Artist guided generation of video game production quality face textures
Autor: | Donya Ghafourzadeh, Marc-André Carbonneau, Andre Beauchamp, Christian Murphy, Sudhir P. Mudur, Daniel Holden |
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Rok vydání: | 2021 |
Předmět: |
UV mapping
business.industry Property (programming) Computer science ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION General Engineering 020207 software engineering 02 engineering and technology Translation (geometry) Computer Graphics and Computer-Aided Design Texture (geology) Rendering (computer graphics) Human-Computer Interaction Face (geometry) 0202 electrical engineering electronic engineering information engineering 020201 artificial intelligence & image processing Computer vision Artificial intelligence business Video game Production quality ComputingMethodologies_COMPUTERGRAPHICS |
Zdroj: | Computers & Graphics. 98:268-279 |
ISSN: | 0097-8493 |
DOI: | 10.1016/j.cag.2021.06.004 |
Popis: | 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. |
Databáze: | OpenAIRE |
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