跳到正文
研踪PaperTrail

YOUR RESEARCH, IN SIGHT

让下一篇重要论文,不再错过。

覆盖计算机全学科,以 AI 为快捷入口。关注方向、作者和关键词,把发现变成持续的研究积累。

部分采集异常
正在读取账号与研究记录…

全站更新概况

+1028新增论文
+790其中 AI 相关
+128已有论文修订
+100新增 AI 导读

arXiv 最近完成扫描:2026-11-12 06:59 · 全站最近入库:2026-11-12 06:37各信源进度 →

统计口径与数据新鲜度

统计 2026-11-11 11:00 — 2026-11-12 11:00(北京时间) · 点击数字查看对应简报;AI 相关包含在新增论文内。

最近完成检查:2026-11-12 06:59最近发现新增版本:2026-11-12 06:37库内论文最新更新时间:2026-11-11 08:00

每分钟刷新已保存的数据。空检查不代表采集异常;新收录可能包含历史论文。AI 导读按新增版本计数。

21,675 已收录论文18,323 AI 相关6,056 有修订112 HF 社区发现

浏览论文库

时间范围跟随排序:版本更新、本站收录或首次发表。最新收录可能包含历史论文。部分信源异常,查看状态 →

找到 1 篇论文 · 按版本更新时间排序上轮扫描起点 2026-11-12 06:57(北京时间)
新论文 · v1arXiv:2611.13677

Deformable Texture Maps: Compiling Dynamic Microgeometry into Neural Textures

Antonio Arian Silaghi, Zhen Chen, Danny Kaufman, Élie Michel, Jean-Marc Thiery, Jorge Lopez-Moreno, Elena Garces

原文摘要

Deformable material surfaces, such as cloth, owe their appearance to fine-scale geometries that restructure under deformation. Even when coarse simulation models efficiently recover this microstructure, explicitly instantiating and rendering it remains expensive. We introduce Deformable Texture Maps (DTM), a representation that compiles deformation-driven microgeometry into a continuous and compact neural texture. Our model maps texture coordinates and local deformations to intrinsic maps describing opacity, surface normals, depth, and material identity. This captures the occlusion and visibility changes generated by deformation. At runtime, these maps provide a common texture-space representation of deformation-driven fine-scale structure that can be evaluated directly on coarse deforming surfaces. Since our representation encodes geometric attributes rather than radiance, lighting and material response remain decoupled from the learned model. This allows us to apply relighting, as well as shading and material editing without retraining. We further introduce a persistent texture-space rendering strategy that caches these intrinsic maps and selectively updates them as deformation changes. This effectively decouples neural evaluation from frame rendering and enables their reuse across frames and conventional rendering effects. We demonstrate our approach on yarn-based textiles, where non-linear material stretch and shear induce changes in yarn geometry, spacing and occlusion. We build our model by, first, sweeping tileable yarn patches through deformation space, then, rendering the detailed geometry into a canonical texture-space, and finally, compressing the resulting maps into a single neural representation. Our resulting model can be evaluated directly on arbitrary coarse garment meshes and integrated with conventional shading pipelines, keeping appearance authorable at render time.

cs.GR