Summary
This paper introduces a novel generative model for generating 3D textured shapes, given a single example as input. Building upon recent work on diffusion models and tri-plane representations for shape representations, the proposed model can generate variations of the input shape. The method is evaluated across a variety of metrics of quality and diversity and compared to previous work on this topic. An ablation study is included, showing the impact of each of the components of the model. Finally, important applications are shown, including generating 3D shapes with BRDF properties, as well as different edition possibilities.
Strengths
- This paper introduces a novel generative model for 3D textured shape generation, capable of synthesizing unseen variations of a 3D texture shape given a single example as input. Generative models trained on a single example (image, texture, video, etc) are a long-standing problem in the literature, and this paper proposes, to the best of my knowledge, the first method for 3D textured shapes.
- The proposed method is sound, the design decisions are solid and well-justified, and borrow from the literature of both neural rendering and single image diffusion models in interesting ways.
- Some ideas in this paper may be valuable for many downstream applications, including generative models trained on datasets of 3D textured shapes, or for dreamfusion-like models, where the representation that is learned is a radiance field.
- The quantitative evaluation proposed in this paper is comprehensive, measuring not only quality but also diversity.
- The applications proposed in this paper demonstrate that the method can be used for controllable generation and edition. Further, it can also synthesize BRDF properties, which makes this model applicable for downstream computer graphics pipelines.
- The paper is well structured and it is mostly well written. The quality of the figures is very high.
- The triplane convolution is smart and I believe it amy have an impact on many future works.
- The supplementary material provides valuable insights on the quality of the results and the impact of different individual components.
- Extensive implementation details are provided, and code is included in the submission, increasing the paper's reproducibility.
Weaknesses
- The paper writing is sometimes overly convoluted and the same arguments are repeated too many times. In my opinion, this makes the paper at times a bit hard to read. (See the Questions section).
- In some cases, showing more examples could have been benefitial to this paper.
- While limitations are somewhat adequately discussed, it would have been interesting to see failure cases.
- The applications (4.4 and 4.5) sections are limited in the amount of examples shown and it makes it hard to fully understand what level of control is actually provided to the user.
- The related work section can be, in my opinion, improved. In particular, I believe that this paper should mention an important use-case for single-sample generative models, which is texture synthesis. This is even more important as this paper is working with Textured 3D shapes, and most of the examples shown contain repetitions (eg bricks or windows). I suggest including important work like "Non-stationary texture synthesis by adversarial expansion", Zho et al., Siggraph 2018; "“Self-organising textures", Niklasson et al. 2021; and "SeamlessGAN: Self-Supervised Synthesis of Tileable Texture Maps", Rodriguez-Pardo et al. TVCJ 2022.
- Some components of the model are detrimental to the diversity of the generated samples. This is a traditional trade-off in many generative models, where increased diversity can lead to less realistic outputs. However, I believe that this paper leans heavily towards realism, hindering diversity. I believe that some level of control on this tradeoff should be allowed to the user, and changing the receptive field of the model is, in my eyes, the only possible way to achieve this. This could be discussed in the limitations section or some future work could be hinted to address this.
Questions
- What are the results of this method with unstructured shapes? Most of the results shown contain repeating patterns (like columns, windows or bricks). What would happen with a human 3D shape, for instance?
- Can this method generate tileable texture shapes? For example, it would be valuable to generate a tileable version of the shape in Figure 6 (a).
- Regarding the resolution of the method, it is mentioned that the maximum resolution across one dimension is 256 for the input shape, and that the receptive field is 128, while it is also mentioned that the receptive field is 40% of the input resolution. Could the authors clarify this?
- Does this model allow for texture transfer or for structural analogies? See "Non-Stationary Texture Synthesis by Adversarial Expansion", "Drop the GAN" or "Neural Photometry-guided Visual Attribute Transfer" for examples of this. It would be very powerful to be able to condition the generation of one or more of the tri-planes with a structure from another image.
- Is there a middle ground between using and not using the $\epsilon$-prediction? I am concerned that this introduces a trade-off between diversity and quality that may be limiting the impact of the proposed method.
- Can the authors show more examples of results of this method? I think it would be valuable to see more results on controlled generation, retargeting and PBR generation.
- What is the impact of using only a 2-level U-Net for the denoising, rather than
Writing improvement suggestions:
- I suggest the author mention the need for relightable assets less frequently. I think the introduction motivates the problem well, however, it is mentioned more times during the paper, hindering its readability.
- On the first paragraph of the introduction: "often time-consuming and tedious", as the current text is written, is referring to "artistic sensibilities", which I would disagree that are "time-consuming and tedious". I understand where the authors are going with this argument, however, the current phrasing is a bit confusing.
Rating
8: accept, good paper
Confidence
4: You are confident in your assessment, but not absolutely certain. It is unlikely, but not impossible, that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work.
Ethics concerns
The authors have mentioned that "I certify that there is no URL (e.g., github page) that could be used to find authors' identity." on their submission. However, I came across this URL which is not anonymized: https://github.com/Sin3DM/Sin3DM . I am not sure this complies with ICLR code of conduct and I would ask the ACs to look into this. My review has not been influenced by this in any way.