Multi-theme generative adversarial terrain amplification
Achieving highly detailed terrain models spanning vast areas is crucial to modern computer graphics. The pipeline for obtaining such terrains is via amplification of a low-resolution terrain to refine the details given a desired theme, which is a time-consuming and labor-intensive process. Recently,...
Gespeichert in:
Veröffentlicht in: | ACM transactions on graphics 2019-11, Vol.38 (6), p.1-14 |
---|---|
Hauptverfasser: | , , , , , |
Format: | Artikel |
Sprache: | eng |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 14 |
---|---|
container_issue | 6 |
container_start_page | 1 |
container_title | ACM transactions on graphics |
container_volume | 38 |
creator | Zhao, Yiwei Liu, Han Borovikov, Igor Beirami, Ahmad Sanjabi, Maziar Zaman, Kazi |
description | Achieving highly detailed terrain models spanning vast areas is crucial to modern computer graphics. The pipeline for obtaining such terrains is via amplification of a low-resolution terrain to refine the details given a desired theme, which is a time-consuming and labor-intensive process. Recently, data-driven methods, such as the sparse construction tree, have provided a promising direction to equip the artist with better control over the theme.
These methods learn to amplify terrain details by using an exemplar of high-resolution detailed terrains to transfer the theme. In this paper, we propose Generative Adversarial Terrain Amplification (GATA) that achieves better local/global coherence compared to the existing data-driven methods while providing even more ways to control the theme. GATA is comprised of two key ingredients. Thefi rst one is a novel embedding of themes into vectors of real numbers to achieve a single tool for multi-theme amplification. The theme component can leverage existing LIDAR data to generate similar terrain features. It can also generate newfi ctional themes by tuning the embedding vector or even encoding a new example terrain into an embedding. The second one is an adversarially trained model that, conditioned on an embedding and a low-resolution terrain, generates a high-resolution terrain adhering to the desired theme. The proposed integral approach reduces the need for unnecessary manual adjustments, can speed up the development, and brings the model quality to a new level. Our implementation of the proposed method has proved successful in large-scale terrain authoring for an open-world game. |
doi_str_mv | 10.1145/3355089.3356553 |
format | Article |
fullrecord | <record><control><sourceid>crossref</sourceid><recordid>TN_cdi_crossref_primary_10_1145_3355089_3356553</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>10_1145_3355089_3356553</sourcerecordid><originalsourceid>FETCH-LOGICAL-c348t-14cee4c1ac0c99f3a41afe96ad1205ec14211e5aa6b66eaa7348653f25026b923</originalsourceid><addsrcrecordid>eNotj8tOwzAQRS0EEqGwZpsfcDsTe5xkiSpeUhEbWEdTdwxGaVrZoRJ_TxBZnc29RzpK3SIsES2tjCGCpl1OdETmTBVIVOvauOZcFVAb0GAAL9VVzl8A4Kx1hWpevvsx6vFT9lJ-yCCJx3iSkncnSZlT5L4cJSWOQ8n7Yx9D9NPiMFyri8B9lpuZC_X-cP-2ftKb18fn9d1Ge2ObUaP1ItYje_BtGwxb5CCt4x1WQOLRVohCzG7rnDDX08uRCRVB5bZtZRZq9e_16ZBzktAdU9xz-ukQur_wbg7v5nDzC_HaS1I</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>Multi-theme generative adversarial terrain amplification</title><source>ACM Digital Library Complete</source><creator>Zhao, Yiwei ; Liu, Han ; Borovikov, Igor ; Beirami, Ahmad ; Sanjabi, Maziar ; Zaman, Kazi</creator><creatorcontrib>Zhao, Yiwei ; Liu, Han ; Borovikov, Igor ; Beirami, Ahmad ; Sanjabi, Maziar ; Zaman, Kazi</creatorcontrib><description>Achieving highly detailed terrain models spanning vast areas is crucial to modern computer graphics. The pipeline for obtaining such terrains is via amplification of a low-resolution terrain to refine the details given a desired theme, which is a time-consuming and labor-intensive process. Recently, data-driven methods, such as the sparse construction tree, have provided a promising direction to equip the artist with better control over the theme.
