Source-linked AI summary
DirectUV: Image-Conditioned UV Texture Generation with Surface-Aware Positional Encoding
Jiantao Lin, Yingjie Xu, Mingzhi Sheng, Yangkai Wei, Hao Chen, Ying-Cong Chen
TL;DR
DirectUV addresses the difficulty of producing detailed UV textures that stay consistent across a 3D surface. It generates UV textures in latent space with image and coarse-UV conditioning, embedding surface coordinates in attention. The authors report sharper, more consistent textures than baselines, especially in occluded and view-unseen regions.
Problem
Texture generation must balance realistic detail with consistency across the 3D surface, while UV-space methods can leave attention tied to UV positions rather than surface geometry.
Source: §1 · p. 1Method
DirectUV denoises a latent UV texture conditioned on an image and coarse UV map, using SAPE to encode per-token 3D surface coordinates in positional encodings.
Source: §1 · p. 2, §3.1 · p. 4, §3.4 · p. 5Results
DirectUV produces sharper, more seam-consistent textures than projection-based and direct-generation baselines, with the largest gains in occluded and view-unseen regions.
Source: §1 · p. 2Takeaways & Limitations
The reported gains are largest in occluded and view-unseen regions that camera-based projection covers poorly.
Source: §1 · p. 2DirectUV relies on UV parameterization quality.
Source: §5 · p. 9
Abstract
from arXiv · showhide
Generating high-quality UV textures for 3D meshes remains challenging. Multi-view projection pipelines suffer from occlusion and view inconsistency, and recent methods that generate textures directly in UV space still rely on auxiliary modules to supply 3D information, leaving the attention mechanism tied to UV-grid positions rather than to the underlying surface geometry. This mismatch limits coherence across seams and disconnected UV islands. We propose DirectUV, an image-conditioned UV texture diffusion framework that operates in the latent UV space of a pretrained image VAE, in which a Diffusion Transformer denoises the UV latent given a single input image and a coarse UV map. At its core, Surface-Aware Positional Encoding (SAPE) replaces the standard 2D-grid positional encoding with encodings derived from per-token 3D surface coordinates obtained via UV-to-surface correspondence. As positional encodings define the distance metric used by attention, SAPE enables tokens to interact according to 3D positional proximity derived from surface correspondence rather than UV-grid distance, restoring coherence across seams and disconnected islands. A multi-level extension further assigns different attention heads to progressively finer subdivisions of the same latent UV patch, allowing the model to reason about surface structure at multiple granularities. Experiments show that DirectUV produces sharper and more globally consistent textures than other baselines, with the largest improvements in occluded and view-unseen regions where projection-based methods leave gaps or stretched textures.
1 Introduction
DirectUV addresses the challenge of generating detailed textures that remain consistent across a 3D surface. It generates textures in latent UV space and embeds surface geometry in the diffusion transformer’s positional encodings.
- Mesh texturing must balance realistic, detailed appearance with consistency across the surface, including freedom from seams, view-dependent artifacts, and misaligned details.Source: §1 · p. 1
- Projection-based methods can produce realistic local appearance but suffer from multi-view inconsistency and projection errors, while direct UV methods retain attention tied to UV positions rather than surface geometry.Source: §1 · p. 1
- DirectUV generates textures in latent UV space from a single image and coarse UV map, using both only as conditioning signals rather than intermediate textures to refine.Source: §1 · p. 2
- SAPE embeds per-token 3D surface coordinates in positional encodings, and Multi-Level SAPE assigns progressively finer positional granularities to different attention heads.Source: §1 · p. 2
- DirectUV produces sharper, more seam-consistent textures than projection-based and direct-generation baselines, with the largest gains in occluded and view-unseen regions.These regions are poorly covered by camera-based projection.Source: §1 · p. 2
2 Related Work
Prior texturing methods either project synthesized views onto meshes or generate textures directly in UV space, while DirectUV places surface geometry into UV-space attention. Its overview shows image and coarse-UV conditioning in the training and inference pipeline.
