Summary Infinite Photorealistic Worlds with Procedural Generation. arxiv.org
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The document discusses the use of procedural generation to create infinite photorealistic worlds, covering various aspects such as scene composition, creature generation, plant life, rock formations, terrain, material patterns, lighting, weather, and fluid simulation.
Slides
Slide Presentation (10 slides)
Key Points
- Procedural generation is used to create infinite photorealistic worlds.
- The system includes a wide range of procedural asset generators and interpretable degrees of freedom.
- The system allows for the creation of diverse and realistic natural environments with customizable elements and details.
- The document discusses the generation of various types of creatures, plants, terrain elements, and materials.
- Procedural generation techniques are used to create realistic effects such as spots, stripes, bark, leaves, water, fire, smoke, and more.
- Infinigen is a powerful tool for generating synthetic data for computer vision tasks and offers a solution for bridging gaps in coverage of natural objects.
Summary
1317 word summary
Our system for procedural generation of infinite photorealistic worlds includes 182 procedural asset generators and 1070 interpretable degrees of freedom (DOF). These generators cover various aspects such as scene composition, creature generation, plant and underwater life, rock formations, terrain, material patterns, lighting, weather, and fluid simulation. Each generator has its own set of parameters that control specific characteristics or features. The terrain generation is simulation and noise-based, with few interpretable DOF but a high level of internal complexity. The system allows for the creation of diverse and realistic natural environments with customizable elements and details. We provide a library of node-graphs that can be used to create various creature parts, such as beaks, horns, hooves, and more. These parts can be combined to create realistic and diverse creatures. The node-graphs allow for randomization and customization of the creature's features. Additionally, we offer a wide range of parameter sets for different animal species, including birds, fish, mammals, and reptiles. The system is modular and supports the generation of infinite combinations of creature genomes. The document discusses the procedural generation of infinite photorealistic worlds. It covers various aspects such as creature animation, creature construction, marine invertebrates, mollusks, pine needles, slime mold, lichen, moss, surface scatters, seaweeds, kelps, and other sea plants. Each section provides details on the generation process and specific features of the generated objects. In this document, the authors discuss the use of procedural generation to create photorealistic worlds. They focus on the generation of various types of corals, mushrooms, ferns, and cacti. The process involves modeling each type of plant after real-life counterparts and using specific parameters to generate their 3D meshes. The authors also highlight the use of reaction-diffusion simulations to create intricate surface patterns on the corals. Additionally, they discuss the generation of bushes and trees using a tree skeleton generator and the placement of leaves and branches using instancing techniques. Overall, the authors aim to create a versatile and flexible system for generating realistic plant life in virtual environments. The document discusses the process of creating infinite photorealistic worlds through procedural generation. It covers various aspects such as creating trees, bushes, flowers, pinecones, leaves, lighting, weather, fluid simulations, terrain elements, and materials for different creatures.
In terms of tree creation, the document explains the steps involved in skeleton creation, skinning, and leaves placement. It discusses the use of Blender curves, space colonization algorithm, and procedural materials for bark and leaves.
For bushes and flower plants, the document describes the creation of stems, leaves, and flowers using different techniques such as polar coordinates, Voronoi textures, and curve nodes.
Regarding pinecones, the document explains how they are made from individual buds and how their shape and distribution are controlled using various parameters.
In terms of lighting, the document mentions the use of area lights, virtual flashlights, and gemstones as natural proxies for point lights. It also discusses the simulation of atmospheric effects such as haze and fog.
The document covers weather effects such as rain, snow, clouds, and atmospheric scattering. It mentions the use of procedural SDF functions and node-graphs to generate realistic weather conditions.
For fluid simulations, the document discusses the generation of dynamic water and ocean surfaces using Blender's built-in tools. It also mentions the simulation of fire and smoke using particle systems.
In terms of terrain elements, the document explains the generation of mountains, rivers, coastal areas, caves, floating islands, and other fantastical elements. It discusses the use of noise textures, Voronoi rocks, and cellular noise for creating diverse terrain.
The document also covers the creation of materials for different creatures such as birds, beetles, fish, and reptiles. It explains the use of principled BSDF shaders, noise textures, wave textures, and color gradients to achieve realistic appearances.
Overall, the document provides a detailed overview of the procedural generation techniques used to create infinite photorealistic worlds. The document discusses the use of procedural generation to create photorealistic worlds. It focuses on various materials and textures used to create realistic effects such as spots, stripes, bark, leaves, water, fire, smoke, lava, terrain, and more. The process involves generating displacements, utilizing noise textures, voronoi textures, Perlin noise, and other techniques. The document also mentions the use of heuristics for subdivision and remeshing, as well as parametric surface resolution scaling. It describes a Spherical Marching Cubes algorithm for generating dense pixel-size geometry. The text also mentions camera selection, composition details, and code generation. It provides information on the runtime of the system and the customizable nature of the generated assets. The excerpted text discusses the use of procedural generation for creating infinite photorealistic worlds. It mentions the use of planes and surface normals to generate depth maps and occlusion boundaries. The text also discusses the limitations of existing datasets and the benefits of using the generated data for training models. The excerpt includes various tables and figures showcasing the results and performance of the generated data.
The key points can be summarized as follows:
- Procedural generation is used to create infinite photorealistic worlds. - Planes and surface normals are used to generate depth maps and occlusion boundaries. - Existing datasets have limitations and the generated data can be used to supplement them. - Tables and figures are provided to showcase the results and performance of the generated data.
Note: The summary omits specific details from the tables and figures, as well as any irrelevant or unrelated information. This excerpt is a collection of references and citations from various sources related to procedural generation, computer vision, and synthetic data. It includes links to repositories, datasets, and software tools. The information is not coherent or organized, making it difficult to summarize in a meaningful way. Infinite Photorealistic Worlds with Procedural Generation is a document that discusses the use of procedural generation to create photorealistic environments. The document presents various techniques and tools used in the generation process, including scatter generators for natural objects, material generators, terrain generators, and creature generators. It also describes the process of extracting ground truth data and the system's ability to produce high-quality animation rigs. The document emphasizes the flexibility and control provided by the system, allowing users to customize parameters and generate task-specific ground truth data. The results of experiments and benchmarks are presented, demonstrating the effectiveness and generalizability of the system. Overall, the document highlights the capabilities and advantages of using procedural generation for creating realistic virtual worlds. Infinigen is a procedural generator that creates infinite photorealistic 3D scenes of the natural world. It uses Blender, an open-source 3D modeling software, and offers a wide range of primitives and utilities for creating procedural rules. Infinigen generates assets that are highly diverse and realistic, with real geometry and fine details. It does not rely on external assets or synthetic images, making it a valuable resource for computer vision research. The code for Infinigen is freely available under the GPL license, allowing anyone to use it. Compared to existing synthetic datasets, Infinigen provides a broader coverage of natural objects and scenes. It can be customized to generate a variety of assets for different applications, from training physical robots to creating virtual environments. Infinigen is a powerful tool for generating synthetic data for computer vision tasks and offers a solution for bridging gaps in coverage of natural objects. The use of synthetic data in computer vision research has been limited due to a lack of diversity and complexity in existing datasets. Synthetic data has shown promise in 3D vision tasks, but acquiring accurate ground truth for real images remains a challenge. Infinigen is introduced as a procedural generator of photorealistic 3D scenes, offering unlimited and diverse training data for computer vision tasks. It can generate realistic scenes of natural phenomena and objects from scratch, allowing for infinite variation and composition. Infinigen is a valuable resource for computer vision research and can be used in tasks such as object detection, semantic segmentation, and 3D reconstruction.