SceneTex: High-Quality Texture Synthesis for Indoor Scenes via Diffusion Priors

Dave Zhenyu Chen, Haoxuan Li, Hsin-Ying Lee, S. Tulyakov, Matthias Nießner
2/14/2026

No official code found. Best implementation: daveredrum/SceneTex (244 stars, last commit 2024-02-16).

Abstract

We propose SceneTex, a novel method for effectively gen-erating high-quality and style-consistent textures for indoor scenes using depth-to-image diffusion priors. Unlike pre-vious methods that either iteratively warp 2D views onto a mesh surface or distillate diffusion latent features with-out accurate geometric and style cues, SceneTexformulates the texture synthesis task as an optimization problem in the RGB space where style and geometry consistency are prop-erly reflected. At its core, SceneTex proposes a multires-olution texture field to implicitly encode the mesh appear-ance. We optimize the target texture via a score-distillation-based objective function in respective RGB renderings. To further secure the style consistency across views, we introduce a cross-attention decoder to predict the RGB values by cross-attending to the pre-sampled reference locations in each instance. SceneTex enables various and accurate texture synthesis for 3D-FRONT scenes, demonstrating sig-nificant improvements in visual quality and prompt fidelity over the prior texture generation methods.

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[CVPR 2024 Highlight] SceneTex: High-Quality Texture Synthesis for Indoor Scenes via Diffusion Priors

24415Shell, PythonNov 28, 20232 years agoNOASSERTION
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Cite this paper

@article{chen2026scenetex,
  title  = {SceneTex: High-Quality Texture Synthesis for Indoor Scenes via Diffusion Priors},
  author = {Dave Zhenyu Chen and Haoxuan Li and Hsin-Ying Lee and S. Tulyakov and Matthias Nießner},
  year   = {2026},
  eprint = {2311.17261},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/pdf/2311.17261},
  journal = {CVPR 2023 2023}
}

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