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Passing Multi-Channel Material Textures to a 3-Channel Loss

Published:06 August 2021Publication History

ABSTRACT

Our objective is to compute a textural loss that can be used to train texture generators with multiple material channels typically used for physically based rendering such as albedo, normal, roughness, metalness, ambient occlusion, etc. Neural textural losses often build on top of the feature spaces of pretrained convolutional neural networks. Unfortunately, these pretrained models are only available for 3-channel RGB data and hence limit neural textural losses to this format. To overcome this limitation, we show that passing random triplets to a 3-channel loss provides a multi-channel loss that can be used to generate high-quality material textures.

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References

  1. Miika Aittala, Timo Aila, and Jaakko Lehtinen. 2016. Reflectance Modeling by Neural Texture Synthesis. ACM Trans. Graph. 35, 4, Article 65 (2016), 13 pages.Google ScholarGoogle ScholarDigital LibraryDigital Library
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  • Published in

    cover image ACM Conferences
    SIGGRAPH '21: ACM SIGGRAPH 2021 Talks
    July 2021
    116 pages
    ISBN:9781450383738
    DOI:10.1145/3450623

    Copyright © 2021 Owner/Author

    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 6 August 2021

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    Qualifiers

    • invited-talk
    • Research
    • Refereed limited

    Acceptance Rates

    Overall Acceptance Rate1,822of8,601submissions,21%

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