Thomas Chambon

2papers

2 Papers

GRMay 27, 2021
Passing Multi-Channel Material Textures to a 3-Channel Loss

Thomas Chambon, Eric Heitz, Laurent Belcour

Our objective is to compute a textural loss that can be used to train texture generators with multiple material channels typically used for physically based rendering such as albedo, normal, roughness, metalness, ambient occlusion, etc. Neural textural losses often build on top of the feature spaces of pretrained convolutional neural networks. Unfortunately, these pretrained models are only available for 3-channel RGB data and hence limit neural textural losses to this format. To overcome this limitation, we show that passing random triplets to a 3-channel loss provides a multi-channel loss that can be used to generate high-quality material textures.

CVJun 12, 2020
A Sliced Wasserstein Loss for Neural Texture Synthesis

Eric Heitz, Kenneth Vanhoey, Thomas Chambon et al.

We address the problem of computing a textural loss based on the statistics extracted from the feature activations of a convolutional neural network optimized for object recognition (e.g. VGG-19). The underlying mathematical problem is the measure of the distance between two distributions in feature space. The Gram-matrix loss is the ubiquitous approximation for this problem but it is subject to several shortcomings. Our goal is to promote the Sliced Wasserstein Distance as a replacement for it. It is theoretically proven,practical, simple to implement, and achieves results that are visually superior for texture synthesis by optimization or training generative neural networks.