SPRITETOMESH: Automatic Mesh Generation for 2D Skeletal Animation Using Learned Segmentation and Contour-Aware Vertex Placement
Bastien Gimbert

TL;DR
SPRITETOMESH is an automatic pipeline that converts 2D sprite images into animation-ready meshes using learned segmentation and contour-based vertex placement, significantly reducing manual effort.
Contribution
The paper introduces a hybrid learned-algorithmic method for automatic mesh generation from sprites, demonstrating the limitations of direct neural vertex prediction and providing a fast, effective solution.
Findings
Segmentation network achieves IoU of 0.87 on sprite masks.
Direct neural vertex prediction fails to converge for this task.
Pipeline processes sprites in under 3 seconds, vastly faster than manual creation.
Abstract
We present SPRITETOMESH, a fully automatic pipeline for converting 2D game sprite images into triangle meshes compatible with skeletal animation frameworks such as Spine2D. Creating animation-ready meshes is traditionally a tedious manual process requiring artists to carefully place vertices along visual boundaries, a task that typically takes 15-60 minutes per sprite. Our method addresses this through a hybrid learned-algorithmic approach. A segmentation network (EfficientNet-B0 encoder with U-Net decoder) trained on over 100,000 sprite-mask pairs from 172 games achieves an IoU of 0.87, providing accurate binary masks from arbitrary input images. From these masks, we extract exterior contour vertices using Douglas-Peucker simplification with adaptive arc subdivision, and interior vertices along visual boundaries detected via bilateral-filtered multi-channel Canny edge detection with…
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Taxonomy
Topics3D Shape Modeling and Analysis · Computer Graphics and Visualization Techniques · Interactive and Immersive Displays
