当前位置: X-MOL 学术Comput. Graph. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Artist guided generation of video game production quality face textures
Computers & Graphics ( IF 2.5 ) Pub Date : 2021-06-17 , DOI: 10.1016/j.cag.2021.06.004
Christian Murphy , Sudhir Mudur , Daniel Holden , Marc-André Carbonneau , Donya Ghafourzadeh , Andre Beauchamp

We develop a high resolution face texture generation system which uses artist provided appearance controls as the conditions for a generative network. Artists are able to control various elements in the generated textures, such as the skin, eye, lip, and hair color. This is made possible by reparameterizing our dataset to the same UV mapping, allowing us to utilize image-to-image translation networks. Although our dataset is limited in size, only 126 samples in total, our system is still able to generate realistic face textures which strongly adhere to the input appearance attribute conditions because of our training augmentation methods. Once our system has generated the face texture, it is ready to be used in a modern game production environment. Thanks to our novel SuperResolution and material property recovery methods, our generated face textures are 4K resolution and have the associated material property maps required for raytraced rendering.



中文翻译:

艺术家指导生成视频游戏制作质量的面部纹理

我们开发了一个高分辨率的面部纹理生成系统,该系统使用艺术家提供的外观控制作为生成网络的条件。艺术家能够控制生成的纹理中的各种元素,例如皮肤、眼睛、嘴唇和头发的颜色。这是通过将我们的数据集重新参数化为相同的 UV 映射来实现的,允许我们利用图像到图像的转换网络。尽管我们的数据集大小有限,总共只有 126 个样本,但由于我们的训练增强方法,我们的系统仍然能够生成强烈符合输入外观属性条件的逼真的面部纹理。一旦我们的系统生成了面部纹理,就可以在现代游戏制作环境中使用它了。由于我们新颖的超分辨率和材料属性恢复方法,

更新日期:2021-07-06
down
wechat
bug