Summary
This paper addresses the challenge of generating high-fidelity 3D meshes by introducing Neural Coordinate Field (NeurCF), an effective representation for large-scale sequential mesh modeling. The authors present MeshXL, a family of generative pre-trained auto-regressive models, which applies modern large language model techniques to 3D mesh generation. Extensive experiments demonstrate that MeshXL produces high-quality 3D meshes and outperforms existing methods on various tasks. Key contributions include validating NeurCF as a viable representation for 3D meshes, presenting MeshXL as robust base models for conditioned 3D mesh generation, and showcasing MeshXL's superior performance in generating detailed 3D meshes compatible with current texturing methods.
Strengths
1. This paper trains a foundational mesh generation model using extensive datasets from ShapeNet, 3D-FUTURE, Objaverse, and Objaverse-XL, with the addition of data augmentation.
2. It proposes a novel 3D mesh representation that can be encoded as a token sequence, effectively leveraging the capabilities of autoregressive large language model approaches.
3. The paper establishes a fair evaluation metric, considering both the generation score (as shown in Table 2) and the 3D mesh quality from a graphics perspective (as shown in Table 3).
Weaknesses
1. This method does not appear to incorporate domain knowledge from traditional remeshing techniques to ensure correct connectivity between different components, avoid self-intersections, and prevent flipping.
2. In the user study, more objective metrics for measuring mesh quality should be considered. For instance, in downstream tasks like ray tracing, long thin triangles should be avoided, and aspect ratio can be used to measure how thin these triangles are.
Questions
1. How does this method address common mesh surface artifacts in modeling, such as ensuring correct connectivity between different components, avoiding self-intersections, and preventing flipping?
2. In Section 4, we generate triangles within “<tri> · · · </tri>” and quadrilaterals within “<quad> · · · </quad>”. However, what is the form of the output in the results presented in the paper? Should these sequences of triangles and quadrilaterals be generated separately or can they be combined in the final meshing result?
Limitations
Please check weakness