5,022 research outputs found
Interactive 3D Modeling with a Generative Adversarial Network
This paper proposes the idea of using a generative adversarial network (GAN)
to assist a novice user in designing real-world shapes with a simple interface.
The user edits a voxel grid with a painting interface (like Minecraft). Yet, at
any time, he/she can execute a SNAP command, which projects the current voxel
grid onto a latent shape manifold with a learned projection operator and then
generates a similar, but more realistic, shape using a learned generator
network. Then the user can edit the resulting shape and snap again until he/she
is satisfied with the result. The main advantage of this approach is that the
projection and generation operators assist novice users to create 3D models
characteristic of a background distribution of object shapes, but without
having to specify all the details. The core new research idea is to use a GAN
to support this application. 3D GANs have previously been used for shape
generation, interpolation, and completion, but never for interactive modeling.
The new challenge for this application is to learn a projection operator that
takes an arbitrary 3D voxel model and produces a latent vector on the shape
manifold from which a similar and realistic shape can be generated. We develop
algorithms for this and other steps of the SNAP processing pipeline and
integrate them into a simple modeling tool. Experiments with these algorithms
and tool suggest that GANs provide a promising approach to computer-assisted
interactive modeling.Comment: Published at International Conference on 3D Vision 2017
(http://irc.cs.sdu.edu.cn/3dv/index.html
TextureGAN: Controlling Deep Image Synthesis with Texture Patches
In this paper, we investigate deep image synthesis guided by sketch, color,
and texture. Previous image synthesis methods can be controlled by sketch and
color strokes but we are the first to examine texture control. We allow a user
to place a texture patch on a sketch at arbitrary locations and scales to
control the desired output texture. Our generative network learns to synthesize
objects consistent with these texture suggestions. To achieve this, we develop
a local texture loss in addition to adversarial and content loss to train the
generative network. We conduct experiments using sketches generated from real
images and textures sampled from a separate texture database and results show
that our proposed algorithm is able to generate plausible images that are
faithful to user controls. Ablation studies show that our proposed pipeline can
generate more realistic images than adapting existing methods directly.Comment: CVPR 2018 spotligh
Learning Shape Priors for Single-View 3D Completion and Reconstruction
The problem of single-view 3D shape completion or reconstruction is
challenging, because among the many possible shapes that explain an
observation, most are implausible and do not correspond to natural objects.
Recent research in the field has tackled this problem by exploiting the
expressiveness of deep convolutional networks. In fact, there is another level
of ambiguity that is often overlooked: among plausible shapes, there are still
multiple shapes that fit the 2D image equally well; i.e., the ground truth
shape is non-deterministic given a single-view input. Existing fully supervised
approaches fail to address this issue, and often produce blurry mean shapes
with smooth surfaces but no fine details.
In this paper, we propose ShapeHD, pushing the limit of single-view shape
completion and reconstruction by integrating deep generative models with
adversarially learned shape priors. The learned priors serve as a regularizer,
penalizing the model only if its output is unrealistic, not if it deviates from
the ground truth. Our design thus overcomes both levels of ambiguity
aforementioned. Experiments demonstrate that ShapeHD outperforms state of the
art by a large margin in both shape completion and shape reconstruction on
multiple real datasets.Comment: ECCV 2018. The first two authors contributed equally to this work.
Project page: http://shapehd.csail.mit.edu
Visual Object Networks: Image Generation with Disentangled 3D Representation
Recent progress in deep generative models has led to tremendous breakthroughs
in image generation. However, while existing models can synthesize
photorealistic images, they lack an understanding of our underlying 3D world.
We present a new generative model, Visual Object Networks (VON), synthesizing
natural images of objects with a disentangled 3D representation. Inspired by
classic graphics rendering pipelines, we unravel our image formation process
into three conditionally independent factors---shape, viewpoint, and
texture---and present an end-to-end adversarial learning framework that jointly
models 3D shapes and 2D images. Our model first learns to synthesize 3D shapes
that are indistinguishable from real shapes. It then renders the object's 2.5D
sketches (i.e., silhouette and depth map) from its shape under a sampled
viewpoint. Finally, it learns to add realistic texture to these 2.5D sketches
to generate natural images. The VON not only generates images that are more
realistic than state-of-the-art 2D image synthesis methods, but also enables
many 3D operations such as changing the viewpoint of a generated image, editing
of shape and texture, linear interpolation in texture and shape space, and
transferring appearance across different objects and viewpoints.Comment: NeurIPS 2018. Code: https://github.com/junyanz/VON Website:
http://von.csail.mit.edu
- …