | FID: 1.55 -> 1.55 (albedo); 1.27 -> 1.30 (normal); 1.59 -> 1.55 (roughness) | No clear effect |
Surprising findings
- Plain text-to-image generation from class names yields materials much further from ground truth than the proposed extraction pipeline, while prior patch/region texture extraction methods leak shading and geometry.
- The method struggles more with simple uniform materials, where the learned concept collapses into color artifacts.
Limitations
- Struggles with simple uniform materials, where the concept collapses causing color artifacts.
- Illumination ambiguities cause inconsistent colors on shaded surfaces, and slanted surfaces or strong distortion are not rectified.
- Evaluation of end-to-end extraction lacks a real dataset with region-wise SVBRDF ground truth, relying on proxy metrics.
Experimental setup
Datasets: AmbientCG PolyHaven CGBookcase OpenSurfaces TexSD
Benchmarks: AmbientCG PolyHaven CGBookcase OpenSurfaces
Metrics: MSE SSIM LPIPS FID KID CLIP zero-shot classification accuracy
Baselines: Deep Materials SurfaceNet Source-only (ACG) Li et al. texture extraction DeepTex PSGAN Quilting Materialistic SAM
Builds on: DreamBooth Stable Diffusion ControlMat Deep Materials
Closest papers by meaning
- Material Anything: Generating Materials for Any 3D Object via Diffusion (CVPR 2025 · similarity 0.90)
- TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting (CVPR 2025 · similarity 0.89)
- Eclipse: Disambiguating Illumination and Materials using Unintended Shadows (CVPR 2024 · similarity 0.89)
- Intrinsic Image Diffusion for Indoor Single-view Material Estimation (CVPR 2024 · similarity 0.89)
- MatSynth: A Modern PBR Materials Dataset (CVPR 2024 · similarity 0.88)
- MaterialRefGS: Reflective Gaussian Splatting with Multi-view Consistent Material Inference (NeurIPS 2025 · similarity 0.88)
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