These methods learn to amplify terrain details by using an exemplar of high-resolution detailed terrains to transfer the theme. In this paper, we propose Generative Adversarial Terrain Amplification (GATA) that achieves better local/global coherence compared to the existing data-driven methods while providing even more ways to control the theme. GATA is comprised of two key ingredients. Thefi rst one is a novel embedding of themes into vectors of real numbers to achieve a single tool for multi-theme amplification. The theme component can leverage existing LIDAR data to generate similar terrain features. It can also generate newfi ctional themes by tuning the embedding vector or even encoding a new example terrain into an embedding. The second one is an adversarially trained model that, conditioned on an embedding and a low-resolution terrain, generates a high-resolution terrain adhering to the desired theme. The proposed integral approach reduces the need for unnecessary manual adjustments, can speed up the development, and brings the model quality to a new level. Our implementation of the proposed method has proved successful in large-scale terrain authoring for an open-world game.</description><identifier>ISSN: 0730-0301</identifier><identifier>EISSN: 1557-7368</identifier><identifier>DOI: 10.1145/3355089.3356553</identifier><language>eng</language><ispartof>ACM transactions on graphics, 2019-11, Vol.38 (6), p.1-14</ispartof><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c348t-14cee4c1ac0c99f3a41afe96ad1205ec14211e5aa6b66eaa7348653f25026b923</citedby><cites>FETCH-LOGICAL-c348t-14cee4c1ac0c99f3a41afe96ad1205ec14211e5aa6b66eaa7348653f25026b923</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,27901,27902</link.rule.ids></links><search><creatorcontrib>Zhao, Yiwei</creatorcontrib><creatorcontrib>Liu, Han</creatorcontrib><creatorcontrib>Borovikov, Igor</creatorcontrib><creatorcontrib>Beirami, Ahmad</creatorcontrib><creatorcontrib>Sanjabi, Maziar</creatorcontrib><creatorcontrib>Zaman, Kazi</creatorcontrib><title>Multi-theme generative adversarial terrain amplification</title><title>ACM transactions on graphics</title><description>Achieving highly detailed terrain models spanning vast areas is crucial to modern computer graphics. The pipeline for obtaining such terrains is via amplification of a low-resolution terrain to refine the details given a desired theme, which is a time-consuming and labor-intensive process. Recently, data-driven methods, such as the sparse construction tree, have provided a promising direction to equip the artist with better control over the theme.
These methods learn to amplify terrain details by using an exemplar of high-resolution detailed terrains to transfer the theme. In this paper, we propose Generative Adversarial Terrain Amplification (GATA) that achieves better local/global coherence compared to the existing data-driven methods while providing even more ways to control the theme. GATA is comprised of two key ingredients. Thefi rst one is a novel embedding of themes into vectors of real numbers to achieve a single tool for multi-theme amplification. The theme component can leverage existing LIDAR data to generate similar terrain features. It can also generate newfi ctional themes by tuning the embedding vector or even encoding a new example terrain into an embedding. The second one is an adversarially trained model that, conditioned on an embedding and a low-resolution terrain, generates a high-resolution terrain adhering to the desired theme. The proposed integral approach reduces the need for unnecessary manual adjustments, can speed up the development, and brings the model quality to a new level. Our implementation of the proposed method has proved successful in large-scale terrain authoring for an open-world game.