RealityCapture/Photogrammetry expert, TD @ CyberAgent, Tokyo. All opinions are my own. Hobby: C++/GLSL/CUDA. Eng・ζ—₯本θͺžγƒ»Rus. @shamanix@mastodon.gamedev.place

Saitama, Japan
Joined June 2011
Texture Consolidation of Generated Multi-View Renderings Hongyi Liu, Yifan Wang, Vladimir G. Kim, Misha Kazhdan (Johns Hopkins University, Adobe Research, Adobe Firefly Foundry, USA) Paper: arxiv.org/abs/2610.36098 Code (BSD-3): github.com/hliuw/TextureCons… Abstract: We present a system for consolidating a sparse set of multi-view renderings into a single coherent texture image, providing a framework for integrating generative models for image generation within the geometry-processing pipeline. Given a texture-atlased triangle mesh and a set of renderings with associated camera parameters, we generate the texture image by: (1) back-projecting the renderings onto the mesh to obtain texture images with normalized colors and confidences; (2) solving for flow-fields on the mesh that align the colors to each other, taking into account the associated confidences; and (3) fusing the registered colors into a single texture image using gradient-domain stitching, again incorporating confidences. Our approach complements existing techniques for multi-view image generation, leveraging mesh-based optical flow and texture-space stitching. In doing so it addresses the challenge that while modern image generation pipelines generate highly convincing renderings, they struggle to produce renderings that are consistent across views.
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Robocop vs Terminator Native C++ cross-platform port. #retrogames
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Time for meshes under a spectral light #spectral #render
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Bio Hazard Battle With a full game reinterpretation in C++20.
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Quack Shot Starring Donald Duck. Native c++ port
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2700K, D75, and D50 (no proper tone/gamut mapping yet) #spectral #renderer
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