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Beyond 3D representations, we must rethink appearance too—textures specifically. UV-maps, the de-facto standard, have inherent flaws: seams, distortions, memory waste, and non-uniform resolution. Can we do better? With Simone Foti, we propose UV3-TeD: 👇
22,794 views • 1 year ago •via X (Twitter)
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Yet, restricting the texture representation onto the object surface is fundamentally different from generating colored point clouds. We introduce attention-enhanced geodesic heat diffusion along with denoising diffusions (DDPM) to accurately represent and generate textures.👇

To handle large collections of potentially non-orientable, non-manifold, disconnected and topologically intricate surfaces, we propose a mixed point-cloud & mesh Laplacian that combines geometric and topological cues to diffuse heat in the presence of complex structures. 👇

Eventually, we present a complete framework for texture representation and (geometric and positionally conditioned) generation that integrates point / color sampling, spectral shape description and ray-based rendering, which does not resort to UV-mapping. 👇

Even advanced point cloud texturing models like Point-UV Diffusion still rely on UV-maps, somehow. Our UV3-TeD captures features across distant regions, improving upon these models to produce more diverse and semantically meaningful textures on meshes with arbitrary topologies.👇

I feel proud to share our first and very pleasurable collaboration, led by @simo_foti. Code is now available: The project page is under: #CVPR #CVML #AI #Graphics

Guess who’s not a fan of data ownership? 😅 When #Zuckerberg gives zero stars, you know the @datamaskwallet app is keeping your data safe from the big tech giants' grasp. 🚫📊 #DataPrivacy #BigTechNemesis art and creative by @Matteo_Frog

