Related papers: GPU-Friendly Laplacian Texture Blending
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…
In this work, we propose a system that covers the complete workflow for achieving controlled authoring and editing of textures that present distinctive local characteristics. These include various effects that change the surface appearance…
While implicit generative models such as GANs have shown impressive results in high quality image reconstruction and manipulation using a combination of various losses, we consider a simpler approach leading to surprisingly strong results.…
Image smoothing is a fundamental task in computer vision, that aims to retain salient structures and remove insignificant textures. In this paper, we aim to address the fundamental shortcomings of existing image smoothing methods, which…
Scale-space representation has been popular in computer vision community due to its theoretical foundation. The motivation for generating a scale-space representation of a given data set originates from the basic observation that real-world…
This paper addresses the limitations of neural rendering-based multi-view surface reconstruction methods, which require an additional mesh extraction step that is inconvenient and would produce poor-quality surfaces with mesh aliasing,…
This paper investigates a novel task of generating texture images from perceptual descriptions. Previous work on texture generation focused on either synthesis from examples or generation from procedural models. Generating textures from…
Texture reconstruction techniques generally suffer from the errors in keyframe poses. We present a non-iterative method for seamless texture reconstruction of a given 3D scene. Our method finds the best texture alignment in a single shot…
State-of-the-art RGB texture synthesis algorithms rely on style distances that are computed through statistics of deep features. These deep features are extracted by classification neural networks that have been trained on large datasets of…
The continuous advancement of photorealism in rendering is accompanied by a growth in texture data and, consequently, increasing storage and memory demands. To address this issue, we propose a novel neural compression technique specifically…
In this paper we propose a new problem scenario in image processing, wide-range image blending, which aims to smoothly merge two different input photos into a panorama by generating novel image content for the intermediate region between…
3D Gaussian Splatting is emerging as a state-of-the-art technique in novel view synthesis, recognized for its impressive balance between visual quality, speed, and rendering efficiency. However, reliance on third-degree spherical harmonics…
We present a novel parallel algorithm for cloth simulation that exploits multiple GPUs for fast computation and the handling of very high resolution meshes. To accelerate implicit integration, we describe new parallel algorithms for sparse…
Geometric deep learning has sparked a rising interest in computer graphics to perform shape understanding tasks, such as shape classification and semantic segmentation. When the input is a polygonal surface, one has to suffer from the…
Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes…
Advances in rendering have led to tremendous growth in texture assets, including resolution, complexity, and novel textures components, but this growth in data volume has not been matched by advances in its compression. Meanwhile Neural…
We leverage increasingly popular three-dimensional neural representations in order to construct a unified and consistent explanation of a collection of uncalibrated images of the human face. Our approach utilizes Gaussian Splatting, since…
Many lighting methods used in computer graphics such as indirect illumination can have very high computational costs and need to be approximated for real-time applications. These costs can be reduced by means of upsampling techniques which…
Computationally weak systems and demanding graphical applications are still mostly dependent on linear blendshapes for facial animations. The accompanying artifacts such as self-intersections, loss of volume, or missing soft tissue…
We propose two novel ideas (adoption of deferred rendering and mesh-based representation) to improve the quality of 3D Gaussian splatting (3DGS) based inverse rendering. We first report a problem incurred by hidden Gaussians, where…