2.1 Multi-View Projection-Based Texturing
- Multi-view pipelines synthesize and project views onto the mesh, but finite viewpoints leave occluded or grazing-angle regions uncovered and projection must reconcile mismatched signals.Source: §2.1 · pp. 2–3
2.2 Direct Texture Generation in UV Space
- Direct UV methods avoid projection artifacts, but often inject 3D structure through auxiliary mechanisms rather than making UV-space diffusion itself surface-aware.Source: §2.2 · p. 3
2.3 Positional Encoding in Diffusion Transformers
- View-space 3D-aware positional encoding still defers seam coherence to projection and baking, whereas DirectUV uses surface-aware attention during UV-texture denoising.Source: §2.3 · p. 3
- Figure 1 depicts the reference image and coarse UV map conditioning the model, with the decoded UV texture wrapped onto the mesh at inference.Source: Figure 1 · p. 4
3 Method
DirectUV generates a UV texture in latent space conditioned on an image and coarse UV map, with SAPE integrating mesh-surface coordinates into diffusion-transformer attention.
3.1 Overview
- DirectUV uses a diffusion transformer in latent UV space, guided by an input image and coarse UV map, with SAPE injecting surface geometry into attention.Source: §3.1 · p. 4
3.2 Latent UV Diffusion Formulation
- The UV map is the sole generation target: a frozen Flux VAE encodes it to a spatially downsampled latent for denoising and decodes the result as the texture.The model uses a single diffusion process in this latent representation.Source: §3.2 · pp. 4–5
3.3 Conditioning in UV-Space Generation
- The reference image supplies appearance information and the coarse UV map supplies surface-aligned layout; both are conditioning signals, not intermediate textures to refine.Source: §3.3 · p. 5
3.4 Surface-Aware Positional Encoding (SAPE)
- SAPE replaces UV-grid positional codes with per-token coordinates from the CCM, so attention relates tokens by surface offsets rather than UV-plane distance.This lets surface-neighboring texels interact even when separated across UV seams.Source: §3.4 · pp. 5–6
- Multi-Level SAPE reads the CCM at progressively finer subdivisions of the same latent patch and assigns a single granularity to each attention head.Heads integrate the different granularities downstream without additional latent maps, parameters, or auxiliary geometry branches.Source: §3.4 · p. 6
3.5 Training and Inference
- Training uses rectified flow matching, while inference starts from Gaussian noise and applies Euler denoising steps before decoding the final UV texture.The conditioning bundle and CCM are reused across inference steps.Source: §3.5 · pp. 6–7
4 Experiments
Experiments evaluate DirectUV on held-out GSO objects, compare it with texture-generation baselines, and ablate SAPE and its multi-level design.
4.1 Dataset
- The training set retains approximately 100K textured meshes; each has a 1024 × 1024 UV mask, ground-truth texture, CCM, and four canonical rendered views.The front view serves as the reference image for DINOv2 and CLIP.Source: §4.1 · p. 7
4.2 Implementation Details
- The Flux-style model uses 24 attention heads and three Multi-Level SAPE subdivision levels, with image conditioning from DINOv2 and CLIP and a frozen FLUX.1-dev VAE.Training uses randomly selected 0, 1, 2, or 4 projected views to construct the coarse UV map.Source: §4.2 · p. 7
4.3 Evaluation
- Evaluation uses the disjoint GSO dataset as an out-of-distribution test set, with one front-facing reference image per object and full-directional-coverage render comparisons.PSNR and SSIM measure per-pixel fidelity; FID and KID measure distributional similarity.Source: §4.3 · p. 7
4.4 Comparison with State-of-the-Art Methods
- Qualitatively, DirectUV preserves finer details, produces coherent content in occluded regions, and handles multi-view inconsistencies better than the compared methods.Examples include the number block, well and trash-bin interiors, and the fan.Source: §4.4 · p. 8
- DirectUV achieves the best PSNR and SSIM, with competitive FID and KID and the best overall balance of reconstruction fidelity and perceptual quality.The comparison is on the GSO dataset.Source: Table 1 · p. 8, §4.4 · p. 8
4.5 Ablation Study
- Removing SAPE causes drops across metrics and seam mismatches because attention relates tokens by UV-plane proximity, not 3D surface proximity.Mesh-adjacent texels split across UV charts cannot interact directly in this variant.Source: §4.5 · p. 9
- Removing the multi-level design preserves seam coherence but blurs textures because heads cannot distinguish sub-token positions within a latent patch.Multi-level coordinates expose finer sub-patch granularity to different heads, restoring high-frequency detail.Source: §4.5 · p. 9
5 Conclusion
DirectUV generates textures directly in latent UV space, embedding surface geometry in positional encodings for coherent synthesis across seams. It outperforms baselines, especially in occluded and view-unseen regions, while remaining reliant on UV parameterization quality.
