Texture Generation Using A Graph Generative Adversarial Network And Differentiable Rendering
Dharma KC, Clayton T. Morrison, Bradley Walls

TL;DR
This paper introduces a novel graph-based generative adversarial network that synthesizes 3D textures efficiently without requiring expensive 3D component segmentation, enabling better generalization and real-time rendering in 3D scenes.
Contribution
The work presents a new GGAN architecture for unsupervised 3D texture generation that avoids costly 3D component segmentation and improves texture quality over existing methods.
Findings
Outperforms state-of-the-art texture generation methods in quality.
Generates textures for unseen 3D meshes effectively.
Eliminates the need for expensive 3D part annotations.
Abstract
Novel photo-realistic texture synthesis is an important task for generating novel scenes, including asset generation for 3D simulations. However, to date, these methods predominantly generate textured objects in 2D space. If we rely on 2D object generation, then we need to make a computationally expensive forward pass each time we change the camera viewpoint or lighting. Recent work that can generate textures in 3D requires 3D component segmentation that is expensive to acquire. In this work, we present a novel conditional generative architecture that we call a graph generative adversarial network (GGAN) that can generate textures in 3D by learning object component information in an unsupervised way. In this framework, we do not need an expensive forward pass whenever the camera viewpoint or lighting changes, and we do not need expensive 3D part information for training, yet the model…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis · Generative Adversarial Networks and Image Synthesis
MethodsRoIPool · Softmax · RoIAlign
