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[ICLR 2024] Enhancing High-Resolution 3D Generation through Pixel-wise Gradient Clipping

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Enhancing High-Resolution 3D Generation through Pixel-wise Gradient Clipping

Enhancing High-Resolution 3D Generation through Pixel-wise Gradient Clipping,
Zijie Pan, Jiachen Lu, Xiatian Zhu, Li Zhang
ICLR 2024

Official implementation of "Enhancing High-Resolution 3D Generation through Pixel-wise Gradient Clipping".

PGC (Pixel-wise Gradient Clipping) introduces a refined method to adapt traditional gradient clipping. By focusing on pixel-wise gradient magnitudes, it retains vital texture details. This approach acts as a versatile plug-in, seamlessly complementing existing SDS and LDM-based 3D generative models. The result is a marked improvement in high-resolution 3D texture synthesis.

With PGC, users can:

  • Address and mitigate gradient-related challenges common in LDM, elevating the quality of 3D generation.
  • Employ the SDXL approach, previously not adaptable for 3D generation.

This repo also offers an unified implementation for mesh optimization and reproduction of many SDS variants.

Install

git clone https://github.com/fudan-zvg/PGC-3D.git
cd PGC-3D

Huggingface token: Some new models need access token. Create a file called TOKEN under this directory (i.e., PGC-3D/TOKEN) and copy your token into it.

Install pytorch3d

We use pytorch3d implementation for normal consistency loss, so we need first install pytorch3d.

conda create -n pgc python=3.9
conda activate pgc
conda install pytorch=1.13.0 torchvision pytorch-cuda=11.6 -c pytorch -c nvidia
conda install -c fvcore -c iopath -c conda-forge fvcore iopath
conda install pytorch3d -c pytorch3d

Install with pip and build extension

pip install -r requirements.txt
bash scripts/install_ext.sh

Tested environments

  • Ubuntu 20 with torch 1.13 & CUDA 11.7 on two A6000.

Usage

This repo supports mesh optimization (Stage2 of Magic3D/Fantasia3D) with many methods including SDS, VSD, BGT, CSD, SSD loss and PBR material modeling. If you find error/bug in the reproduction, feel free to raise an issue. We assume a triangle mesh is provided.

### basic options
# -O0             pixel-wise gradient clipping
# -O1             Stage2 of Magic3D/Fantasia3D using DMTet
# -O2             with mesh fixed
# -O3             using an image as reference and Zero123 (not fully tested)
# -O4             using SDXL
# --pbr           PBR modeling as nvdiffrec/Fantasia3D
# --vsd           VSD loss proposed by ProlificDreamer (only implemented for SDXL, so -O4 is needed)
# --bgt           BGT+ loss proposed by HiFA
# --csd           Classifier Score Distillation
# --ssd           Stable Score Distillation
# --dreamtime     an annealing time schedule proposed by DreamTime
# --latent        training in latent space as Latent-NeRF
# --cfg_rescale   suggested by AvatarStudio
# --init_texture  initialize texture if mesh has vertex color
# --bs 4          batch size 4 per gpu

### sample commands
# all the time is tested on two A6000 
# text-to-texture using SDXL with depth controlnet (46G, 36min)
python main.py -O0 -O2 -O4 --guidance "controlnet" --text "A panda is dressed in armor, holding a spear in one hand and a shield in the other, realistic" --workspace panda/sdxl --gpus "0,1" --mesh_path "data/panda_spear_shield.obj"

# PBR modeling (48G, 36min)
python main.py -O0 -O2 -O4 --pbr --guidance "controlnet" --text "A panda is dressed in armor, holding a spear in one hand and a shield in the other, realistic" --workspace panda/pbr --gpus "0,1" --mesh_path "data/panda_spear_shield.obj"

# VSD loss (42G, 60min)
python main.py -O0 -O2 -O4 --vsd --guidance_scale 7.5 --text "A panda is dressed in armor, holding a spear in one hand and a shield in the other, realistic" --workspace panda/vsd --gpus "0,1" --mesh_path "data/panda_spear_shield.obj"

# optimize the shape using normal-SDS as Fantasia3D (46G, 33min)
python main.py -O0 -O4 --only_normal --text "A panda is dressed in armor, holding a spear in one hand and a shield in the other, realistic" --workspace panda/normal_sds --gpus "0,1" --mesh_path "data/panda_spear_shield.obj"
# if finetune, add depth control to stablize the shape (46G, 36min)
python main.py -O0 -O4 --only_normal --guidance "controlnet" --text "A panda is dressed in armor, holding a spear in one hand and a shield in the other, realistic" --workspace panda/normal_sds --gpus "0,1" --mesh_path "data/panda_spear_shield.obj"

# optimize both shape and texture using RGB-SDS as Magic3D (46G, 36min)
python main.py -O0 -O4 --no_normal --guidance "controlnet" --text "A panda is dressed in armor, holding a spear in one hand and a shield in the other, realistic" --workspace panda/rgb_sds --gpus "0,1" --mesh_path "data/panda_spear_shield.obj"

# optimize both shape and texture using both normal-SDS and RGB-SDS (47G, 74min)
python main.py -O0 -O4 --guidance "controlnet" --text "A panda is dressed in armor, holding a spear in one hand and a shield in the other, realistic" --workspace panda/nrm_rgb_sds --gpus "0,1" --mesh_path "data/panda_spear_shield.obj"

# We also support multi-controlnets, e.g. depth + shuffle control with a reference image (only Stable Diffusion v1.5)
# 20G, 22min
python main.py -O0 -O2 --ref_path "data/panda_reference.png" --control_type "depth" "shuffle" --control_scale 0.7 0.3 --text "A panda is dressed in armor, holding a spear in one hand and a shield in the other, realistic" --workspace panda/sd_depth_shuffle --gpus "0,1" --mesh_path "data/panda_spear_shield.obj"

Results

Incorporating the proficient and potent PGC implementation into SDXL guidance has led to notable advancements in 3D generation results.

photo

Ours

photo

Tips for SDXL

BibTeX

If you find our repository useful, please consider giving it a star ⭐ and citing our paper in your work:

@inproceedings{pan2024enhancing,
  title={Enhancing High-Resolution 3D Generation through Pixel-wise Gradient Clipping},
  author={Pan, Zijie and Lu, Jiachen and Zhu, Xiatian and Zhang, Li},
  booktitle={International Conference on Learning Representations (ICLR)},
  year={2024}
}

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