Naive Mesh-to-Mesh Coloured Model Generation using 3D GANs

Ryan J. Spick, Simon Demediuk, James Alfred Walker
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引用次数: 8

Abstract

3D model creation forms a large part of the development process in 3D graphical environments such as games or simulations. If an unsupervised approach can be used to generate high-quality textured models the turnaround in these areas could be greatly improved. Advances in generative deep learning have been shown to understand even complex 3D structures, allowing neural networks to output generations learned from abundant model data. But there are no methods that incorporate colour channels into these techniques, an important factor when attempting to use the generations in an immersive environment. Proposed in this paper is an advancement on the initial voxel-based 3D generative adversarial network (GAN) learning to include colour within the output generated samples through adapting the channels of voxel inputs. Followed by the application of marching cubes to translate the voxel-based models into a naive coloured mesh. The method uses unsupervised learning but requires a target 3D textured model data set. The techniques shown in this paper were tested on a sparse collection of model inputs from a set of open access textured models. The method was tested on a data set of 24 variant models of fish. The outputs from the trained generative model in this paper show promising results, learning the shape and a variety of unique texture patterns.
幼稚的网格到网格的彩色模型生成使用3D gan
在游戏或模拟等3D图形环境中,3D模型创建是开发过程的重要组成部分。如果可以使用无监督的方法来生成高质量的纹理模型,则可以大大改善这些领域的周转。生成式深度学习的进步已经被证明可以理解复杂的3D结构,允许神经网络输出从丰富的模型数据中学习到的代。但是没有办法将色彩通道整合到这些技术中,这是试图在沉浸式环境中使用代的重要因素。本文提出了一种基于初始体素的三维生成对抗网络(GAN)学习的进展,通过调整体素输入的通道,在生成的输出样本中包含颜色。然后应用行军立方体将基于体素的模型转换为朴素的彩色网格。该方法使用无监督学习,但需要目标三维纹理模型数据集。本文所展示的技术在一组开放获取纹理模型的稀疏模型输入集合上进行了测试。该方法在24种不同鱼类模型的数据集上进行了测试。本文训练的生成模型的输出显示出令人满意的结果,学习形状和各种独特的纹理图案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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