Flatbed scanners have emerged as promising devices for high-resolution, single-image material capture. However, existing approaches assume very specific conditions, such as uniform diffuse illumination, which are only available in certain high-end devices, hindering their scalability and cost. In contrast, in this work, we introduce a method inspired by intrinsic image decomposition, which accurately removes both shading and specularity, effectively allowing captures with any flatbed scanner. Further, we extend previous work on single-image material reflectance capture with the estimation of opacity and transmittance, critical components of full material appearance (SVBSDF), improving the results for any material captured with a flatbed scanner, at a very high resolution and accuracy
We formulate SVBRDF estimation from photographs as a diffusion task. To model the distribution of spatially varying materials, we first train a novel unconditional SVBRDF diffusion backbone model on a large set of 312,165 synthetic spatially varying material exemplars. This SVBRDF diffusion backbone model, named MatFusion, can then serve as a basis for refining a conditional diffusion model to estimate the material properties from a photograph under controlled or uncontrolled lighting. Our backbone MatFusion model is trained using only a loss on the reflectance properties, and therefore refinement can be paired with more expensive rendering methods without the need for backpropagation during training. Because the conditional SVBRDF diffusion models are generative, we can synthesize multiple SVBRDF estimates from the same input photograph from which the user can select the one that best matches the users' expectation. We demonstrate the flexibility of our method by refining different SVBRDF diffusion models conditioned on different types of incident lighting, and show that for a single photograph under colocated flash lighting our method achieves equal or better accuracy than existing SVBRDF estimation methods.
We introduce MatSynth, a dataset of 4,000+ CC0 ultra-high resolution PBR materials. Materials are crucial components of virtual relightable assets, defining the interaction of light at the surface of geometries. Given their importance, significant research effort was dedicated to their representation, creation and acquisition. However, in the past 6 years, most research in material acquisiton or generation relied either on the same unique dataset, or on company-owned huge library of procedural materials. With this dataset we propose a significantly larger, more diverse, and higher resolution set of materials than previously publicly available. We carefully discuss the data collection process and demonstrate the benefits of this dataset on material acquisition and generation applications. The complete data further contains metadata with each material's origin, license, category, tags, creation method and, when available, descriptions and physical size, as well as 3M+ renderings of the augmented materials, in 1K, under various environment lightings. The MatSynth dataset is released through the project page at: https://www.gvecchio.com/matsynth.
Creating high-quality materials in computer graphics is a challenging and time-consuming task, which requires great expertise. To simplify this process, we introduce MatFuse, a unified approach that harnesses the generative power of diffusion models for creation and editing of 3D materials. Our method integrates multiple sources of conditioning, including color palettes, sketches, text, and pictures, enhancing creative possibilities and granting fine-grained control over material synthesis. Additionally, MatFuse enables map-level material editing capabilities through latent manipulation by means of a multi-encoder compression model which learns a disentangled latent representation for each map. We demonstrate the effectiveness of MatFuse under multiple conditioning settings and explore the potential of material editing. Finally, we assess the quality of the generated materials both quantitatively in terms of CLIP-IQA and FID scores and qualitatively by conducting a user study. Source code for training MatFuse and supplemental materials are publicly available at https://gvecchio.com/matfuse.
We propose a learning-based method to recover normals, specularity, and roughness from a single diffuse image of a material, using microgeometry appearance as our primary cue. Previous methods that work on single images tend to produce over-smooth outputs with artifacts, operate at limited resolution, or train one model per class with little room for generalization. Previous methods that work on single images tend to produce over-smooth outputs with artifacts, operate at limited resolution, or train one model per class with little room for generalization. In contrast, in this work, we propose a novel capture approach that leverages a generative network with attention and a U-Net discriminator, which shows outstanding performance integrating global information at reduced computational complexity. We showcase the performance of our method with a real dataset of digitized textile materials and show that a commodity flatbed scanner can produce the type of diffuse illumination required as input to our method. Additionally, because the problem might be illposed -more than a single diffuse image might be needed to disambiguate the specular reflection- or because the training dataset is not representative enough of the real distribution, we propose a novel framework to quantify the model's confidence about its prediction at test time. Our method is the first one to deal with the problem of modeling uncertainty in material digitization, increasing the trustworthiness of the process and enabling more intelligent strategies for dataset creation, as we demonstrate with an active learning experiment.
