adirik / text2tex

[Non-commercial] Generate texture for 3D assets using text descriptions

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Input

Output

Run time and cost

This model runs on Nvidia A40 (Large) GPU hardware. We don't yet have enough runs of this model to provide performance information.

Readme

Text2Tex

Text2Tex creates detailed textures for 3D meshes based on provided textual prompts. This approach integrates inpainting with a pre-trained depth-aware controlnet model, allowing for the gradual creation of high-resolution textures from various viewpoints.

See the paper, project page and original repository for more details.

How to Use the API

To generate textures with Text2Tex, you need to provide a mesh file (.obj) and enter a text description of the texture you would like to generate. The API input arguments are as follows:

  • obj_file: 3D object file (.obj) you would like to generate texture for.
  • prompt: text prompt to generate texture from.
  • negative_prompt: use this to specify what you don’t want in the texture, helping to refine the results.
  • ddim_steps: number of DDIM sampling steps, influencing the texture’s progression and detail.
  • new_strength: percentage to determine the DDIM steps for generating new view.
  • update_strength: percentage to determine the DDIM steps to update the view.
  • num_viewpoints: number of different pre-determined viewpoints used to update the texture, more viewpoints result in consistent textures.
  • viewpoint_mode: strategy for selecting viewpoints, either predefined or hemispherical.
  • update_steps: number of iterations for texture updates, each enhancing quality or addressing specific texture artifacts.
  • update_mode: the method by which texture updates are applied through the iterations.
  • seed: seed for reproducibility, default value is None. Set to an arbitrary value for deterministic generation.

Usage Tips

The recommended pre-processing steps (as per authors) to get the best results are as follows:

  • Y-axis is up.
  • The mesh should face towards +Z.
  • The mesh bounding box should be origin-aligned (note simply averaging the vertices coordinates could be problematic).
  • The max length of the mesh bounding box should be around 1.

References

@article{chen2023text2tex,
    title={Text2Tex: Text-driven Texture Synthesis via Diffusion Models},
    author={Chen, Dave Zhenyu and Siddiqui, Yawar and Lee, Hsin-Ying and Tulyakov, Sergey and Nie{\ss}ner, Matthias},
    journal={arXiv preprint arXiv:2303.11396},
    year={2023},
}

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