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Now showing 1 - 9 of 9
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    Seamless Compressed Textures
    (The Eurographics Association, 2022) Maggiordomo, Andrea; Tarini, Marco; Sauvage, Basile; Hasic-Telalovic, Jasminka
    We present an algorithm to hide discontinuity artifacts at seams in GPU compressed textures. Texture mapping requires UV-maps, and UV-maps (in general) require texture seams; texture seams (in general) cause small visual artifacts in rendering; these can be prevented by careful, slight modifications a few texels around the seam. Unfortunately, GPU-based texture compression schemes are lossy and introduce their own slight modifications of texture values, nullifying that effort. The result is that texture compression may reintroduce the visual artefacts at seams. We modify a standard texture compression algorithm to make it aware of texture seams, resulting in compressed textures that still prevent the seam artefacts.
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    Anisotropic Filtering for On-the-fly Patch-based Texturing
    (The Eurographics Association, 2019) Lutz, Nicolas; Sauvage, Basile; Larue, Frédéric; Dischler, Jean-Michel; Cignoni, Paolo and Miguel, Eder
    On-the-fly patch-based texturing consists of choosing at run-time, for several patches within a tileable texture, one random candidate among a pre-computed set of possible contents. This category of methods generates unbounded textures, for which filtering is not straightforward, because the screen pixel footprint may overlap multiple patches in texture space, i.e. different randomly chosen contents. In this paper, we propose a real-time anisotropic filtering which is fully compliant with the standard graphics pipeline. The main idea is to pre-filter the contents independently, store them in an atlas, and combine them at run-time to produce the final pixel color. The patch-map, referencing to which patch belong the fetched texels, requires a specific filtering approach, in order to recover the patches that overlap at low resolutions. In addition, we show how this method can achieve blending at patch boundaries in order to further reduce visible seams, without modification of our filtering algorithm.
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    Rethinking Texture Mapping
    (The Eurographics Association and John Wiley & Sons Ltd., 2019) Yuksel, Cem; Lefebvre, Sylvain; Tarini, Marco; Giachetti, Andrea and Rushmeyer, Holly
    The intrinsic problems of texture mapping, regarding its difficulties in content creation and the visual artifacts it causes in rendering, are well-known, but often considered unavoidable. In this state of the art report, we discuss various radically different ways to rethink texture mapping that have been proposed over the decades, each offering different advantages and trade-offs. We provide a brief description of each alternative texturing method along with an evaluation of its strengths and weaknesses in terms of applicability, usability, filtering quality, performance, and potential implementation related challenges.
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    Neurosymbolic Models for Computer Graphics
    (The Eurographics Association and John Wiley & Sons Ltd., 2023) Ritchie, Daniel; Guerrero, Paul; Jones, R. Kenny; Mitra, Niloy J.; Schulz, Adriana; Willis, Karl D. D.; Wu, Jiajun; Bousseau, Adrien; Theobalt, Christian
    Procedural models (i.e. symbolic programs that output visual data) are a historically-popular method for representing graphics content: vegetation, buildings, textures, etc. They offer many advantages: interpretable design parameters, stochastic variations, high-quality outputs, compact representation, and more. But they also have some limitations, such as the difficulty of authoring a procedural model from scratch. More recently, AI-based methods, and especially neural networks, have become popular for creating graphic content. These techniques allow users to directly specify desired properties of the artifact they want to create (via examples, constraints, or objectives), while a search, optimization, or learning algorithm takes care of the details. However, this ease of use comes at a cost, as it's often hard to interpret or manipulate these representations. In this state-of-the-art report, we summarize research on neurosymbolic models in computer graphics: methods that combine the strengths of both AI and symbolic programs to represent, generate, and manipulate visual data. We survey recent work applying these techniques to represent 2D shapes, 3D shapes, and materials & textures. Along the way, we situate each prior work in a unified design space for neurosymbolic models, which helps reveal underexplored areas and opportunities for future research.
