For now, I only uploaded the weights of the SVBRDF estimation network with or without geometry buffers (depth+normals) called "UNet-HF", but I'll add more checkpoints if I see some interest, e.g. to reproduce the results from this table on the Interioverse test set:
The implementation of our paper called "An evaluation of SVBRDF Prediction from Generative Image Models for Appearance Modeling of 3D Scenes" is now available at:
https://t.co/qlsC2BG9Y9
Project Page:
https://t.co/1bk5MtzJ7d
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The code allows to generate a PBR textured asset using text prompts, leveraging ControlNets, an SVBRDF estimation network, and a classical multiview texturing technique implemented in Meshlab. Here's a example of what you can achieve (visualized in Blender):
📢 Looking for 1 PhD student (3 years) in Vienna!
We have an open position for someone to tackle MASSIVE 3D datasets and turn them into instant visuals for display, editing, and interacting!
You will be supervised by Vienna's Dr. Schütz and myself (remote). Link in comment.
The code for our project *A Diffusion Approach to Radiance Field Relighting using Multi-Illumination Synthesis* is now available at: https://t.co/TaNDBd7A5L
Project Page: https://t.co/APy5aAHXsd
Thanks to the amazing work from @GinterYohan you can now relight your 3DGS!
MatUp is a neural filter for material super-resolution, parameterizable by any pretrained RGB upsampler, and trained on the input only. Check our EGSR 24 paper, presented next week by @albang2 (collab.: @Snosixtytwo, @Karganys, Robin Faury, J.M. Thiery) : https://t.co/RmP5zgRZmd
@LibreMaxytb @PouletCurry47 Je suis curieux de savoir comment, selon toi, taxes et réglementations sont directement responsables de la rareté de l'offre (sans ironie).
We will be in @siggraph 2023 with "3D Gaussian Splatting for Real-Time Radiance Field Rendering", have you ever seen radiance fields with 100+ FPS and MipNeRF360 quality?
Check out our website here:
https://t.co/EcMmQcf358
MIPNet creates mipmaps for standard PBR materials using neural filters to transfer anisotropy across SVBRDF channels and preserve appearance at multiple LoDs. See our paper at SIGGRAPH Asia 2022 for details: https://t.co/zfYICEAd1Y
@albang2 will present it next week in Daegu.
@alexjc@boubek Sure I will 👍
No particular reason for it not to be on Arxiv. It's already free to download on the digital library of EG tough : https://t.co/3nHkRTtvqs but these are the right keywords indeed..
Digital material interpolation is a simple yet powerful mechanism for creative design and data set amplification. MatMorpher runs in real time, at high resolution and preserves the mesostructure. See @albang2 talk at EGSR 2021 today. Research paper & more: https://t.co/I3q2mxfmF4