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SceneHI: High-Resolution 3D-Consistent Scene Texturing with Controllable Illumination

Athanasios Tragakis, Marco Aversa, Daniela Ivanova, Chaitanya Kaul, Roderick Murray-Smith, Daniele Faccio, Paul Henderson

Latestcs.CLcs.LGcs.AIcs.CV
arXiv ID
2609.10363 v1
Category
Submitted
2026-09-09

Abstract

SceneHI is a framework that lifts high-resolution, illumination-aware priors from 2D diffusion models to perform 3D texture synthesis. It is the first to demonstrate that high-resolution textures, previously limited to 2D synthesis, can be generated directly on 3D objects without model fine-tuning or optimization. Designed for complex, multi-object environments, SceneHI uniquely combines 3D-consistency, high-resolution fidelity, and physically plausible baked shadows within a single generative pipeline. To enforce strict geometric coherence, we introduce an exact analytical pixel-to-texel mapping that aligns diffusion trajectories across multiple viewpoints. We utilize High-Resolution Latent Textures (HRLTs) as a persistent canvas for gradually denoised textures, while camera views perform the denoising steps in latent pixel space. This ensures a shared base texture that can be subsequently refined to high resolution without compromising multi-view consistency. Finally, a light-aware generative pass embeds realistic geometry-consistent shadows directly into the atlases, bridging the gap to production workflows. SceneHI achieves high visual fidelity while reducing generation time by 80% compared to existing scene-level methods.

Comment: ECCV 2026

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