13 research outputs found

    Learned Multi-View Texture Super-Resolution

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    We present a super-resolution method capable of creating a high-resolution texture map for a virtual 3D object from a set of lower-resolution images of that object. Our architecture unifies the concepts of (i) multi-view super-resolution based on the redundancy of overlapping views and (ii) single-view super-resolution based on a learned prior of high-resolution (HR) image structure. The principle of multi-view super-resolution is to invert the image formation process and recover the latent HR texture from multiple lower-resolution projections. We map that inverse problem into a block of suitably designed neural network layers, and combine it with a standard encoder-decoder network for learned single-image super-resolution. Wiring the image formation model into the network avoids having to learn perspective mapping from textures to images, and elegantly handles a varying number of input views. Experiments demonstrate that the combination of multi-view observations and learned prior yields improved texture maps.Comment: 11 pages, 5 figures, 2019 International Conference on 3D Vision (3DV

    Leveraging 2D data to learn textured 3D mesh generation

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    Numerous methods have been proposed for probabilistic generative modelling of 3D objects. However, none of these is able to produce textured objects, which renders them of limited use for practical tasks. In this work, we present the first generative model of textured 3D meshes. Training such a model would traditionally require a large dataset of textured meshes, but unfortunately, existing datasets of meshes lack detailed textures. We instead propose a new training methodology that allows learning from collections of 2D images without any 3D information. To do so, we train our model to explain a distribution of images by modelling each image as a 3D foreground object placed in front of a 2D background. Thus, it learns to generate meshes that when rendered, produce images similar to those in its training set. A well-known problem when generating meshes with deep networks is the emergence of self-intersections, which are problematic for many use-cases. As a second contribution we therefore introduce a new generation process for 3D meshes that guarantees no self-intersections arise, based on the physical intuition that faces should push one another out of the way as they move. We conduct extensive experiments on our approach, reporting quantitative and qualitative results on both synthetic data and natural images. These show our method successfully learns to generate plausible and diverse textured 3D samples for five challenging object classes
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