As compared qualitatively above, our GALA representation is able to represent distinct geometries accurately. Left plot is a plot of representation precision (in Chamfer Distance) vs. number of parameter. From this plot, we can also have a very intuitive conclusion that GALA not only represents geometry accurately but also with one of the fewest parameter count. Here, the † means the non-quantized version of GALA. Quantized version of GALA in default yields in only ~0.28MB per object GALA storage.
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GALA: Geometry-Aware Local Adaptive Grids for Detailed 3D Generation
Abstract
Gallery of examples of detailed and diverse 3D generation results.
Accurate and Efficient Representation
Efficient Implementation of GALA Fitting (~10 seconds)
We measure the time of our pure C++/CUDA implementation of GALA fitting process on 250 ShapeNet Airplane (Top Left), and ShapeNet Chair (Top Right) objects. Under the configuration of 6 virtualized logical cores (hyper-thread) of AMD EPYC 7413 @2.65GHz and 1 Nvidia A100, meansurements yielded in less than 10 seconds statistically. Compared to other per-object fitting method (DMTet, Mosaic-SDF) (Left), our implementation achieves much faster fitting speed even in a lower-end desktop (configured with GTX3060 and Intel i9-12900K).
Cascaded Generation of GALA
Based on our Octree Forests setting of GALA, we are able to naturally construct the generation process in a cascaded fashion. As shown below: (1) Root Voxel Diffusion of vector set \( X_o = \{\mathbf{x_o}\in\mathbb{R}^4|(\mathbf{p}, s)\} \); (2) Grid Config Diffusion of vector set \( X_{\bar{V}} = \{\mathbf{x}_{\bar{V}}\in\mathbb{R}^10|(\mathbf{p}_g, \mathbf{q}, \mathbf{s}_g)\} \); (3) and Grid Value Regression \( X_V = \{ \mathbf{x}_V \in \mathbb{R}^{m^3} \} \). For more on the symbols used here, please refer to Figure. 3 of the paper. Qualitative comparisons with other baselines are also shown below.
Application: Autocompletion
As shown above, given coarse and partial inputs (the root voxels in orange), we firstly autocomplete the rest root voxles (blue) and then generate the geometries. This coarse-to-fine generation pipeline has the potential of openning up a possible way of interactive 3D creation in the future.
Texturing The Generated Mesh
First carving the mesh and then adding textures is a standard work- flow in 3D asset creation within the industry, which allows flexibility of creating various textures while reusing the fine meshes already crafted. Many deep learning works follow this strategy. Here we use Easi-Tex to texture the generated meshes guided by reference images, which in turn indicates the high quality of our generated meshes.
BibTeX
@article{yang2024gala,
title={GALA: Geometry-Aware Local Adaptive Grids for Detailed 3D Generation},
author={Yang, Dingdong and Wang, Yizhi and Schindler, Konrad and Amiri, Ali Mahdavi and Zhang, Hao},
journal={arXiv preprint arXiv:2410.10037},
year={2024}
}