Realistic post-processing of rendered 3D scenes

A. Feygina, D. Ignatov, Ilya Makarov
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引用次数: 2

Abstract

In this talk, we show a realistic post-processing rendering based on generative adversarial network CycleWGAN. We propose to use CycleGAN architecture and Wasserstein loss function with additional identity component in order to transfer graphics from Grand Theft Auto V to the older version of GTA video-game, Grand Theft Auto: San Andreas. We aim to present the application of modern art style transfer and unpaired image-to-image translations methods for graphics improvement using deep neural networks with adversarial loss.
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逼真的后期处理渲染的3D场景
在这次演讲中,我们展示了一个基于生成对抗网络CycleWGAN的现实后处理渲染。我们建议使用CycleGAN架构和带有额外身份组件的Wasserstein损失函数,以便将图像从侠盗猎车手V转移到旧版本的GTA视频游戏《侠盗猎车手:圣安德烈斯》。我们的目标是使用具有对抗性损失的深度神经网络,展示现代艺术风格转移和非配对图像到图像翻译方法在图形改进中的应用。
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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