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QUADify: Extracting Meshes with Pixel-level Details and Materials from Images
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Extracts quad-dominant meshes with Catmull-Clark subdivision, vertex displacement, and PBR materials/lighting from posed multi-view images by end-to-end differentiable re-meshing of a neural SDF.
Problem
Triangle meshes from differentiable image-based 3D reconstruction contain irregular, sliver triangles that are hard to edit and animate, while quad re-meshing is non-differentiable and cannot correct its own approximation errors.
Approach
Jointly learn orientation and position fields with MLPs (self-learning losses with stop-gradient smoothing and a gradient-skipping trick) so that field-aligned quad re-meshing of a Marching Cubes mesh from a neural SDF is differentiable; then apply differentiable Catmull-Clark subdivision and a neural displacement field for pixel-level detail, plus Nvdiffrec-style material and lighting decompositi
Key results
- On NeRF Synthetic, the displaced quad mesh reaches vis. CD 3.0e-2 versus 3.3e-2 for FlexiCubes, with PSNR 27.96 comparable to Nvdiffrec's 29.06.
- On the 79-object Myles dataset, the displaced mesh achieves CD 4.63e-5 (best among methods) and F1 0.70, versus 4.87e-5 for FlexiCubes.
- The quad-dominant mesh has 0.00% aspect ratio outliers above 4 versus 6.69% for FlexiCubes and 16.89% for DMTet.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use QUADify's quad-dominant mesh instead of FlexiCubes | QUADify mesh reconstruction · Myles dataset (79 objects) | AR>4 (%): 6.69 -> 0.00 | Helped |
| add one subdivision level and displacement to the quad mesh (ablation) | QUADify · Myles dataset (79 objects) | Chamfer Distance (10−5): 4.96 -> 4.63 | Helped |
| add one subdivision level and displacement to the quad mesh (ablation) | QUADify · NeRF Synthetic | visible Chamfer Distance (10−2): 3.2 -> 3.0 | Helped |
| use a quad-dominant mesh instead of a DMTet triangle mesh before subdivision and displacement | mesh reconstruction · Spot | PSNR: 32.29 | 0.9825 -> 32.79 | 0.9854 | Helped |
| remove orientation and position field self-learning loss Lop (ablation) | QUADify · shape reconstruction and topology alignment | reconstruction quality | Hurt |
| stop skipping gradients through orientation and position field smoothing (ablation) | QUADify · SDF surface reconstruction | reconstruction quality | Hurt |
Surprising findings
- Subdividing and displacing a DMTet triangle mesh creates shading artifacts from irregular skinny triangles, whereas the quad-dominant topology avoids them.
Limitations
- Continuous MLP-based SDF is prone to local minima, especially in concave regions.
- Gold Cape scene: cannot recover a hole in the object, causing a 3 dB PSNR drop.
- Re-meshing coarsens geometry resolution relative to the input triangle mesh and requires a continuous surface during optimization.
Experimental setup
Datasets: NeRF Synthetic NeRD Myles dataset
Benchmarks: NeRF Synthetic NeRD Myles dataset
Metrics: PSNR SSIM LPIPS visible Chamfer Distance Chamfer Distance F1 score aspect ratio outlier percentage radius ratio outlier percentage vertex count
Baselines: Nvdiffrec NvdiffrecMC FlexiCubes DMTet Marching Cubes InstantMeshes
Builds on: Nvdiffrec InstantMeshes Neuralangelo Deep Marching Tetrahedra Field-aligned quad re-meshing (Jakob et al.) Catmull-Clark subdivision (Dupuy et al.)
Closest papers by meaning
- Extracting Triangular 3D Models, Materials, and Lighting From Images (CVPR 2022 · similarity 0.90)
- MeshAnything: Artist-Created Mesh Generation with Autoregressive Transformers (ICLR 2025 · similarity 0.87)
- MeshGPT: Generating Triangle Meshes with Decoder-Only Transformers (CVPR 2024 · similarity 0.87)
- ARMesh: Autoregressive Mesh Generation via Next-Level-of-Detail Prediction (NeurIPS 2025 · similarity 0.86)
- DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation (NeurIPS 2024 · similarity 0.86)
- BG-Triangle: Bezier Gaussian Triangle for 3D Vectorization and Rendering (CVPR 2025 · similarity 0.86)
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