SIGGRAPH Asia 2026 · Conference Papers Princeton University · NVIDIA

Chenyue Cai1*, Anita Hu2, James Lucas2, Szymon Rusinkiewicz1, Masha Shugrina2†

1 Princeton University    2 NVIDIA    * Work done during an internship at NVIDIA In support of more inclusive conference locations, this author removed herself from the SIGGRAPH Asia 2026 publication

Sea dragon textured interactively with GLOSS in Blender.

00

TL;DR

Interactive texture creation with high-fidelity adherence to both artist-selected references and local geometry.

automatic in → out pipelineartist-controlled fine control

hallucinated texturefaithful texture

Left: one shape with its normal map and a library of reference patches. Middle and right: the same dragon textured two different ways from those references, with the reference and target patch rows on the right.
01

Abstract

Conditional image generators let texture artists explore many single-view looks for an existing 3D shape, yet state-of-the-art methods still struggle to produce a full object texture that adheres to fine-scale geometric detail and to the reference, leaving little room for artist guidance or for exploring multiple textures interactively. Unlike methods trained on large 3D datasets that texture from global guidance, we take a local, less data-hungry approach with explicit artist control.

We leverage the geometric self-similarity and geometry–texture correlation of natural and man-made shapes to train a shape-specific local texture generation and completion model, learned from existing image model priors and a single shape by attending to geometry-aware reference patches. The trained network transfers any novel reference to the full object texture through patchwise inpainting, with quality improved over or comparable to strong image-conditioned baselines. It also enables local geometry-conditioned inpainting guided by artist-selected references, and generalizes preliminarily to PBR materials and unseen meshes. Piloting the capability as a Blender add-on with several 3D texturing professionals drew positive feedback on its controllability and practical usefulness.

02

Interactive demos

A prototype Blender add-on brings reference-guided fill into a real texturing workflow. Five professional 3D artists piloted it; all five said they would integrate interactive reference and geometry-guided fill into their work.

2.1 Diverse reference-based authorship on a single creature

Red reference · the face marking

why don’t we paint the dragon head red?

Green reference · carrying the neck up

how about green scales over the blue ones up top?

Blue reference · the crown

i want the head to look like that blue head and transition well to my existing texture

Crest fins · the first accent

i want that yellow green fin.

Fin membrane · carrying it through

i want that same fin palette consistently on the big fin.

Horn · a separate object

i want to complete the horn partial texture like that ivory reference.

2.2 Artist user study clips

Cabbage · two references, one head

let me think about where to place these two textures together iteratively in Blender.

Croissant · reference as pure choice

same shape, totally different mood. which reads better?

Curled leaf · a gradient authored by hand

i want to combine two leaf palettes together

03

Method

No textured 3D dataset is involved. Off-the-shelf image models generate training data from the shape itself, and the network learns local texturing from that shape's own self-similarity.

3.1 Data and Training

We generate local patch level data pairs (geometry and texture) from ControlNet rendered single view renderings from a single asset. We pass them through batch multi-attention layer for the model to learn faithful texture inpainting.

Data generation and training pipeline

3.2 Model

Our model supports interactive and automatic texturing. The artist can select any reference and create a “brush”. The model inferences faithful patches on the asset.

Reference brush construction and inference

3.2.1 Batch multi-attention visualization

Given a target patch, the trained attention layers look at reference patches and learn to synthesize based on geometric similarity.

Batch multi-attention visualisation: albedo, normals and the attention output for a target patch across reference patches

Rows: albedo, normals, and where attention lands for the target patch.

3.2.2 Geometry conditioned local inpainting

Each fill is conditioned on geometry as well as colour. The reference contributes its albedo and its surface normals; the target contributes the region left to fill and its own normals. The model reads the two together, so the synthesised patch follows the shape it lands on rather than being pasted flat.

dragon horn and scales: reference albedo dragon horn and scales: reference geometry dragon horn and scales: target albedo dragon horn and scales: target geometry dragon horn and scales: result
Ref AlbedoRef GeometryTar AlbedoTar GeometryResult
dragon neck scales: reference albedo dragon neck scales: reference geometry dragon neck scales: target albedo dragon neck scales: target geometry dragon neck scales: result
Ref AlbedoRef GeometryTar AlbedoTar GeometryResult
leaf veins: reference albedo leaf veins: reference geometry leaf veins: target albedo leaf veins: target geometry leaf veins: result
Ref AlbedoRef GeometryTar AlbedoTar GeometryResult
lizard scales and eye: reference albedo lizard scales and eye: reference geometry lizard scales and eye: target albedo lizard scales and eye: target geometry lizard scales and eye: result
Ref AlbedoRef GeometryTar AlbedoTar GeometryResult
04

Versatile applications

Once trained, our model supports versatile applications: blend several references across one surface, carry beyond base colour into full PBR channels, texture a shape it was never trained on, and fill a whole mesh from a single view.

4.1 Blending with two or more references

blended reference blended reference
blended reference blended reference
blended reference blended reference blended reference
blended reference blended reference
blended reference blended reference blended reference
blended reference blended reference
blended reference blended reference
blended reference blended reference

4.2 Zero-shot PBR

A model trained on texture can be used for PBR generation, padding the metallic and roughness channels with ones as pseudo RGB. The model retains the material–geometry correlation from the source. The following meshes are generated using the automatic texture pipeline.

metallic referencemetallic roughness referenceroughness albedo referencealbedo
metallic referencemetallic roughness referenceroughness albedo referencealbedo
metallic referencemetallic roughness referenceroughness albedo referencealbedo
metallic referencemetallic roughness referenceroughness albedo referencealbedo
metallic referencemetallic roughness referenceroughness albedo referencealbedo
metallic referencemetallic roughness referenceroughness albedo referencealbedo
metallic referencemetallic roughness referenceroughness albedo referencealbedo
Reference material
Naïve application
Painted with GLOSS

4.3 Zero-shot transfer to unseen mesh

A model trained on a single shape transfers the learned geometry–texture correlation to unseen shapes. The following meshes are generated using the automatic texture pipeline.

reference brush patch
croissantbread
reference brush patch
croissantbread
reference brush patch
sea turtletortoise
reference brush patch
sea turtletortoise
reference brush patch
urchin shellconch
reference brush patch
urchin shellconch

4.4 Automatic texturing

References in, textured out via globally synced progressive inpainting

conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view
conditioning reference view

Comparison against baselines

shape
Reference Paint 3D TexGen MV-Adapter TRELLIS Hunyuan 2.1 Ours

All seven panels are one video, so every method shown is the same frame of the same turntable.

MethodLPIPS ↓FID ↓DreamSim ↓CMMD ↓
TexGen106.920.4360.883
MV-Adapter0.35876.980.3700.666
Hunyuan 2.10.38373.700.4370.494
TRELLIS 20.356102.220.4110.545
GLOSS (ours)0.30280.260.3440.478

Per-mesh setting, averaged over 10 shapes. Best in orange.

05

BibTeX

@inproceedings{cai2026gloss,
  title     = {GLOSS: Geometric Local Self-Similarity Learning for
               Faithful Reference-guided Texture Fill},
  author    = {Cai, Chenyue and Hu, Anita and Lucas, James and
               Rusinkiewicz, Szymon},
  booktitle = {SIGGRAPH Asia 2026 Conference Papers},
  year      = {2026},
  doi       = {10.1145/3829340.3842197}
}