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We investigate the use of quasicrystals in image sampling. Quasicrystals produce space-filling, non-periodic point sets that are uniformly discrete and relatively dense, thereby ensuring the sample sites are evenly spread out throughout the sampled image. Their self-similar structure can be attractive for creating sampling patterns endowed with a decorative symmetry. We present a brief general overview of the algebraic theory of cut-and-project quasicrystals based on the geometry of the golden ratio. To assess the practical utility of quasicrystal sampling, we evaluate the visual effects of a variety of non-adaptive image sampling strategies on photorealistic image reconstruction and non-photorealistic image rendering used in multiresolution image representations. For computer visualization of point sets used in image sampling, we introduce a mosaic rendering technique.
We present a practical and robust deep learning solution for capturing and rendering novel views of complex real world scenes for virtual exploration. Previous approaches either require intractably dense view sampling or provide little to no guidance
Monte Carlo path tracer renders noisy image sequences at low sampling counts. Although great progress has been made on denoising such sequences, existing methods still suffer from spatial and temporary artifacts. In this paper, we tackle the problems
We propose semantic region-adaptive normalization (SEAN), a simple but effective building block for Generative Adversarial Networks conditioned on segmentation masks that describe the semantic regions in the desired output image. Using SEAN normaliza
Despite the recent success of GANs in synthesizing images conditioned on inputs such as a user sketch, text, or semantic labels, manipulating the high-level attributes of an existing natural photograph with GANs is challenging for two reasons. First,
In this paper, we investigate deep image synthesis guided by sketch, color, and texture. Previous image synthesis methods can be controlled by sketch and color strokes but we are the first to examine texture control. We allow a user to place a textur