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Jieting Xu

dblp:367/7271 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
0009-0001-0166-4402ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 87% Computer animation and physical simulation · 13%
Artificial intelligence
1 paper
Generative modeling · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
0.912025
AniTex: Light-Geometry Consistent PBR Material Generation for Animatable Objects · SIGGRAPH Asia 2025
Machine learning › Generative modeling › diffusion model
video diffusion model
0.912025
AniTex: Light-Geometry Consistent PBR Material Generation for Animatable Objects · SIGGRAPH Asia 2025
Rendering
material appearance
0.912025
AniTex: Light-Geometry Consistent PBR Material Generation for Animatable Objects · SIGGRAPH Asia 2025
Rendering › physically based rendering
PBR material generation
0.912025
AniTex: Light-Geometry Consistent PBR Material Generation for Animatable Objects · SIGGRAPH Asia 2025

Methods — techniques the papers use, named apart from their topics

intrinsic decomposition · 1.7hierarchical blending · 1.7diffusion model · 1.7
YearPublicationVenuePosition
2025 AniTex: Light-Geometry Consistent PBR Material Generation for Animatable Objects
abstract
High-quality Physically-Based Rendering (PBR) materials are crucial for visual realism in 3D asset creation, yet existing methods primarily target static objects, leading to challenges in maintaining multi-frame consistency for animatable entities. To tackle this issue, we introduce AniTex, the first generative pipeline that utilizes diffusion models to synthesize high-quality PBR materials for animatable objects based on text prompts. The pipeline consists of three key stages: First, sequences of RGB images are generated using a video diffusion model conditioned on depth, normals, irradiance, and motion vectors to ensure temporal coherence and geometric alignment across multiple frames and viewpoints. Second, these RGB image sequences are decomposed into per-view, per-frame PBR material maps (albedo, roughness, metallic) by a specialized Intrinsic Diffusion Model (IDM), which is conditioned on the RGB images along with consistent geometry and lighting cues to disentangle material from illumination. Finally, these per-view, per-frame PBR maps are hierarchically blended. This process first ensures temporal coherence within each view’s frame sequence, then amalgamates these into globally consistent PBR materials for the animatable object, maintaining overall temporal coherence and visual consistency throughout its animation. Extensive experiments show that AniTex produces more realistic PBR materials for both static and animated objects, outperforming baseline methods in visual appeal.
Jieting Xu, Guoyuan An, Rengan Xie, Dianbing Xi, Wenjun Song, Rui Wang 0004, Yuchi Huo
SIGGRAPH Asia1