Recent methods (e.g. MaterialGAN) have used unconditional GANs to generate per-pixel material maps, or as a prior to reconstruct materials from input photographs. These models can generate varied random material appearance, but do not have any mechanism to constrain the generated material to a specific category or to control the coarse structure of the generated material, such as the exact brick layout on a brick wall. Furthermore, materials reconstructed from a single input photo commonly have artifacts and are generally not tileable, which limits their use in practical content creation pipelines. We propose TileGen, a generative model for SVBRDFs that is specific to a material category, always tileable, and optionally conditional on a provided input structure pattern. TileGen is a variant of StyleGAN whose architecture is modified to always produce tileable (periodic) material maps. In addition to the standard "style" latent code, TileGen can optionally take a condition image, giving a user direct control over the dominant spatial (and optionally color) features of the material. For example, in brick materials, the user can specify a brick layout and the brick color, or in leather materials, the locations of wrinkles and folds. Our inverse rendering approach can find a material perceptually matching a single target photograph by optimization. This reconstruction can also be conditional on a user-provided pattern. The resulting materials are tileable, can be larger than the target image, and are editable by varying the condition.
翻译:最近的方法(如材料GAN)已经使用无条件的 GAN 来生成每像素材料地图, 或者作为从输入图片中重建材料之前的图像。 这些模型可以产生不同的随机材料外观, 但没有任何机制将生成的材料限制在特定类别, 或者控制生成材料的粗粗结构, 例如砖墙上的精确砖布局。 此外, 从单个输入图片中重建的材料通常有工艺品, 通常不易触动, 从而限制其在实际内容创建管道中的使用。 我们提议了 TileGen, 即 SVBRDFs 的基因化模型, 具体针对材料类别, 总是易动的, 可选以所提供的输入结构结构模式为条件。 TileGen 是StyGAN 的一种变体, 其结构被修改, 总是产生易动( 定期) 材料的布局。 除了标准的“ 风格” 隐含代码外, TileGen 可以选择一种条件图像, 从而让用户直接控制材料的主要空间( 和可选的颜色) 特征。 例如, 在砖质材料中, 用户可以选择的模板中, 以 格式和 格式中, 格式 格式 的比 的 的 格式的 格式中, 格式中, 也可以在每件中, 选择一个牌中, 将一个牌中可以选择一个牌中, 格式和制成一个牌中, 。