Methoodologies of Interior Designing - Aleesha

One year interior designing course in chennai - Aleesha Institute

One year interior designing course in chennai


A. AI Methodology -Generator Two generators work in the same way, take Generator X as an example. Generator X consists of 3 parts: encoder, transformer and decoder. -Encoder: For simplicity, the input has been fixed as [256,256,3]. By using convolution network, we first extract features. A convolution network takes an image as input, then uses filters in the image to extract features each time. -Transformer: This part is to transform feature vectors of image with domain X to domain Y . For this, we have used 6 layers of resnet blocks. Resnet block can be summarized as follows, which contains a direct channel from the input to the output and two convolution layers. -Decoder: Decode and encode is opposite twill rebuild an image from to each other and and image was build by using feature vectors gained before, and this is done by applying three de-convolution layers which use reversed parameters of encoding step. -Discriminator: Discriminator also needs to extract features, so it is basically a convolution network. So the next work is to decide whether they are matching with specific area or not. For 1D output, a final convolution layer has added. -Loss: To meet our goal, the loss function must satisfy: Discriminator X should be trained because it is necessary for Fig. 3. Discriminator Fig. 4. Full objective of CycleGAN images from domain X close to one. So, discriminator X minimize as (DiscriminatorX(x)−1)2. Also, since discriminator X differentiate between generated and original images, it predict zero for the images that generates by generator. Discriminator X minimize the (DiscriminatorX(GeneratorY −→ !X(y)))2. Moreover, generator X should gradually sure the discriminator Y for authenticity of its output images. Because the recommended discriminator Y of output images is near to 1. Thats why, generator X minimize the (DiscriminatorY (GeneratorX!Y (x)) −→ 1)2. And the most important cycle loss captures previous image with the usage of different generator and the difference of images should be as small as possible.

B. Interior Decoration Methodology We use UE4 software. The interior decoration design system has rich functions. Users could use this system to draw the house type with any size and any structure. The user also could design the house with rich furniture. The user could place the furniture, move the furniture, and rotate the furniture. The user could also add the light to the room. • Material replacement of the floor wallpaper is achieved. • Furniture items are selected from the library for placement and can be rotated and scaled. • User could move in each room. • User could learn the top view of the overall browsing unit. • Save and read design. • User could edit the type of house by drawing units and adding doors or windows. • Increase the animation of furniture. • Increase the function of analog lighting.
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In this part, we will introduce the AI module for our system.

A. Motivation During the process of implementation, the most headscratching part comes from the texture and maps. We learned to transform some 3D’s max models into UE4, there were always some incompatibility errors. And as a result, the transformed model only contains the shape information with gray colors which means all the texture and maps were lost. We have found that most of the models downloaded from the internet used the V-ray material. Although V-ray is very powerful and realistic, unfortunately, UE4 does not support this kind of rendering method yet. Afterwards, we tried to convert the V-ray material into the normal material. The texture information is kind of retained, but there were still some color deviation or other strange problems. Besides, sometimes when we import models into UE4, we have to attach those textures or maps to models manually, which is also very time-consuming. Even if we convert models successfully, the model’s appearance is fixed. If you want to change models color or texture, you need to either prepare many variegated models or make other textures by yourself. Both ways are very time consuming and space-consuming.

B. Proposed Method Here comes the idea of making textures with the help of AI, specifically (GAN). Image transformation is a very popular topic nowadays, especially with the help of neural networks. Most of the image translation is about one-to-one mapping, which in other words, used pairwise images to train the model. However, such pairwise images are not always available. And most of the time, we are only provided with groups of pictures of a similar feature. CycleGANs goal is to implement an unpaired image translation. This translation learns the mapping G : X!Y (X, Y two groups of images of X,Y source and target domain) such that in ideal case, the generated image G(X) has the same distribution of images in Y. And in this way, the generated image has some features of images in Y. The basic idea of implementation is to use adversarial networks. The generator network attempts to generate images from the desired distribution, also the discriminator network needs to distinguish whether an image is authentic from the target domain or a not genuine generated from source domain. And by competing with each other, finally we will Fig. 6. Pipeline of CycleGAN Fig. 7. Horse to Zebra get the desired generator. Since there is huge measurements, for mapping a network in the input images are able to satisfy such distribution, in this way we can hardly get the desired output images. And there are occasions when the model collapses, and inputs maps the output images and the optimization process fails for the making of progress. As a result, another constraint needs to be added which is the cycleconsistency. To transform image from source distribution to target and then vice versa, The samples has been received by source distribution. And with the help of this, successful transformation can be achieved. We have used CycleGAN (a varietal version of GAN) to train some funny models. In brief, CycleGAN takes two datasets with different styles as input, and it will learn the transformation pattern between them. For example, by providing a horse image set and a zebra image set, CycleGAN will learn to transform a horse in an image into a zebra without changing anything else, or the other way around. The advantage of CycleGAN lies in that you do not need to provide pairwise images to train which means the horse dataset can contain any kind of casual horses and the zebra dataset can contain any kind of casual zebras and they do not have to match each other. This advantage of CycleGAN is very suitable for texture transform because there are textures with different UV maps and textures with different light features or metallically which makes it difficult to find pairwise datasets. Thus, with the help of CycleGAN, we can prepare a standard dataset with gray colors textures and different target datasets, such as wood material dataset or grass material dataset. Then, we can use CycleGAN to train different conversion models by feeding a different combination of datasets and import these models into UE4 afterwards. The easiest version of texture transform is just the transformation of maps. The computational detail and the network structure is shown below: • Domain: X, Y . • 2 maps G : X!Y &&F : Y !X. -Adversary Loss: An adversarial looses has been applied together with mapping functions G : X!Y with discriminator DY , the adversarial loss is: ζGAN (G; DY ; X; Y ) = EY ∼ P data(y)[logDY (y)] + Ex ∼ Pdata(x)[log(1 − DY (x))] G generates images like G(x) which is similar to images of domain Y, and DY differentiate among the G(x) translated images and the samples of y. G reduce the adversary D which tries to increase it. The same adversarial loss is introduced F : Y !X and DX for the mapping function and for discriminator ewspectively. -Cycle Consistency Loss: Adversarial loss will not ensure that the learned function maps input separately xi with the final output yi. For mapping functions, Every images x from domain X should be consistent and translation cycle of image x backward to the original image, i.e. x −→ G(x) −→ F(G(x)) ≈ x Similarly y −→ F(y) −→ G(F(y)) ≈ y We could incentive cyclic consistency loss: ζ−cyclic(G; F) = Ey ∼ P data(x)[ F(G(x))−x 1]+Ey ∼ Pdata(y)[ G(F(y)) − y 1]. -Full Objective: ζ(G; F, DX, DY ) = ζGAN (G, DY , X, Y ) + ζGAN (F, DX,Y,X) + λζcyc(G, F) where λ control 2 objectives that solved G∗; F∗ = argmin(G, F)max(DX, DY ) mathcalL(G, F, DX, DY ).

C. What We Have Done We have explored the possibility of combining tensor flow and CycleGAN with UE4. Meanwhile, we have implemented some pre trained models in UE4 to show the amazing effect GAN just as shown below. In detail, we have hung a painting in our scene as a decoration. By selecting it and press the F key, our program will automatically apply a transformation model on it. After the transformation work is done, the painting on the wall will be replaced by the regenerated one.

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