Results 91 to 100 of about 12,521 (248)
PBR‐Inspired Controllable Diffusion for Image Generation
Abstract Despite recent advances in text‐to‐image generation, controlling geometric layout and PBR material properties in synthesized scenes remains challenging. We present a pipeline that first produces a G‐buffer (albedo, normals, depth, roughness, shading, and metallic) from a text prompt and then renders a final image through a PBR‐inspired branch ...
Bowen Xue +3 more
wiley +1 more source
Earth's albedo is symmetric between the northern and southern hemispheres (NH and SH, respectively) because SH clouds compensate for higher NH clear‐sky albedo, a feature that climate models have difficulty capturing.
Aiden Jönsson +4 more
doaj +1 more source
A Real‐Time Multi‐Scale Neural Representation for Complex Surface Reflectance
Abstract Recent machine learning methods have significantly advanced the state of the art in the classic problem of representing surface appearance over angle, space, and scale. The models tend, however, to be relatively heavy compared to traditional fixed‐function representations, making real‐time application challenging.
Heikki Timonen +2 more
wiley +1 more source
As snowlines retreat, the bare ice of Central Asian glaciers is increasingly exposed to short-wave radiation and high temperatures. The importance of bare-ice albedo for glacier melt rates is thus rising. Little is known about the variability of bare-ice
Anouk Volery +2 more
doaj +1 more source
TABI: Tight and Balanced Interactive Atlas Packing
Abstract Atlas packing is a key step in many computer graphics applications. Packing algorithms seek to arrange a set of charts within a fixed‐size atlas with as little downscaling as possible. Many packing applications such as content creation tools, dynamic atlas generation for video games, and texture space shading require on‐the‐fly interactive ...
F. Gu, N. Vining, A. Sheffer
wiley +1 more source
Neural Local Inter‐reflection Modeling for Garment Fold Rendering
Abstract Realistic garment rendering requires simulating complex multi‐bounce light paths within intricate fold geometries. In these regions, conventional path tracing is computationally expensive as light becomes trapped, necessitating high bounce counts for convergence.
Jooeun Son +4 more
wiley +1 more source
Real‐time by‐example texture synthesis and filtering using local statistics exchange
Abstract Real‐time by‐example texture synthesis is used in interactive virtual worlds to generate the appearance of an unbounded surface from an exemplar texture with as few repetitions as possible. Currently, leading real‐time methods rely on a tiling and blending scheme which is known to synthesize well texture patterns with little spatial ...
Nicolas Lutz, Guillaume Gilet
wiley +1 more source
Abstract Correlation‐based rendering techniques continue to advance, and efficiently exploiting correlations between pixel estimates has become increasingly important. The deep combiner framework [BHHM20] allows us to fuse independent and correlated pixel estimates but focuses solely on spatial correlations.
W. Zhou, E. Hughes, T. Hachisuka
wiley +1 more source
High‐Gloss SVBRDF Capture Using Bounce Light
Abstract Reflectance capture aims at the visual reproduction of an object under varying illumination. Past works differ substantially in their experimental overhead, from single‐ or few‐image approaches, that employ significant (often learned) priors at the expense of biased reconstructions, to more accurate approaches that tend to be time‐consuming ...
Tomáš Iser +2 more
wiley +1 more source
Layer3D: A 3D Layered Representation for Multiview Vector Graphics
Abstract We present Layer3D, a novel 3D neural representation that models objects as collections of decomposable neural implicit primitives. These primitives enable the generation of layered images with consistent correspondences across viewpoints, establishing a flexible framework for multiview vector graphics decomposition.
Zhongyue Guan, Yixin Hu, Zeyu Wang
wiley +1 more source

