基于VAE-GAN的三维室内场景合成深度生成建模

IF 1.7 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Shuai Li, Hongjun Li
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引用次数: 0

摘要

随着虚拟现实和3D游戏技术的进步,对高质量3D室内场景生成的需求激增。针对这一需求,本文提出了一种利用基于vae - gan的框架来克服3D场景表示和深度生成网络中的两个主要挑战的方法。首先,我们引入矩阵表示来编码细粒度对象属性,同时引入完整图来隐式捕获对象空间关系,从而有效地封装局部和全局场景结构。其次,我们设计了一个独特的基于VAE-GAN和贝叶斯优化的生成框架。该框架通过VAE-GAN网络学习编码对象属性的高斯分布,允许对分布进行采样和解码以生成新的对象属性。随后,使用U-Net学习对象之间的空间关系。最后,贝叶斯优化模块将生成的对象属性、空间关系和从数据中学习到的先验信息进行全局优化,生成逻辑场景布局。在大规模三维室内场景数据集上的实验结果表明,该方法可以有效地学习物体间的关系,生成多样、可信的室内场景。对比实验和用户研究进一步验证了我们的方法在室内场景生成方面超越了当前最先进的技术,并且与真实的训练场景相当。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Deep Generative Modeling Based on VAE-GAN for 3D Indoor Scene Synthesis
With the advancement of virtual reality and 3D game technology, the demand for high-quality 3D indoor scene generation has surged. Addressing this need, this paper presents a method leveraging a VAE-GAN-based framework to conquer two primary challenges in 3D scene representation and deep generative networks. First, we introduce a matrix representation to encode fine-grained object attributes, alongside a complete graph to implicitly capture object spatial relations—effectively encapsulating both local and global scene structures. Second, we devise a unique generative framework based on VAE-GAN and the Bayesian optimization. This framework learns a Gaussian distribution of encoded object attributes through a VAE-GAN network, allowing for sampling and decoding of the distribution to generate new object attributes. Subsequently, a U-Net is employed to learn spatial relations between objects. Lastly, the Bayesian optimization module amalgamates the generated object attributes, spatial relations, and priors learned from data, conducting global optimization to generate a logical scene layout. Experimental results on a large-scale 3D indoor scene dataset substantiate that our method effectively learns inter-object relations and generates diverse and plausible indoor scenes. Comparative experiments and user studies further validate that our method surpasses the current state-of-the-art techniques in indoor scene generation and is comparable to real training scenes.
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来源期刊
International Journal of Computer Games Technology
International Journal of Computer Games Technology COMPUTER SCIENCE, SOFTWARE ENGINEERING-
CiteScore
3.20
自引率
0.00%
发文量
6
审稿时长
18 weeks
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