Designing a 3D game scene is a tedious task that often requires a substantial amount of work. Typically, this task involves synthesis, coloring, and placement of 3D models within the game scene. To lessen this workload, we can apply machine learning to automate some aspects of the game scene development. Earlier research has already tackled automated generation of the game scene background with machine learning. However, model auto-coloring remains an underexplored problem. The automatic coloring of a 3D model is a challenging task, especially when dealing with the digital representation of a colorful, multipart object. In such a case, we have to ``understand'' the object's composition and coloring scheme of each part. Existing single-stage methods have their own caveats such as the need for segmentation of the object or generating individual parts that have to be assembled together to yield the final model. We address these limitations by proposing a two-stage training approach to synthesize auto-colored 3D models. In the first stage, we obtain a 3D point cloud representing a 3D object, whilst in the second stage, we assign colors to points within such cloud. Next, by leveraging the so-called triangulation trick, we generate a 3D mesh in which the surfaces are colored based on interpolation of colored points representing vertices of a given mesh triangle. This approach allows us to generate a smooth coloring scheme. Experimental evaluation shows that our two-stage approach gives better results in terms of shape reconstruction and coloring when compared to traditional single-stage techniques.
翻译:设计 3D 游戏场景是一项烦琐的任务, 通常需要大量工作。 通常, 任务涉及合成、 颜色和将 3D 模型放置在游戏场景中。 为了减轻工作量, 我们可以应用机器学习来将游戏场景开发的某些方面自动化。 早期研究已经解决了自动生成游戏场景背景的问题, 机器学习了。 但是, 模型自动色彩化仍然是一个未得到充分探讨的问题。 3D 模型的自动色彩化是一个具有挑战性的任务, 特别是在处理一个彩色、 多部分的常规对象的数字表达时。 在这样的情况下, 我们必须“ 理解” 对象的颜色构成和每个部分的颜色方案。 为了减轻工作量, 现有的单阶段方法可以应用机器学习来自动生成游戏场景背景背景背景背景背景。 我们通过提出一个两阶段培训方法来整合自动颜色化的 3D 模型。 在第一个阶段, 我们获得一个代表3D 对象的3D 的3D 点, 在第二个阶段, 我们为两个颜色的颜色重建方案分配颜色, 从而生成一个三角图案底。 。