利用去噪和大地热扩散技术生成无紫外线纹理

Simone Foti, Stefanos Zafeiriou, Tolga Birdal
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引用次数: 0

摘要

接缝、变形、浪费 UV 空间、顶点重复和表面分辨率不一是基于标准 UV 的网格纹理制作最突出的问题。在使用自动 UV 解包技术时,这些问题尤为突出。因此,与大多数最先进的方法一样在自动生成的 UV 平面中生成纹理不同,我们建议将纹理表示为彩色点云,其颜色由去噪扩散概率模型生成,该模型受限于在三维物体表面运行。我们的采样和分辨率无关生成模型主要依靠网格表面的热扩散来实现点之间的空间通信。为了能够处理任意采样的点云纹理,并确保长距离纹理的一致性,我们对热扩散过程中使用的网格光谱属性进行了快速重新采样,并引入了一种新颖的基于热扩散的自我关注机制。我们的代码和预训练模型可在 github.com/simofoti/UV3-TeD 上获取。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
UV-free Texture Generation with Denoising and Geodesic Heat Diffusions
Seams, distortions, wasted UV space, vertex-duplication, and varying resolution over the surface are the most prominent issues of the standard UV-based texturing of meshes. These issues are particularly acute when automatic UV-unwrapping techniques are used. For this reason, instead of generating textures in automatically generated UV-planes like most state-of-the-art methods, we propose to represent textures as coloured point-clouds whose colours are generated by a denoising diffusion probabilistic model constrained to operate on the surface of 3D objects. Our sampling and resolution agnostic generative model heavily relies on heat diffusion over the surface of the meshes for spatial communication between points. To enable processing of arbitrarily sampled point-cloud textures and ensure long-distance texture consistency we introduce a fast re-sampling of the mesh spectral properties used during the heat diffusion and introduce a novel heat-diffusion-based self-attention mechanism. Our code and pre-trained models are available at github.com/simofoti/UV3-TeD.
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