论文标题

利用2D数据学习纹理3D网格生成

Leveraging 2D Data to Learn Textured 3D Mesh Generation

论文作者

Henderson, Paul, Tsiminaki, Vagia, Lampert, Christoph H.

论文摘要

已经提出了许多用于3D对象的概率生成建模的方法。但是,这些都无法产生纹理对象,这使它们用于实际任务的使用有限。在这项工作中,我们介绍了纹理3D网格的第一个生成模型。传统上,训练这种模型将需要大量的纹理网格数据集,但不幸的是,现有的网格数据集缺乏详细的纹理。相反,我们提出了一种新的培训方法,该方法允许从2D图像的集合中学习,而无需任何3D信息。为此,我们训练模型来解释图像的分布,将每个图像建模为位于2D背景前面的3D前景对象。因此,它学会生成渲染后产生与训练集类似图像的网格。 与深网的网格产生网格时,一个众所周知的问题是自我交流的出现,这对于许多用例来说都是有问题的。因此,作为第二个贡献,我们引入了3D网格的新一代过程,该过程确保了基于面对面应在移动时彼此将彼此推开的物理直觉。 我们对我们的方法进行了广泛的实验,报告了合成数据和自然图像的定量和定性结果。这些表明我们的方法成功学会了为五个具有挑战性的对象类生成合理且多样化的3D样品。

Numerous methods have been proposed for probabilistic generative modelling of 3D objects. However, none of these is able to produce textured objects, which renders them of limited use for practical tasks. In this work, we present the first generative model of textured 3D meshes. Training such a model would traditionally require a large dataset of textured meshes, but unfortunately, existing datasets of meshes lack detailed textures. We instead propose a new training methodology that allows learning from collections of 2D images without any 3D information. To do so, we train our model to explain a distribution of images by modelling each image as a 3D foreground object placed in front of a 2D background. Thus, it learns to generate meshes that when rendered, produce images similar to those in its training set. A well-known problem when generating meshes with deep networks is the emergence of self-intersections, which are problematic for many use-cases. As a second contribution we therefore introduce a new generation process for 3D meshes that guarantees no self-intersections arise, based on the physical intuition that faces should push one another out of the way as they move. We conduct extensive experiments on our approach, reporting quantitative and qualitative results on both synthetic data and natural images. These show our method successfully learns to generate plausible and diverse textured 3D samples for five challenging object classes.

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