</description><issn>0730-0301</issn><issn>1557-7368</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2019</creationdate><recordtype>article</recordtype><recordid>eNotj8tOwzAQRS0EEqGwZpsfcDsTe5xkiSpeUhEbWEdTdwxGaVrZoRJ_TxBZnc29RzpK3SIsES2tjCGCpl1OdETmTBVIVOvauOZcFVAb0GAAL9VVzl8A4Kx1hWpevvsx6vFT9lJ-yCCJx3iSkncnSZlT5L4cJSWOQ8n7Yx9D9NPiMFyri8B9lpuZC_X-cP-2ftKb18fn9d1Ge2ObUaP1ItYje_BtGwxb5CCt4x1WQOLRVohCzG7rnDDX08uRCRVB5bZtZRZq9e_16ZBzktAdU9xz-ukQur_wbg7v5nDzC_HaS1I</recordid><startdate>20191101</startdate><enddate>20191101</enddate><creator>Zhao, Yiwei</creator><creator>Liu, Han</creator><creator>Borovikov, Igor</creator><creator>Beirami, Ahmad</creator><creator>Sanjabi, Maziar</creator><creator>Zaman, Kazi</creator><scope>AAYXX</scope><scope>CITATION</scope></search><sort><creationdate>20191101</creationdate><title>Multi-theme generative adversarial terrain amplification</title><author>Zhao, Yiwei ; Liu, Han ; Borovikov, Igor ; Beirami, Ahmad ; Sanjabi, Maziar ; Zaman, Kazi</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c348t-14cee4c1ac0c99f3a41afe96ad1205ec14211e5aa6b66eaa7348653f25026b923</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2019</creationdate><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Zhao, Yiwei</creatorcontrib><creatorcontrib>Liu, Han</creatorcontrib><creatorcontrib>Borovikov, Igor</creatorcontrib><creatorcontrib>Beirami, Ahmad</creatorcontrib><creatorcontrib>Sanjabi, Maziar</creatorcontrib><creatorcontrib>Zaman, Kazi</creatorcontrib><collection>CrossRef</collection><jtitle>ACM transactions on graphics</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Zhao, Yiwei</au><au>Liu, Han</au><au>Borovikov, Igor</au><au>Beirami, Ahmad</au><au>Sanjabi, Maziar</au><au>Zaman, Kazi</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Multi-theme generative adversarial terrain amplification</atitle><jtitle>ACM transactions on graphics</jtitle><date>2019-11-01</date><risdate>2019</risdate><volume>38</volume><issue>6</issue><spage>1</spage><epage>14</epage><pages>1-14</pages><issn>0730-0301</issn><eissn>1557-7368</eissn><abstract>Achieving highly detailed terrain models spanning vast areas is crucial to modern computer graphics. The pipeline for obtaining such terrains is via amplification of a low-resolution terrain to refine the details given a desired theme, which is a time-consuming and labor-intensive process. Recently, data-driven methods, such as the sparse construction tree, have provided a promising direction to equip the artist with better control over the theme.
These methods learn to amplify terrain details by using an exemplar of high-resolution detailed terrains to transfer the theme. In this paper, we propose Generative Adversarial Terrain Amplification (GATA) that achieves better local/global coherence compared to the existing data-driven methods while providing even more ways to control the theme. GATA is comprised of two key ingredients. Thefi rst one is a novel embedding of themes into vectors of real numbers to achieve a single tool for multi-theme amplification. The theme component can leverage existing LIDAR data to generate similar terrain features. It can also generate newfi ctional themes by tuning the embedding vector or even encoding a new example terrain into an embedding. The second one is an adversarially trained model that, conditioned on an embedding and a low-resolution terrain, generates a high-resolution terrain adhering to the desired theme. The proposed integral approach reduces the need for unnecessary manual adjustments, can speed up the development, and brings the model quality to a new level. Our implementation of the proposed method has proved successful in large-scale terrain authoring for an open-world game.</abstract><doi>10.1145/3355089.3356553</doi><tpages>14</tpages><oa>free_for_read</oa></addata></record> |
fulltext | fulltext |
identifier | ISSN: 0730-0301 |
ispartof | ACM transactions on graphics, 2019-11, Vol.38 (6), p.1-14 |
issn | 0730-0301 1557-7368 |
language | eng |
recordid | cdi_crossref_primary_10_1145_3355089_3356553 |
source | ACM Digital Library Complete |
title | Multi-theme generative adversarial terrain amplification |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-31T22%3A51%3A51IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-crossref&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Multi-theme%20generative%20adversarial%20terrain%20amplification&rft.jtitle=ACM%20transactions%20on%20graphics&rft.au=Zhao,%20Yiwei&rft.date=2019-11-01&rft.volume=38&rft.issue=6&rft.spage=1&rft.epage=14&rft.pages=1-14&rft.issn=0730-0301&rft.eissn=1557-7368&rft_id=info:doi/10.1145/3355089.3356553&rft_dat=%3Ccrossref%3E10_1145_3355089_3356553%3C/crossref%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true |