Baby steps, though. The data required to train an unwrapping/rigging tool is a lot more domain-specific than correlating an OBJ file with it's completed render.
It’s interesting for compression purpose, but kinda orthogonal to this method (a good UV unwrapping can be used once the model generated)
There are ways to do this automatically but they're far from perfect. Artists usually take the mesh and literally unwrap it until it's planar, and convert this transformed mesh to the UV mapping. The advantage of this method is that it gives you very good control of seams and texture islands, but it's tricky to preserve surface area.
Those neural rendering methods are very cool because they use light/color fields, but they still have a lot of catching up to do compared to modern 3D graphics.