Related papers: Procedural Wang Tile Algorithm for Stochastic Wall…
Several families of continual learning techniques have been proposed to alleviate catastrophic interference in deep neural network training on non-stationary data. However, a comprehensive comparison and analysis of limitations remains…
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…
This paper presents a light-weight, high-quality texture synthesis algorithm that easily generalizes to other applications such as style transfer and texture mixing. We represent texture features through the deep neural activation vectors…
Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In…
Developing comprehensive explicit world models is crucial for understanding and simulating real-world scenarios. Recently, Procedural Controllable Generation (PCG) has gained significant attention in large-scale scene generation by enabling…
The interface between stochastic analysis and machine learning is a rapidly evolving field, with path signatures - iterated integrals that provide faithful, hierarchical representations of paths - offering a principled and universal feature…
Style transfer is a field with growing interest and use cases in deep learning. Recent work has shown Generative Adversarial Networks(GANs) can be used to create realistic images of virtually stained slide images in digital pathology with…
Creating meaningful art is often viewed as a uniquely human endeavor. A human artist needs a combination of unique skills, understanding, and genuine intention to create artworks that evoke deep feelings and emotions. In this paper, we…
2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-quality imagery. We show that applying the texture filter…
We present a learning-based system for rapid mass-scale material synthesis that is useful for novice and expert users alike. The user preferences are learned via Gaussian Process Regression and can be easily sampled for new recommendations.…
Learning-based methods for training embodied agents typically require a large number of high-quality scenes that contain realistic layouts and support meaningful interactions. However, current simulators for Embodied AI (EAI) challenges…
Texture plays a vital role in enhancing visual richness in both real photographs and computer-generated imagery. However, the process of editing textures often involves laborious and repetitive manual adjustments of textons, which are the…
Procedural textures are normally generated from mathematical models with parameters carefully selected by experienced users. However, for naive users, the intuitive way to obtain a desired texture is to provide semantic descriptions such as…
The computational complexity of tiling finite simply connected regions with a fixed set of tiles is studied in this paper. We show that the problem of tiling simply connected regions with a fixed set of $23$ Wang tiles is NP-complete. As a…
Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality for scenes of interest. However, path space filtering may dramatically improve the visual quality by sharing…
We introduce and study the Minimum Feasible Tileset problem: Given a set of symbols and subsets of these symbols (scenarios), find a smallest possible number of pairs of symbols (tiles) such that each scenario can be formed by selecting at…
Image generation and image completion are rapidly evolving fields, thanks to machine learning algorithms that are able to realistically replace missing pixels. However, generating large high resolution images, with a large level of details,…
The objective is to find a Cellular Automata rule that can form a 2D point pattern with a maximum number of points (1-cells). Points are not allowed to touch each other, they have to be separated by 0-cells, and every 0-cell can find at…
Consider a swarm of particles controlled by global inputs. This paper presents algorithms for shaping such swarms in 2D using boundary walls. The range of configurations created by conforming a swarm to a boundary wall is limited. We…
Advances in Generative AI tools have allowed designers to manipulate existing 3D models using text or image-based prompts, enabling creators to explore different design goals. Photochromic color-changing systems, on the other hand, allow…