用城市网格生成逼真街景,跨视角一致性更强
MeSS: City Mesh-Guided Outdoor Scene Generation with Cross-View Consistent Diffusion
- 基于城市网格构建扩散模型,控制几何结构
- 三阶段流程提升多视角视觉一致性
- 适合虚拟导航与自动驾驶场景生成
网格模型在众多城市中日益普及,但缺乏真实纹理限制了其在虚拟城市导航和自动驾驶中的应用。为此,本文提出MeSS(基于网格的场景合成),利用城市网格作为几何先验,生成高质量、风格一致的室外场景。尽管图像和视频扩散模型可借助空间布局(如深度图或HD地图)生成街景视角,但难以直接用于3D场景生成。视频扩散模型虽能生成连贯视图序列,却常无法遵循预设相机路径或与渲染控制视频精确对齐;而图像扩散模型虽无法保证跨视角一致性,但结合ControlNet可实现更好几何对齐。受此启发,本方法通过改进图像扩散模型以增强跨视角一致性。整体流程包含三个阶段:首先使用级联外绘ControlNet生成几何一致的稀疏视图;其次通过称为AGInpaint的组件传播更密集的中间视图;最后利用GCAlign模块全局消除视觉不一致(如曝光差异)。同时,通过在网格表面初始化高斯球体,实时重建3D高斯溅射(3DGS)场景。实验表明,该方法在几何对齐和生成质量上均优于现有方法。合成完成后,可通过重光照和风格迁移技术实现多种渲染风格。
原文摘要 · Abstract (English)
Mesh models have become increasingly accessible for numerous cities; however, the lack of realistic textures restricts their application in virtual urban navigation and autonomous driving. To address this, this paper proposes MeSS (Meshbased Scene Synthesis) for generating high-quality, styleconsistent outdoor scenes with city mesh models serving as the geometric prior. While image and video diffusion models can leverage spatial layouts (such as depth maps or HD maps) as control conditions to generate street-level perspective views, they are not directly applicable to 3D scene generation. Video diffusion models excel at synthesizing consistent view sequences that depict scenes but often struggle to adhere to predefined camera paths or align accurately with rendered control videos. In contrast, image diffusion models, though unable to guarantee cross-view visual consistency, can produce more geometry-aligned results when combined with ControlNet. Building on this insight, our approach enhances image diffusion models by improving cross-view consistency. The pipeline comprises three key stages: first, we generate geometrically consistent sparse views using Cascaded Outpainting ControlNets; second, we propagate denser intermediate views via a component dubbed AGInpaint; and third, we globally eliminate visual inconsistencies (e.g., varying exposure) using the GCAlign module. Concurrently with generation, a 3D Gaussian Splatting (3DGS) scene is reconstructed by initializing Gaussian balls on the mesh surface. Our method outperforms existing approaches in both geometric alignment and generation quality. Once synthesized, the scene can be rendered in diverse styles through relighting and style transfer techniques. project page: https://albertchen98.github.io/mess/
Thank you to arXiv for use of its open access interoperability. PaperDance 不是 arXiv 官方产品;中文卡片由大模型生成,请以原文为准。