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Paper · 2003.12397 · 2020

Modeling 3D Shapes by Reinforcement Learning

arXiv · PDF · Open in the Atlas

Code that ran

We lifted 3 functions out of this paper's own repositories and ran 3 of them in a sandbox. "Ran" means the function executed on a synthesized input and returned a value. It is not a reproduction of the paper's results.

RepositoryRoleRan
clinplayer/3DModelingRL pwc_unofficial 3 of 3
FunctionStatusWhere it lives
read_as_3d_array Ran clinplayer/3DModelingRL/Mesh-Agent/utils/binvox_rw.py
code served (permissive licence) · get_code("7dc0ccf56d156abb")
read_as_coord_array Ran clinplayer/3DModelingRL/Mesh-Agent/utils/binvox_rw.py
code served (permissive licence) · get_code("d3b3bb299e8acb92")
read_header Ran clinplayer/3DModelingRL/Mesh-Agent/utils/binvox_rw.py
code served (permissive licence) · get_code("ba966c4838f2c939")

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Abstract

We explore how to enable machines to model 3D shapes like human modelers using deep reinforcement learning (RL). In 3D modeling software like Maya, a modeler usually creates a mesh model in two steps: (1) approximating the shape using a set of primitives; (2) editing the meshes of the primitives to create detailed geometry. Inspired by such artist-based modeling, we propose a two-step neural framework based on RL to learn 3D modeling policies. By taking actions and collecting rewards in an interactive environment, the agents first learn to parse a target shape into primitives and then to edit the geometry. To effectively train the modeling agents, we introduce a novel training algorithm that combines heuristic policy, imitation learning and reinforcement learning. Our experiments show that the agents can learn good policies to produce regular and structure-aware mesh models, which demonstrates the feasibility and effectiveness of the proposed RL framework.

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