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arXiv 2603.22972cs.CV

WorldMesh: 通过网格条件图像扩散生成可导航的多房间3D场景

WorldMesh: Generating Navigable Multi-Room 3D Scenes via Mesh-Conditioned Image Diffusion

Technical University of Munich(慕尼黑技术大学)

Manuel-Andreas Schneider, Angela Dai

AI总结:

本文提出WorldMesh方法,通过网格条件图像扩散生成大规模多房间3D场景,结合结构化网格与真实外观合成,实现高丰富度和多样性的3D环境生成。

摘要:

近期图像和视频合成的进步启发了其在3D场景生成中的应用。然而,我们发现文本到图像和视频方法在超出有限环境规模时难以维持场景和物体层面的一致性,因为缺乏显式几何。因此,我们提出一种以几何为导向的方法,将复杂的大规模3D场景合成问题分解为结构性组成(表示为网格框架)和真实外观合成。从输入文本描述开始,我们首先构建捕捉环境几何(墙壁、地板等)的网格,然后使用图像合成、分割和物体重建来填充网格结构中的物体,以生成逼真的布局。此网格框架随后用于条件图像合成,为一致的外观生成提供结构基础。这使能够生成高物体丰富度和多样性的任意大小的3D场景,结合稳健的3D一致性与逼真细节。我们相信这标志着生成真正环境规模、沉浸式3D世界的重要一步。

英文摘要:

Recent progress in image and video synthesis has inspired their use in advancing 3D scene generation. However, we observe that text-to-image and -video approaches struggle to maintain scene- and object-level consistency beyond a limited environment scale without a persistent, explicit geometric representation. We thus present a geometry-first approach that decouples this complex problem of large-scale 3D scene synthesis into its structural composition, represented as a mesh scaffold, and realistic appearance synthesis, which leverages powerful image synthesis models conditioned on the mesh scaffold. From an input text description, we first construct a mesh capturing the environment's geometry (walls, floors, etc.), and then use image synthesis, segmentation and object reconstruction to populate the mesh structure with objects in realistic layouts. This mesh scaffold is then rendered to condition image synthesis, providing a structural backbone for consistent appearance generation. This enables scalable, arbitrarily-sized 3D scenes of high object richness and diversity, combining robust 3D consistency with photorealistic detail. We believe this marks a significant step toward generating truly environment-scale, immersive 3D worlds.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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