# Texture Generation Using A Graph Generative Adversarial Network And Differentiable Rendering

arXiv: https://arxiv.org/abs/2206.08547 · HTML: https://mlsanity.com/paper/2206.08547/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 31 of its 41 references that are in the map.
- First posted on arXiv 17 Jun 2022.

## Builds on (most cited first, 30 of 31)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Diffusion Models Beat GANs on Image Synthesis](https://mlsanity.com/paper/2105.05233/) (2021)
- [A Style-Based Generator Architecture for Generative Adversarial Networks](https://mlsanity.com/paper/1812.04948/) (2018)
- [Generative Adversarial Networks](https://mlsanity.com/paper/2203.00667/) (2022)
- [Analyzing and Improving the Image Quality of StyleGAN](https://mlsanity.com/paper/1912.04958/) (2019)
- [ShapeNet: An Information-Rich 3D Model Repository](https://mlsanity.com/paper/1512.03012/) (2015)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [Variational Inference with Normalizing Flows](https://mlsanity.com/paper/1505.05770/) (2015)
- [Conditional Generative Adversarial Nets](https://mlsanity.com/paper/1411.1784/) (2014)
- [Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networks](https://mlsanity.com/paper/1511.06434/) (2015)
- [Alias-Free Generative Adversarial Networks](https://mlsanity.com/paper/2106.12423/) (2021)
- [A Point Set Generation Network for 3D Object Reconstruction from a Single Image](https://mlsanity.com/paper/1612.00603/) (2016)
- [Accelerating 3D Deep Learning with PyTorch3D](https://mlsanity.com/paper/2007.08501/) (2020)
- [Wasserstein GAN](https://mlsanity.com/paper/1701.07875/) (2017)
- [Measuring and Relieving the Over-smoothing Problem for Graph Neural Networks from the Topological View](https://mlsanity.com/paper/1909.03211/) (2019)
- [Graph U-Nets](https://mlsanity.com/paper/1905.05178/) (2019)
- [Neural 3D Mesh Renderer](https://mlsanity.com/paper/1711.07566/) (2017)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [Learning Category-Specific Mesh Reconstruction from Image Collections](https://mlsanity.com/paper/1803.07549/) (2018)
- [A Note on Over-Smoothing for Graph Neural Networks](https://mlsanity.com/paper/2006.13318/) (2020)
- [Learning to Predict 3D Objects with an Interpolation-based Differentiable Renderer](https://mlsanity.com/paper/1908.01210/) (2019)
- [Image GANs meet Differentiable Rendering for Inverse Graphics and Interpretable 3D Neural Rendering](https://mlsanity.com/paper/2010.09125/) (2020)
- [Shape and Viewpoint without Keypoints](https://mlsanity.com/paper/2007.10982/) (2020)
- [Leveraging 2D Data to Learn Textured 3D Mesh Generation](https://mlsanity.com/paper/2004.04180/) (2020)
- [Convolutional Generation of Textured 3D Meshes](https://mlsanity.com/paper/2006.07660/) (2020)
- [TextureGAN: Controlling Deep Image Synthesis with Texture Patches](https://mlsanity.com/paper/1706.02823/) (2017)

## Built on by (most cited first, 3 of 3)

- [Mesh Neural Cellular Automata](https://mlsanity.com/paper/2311.02820/) (2023)
- [Neural Machine Translation for Code Generation](https://mlsanity.com/paper/2305.13504/) (2023)
- [3DTextureTransformer: Geometry Aware Texture Generation for Arbitrary Mesh Topology](https://mlsanity.com/paper/2403.04225/) (2024)

## Abstract (arXiv)

Novel photo-realistic texture synthesis is an important task for generating novel scenes, including asset generation for 3D simulations. However, to date, these methods predominantly generate textured objects in 2D space. If we rely on 2D object generation, then we need to make a computationally expensive forward pass each time we change the camera viewpoint or lighting. Recent work that can generate textures in 3D requires 3D component segmentation that is expensive to acquire. In this work, we present a novel conditional generative architecture that we call a graph generative adversarial network (GGAN) that can generate textures in 3D by learning object component information in an unsupervised way. In this framework, we do not need an expensive forward pass whenever the camera viewpoint or lighting changes, and we do not need expensive 3D part information for training, yet the model can generalize to unseen 3D meshes and generate appropriate novel 3D textures. We compare this approach against state-of-the-art texture generation methods and demonstrate that the GGAN obtains significantly better texture generation quality (according to Frechet inception distance). We release our model source code as open source.
