Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians

Fuente: arXiv
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Auteurs principaux: Li, Yixuan, Ran, Xingjian, Xu, Linning, Lu, Tao, Yu, Mulin, Wang, Zhenzhi, Xiangli, Yuanbo, Lin, Dahua, Dai, Bo
Format: Preprint
Publié: 2024
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author Li, Yixuan
Ran, Xingjian
Xu, Linning
Lu, Tao
Yu, Mulin
Wang, Zhenzhi
Xiangli, Yuanbo
Lin, Dahua
Dai, Bo
author_facet Li, Yixuan
Ran, Xingjian
Xu, Linning
Lu, Tao
Yu, Mulin
Wang, Zhenzhi
Xiangli, Yuanbo
Lin, Dahua
Dai, Bo
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2412_07660
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians
Li, Yixuan
Ran, Xingjian
Xu, Linning
Lu, Tao
Yu, Mulin
Wang, Zhenzhi
Xiangli, Yuanbo
Lin, Dahua
Dai, Bo
Computer Vision and Pattern Recognition
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.
title Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2412.07660