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.
翻译:建筑物是城市的基本构成单元,通常包含窗户和门等重复性元素。传统的三维建筑资产创建过程劳动密集,且需要专业技能来制定设计规则。近期的建筑生成模型常常忽略这些模式,导致视觉保真度低且可扩展性有限。受游戏和视觉特效行业中使用的程序化建模技术启发,我们的方法Proc-GS将程序化代码集成到3D高斯泼溅(3D-GS)框架中,充分利用两者在高保真渲染和高效资产管理方面的优势。通过操控程序化代码,我们可以简化此过程并生成无限多样的建筑。这种集成通过共享基础资产显著减小了模型规模,实现了可扩展的生成,并能精确控制建筑组装。我们在真实和合成案例上展示了该方法在保持高渲染保真度和精确控制的同时,生成广阔城市景观的潜力。