Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches
Yongzhi Xu, Yonhon Ng, Yifu Wang, Inkyu Sa, Yunfei Duan, Zhenhong Sun, Yang Li, Pan Ji, Hongdong Li
TL;DR
Sketch2Scene tackles the challenge of generating large-scale playable 3D game scenes from casual sketches by leveraging a pre-trained 2D diffusion model to produce an isometric reference, then extracting a basemap and foreground layout through a Visual Scene Understanding module and finally a procedural 3D generation pipeline that places assets in a Unity scene. The method introduces a SAL-enhanced ControlNet for sketch-conditioned 2D isometric generation and a step-unrolled denoising diffusion inpainting to produce clean basemaps, enabling effective 3D scene reconstruction despite limited 3D training data. Key contributions include a three-module pipeline, a specialized isometric basemap inpainting framework, a learning-based scene-understanding module (heightmap, splatmap, object placement), and a practical end-to-end route to interactive 3D scenes compatible with game engines. The approach demonstrates high-quality, controllable, and playable 3D scenes, with broader implications for rapid game-world prototyping and content creation while acknowledging limitations in pipeline complexity and texture diversity.
Abstract
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.
