用程序化代码生成高保真城市建筑,支持无限变体与精准控制
Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians
- 将程序化代码融入3D高斯溅射框架,实现建筑元素可编程生成
- 共享基础资产使模型体积显著减小,支持大规模城市场景构建
- 适合需要高效生成多样化建筑的数字孪生、游戏与影视场景应用
建筑是城市的核心组成部分,常包含重复元素如窗户和门。传统3D建筑资产制作耗时且需专业技能来定义设计规则。近期生成模型常忽略这些规律性特征,导致视觉保真度低且扩展性差。受游戏与视效行业程序化建模启发,本文提出Proc-GS,将程序化代码集成至3D高斯溅射(3D-GS)框架中,结合两者优势:高保真渲染与高效资产管理。通过操控程序代码,可简化流程并生成无限多样的建筑。该方法通过共享基础资产大幅降低模型尺寸,实现可扩展的建筑装配,并在真实与合成案例中均保持高渲染保真度与精确控制能力。
原文摘要 · Abstract (English)
Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative models for building creation often overlook these patterns, leading to low visual fidelity and limited scalability. Drawing inspiration from procedural modeling techniques used in the gaming and visual effects industry, our method, Proc-GS, integrates procedural code into the 3D Gaussian Splatting (3D-GS) framework, leveraging their advantages in high-fidelity rendering and efficient asset management from both worlds. By manipulating procedural code, we can streamline this process and generate an infinite variety of buildings. This integration significantly reduces model size by utilizing shared foundational assets, enabling scalable generation with precise control over building assembly. We showcase the potential for expansive cityscape generation while maintaining high rendering fidelity and precise control on both real and synthetic cases.
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