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SceneTex: High-Quality Texture Synthesis for Indoor Scenes via Diffusion Priors
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SceneTex optimizes a multiresolution hash-encoded texture field in RGB space with VSD against a depth-conditioned ControlNet prior, plus a cross-attention decoder, to synthesize style-consistent indoor scene textures.
Problem
Text-driven texture synthesis for entire indoor 3D scenes produces seams, accumulated artifacts, blurry textures, and style inconsistency across objects when using view-warping inpainting or latent-space score distillation.
Approach
Formulate scene texturing as RGB-space optimization of an implicit multiresolution texture field, decoded by a cross-attention decoder that attends to pre-sampled reference UVs per instance, and supervised by VSD with a depth-conditioned diffusion prior at 768x768 resolution.
Key results
- SceneTex achieves CLIP score 22.18 and IS 3.33, outperforming Text2Tex (20.83, 2.87), MVDiffusion (18.47, 2.83), and Latent-Paint (18.37, 1.96).
- In a 75-participant user study, SceneTex scores 4.40 visual quality and 4.29 prompt fidelity, versus 3.09/3.12 for the next best (MVDiffusion).
- Removing the multiresolution texture drops CLIP to 19.87; removing the cross-attention decoder drops CLIP to 20.94 and visual quality to 3.94.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use SceneTex instead of Text2Tex | 3D scene texturing · 3D-FRONT scenes | CLIP score: 20.83 -> 22.18 | Helped |
| Use SceneTex instead of Text2Tex | 3D scene texturing · 3D-FRONT scenes | Inception Score: 2.87 -> 3.33 | Helped |
| Use SceneTex instead of Text2Tex | 3D scene texturing · 3D-FRONT scenes | Visual Quality: 2.62 -> 4.40 | Helped |
| Use SceneTex instead of Text2Tex | 3D scene texturing · 3D-FRONT scenes | Prompt Fidelity: 3.04 -> 4.29 | Helped |
| Add the texture field instead of directly optimizing an RGB texture (ablation) | SceneTex · 3D-FRONT scenes | Visual Quality: 1.23 -> 4.40 | Helped |
| Add multiresolution texture (ablation) | SceneTex · 3D-FRONT scenes | Visual Quality: 2.11 -> 4.40 | Helped |
| Use the full SceneTex configuration rather than the reported cross-attention variant (ablation) | SceneTex · 3D-FRONT scenes | Visual Quality: 3.94 -> 4.40 | Helped |
Surprising findings
- Optimizing a raw RGB tensor instead of the texture field yields noisy, unrealistic textures, and the single-resolution texture field yields an over-simplified appearance, showing the implicit field's inductive bias matters.
Limitations
- Generated textures tend to include shading effects, especially near lamps, windows, and mirrors.
- Each scene requires about 20 hours of per-scene optimization.
- Evaluated only on 10 3D-FRONT scenes with 2 prompts each.
Experimental setup
Datasets: 3D-FRONT
Benchmarks: 3D-FRONT (10 scenes, 2 prompts each)
Metrics: CLIP score Inception Score user study visual quality user study prompt fidelity
Baselines: Latent-Paint MVDiffusion Text2Tex
Builds on: Latent-Paint ProlificDreamer (VSD) ControlNet multiresolution hash encoding Text2Tex
Closest papers by meaning
- RoomPainter: View-Integrated Diffusion for Consistent Indoor Scene Texturing (CVPR 2025 · similarity 0.89)
- GenesisTex: Adapting Image Denoising Diffusion to Texture Space (CVPR 2024 · similarity 0.89)
- TriTex: Learning Texture from a Single Mesh via Triplane Semantic Features (CVPR 2025 · similarity 0.88)
- SceneCraft: Layout-Guided 3D Scene Generation (NeurIPS 2024 · similarity 0.87)
- DiffuScene: Denoising Diffusion Models for Generative Indoor Scene Synthesis (CVPR 2024 · similarity 0.86)
- ConTex-Human: Free-View Rendering of Human from a Single Image with Texture-Consistent Synthesis (CVPR 2024 · similarity 0.86)
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