DealMaTe proposes a diffusion-transformer approach for multi-dimensional material transfer, aiming to move more than just color or texture between assets. Published in ACM Transactions on Graphics,...
A new copper-oxidation pipeline forecasts how a fixed surface will look 10 accelerated units ahead, then turns that prediction into PBR maps for albedo, normal, roughness, and metallic. The practical...
A correction has been issued for the 2026 TOG paper on fiber-level woven fabric capture from a single microscopic image. For graphics teams working on materials, the practical takeaway is …
RealMat combines Stable Diffusion XL with reinforcement learning to generate more believable material maps for 3D authoring. The pipeline starts from synthetic 2×2 material grids, then pushes the...
Xilong Zhou, Pedro Figueiredo, Milo\v{s} Ha\v{s}an, Valentin Deschaintre, Paul Guerrero, Yiwei Hu, Nima Khademi Kalantari·
A new hybrid BRDF aims to give real-time rendering a better middle ground between classic microfacet shading and heavier neural appearance models. By pairing a GGX-style base with a small …
Louis De Oliveira, Anastasia Karpova, Georges Nader, Antoine Houdard, Pierre Mezieres, Damien Rioux-Lavoie, Romain Pacanowski·
Disney Research’s NMA maps complex material captures into a compact analytic BRDF, aiming to keep high-end appearance while making shading cheaper and more pipeline-friendly. The interesting bit for...
A single microscopic image can now be used to reconstruct woven fabric at fiber-level detail, which is a big deal for material-heavy rendering pipelines. For teams chasing believable cloth, this...
A new hypernetwork-based texture compressor can generate both latent texture features and decoder weights in one shot, avoiding per-material gradient descent. For graphics teams, the interesting part...
This paper tackles a real bottleneck for material-generation workflows: training data that only covers simple diffuse-plus-single-specular PBR assets. The authors procedurally upgrade those materials...
Yunchen Yu, Jacob Munkberg, Jon Hasselgren, Chris Cummings, Steve Marschner, Andrea Weidlich·
A fabrication paper shows how flexible textile formwork can cast catenary concrete arches, then reorient them without cracking by rotating the frame with the piece. The practical takeaway is a...
HiMat tackles a real bottleneck for material authoring: generating 4K SVBRDFs without blowing up memory or losing map alignment. It uses a high-compression latent space plus a diffusion transformer...
Procedural GPU patterns can look elegant, but they trade texture fetches for extra math and shader cost. Sine-wave based effects are a good example: they’re flexible, yet more complex patterns …
Unreal Engine developers can now access over 280 production-ready automotive Substrate materials for free on Fab. This resource is a game-changer for artists and designers focused on automotive...
arXiv cs.GR details a learned spectral-code system that lets RGB renderers carry spectral data without changing the pipeline. The method targets the usual pain points—metamerism, colored glass,...
Jiaqi Yu (University of York), Dar'ya Guarnera (University of York), Giuseppe Claudio Guarnera (University of York, Lumirithmic Ltd)·
A paper from arXiv shows a 2-stage way to turn video diffusion models into reusable neural materials. The interesting part for game teams is that it uses 17 generated frames …
It’s still a problem understanding such a complex approach in materials like POM and we’ll try to deeply understand how to use POM and as short as possible. Also …
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