Learning to sculpt neural cityscapes

Jialin Zhu, He Wang, David Hogg, Tom Kelly
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Abstract

We introduce a system that learns to sculpt 3D models of massive urban environments. The majority of humans live their lives in urban environments, using detailed virtual models for applications as diverse as virtual worlds, special effects, and urban planning. Generating such 3D models from exemplars manually is time-consuming, while 3D deep learning approaches have high memory costs. In this paper, we present a technique for training 2D neural networks to repeatedly sculpt a plane into a large-scale 3D urban environment. An initial coarse depth map is created by a GAN model, from which we refine 3D normal and depth using an image translation network regularized by a linear system. The networks are trained using real-world data to allow generative synthesis of meshes at scale. We exploit sculpting from multiple viewpoints to generate a highly detailed, concave, and water-tight 3D mesh. We show cityscapes at scales of \(100 \times 1600\) meters with more than 2 million triangles, and demonstrate that our results are objectively and subjectively similar to our exemplars.

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学习雕刻神经城市景观
我们介绍了一种学习雕刻大型城市环境三维模型的系统。大多数人都生活在城市环境中,他们在虚拟世界、特效和城市规划等各种应用中使用详细的虚拟模型。手动从示例生成此类三维模型非常耗时,而三维深度学习方法的内存成本很高。在本文中,我们介绍了一种训练二维神经网络的技术,可将一个平面反复雕刻成大规模的三维城市环境。初始粗深度图由 GAN 模型创建,在此基础上,我们使用由线性系统正则化的图像平移网络细化三维法线和深度。我们使用真实世界的数据对网络进行了训练,以便按比例生成合成网格。我们利用多视角雕刻技术生成高度精细、凹陷和防水的三维网格。我们展示了超过200万个三角形的(100乘以1600)米尺度的城市景观,并证明我们的结果在客观和主观上都与我们的范例相似。
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