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Artist guided generation of video game production quality face textures

机译:艺术家引导的视频游戏生产质量面部纹理

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摘要

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. (c) 2021 Published by Elsevier Ltd.
机译:我们开发了一种高分辨率面部纹理生成系统,它使用艺术家提供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,嘴唇和毛发颜色。 通过将数据集进行重新处理到相同的UV映射,允许我们利用图像到图像转换网络来实现这一点。 虽然我们的数据集的大小限制,但总共只有126个样本,我们的系统仍然能够产生强烈遵守输入外观属性条件的现实脸部纹理,因为我们的培训增强方法。 一旦我们的系统产生了面部纹理,它就准备好用于现代游戏生产环境。 由于我们的新型超级整容和材料性质恢复方法,我们生成的面部纹理是4K分辨率,并具有光线跟踪渲染所需的相关材料属性图。 (c)2021由elestvier有限公司出版

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