Do you want to publish a course? Click here

An Inverse Procedural Modeling Pipeline for SVBRDF Maps

271   0   0.0 ( 0 )
 Added by Yiwei Hu
 Publication date 2021
and research's language is English




Ask ChatGPT about the research

Procedural modeling is now the de facto standard of material modeling in industry. Procedural models can be edited and are easily extended, unlike pixel-based representations of captured materials. In this paper, we present a semi-automatic pipeline for general material proceduralization. Given Spatially-Varying Bidirectional Reflectance Distribution Functions (SVBRDFs) represented as sets of pixel maps, our pipeline decomposes them into a tree of sub-materials whose spatial distributions are encoded by their associated mask maps. This semi-automatic decomposition of material maps progresses hierarchically, driven by our new spectrum-aware material matting and instance-based decomposition methods. Each decomposed sub-material is proceduralized by a novel multi-layer noise model to capture local variations at different scales. Spatial distributions of these sub-materials are modeled either by a by-example inverse synthesis method recovering Point Process Texture Basis Functions (PPTBF) or via random sampling. To reconstruct procedural material maps, we propose a differentiable rendering-based optimization that recomposes all generated procedures together to maximize the similarity between our procedural models and the input material pixel maps. We evaluate our pipeline on a variety of synthetic and real materials. We demonstrate our methods capacity to process a wide range of material types, eliminating the need for artist designed material graphs required in previous work. As fully procedural models, our results expand to arbitrary resolution and enable high level user control of appearance.



rate research

Read More

In this paper, we address the following research problem: How can we generate a meaningful split grammar that explains a given facade layout? To evaluate if a grammar is meaningful, we propose a cost function based on the description length and minimize this cost using an approximate dynamic programming framework. Our evaluation indicates that our framework extracts meaningful split grammars that are competitive with those of expert users, while some users and all competing automatic solutions are less successful.
Existing bidirectional reflectance distribution function (BRDF) models are capable of capturing the distinctive highlights produced by the fibrous nature of wood. However, capturing parameter textures for even a single specimen remains a laborious process requiring specialized equipment. In this paper we take a procedural approach to generating parameters for the wood BSDF. We characterize the elements of trees that are important for the appearance of wood, discuss techniques appropriate for representing those features, and present a complete procedural wood shader capable of reproducing the growth patterns responsible for the distinctive appearance of highly prized ``figured wood. Our procedural wood shader is random-access, 3D, modular, and is fast enough to generate a preview for design.
Geometric model fitting is a fundamental task in computer graphics and computer vision. However, most geometric model fitting methods are unable to fit an arbitrary geometric model (e.g. a surface with holes) to incomplete data, due to that the similarity metrics used in these methods are unable to measure the rigid partial similarity between arbitrary models. This paper hence proposes a novel rigid geometric similarity metric, which is able to measure both the full similarity and the partial similarity between arbitrary geometric models. The proposed metric enables us to perform partial procedural geometric model fitting (PPGMF). The task of PPGMF is to search a procedural geometric model space for the model rigidly similar to a query of non-complete point set. Models in the procedural model space are generated according to a set of parametric modeling rules. A typical query is a point cloud. PPGMF is very useful as it can be used to fit arbitrary geometric models to non-complete (incomplete, over-complete or hybrid-complete) point cloud data. For example, most laser scanning data is non-complete due to occlusion. Our PPGMF method uses Markov chain Monte Carlo technique to optimize the proposed similarity metric over the model space. To accelerate the optimization process, the method also employs a novel coarse-to-fine model dividing strategy to reject dissimilar models in advance. Our method has been demonstrated on a variety of geometric models and non-complete data. Experimental results show that the PPGMF method based on the proposed metric is able to fit non-complete data, while the method based on other metrics is unable. It is also shown that our method can be accelerated by several times via early rejection.
The game and movie industries always face the challenge of reproducing materials. This problem is tackled by combining illumination models and various textures (painted or procedural patterns). Gnerating stochastic wall patterns is crucial in the creation of a wide range of backgrounds (castles, temples, ruins...). A specific Wang tile set was introduced previously to tackle this problem, in a non-procedural fashion. Long lines may appear as visual artifacts. We use this tile set in a new procedural algorithm to generate stochastic wall patterns. For this purpose, we introduce specific hash functions implementing a constrained Wang tiling. This technique makes possible the generation of boundless textures while giving control over the maximum line length. The algorithm is simple and easy to implement, and the wall structure we get from the tiles allows to achieve visuals that reproduce all the small details of artist painted walls.
Empowered by deep learning, recent methods for material capture can estimate a spatially-varying reflectance from a single photograph. Such lightweight capture is in stark contrast with the tens or hundreds of pictures required by traditional optimization-based approaches. However, a single image is often simply not enough to observe the rich appearance of real-world materials. We present a deep-learning method capable of estimating material appearance from a variable number of uncalibrated and unordered pictures captured with a handheld camera and flash. Thanks to an order-independent fusing layer, this architecture extracts the most useful information from each picture, while benefiting from strong priors learned from data. The method can handle both view and light direction variation without calibration. We show how our method improves its prediction with the number of input pictures, and reaches high quality reconstructions with as little as 1 to 10 images -- a sweet spot between existing single-image and complex multi-image approaches.
comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا