Summary
This paper introduces 3DTopia-XL, a 3D generative model designed to create 3D assets from both images and text. It extends 3D representation from M-SDF to support color and PBR materials, encoding shape, albedo, and material fields into a compact tensor format. The model framework, built on the Diffusion Transformer (DiT), incorporates Primitive Patch Compression and Latent Primitive Diffusion. Extensive experiments show that 3DTopia-XL effectively generates convincing 3D assets from both textual and visual inputs.
Strengths
Strengths:
1)It extends the 3D representation from M-SDF to support color and PBR materials and integrates it into the generative framework, enabling the generation of 3D assets containing PBR materials from text and image conditions. This introduces a new approach to 3D representation for native 3D generative tasks.
2)Ablation studies on the number and resolution of primitives validated the selection of resolution.
3)The presentation of the paper is good.
Weaknesses
Weakness:
1)My concern is regarding the accuracy of the PBR materials. The fourth row in Figure 7 shows noticeably incorrect PBR materials. The paper claims to generate 3D assets with PBR textures, so it should include experiments on a 3D synthetic dataset where the ground truth metallic and roughness data are available. For example, quantitative evaluations can be handily conducted on a synthetic dataset with ground truth PBR data using PSNR or SSIM for albedo, metallic, and roughness maps.
2)As mentioned in line 292, the paper introduces patch-based compression aimed at incorporating inter-channel correlations between geometry, color, and materials. However, there is no experimental evidence to support this. As shown in Table 3, comparing line 1 and line 2, when the grid compression rate remains the same, reducing the feature dimensions representing different geometry, color, and materials from 6 to 1 actually results in a decrease in PSNR. Authors could provide additional experiments or analyses that directly demonstrate the benefits of incorporating these correlations, such as comparing the proposed approach to a baseline that processes geometry, color, and materials independently.
3)It seems that the experimental results are missing an ablation study where patch-based compression is not applied. It would be even better if qualitative comparison results could be added. The author could include an ablation study that compares their patch-based compression approach to a baseline without compression, showing both quantitative metrics and qualitative visual comparisons.
4)The current generated results lack diversity. It is better to include quantitative measures of diverse objects with complex topologies, such as challenging chairs, plants, and buildings,
In summary, I have concerns about the novelty of the paper. The 3D representation primarily extends existing work on M-SDF, and the performance of the extended features, such as PBR material, is not satisfactory. Additionally, despite the use of patch-based compression, the reported computational cost is substantial, requiring 16 nodes of 8 A100 GPUs around 14 days to converge. In comparison, InstantMesh only needs 8 NVIDIA H800 GPUs. Moreover, compared with instant mesh, the generated geometric results in this paper tend to be overly smooth, losing geometric details, as shown in Figure 5.