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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.
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 minim
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 pr
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 simil
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 cre
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 optimiz