One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise Patterns

Author:

Maesumi Arman1ORCID,Hu Dylan1ORCID,Saripalli Krishi1ORCID,Kim Vladimir2ORCID,Fisher Matthew3ORCID,Pirk Soeren4ORCID,Ritchie Daniel5ORCID

Affiliation:

1. Department of Computer Science, Brown University, Providence, Rhode Island, United States of America

2. Adobe Research, Seattle, United States of America

3. Adobe Research, San Francisco, United States of America

4. Christian-Albrecht University of Kiel, Kiel, Germany

5. Brown University, Providence, United States of America

Abstract

Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In this paper, we present a single generative model which can learn to generate multiple types of noise as well as blend between them. In addition, it is capable of producing spatially-varying noise blends despite not having access to such data for training. These features are enabled by training a denoising diffusion model using a novel combination of data augmentation and network conditioning techniques. Like procedural noise generators, the model's behavior is controllable via interpretable parameters plus a source of randomness. We use our model to produce a variety of visually compelling noise textures. We also present an application of our model to improving inverse procedural material design; using our model in place of fixed-type noise nodes in a procedural material graph results in higher-fidelity material reconstructions without needing to know the type of noise in advance. Open-sourced materials can be found at https://armanmaesumi.github.io/onenoise/

Funder

National Science Foundation

Publisher

Association for Computing Machinery (ACM)

Reference58 articles.

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2. Adobe. 2023b. Adobe Substance 3D Documentation. https://helpx.adobe.com/substance-3d-designer/substance-compositing-graphs/nodes-reference-for-substance-compositing-graphs/node-library.html.

3. Martin Arjovsky, Soumith Chintala, and Léon Bottou. 2017. Wasserstein Generative Adversarial Networks. In Proceedings of the 34th International Conference on Machine Learning (Proceedings of Machine Learning Research, Vol. 70), Doina Precup and Yee Whye Teh (Eds.). PMLR, 214--223. https://proceedings.mlr.press/v70/arjovsky17a.html

4. Urs Bergmann, Nikolay Jetchev, and Roland Vollgraf. 2017. Learning Texture Manifolds with the Periodic Spatial GAN. In Proceedings of the 34th International Conference on Machine Learning (Proceedings of Machine Learning Research, Vol. 70), Doina Precup and Yee Whye Teh (Eds.). PMLR, 469--477. https://proceedings.mlr.press/v70/bergmann17a.html

5. Blender. 2023. Blender. https://www.blender.org.

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