ExMesh++: From Multi-View Images to Relightable UV-PBR Mesh Assets via Topology-Adaptive Reconstruction and Decomposition
- URL: http://arxiv.org/abs/2608.24109v2
- Date: Sat, 29 Aug 2026 07:43:45 GMT
- Title: ExMesh++: From Multi-View Images to Relightable UV-PBR Mesh Assets via Topology-Adaptive Reconstruction and Decomposition
- Abstract summary: We present ExMesh++, a framework for reconstructing relightable UV-PBR mesh assets from multi-view images.<n>Experiments demonstrate competitive geometry accuracy, strong relighting performance, and direct usability of the exported assets in standard DCC.
- Score: 36.887001139824456
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Multi-view reconstruction extends beyond surface recovery to editable and relightable mesh assets. Such assets require well-formed topology, valid UV parameterization, and explicit PBR material maps. Existing surface reconstruction approaches optimize implicit fields, Gaussian primitives, or other intermediate representations. Converting them into such assets often requires surface extraction and texture baking. Inverse-rendering methods estimate materials and illumination, yet these components often remain tied to neural fields or point-based primitives rather than the final mesh. Joint optimization of geometry, materials, and lighting may also allow these variables to compensate for one another, leading to ambiguous decomposition. To address these limitations, we present ExMesh++, a staged framework for reconstructing relightable UV-PBR mesh assets from multi-view images. The first stage refines explicit mesh geometry and topology through adaptive vertex splitting and merging, while maintaining UV consistency as the topology changes. The second stage fixes the resulting mesh-UV carrier and optimizes UV-space PBR maps together with environment lighting. Building on this stable carrier, ExMesh++ models one-bounce diffuse indirect illumination through secondary-ray tracing with shared UV-PBR materials. Experiments demonstrate competitive geometry accuracy, strong relighting performance, and direct usability of the exported assets in standard DCC workflows.
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