Reconstructing materials in the real world has always been a difficult problem in computer graphics. Accurately reconstructing the material in the real world is critical in the field of realistic rendering. Traditionally, materials in computer graphics are mapped by an artist, then mapped onto a geometric model by coordinate transformation, and finally rendered with a rendering engine to get realistic materials. For opaque objects, the industry commonly uses physical-based bidirectional reflectance distribution function (BRDF) rendering models for material modeling. The commonly used physical-based rendering models are Cook-Torrance BRDF, Disney BRDF. In this paper, we use the Cook-Torrance model to reconstruct the materials. The SVBRDF material parameters include Normal, Diffuse, Specular and Roughness. This paper presents a Diffuse map guiding material estimation method based on the Generative Adversarial Network(GAN). This method can predict plausible SVBRDF maps with global features using only a few pictures taken by the mobile phone. The main contributions of this paper are: 1) We preprocess a small number of input pictures to produce a large number of non-repeating pictures for training to reduce over-fitting. 2) We use a novel method to directly obtain the guessed diffuse map with global characteristics, which provides more prior information for the training process. 3) We improve the network architecture of the generator so that it can generate fine details of normal maps and reduce the possibility to generate over-flat normal maps. The method used in this paper can obtain prior knowledge without using dataset training, which greatly reduces the difficulty of material reconstruction and saves a lot of time to generate and calibrate datasets.
This paper presents a process for estimating the spatially varying surface reflectance of complex scenes observed under natural illumination. In contrast to previous methods, our process is not limited to scenes viewed under controlled lighting conditions but can handle complex indoor and outdoor scenes viewed under arbitrary illumination conditions. An end-to-end process uses a model of the scene's geometry and several images capturing the scene's surfaces from arbitrary viewpoints and under various natural illumination conditions. We develop a differentiable path tracer that leverages least-square conformal mapping for handling multiple disjoint objects appearing in the scene. We follow a two-step optimization process and introduce a multi-view gradient consistency loss which results in up to 30-50% improvement in the image reconstruction loss and can further achieve better disentanglement of the diffuse and specular BRDFs compared to other state-of-the-art. We demonstrate the process in real-world indoor and outdoor scenes from images in the wild and show that we can produce realistic renders consistent with actual images using the estimated reflectance properties. Experiments show that our technique produces realistic results for arbitrary outdoor scenes with complex geometry. The source code is publicly available at: https://gitlab.com/alen.joy/multi-view-gradient-consistency-for-svbrdf-estimation-of-complex-scenes-under-natural-illumination
In this paper we present SurfaceNet, an approach for estimating spatially-varying bidirectional reflectance distribution function (SVBRDF) material properties from a single image. We pose the problem as an image translation task and propose a novel patch-based generative adversarial network (GAN) that is able to produce high-quality, high-resolution surface reflectance maps. The employment of the GAN paradigm has a twofold objective: 1) allowing the model to recover finer details than standard translation models; 2) reducing the domain shift between synthetic and real data distributions in an unsupervised way. An extensive evaluation, carried out on a public benchmark of synthetic and real images under different illumination conditions, shows that SurfaceNet largely outperforms existing SVBRDF reconstruction methods, both quantitatively and qualitatively. Furthermore, SurfaceNet exhibits a remarkable ability in generating high-quality maps from real samples without any supervision at training time.
This paper proposes a simple method which solves an open problem of multi-view 3D-Reconstruction for objects with unknown and generic surface materials, imaged by a freely moving camera and a freely moving point light source. The object can have arbitrary (e.g. non-Lambertian), spatially-varying (or everywhere different) surface reflectances (svBRDF). Our solution consists of two smallsized neural networks (dubbed the 'Shape-Net' and 'BRDFNet'), each having about 1,000 neurons, used to parameterize the unknown shape and unknown svBRDF, respectively. Key to our method is a special network design (namely, a ResNet with a global feedback or 'ring' connection), which has a provable guarantee for finding a valid diffeomorphic shape parameterization. Despite the underlying problem is highly non-convex hence impractical to solve by traditional optimization techniques, our method converges reliably to high quality solutions, even without initialization. Extensive experiments demonstrate the superiority of our method, and it naturally enables a wide range of special-effect applications including novel-view-synthesis, relighting, material retouching, and shape exchange without additional coding effort. We encourage the reader to view our demo video for better visualizations.
Recent work has demonstrated that deep learning approaches can successfully be used to recover accurate estimates of the spatially-varying BRDF (SVBRDF) of a surface from as little as a single image. Closer inspection reveals, however, that most approaches in the literature are trained purely on synthetic data, which, while diverse and realistic, is often not representative of the richness of the real world. In this paper, we show that training such networks exclusively on synthetic data is insufficient to achieve adequate results when tested on real data. Our analysis leverages a new dataset of real materials obtained with a novel portable multi-light capture apparatus. Through an extensive series of experiments and with the use of a novel deep learning architecture, we explore two strategies for improving results on real data: finetuning, and a per-material optimization procedure. We show that adapting network weights to real data is of critical importance, resulting in an approach which significantly outperforms previous methods for SVBRDF estimation on real materials. Dataset and code are available at https://lvsn.github.io/real-svbrdf