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    Planar Abstraction and Inverse Rendering of 3D Indoor Environment
    (The Eurographics Association, 2019) Kim, Young Min; Ryu, Sangwoo; Kim, Ig-Jae; Cignoni, Paolo and Miguel, Eder
    A large-scale scanned 3D environment suffers from complex occlusions and misalignment errors. The reconstruction contains holes in geometry and ghosting in texture. These are easily noticed and cannot be used in visually compelling VR content without further processing. On the other hand, the well-known Manhattan World priors successfully recreate relatively simple or clean structures. In this paper, we would like to push the limit of planar representation in indoor environments. We use planes not only to represent the environment geometrically but also to solve an inverse rendering problem considering texture and light. The complex process of shape inference and intrinsic imaging is greatly simplified with the help of detected planes and yet produces a realistic 3D indoor environment. The produced content can effectively represent the spatial arrangements for various AR/VR applications and can be readily combined with virtual objects possessing plausible lighting and texture.
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    3DVFX: 3D Video Editing using Non-Rigid Structure-from-Motion
    (The Eurographics Association, 2019) parashar, shaifali; Bartoli, Adrien; Cignoni, Paolo and Miguel, Eder
    Numerous video post-processing techniques can add or remove objects to the observed scene in the video. Most of these techniques rely on 2D image points to perform the desired changes. Structure-from-Motion (SfM) has allowed the use of 3D points, however only for the objects that remain rigid in the scene. We propose to use both 2D image points and 3D points to modify the scene's deformable objects using Non-Rigid Structure-from-Motion (NRSfM). We rely on a recent effective NRSfM solution to develop a complete pipeline including manual 3D editing of an image and automatic 3D transfer of the edits. We perform object manipulation tasks such as retexturing a real deforming object.
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    Making Gabor Noise Fast and Normalized
    (The Eurographics Association, 2019) Tavernier, Vincent; Neyret, Fabrice; Vergne, Romain; Thollot, Joëlle; Cignoni, Paolo and Miguel, Eder
    Gabor Noise is a powerful procedural texture synthesis technique, but it has two major drawbacks: It is costly due to the high required splat density and not always predictable because properties of instances can differ from those of the process. We bench performance and quality using alternatives for each Gabor Noise ingredient: point distribution, kernel weighting and kernel shape. For this, we introduce 3 objective criteria to measure process convergence, process stationarity, and instance stationarity. We show that minor implementation changes allow for 17-24x speed-up with same or better quality.
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    Creating 3D Asset Variations Through 2D Style Transfer and Generated Texture Maps
    (The Eurographics Association, 2023) Nikolov, Ivan; Singh, Gurprit; Chu, Mengyu (Rachel)
    Generating 3D object variations through style transfer models applied to their textures is an easy way for creating content for games and XR applications. Most workflows focus on either generating albedo textures only without changing the underlying surface and not touching the underlying surface or transforming the 3D object directly, which is computationally and resourceheavy. In this paper, we present an initial exploration of an in-between solution that aims to combine the style transfer of albedo textures with the generation of additional maps, such as normal, displacement, and roughness. The results show that the pipeline can generate variations based on different styles, which would enable the addition of smaller 3D-style surface features to objects without transforming their meshes. The project code and generated textures will be available at https: //github.com/IvanNik17/3D-Assets-From-2D-Style-Transfer.
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    From Words to Wood: Text-to-Procedurally Generated Wood Materials
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Hafidi, Mohcen; Wilkie, Alexander; Bousseau, Adrien; Day, Angela
    In the domain of wood modeling, we present a new complex appearance model, coupled with a user-friendly NLP-based frontend for intuitive interactivity. First, we present a procedurally generated wood model that is capable of accurately simulating intricate wood characteristics, including growth rings, vessels/pores, rays, knots, and figure. Furthermore, newly developed features were introduced, including brushiness distortion, influence points, and individual feature control. These novel enhancements facilitate a more precise matching between procedurally generated wood and ground truth images. Second, we present a text-based user interface that relies on a trained natural language processing model that is designed to map user plain English requests into the parameter space of our procedurally generated wood model. This significantly reduces the complexity of the authoring process, thereby enabling any user, regardless of their level of woodworking expertise or familiarity with procedurally generated materials, to utilize it to its fullest potential.