
Chinese: 
大家好，这里是Károly Zsolnai-Fehér《两分钟论文》
这次我们来聊一聊一个人类很擅长，
但算法就不太行的一项任务
那就是通过2D图像来建立3D模型
在电脑游戏或动画电影中，这种情况很常见。如果我们想要一个新武器，我们一般就给画师一张图片，
然后他会用3D建模程序弄几个小时，建一个样子差不多的3D几何体
这里我要提一下，我们的双目视觉在这个任务上
其实没什么必要
我们可以看2D图像看上一天，脑子里还是可以想一个蛮不错的飞机的立体形象，闭上一只眼也无所谓
我们之前有几集说过这个问题，结果就是
早期技术的资源很棒，但不是很细致
数学家们会说这个算法有立方复杂度或立方缩放，

English: 
Dear Fellow Scholars, this is Two Minute Papers
with Károly Zsolnai-Fehér.
Today we're going to talk about a task that
humans are remarkably good at, but learning
algorithms mostly flounder.
And that is creating 3D geometry by looking
at a 2D color image.
In video games and animation films, this is
a scenario that comes up very often - if we
need a new weapon model in the game, we typically
give the artist a photo, who will sit down
with a 3D modeler program, and spends a few
hours sculpting a similar 3D geometry.
And I will quickly note that our binocular
vision is not entirely necessary to make this
happen.
We can look at 2D images all day long and
still have a good idea about the shape of
an airplane, even with one eye closed.
We had previous episodes on this problem,
and the verdict was that that the results
with previous techniques are great, but not
very detailed.
Mathematicians like to say that this algorithm
has a cubic complexity or cubic scaling, which

Chinese: 
意思就是，如果我们希望增加3D模型的分辨率，那么我们要等，
等的不是一时半会儿，而是天长地久
而立方体意味着，即使用中等的高分辨率，这种权衡也是不忍直视的。
而立方体意味着，即使用中等的高分辨率，这种权衡也是不忍直视的。
该论文提供了一项打破该限制的技术，这项新技术依然使用学习算法来预测几何构型，但会分级创造出
这些3D模型
这意味着，它开始时会输出近似但粗略的几何构型，
然后不断重复该过程，并添加更多更精细的细节
在几轮之后，几何构型变得越来越精致
除非我们对其有一个精心设计的算法，现在这个细化过程目前仅能做到认知。
除非我们对其有一个精心设计的算法，现在这个细化过程目前仅能做到认知。
我们通过在创建模型的每个步骤中使用附加信息来进行细化。
我们通过在创建模型的每个步骤中使用附加信息来进行细化。
也就是说，我们把我们预测的3D几何构型想象成小块块的集合，

English: 
means that if we wish to increase the resolution
of the 3D model just a tiny bit, we have wait
not a tiny bit longer, but significantly longer.
And the cubic part means that this tradeoff
becomes unbearable even for moderately high
resolutions.
This paper offers a technique to break through
this limitation.
This new technique still uses a learning algorithm
to predict the geometry, but it creates these
3D models hierarchically.
This means that it starts out approximating
the coarse geometry of the output, and restarts
the process by adding more and more fine details
to it.
The geometry becomes more and more refined
over several steps.
Now, this refinement doesn't just work unless
we have a carefully designed algorithm around
it.
The refinement happens by using additional
information in each step from the created
model.
Namely, we imagine our predicted 3D geometry
as a collection of small blocks, and each

Chinese: 
每个块被分为非占用空间，占用空间或表面。
在进行这种分类后，我们就可以集中力量来改进模型表面，
使得算法执行时间得到显着改善
因此，我们得到了质量高于以前技术产出的3D模型
因此，我们得到了质量高于以前技术产出的3D模型
产物目前还没有特别高的分辨率，但它们已经捕捉到了相当多的表面细节
规矩你懂，研究是一个过程，每篇论文都是垫脚石
而且这还是一块有可能为业内3D艺术创作者们
节省很多时间的垫脚石
感谢您的收看与支持，我们下次再见！

English: 
block is classified as either free space,
occupied space, or as a surface.
After this classification happened, we have
the possibility to focus our efforts on refining
the surface of the model, leading to a significant
improvement in the execution time of the algorithm.
As a result, we get 3D models that are of
higher quality than the ones offered by previous
techniques.
The outputs are still not super high resolution,
but they capture a fair number of surface
detail.
And you know the drill, research is a process,
and every paper is a stepping stone.
And this is one of those stepping stones that
can potentially save many hours of work for
3D artists in the industry.
Thanks for watching and for your generous
support, and I'll see you next time!
