UltraTex: Unleashing 2K Multi-View Diffusion for 3D Texturing

Yibo Zhang, Ze Yuan, Nan Cao, Li Zhang, Yan-Pei Cao, Yuan-Chen Guo, Rui Ma

Jilin University · Shanghai Innovation Institute · The University of Hong Kong · Tongji University · Fudan University · VAST

Published September 19, 2026 · on the feed September 22, 2026 · ▲ 3 · arXiv 2609.23169

The abstract

High-quality texture generation is essential for creating realistic and production-ready 3D assets. Recent multi-view diffusion methods have shown promising results for image-guided 3D texturing, but they are typically constrained to low operating resolutions such as 512 or 768, making it difficult to preserve high-frequency details from high-resolution reference images. Scaling this paradigm to 2048 resolution is computationally prohibitive, as the unified multi-view sequence exceeds 212K tokens and incurs excessive memory and latency. In this paper, we present UltraTex, an efficient end-to-end framework for high-resolution multi-view diffusion-based 3D texturing. Our key observation is that object-centric multi-view renderings contain two major sources of redundancy: background-induced sequence redundancy and sparse token interactions within the foreground. To address them, we introduce Background Token Dropping, which removes background tokens before the DiT backbone, and Block-Sparse Attention, which reduces attention computation over the retained foreground sequence. To enable efficient foreground-only inference while avoiding reconstruction artifacts, we further design Foreground-Aware VAE Decoding to ensure the quality of the final high-resolution views. To satisfy the demanding data requirements of 2K-resolution multi-view diffusion training, we construct G-buffer TexVerse, a large-scale, ultra-high-resolution multi-view rendering dataset covering over 268,000 3D assets. Extensive experiments show that UltraTex generates visually faithful textures with rich fine-grained details, while substantially improving efficiency, achieving 20.6times--91.1times training speedup and 22.3times--74.6times end-to-end inference speedup over the baseline on common samples in our dataset. Code and data is at https://yiboz2001.github.io/UltraTex.

The Brief

2:55

A short podcast summary of the paper. Written and voiced by AI.

Transcript

UltraTex. Unleashing 2K Multi-View Diffusion for 3D Texturing. By Yibo Zhang and six others, from Jilin University, the Shanghai Innovation Institute, and four other institutions. Published on the nineteenth of September. Its code repository is a placeholder: a readme, and nothing to run yet.

Realistic, production-ready 3D assets need high-quality textures. Multi-view diffusion has shown promise for texturing an object from a reference image, but these methods usually operate at low resolutions, such as five hundred and twelve or seven hundred and sixty-eight. At that size, the high-frequency detail in a high-resolution reference image is hard to keep. The obvious fix, scaling up to a resolution of two thousand and forty-eight, is computationally prohibitive. The unified multi-view sequence then exceeds two hundred and twelve thousand tokens, with excessive memory use and latency to match.

UltraTex is an end-to-end framework that makes high-resolution multi-view texturing efficient. Its key observation is that renderings of a single object from several views are redundant in two particular ways. One is redundancy in the sequence caused by background. The other is that interactions between tokens in the foreground are sparse. Each form of redundancy gets its own remedy. Put together, the aim is to spend the model's compute on the object being textured rather than on the empty space around it, and within the object to exploit how sparse the token interactions already are, so that the jump to two thousand and forty-eight stops being prohibitive.

Background Token Dropping removes background tokens before they reach the DiT backbone. Block-Sparse Attention then reduces attention computation over the foreground sequence that remains. Running inference on the foreground alone raises a risk of reconstruction artifacts, so the authors add a third piece, Foreground-Aware VAE Decoding, to ensure the final high-resolution views keep their quality. The three pieces come in sequence: prune the sequence, thin the attention, then decode carefully.

Training diffusion at two K resolution across many views is also demanding on data. To meet that, the authors construct G-buffer TexVerse, a large-scale multi-view rendering dataset at ultra-high resolution, covering over two hundred and sixty-eight thousand 3D assets.

The reported textures are visually faithful and rich in fine-grained detail, and the efficiency gains are large. Compared with the baseline, on common samples from the authors' dataset, training speeds up by between twenty point six times and ninety-one point one times. End-to-end inference speeds up by between twenty-two point three times and seventy-four point six times.

The approach earns its speed by declining to compute what does not need computing. Background tokens are dropped outright, attention over the foreground is made block-sparse, and the decoder is adapted so that working on the foreground alone does not cost image quality. The dataset is the other half of the contribution, since a resolution this high is only reachable if there is data at that resolution to train on.

Paper Quest · 7 chapters · about 40 min

Play this paper

Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.

Chapter 1 🧩 · The problem

More pixels should mean more detail. Here they mean an impossible sequence.

You texture 3D objects by having a diffusion transformer paint several views of the object at once, then project them onto the surface. At 512 or 768 pixels, fine detail from a sharp reference image is lost.

The road ahead

  1. 1 · The problem ~6 min Painting all views of a 3D object at once works at low resolution, but at 2048 pixels the joint sequence becomes too long to train.
  2. 2 · What came before ~3 min
  3. 3 · The key idea ~9 min Spend compute only on the object: drop background tokens, thin attention among the rest, and decode the views without background artifacts.
  4. 4 · Choose your own research ~3 min
  5. 5 · Build the method ~8 min Build a 2K training set, then shorten the sequence, thin attention over what remains, and decode the views with a foreground-aware decoder.
  6. 6 · The experiment ~6 min You’ll guess: Compared with the baseline at 2048 resolution, how much faster was UltraTex's end-to-end inference on common samples?
  7. 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
Join free to play the whole quest ›

Free, with Google or an email address. Your stars and progress are kept.

KipQuest: the day’s AI research, as podcasts and quests. All papers Android app Privacy Contact Episodes are written and voiced by AI from each paper. Summaries can contain mistakes: the paper is the source.