Research map / Point clouds / Shape and surface completion
UV-free Texture Generation with Denoising and Geodesic Heat Diffusion
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Generates UV-free textures as coloured point-clouds on mesh surfaces using a DDPM built from heat-diffusion blocks with a farthest-sampled heat-diffusion attention layer and a mixed robust Laplacian.
Problem
Standard UV-based texturing of meshes suffers from seams, distortions, wasted UV space, vertex duplication and varying resolution, especially with automatic UV unwrapping; existing texture generators either rely on UV images or operate in Euclidean space ignoring mesh topology.
Approach
Represent textures as coloured point-clouds sampled on the mesh surface and denoise them with a DDPM whose U-Net blocks use heat diffusion (DiffusionNet-style) on the surface, plus a novel attention layer applied on farthest-point samples and spread back by heat diffusion, a mixed robust Laplacian combining mesh and point-cloud operators, and online Poisson-disk sampling that reuses precomputed sp
Key results
- On ShapeNet chairs, UV3-TeD achieves FID 54.20 and KID 42.17 (x10^-4), beating PointUVDiff (uv) at FID 63.35 and KID 83.19.
- The DiffusionNet DDPM baseline has the highest LPIPS (0.24) but much worse FID (116.58), while UV3-TeD has LPIPS 0.21.
- Ablation on ABO: removing the farthest-sampled attention raises FID from 77.14 to 83.16 and KID from 58.59 to 103.42, the largest drop among ablations.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use UV3-TeD instead of PointUVDiff (uv) | Texture generation on ShapeNet chairs · ShapeNet chairs test | FID: 63.35 -> 54.20 | Helped |
| Use UV3-TeD instead of PointUVDiff (pcl-texture) | Texture generation on ShapeNet chairs · ShapeNet chairs test | KID × 10⁻⁴: 126.18 -> 42.17 | Helped |
| Use UV3-TeD instead of DiffusionNet DDPM | Texture generation on ShapeNet chairs · ShapeNet chairs test | FID: 116.58 -> 54.20 | Helped |
| Add farthest-sampled attention (ablation) | UV3-TeD · ABO test (100 shapes) | FID: 83.16 -> 77.14 | Helped |
| Add farthest-sampled attention (ablation) | UV3-TeD · ABO test (100 shapes) | KID × 10⁻⁴: 103.42 -> 58.59 | Helped |
| Add farthest-sampled attention (ablation) | UV3-TeD · ABO test (100 shapes) | LPIPS: 0.10 -> 0.14 | Helped |
| Add Λ′ conditioning (ablation) | UV3-TeD · ABO test (100 shapes) | FID: 79.96 -> 77.14 | Helped |
| Add Λ′ conditioning (ablation) | UV3-TeD · ABO test (100 shapes) | LPIPS: 0.15 -> 0.14 | Hurt |
| Add sihks conditioning (ablation) | UV3-TeD · ABO test (100 shapes) | KID × 10⁻⁴: 70.90 -> 58.59 | Helped |
| Use sihks instead of Φp conditioning (ablation) | UV3-TeD · ABO test (100 shapes) | FID: 79.62 -> 77.14 | Helped |
| Use the mixed LBO instead of the mesh LBO (ablation) | UV3-TeD · ABO test (100 shapes) | LPIPS: 0.15 -> 0.14 | Hurt |
| Use the mixed LBO instead of the mesh LBO (ablation) | UV3-TeD · ABO test (100 shapes) | FID: 78.07 -> 77.14 | Helped |
Surprising findings
- Removing the global shape descriptor Lambda' slightly improves diversity (LPIPS 0.15) while lowering sample quality.
- Point-UV Diffusion's texture quality drops when its point-clouds are rendered with the proposed method versus UV projection, with mixed results across metrics (FID 65.09 point-cloud vs 63.35 UV).
Limitations
- Learning high-frequency texture details requires thousands of epochs and the current architecture has no pooling, limiting texture resolution.
- Generated textures can show blotchy patterns, part-recognition errors and long-range inconsistencies.
- Only albedo colours are generated; BRDF generation is left to future work.
Experimental setup
Datasets: ShapeNet chairs Amazon Berkeley Objects (ABO) CelebA
Benchmarks: ShapeNet chairs ABO
Metrics: FID KID LPIPS
Baselines: PointUVDiff (uv) PointUVDiff (pcl-texture) DiffusionNet DDPM
Builds on: DDPM DiffusionNet Point-UV Diffusion Texturify Mitsuba3
Closest papers by meaning
- Single Mesh Diffusion Models with Field Latents for Texture Generation (CVPR 2024 · similarity 0.89)
- Paint3D: Paint Anything 3D with Lighting-Less Texture Diffusion Models (CVPR 2024 · similarity 0.88)
- TexOct: Generating Textures of 3D Models with Octree-based Diffusion (CVPR 2024 · similarity 0.88)
- MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation (CVPR 2025 · similarity 0.87)
- Material Anything: Generating Materials for Any 3D Object via Diffusion (CVPR 2025 · similarity 0.86)
- One-2-3-45++: Fast Single Image to 3D Objects with Consistent Multi-View Generation and 3D Diffusion (CVPR 2024 · similarity 0.85)
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