5 Conclusion
- DirectUV generates textures in latent UV space, using projected multi-view results only as conditioning signals.SAPE embeds surface geometry in positional encodings, and a multi-level design supports reasoning at multiple spatial scales.Source: §5 · p. 9
- DirectUV outperforms other baselines, especially in occluded and view-unseen regions.The conclusion identifies these as the areas of strongest improvement.Source: §5 · p. 9
- DirectUV remains reliant on UV parameterization quality, which the authors identify as a limitation for future work.Source: §5 · p. 9
A Coarse UV as Soft Conditioning
DirectUV treats the coarse UV map as a soft conditioning signal, allowing denoising to depart from inaccurate projected colors. A keyboard example shows the final texture recovering a dark metallic underside from the reference and surrounding surface.
A Coarse UV as Soft Conditioning
- The coarse UV map supplies surface-aligned layout cues but may contain inaccurate or misleading colors; generation can deviate from those values.The map guides rather than constrains the output.Source: A Coarse UV as Soft Conditioning · p. 12
- The keyboard’s white coarse-UV underside becomes a dark metallic casing in the final texture, consistent with the reference image.The example illustrates the model overriding inaccurate coarse-UV values.Source: Figure 1 · p. 12, A Coarse UV as Soft Conditioning · p. 12
B Robustness to Coarse UV Completeness
Randomly sampling coarse-UV view counts during training exposes DirectUV to varying input completeness, including blank maps. The model produces plausible textures in the zero-view setting using the reference image and geometry-conditioned denoising.
B Robustness to Coarse UV Completeness
- Training samples 0, 1, 2, or 4 views for the coarse UV, and the zero-view case yields plausible textures from the reference image and geometry-conditioned denoising.The authors report this as evidence of robustness to incomplete coarse-UV inputs at inference.Source: B Robustness to Coarse UV Completeness · p. 12
C Application to Generated Meshes
DirectUV textures meshes produced by image-to-3D shape generators, completing an image-to-textured-mesh pipeline.
C Application to Generated Meshes
- DirectUV textures meshes from image-to-3D generators using the same reference image that conditioned shape generation.The examples span varying generated-mesh topologies and UV layouts.Source: C Application to Generated Meshes · p. 12
D Failure Cases
DirectUV is sensitive to UV parameterization quality: highly fragmented layouts can produce blurred or color-leaked textures because their surface-coordinate signal is coarse. These failures are attributed to UV parameterization and mesh quality rather than SAPE itself.
D Failure Cases
- DirectUV's texture quality is sensitive to the underlying UV parameterization, particularly layouts fragmented into small slivers and corner patches.The per-token surface coordinate aggregates information over relatively large surface regions for each fragment.Source: D Failure Cases · pp. 12–13
- Figure 3 illustrates DirectUV texturing meshes generated from images as part of a complete image-to-textured-mesh pipeline.Each block pairs the input reference image with generated textures rendered from multiple viewpoints.Source: Figure 3 · p. 13
- Highly fragmented UV layouts produce coarse CCM signals, limiting multi-level subdivision's recovery of fine local detail and yielding blur or color leakage.Figure 4 shows UV maps with many small islands and slivers above the corresponding wrapped textures.Source: D Failure Cases · p. 13, Figure 4 · p. 14
- The reported failure modes arise from UV parameterization and mesh quality, not from SAPE's design; proposed future directions include UV-aware preprocessing or learned tokenization.Figure 2 varies coarse UV completeness across 0, 1, 2, and 4 projected views while holding the reference image and mesh fixed.Source: D Failure Cases · p. 13, Figure 2 · p. 13
E More Results
Additional texture-generation examples span diverse object categories and mesh complexities.
E More Results
- Additional results cover diverse object categories and mesh complexities.Figure 5 presents these additional texture-generation examples.Source: E More Results · p. 14, Figure 5 · p. 15
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