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Code for demo (partial textures) #4
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To generate denser partial textures for visualization, you can render the human performer in a higher resolution than the training resolution, as implicit representation could query in any coordinates. |
Thanks a lot for your quick reply! Could you let me know what resolution you are using (256*256 based on your evaluation code)? But this is totally based on the designed UV coordinates. In my case, the predicted UV coordinates I get are floats rather than ints, how can I get the final partial textures without holes (convert floats into ints and fill the holes with colors)? e.g. by using interpolation or assign the same value as its nearest neighbour? (Just want to duplicate the results to make sure everything seems correct) Thank you very much! Best, |
We just render the human performer in a higher resolution to fill the holes. You can try it by easily increasing the evaluation resolution, and you will find that the holes decrease. Please feel free to increase the evaluation resolution, as our code will chunk the rays to avoid OOM. |
Dear authors,
Thanks a lot for your great work!
Could you also release the code about how to generate the demo, mainly about how to generate the corresponding texture map based on the predicted UV maps, are you using interpolation or other methods to index rgbs?
Thank you very much.
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