Demo Data from VLDB 2026 / reviewers in the wild / expert
Mengzhou Yang
dblp:378/1470
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Rendering · 67% Computer animation and physical simulation · 33% | |
| Artificial intelligence
1 paper |
Generative modeling · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › physically-based modeling › material modeling
material generation |
0.8 | 1 | 2024 | DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models · ACM Trans. Graph. 2024 |
Rendering › physically based rendering
PBR material generation |
0.8 | 1 | 2024 | DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models · ACM Trans. Graph. 2024 |
Rendering
physically based rendering |
0.8 | 1 | 2024 | DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models · ACM Trans. Graph. 2024 |
Machine learning › Generative modeling
diffusion model |
0.2 | 1 | 2024 | DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
score distillation sampling · 1.5diffusion model · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion ModelsabstractRecent advancements in 2D diffusion models allow appearance generation on untextured raw meshes. These methods create RGB textures by distilling a 2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat , an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production. Yuqing Zhang 0005, Yuan Liu 0025, Zhiyu Xie 0004, Lei Yang 0048, Zhongyuan Liu, Mengzhou Yang, Qilong Kou, Cheng Lin 0001, Wenping Wang 0001, Xiaogang Jin 0001 |
ACM Trans. Graph. | 6 |