2020 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR) 2020
DOI: 10.1109/cvpr42600.2020.00838
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Learning a Neural 3D Texture Space From 2D Exemplars

Abstract: We propose a generative model of 2D and 3D natural textures with diversity, visual fidelity and at high computational efficiency. This is enabled by a family of methods that extend ideas from classic stochastic procedural texturing (Perlin noise) to learned, deep, non-linearities. The key idea is a hard-coded, tunable and differentiable step that feeds multiple transformed random 2D or 3D fields into an MLP that can be sampled over infinite domains. Our model encodes all exemplars from a diverse set of texture… Show more

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Cited by 84 publications
(74 citation statements)
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References 26 publications
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“…3D CNNs have been proposed to generate voxel colours [40] as well as geometry [51,50], however such have high memory requirements and there are sparse training 3D object datasets with realistic textures. Attempts to overcome these limitations are ongoing, using a variety of approaches [28,21,23,35,43,22]; results are generally low resolution or only in screen-space. GANs have been previously proposed to align and optimize a set of images for a scanned object [24] producing high quality results; however, they require images of a specific object.…”
Section: Related Workmentioning
confidence: 99%
“…3D CNNs have been proposed to generate voxel colours [40] as well as geometry [51,50], however such have high memory requirements and there are sparse training 3D object datasets with realistic textures. Attempts to overcome these limitations are ongoing, using a variety of approaches [28,21,23,35,43,22]; results are generally low resolution or only in screen-space. GANs have been previously proposed to align and optimize a set of images for a scanned object [24] producing high quality results; however, they require images of a specific object.…”
Section: Related Workmentioning
confidence: 99%
“…These methods can search for suitable textures or materials in a database but are not designed to generate novel textures. Henzler et al [2020] propose a method to encode stochastic textures from 2D exemplars for synthesizing 3D solid textures. While solid textures are useful for certain applications, they are not associated with shape surfaces.…”
Section: Related Workmentioning
confidence: 99%
“…Expansions to other types of input, such as line drawings for both shape and texture, and to other encoding schemes are also interesting to explore. We also plan to extend our current representation with procedural texture generation, e.g., based on Perlin noise style texture [Henzler et al 2020] to improve texture generation. Finally, our current shape-conditioned texturing is unable to generate stylish outputs such as the ones shown in Figure 14 which exhibit significant deviations between textures in different parts.…”
Section: Conclusion Limitation and Future Workmentioning
confidence: 99%
“…• We design the split MLP architecture that achieves faster training and inference and retains the same level of accuracy as the baseline models with comparable or slightly larger parameter counts. (Peng et al, 2020;Mescheder et al, 2019), signed distance (SDF) (Park et al, 2019;Xu et al, 2019), texture (Saito et al, 2019;Henzler et al, 2020), and radiance fields (NeRF) . Unlike MLPs used for other tasks, an MLP used for implicit representation needs to be able to capture the high frequency variations in the color or geometry of images and objects.…”
Section: Introductionmentioning
confidence: 99%