SPRITETOMESH: Automatic Mesh Generation for 2D Skeletal Animation Using Learned Segmentation and Contour-Aware Vertex Placement
- URL: http://arxiv.org/abs/2602.21153v1
- Date: Tue, 24 Feb 2026 17:58:31 GMT
- Title: SPRITETOMESH: Automatic Mesh Generation for 2D Skeletal Animation Using Learned Segmentation and Contour-Aware Vertex Placement
- Abstract summary: SPRITETOMESH is a fully automatic pipeline for converting 2D game sprite images into triangle meshes.<n>A segmentation network trained on over 100,000 spritemask pairs from 172 games achieves an IoU of 0.87.<n>The pipeline processes a sprite in under 3 seconds, representing a speed of 300x-1200x over manual creation.
- Score: 0.0
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: We present SPRITETOMESH, a fully automatic pipeline for converting 2D game sprite images into triangle meshes compatible with skeletal animation frameworks such as Spine2D. Creating animation-ready meshes is traditionally a tedious manual process requiring artists to carefully place vertices along visual boundaries, a task that typically takes 15-60 minutes per sprite. Our method addresses this through a hybrid learned-algorithmic approach. A segmentation network (EfficientNet-B0 encoder with U-Net decoder) trained on over 100,000 sprite-mask pairs from 172 games achieves an IoU of 0.87, providing accurate binary masks from arbitrary input images. From these masks, we extract exterior contour vertices using Douglas-Peucker simplification with adaptive arc subdivision, and interior vertices along visual boundaries detected via bilateral-filtered multi-channel Canny edge detection with contour-following placement. Delaunay triangulation with mask-based centroid filtering produces the final mesh. Through controlled experiments, we demonstrate that direct vertex position prediction via neural network heatmap regression is fundamentally not viable for this task: the heatmap decoder consistently fails to converge (loss plateau at 0.061) while the segmentation decoder trains normally under identical conditions. We attribute this to the inherently artistic nature of vertex placement - the same sprite can be meshed validly in many different ways. This negative result validates our hybrid design: learned segmentation where ground truth is unambiguous, algorithmic placement where domain heuristics are appropriate. The complete pipeline processes a sprite in under 3 seconds, representing a speedup of 300x-1200x over manual creation. We release our trained model to the game development community.
Related papers
- Bunraku: Turning a Single Illustration into an Editable Live2D Character [25.17979482882208]
We present the first system that generates all the structured information a Live2D runtime consumes.<n>Stage 1 casts layered decomposition as a layered diffusion process under a Live2D-aware organ-level taxonomy.<n>Stage 2 builds a content-conforming triangle mesh for each layer from its alpha channel alone, then predicts the keypose displacement field of all layers jointly.
arXiv Detail & Related papers (2026-07-29T18:06:17Z) - Class-agnostic 3D Segmentation by Granularity-Consistent Automatic 2D Mask Tracking [10.223105883919278]
We introduce a Granularity-Consistent automatic 2D Mask Tracking approach that maintains temporal correspondences across frames.<n>Our method effectively generated consistent and accurate 3D segmentations.
arXiv Detail & Related papers (2025-11-02T03:52:42Z) - OV-MAP : Open-Vocabulary Zero-Shot 3D Instance Segmentation Map for Robots [18.200635521222267]
OV-MAP is a novel approach to open-world 3D mapping for mobile robots by integrating open-features into 3D maps to enhance object recognition capabilities.<n>We employ a class-agnostic segmentation model to project 2D masks into 3D space, combined with a supplemented depth image created by merging raw and synthetic depth from point clouds.<n>This approach, along with a 3D mask voting mechanism, enables accurate zero-shot 3D instance segmentation without relying on 3D supervised segmentation models.
arXiv Detail & Related papers (2025-06-13T08:49:23Z) - MeshPad: Interactive Sketch-Conditioned Artist-Reminiscent Mesh Generation and Editing [64.84885028248395]
MeshPad is a generative approach that creates 3D meshes from sketch inputs.<n>We focus on enabling consistent edits by decomposing editing into 'deletion' of regions of a mesh, followed by 'addition' of new mesh geometry.<n>Our approach is based on a triangle sequence-based mesh representation, exploiting a large Transformer model for mesh triangle addition and deletion.
arXiv Detail & Related papers (2025-03-03T11:27:44Z) - Dynamic 3D Point Cloud Sequences as 2D Videos [81.46246338686478]
3D point cloud sequences serve as one of the most common and practical representation modalities of real-world environments.
We propose a novel generic representation called textitStructured Point Cloud Videos (SPCVs)
SPCVs re-organizes a point cloud sequence as a 2D video with spatial smoothness and temporal consistency, where the pixel values correspond to the 3D coordinates of points.
arXiv Detail & Related papers (2024-03-02T08:18:57Z) - Flattening-Net: Deep Regular 2D Representation for 3D Point Cloud
Analysis [66.49788145564004]
We present an unsupervised deep neural architecture called Flattening-Net to represent irregular 3D point clouds of arbitrary geometry and topology.
Our methods perform favorably against the current state-of-the-art competitors.
arXiv Detail & Related papers (2022-12-17T15:05:25Z) - Pixel-Aligned Non-parametric Hand Mesh Reconstruction [16.62199923065314]
Non-parametric mesh reconstruction has recently shown significant progress in 3D hand and body applications.
In this paper, we seek to establish and exploit this mapping with a simple and compact architecture.
We propose an end-to-end pipeline for hand mesh recovery tasks which consists of three phases.
arXiv Detail & Related papers (2022-10-17T15:53:18Z) - Point-M2AE: Multi-scale Masked Autoencoders for Hierarchical Point Cloud
Pre-training [56.81809311892475]
Masked Autoencoders (MAE) have shown great potentials in self-supervised pre-training for language and 2D image transformers.
We propose Point-M2AE, a strong Multi-scale MAE pre-training framework for hierarchical self-supervised learning of 3D point clouds.
arXiv Detail & Related papers (2022-05-28T11:22:53Z) - N-Cloth: Predicting 3D Cloth Deformation with Mesh-Based Networks [69.94313958962165]
We present a novel mesh-based learning approach (N-Cloth) for plausible 3D cloth deformation prediction.
We use graph convolution to transform the cloth and object meshes into a latent space to reduce the non-linearity in the mesh space.
Our approach can handle complex cloth meshes with up to $100$K triangles and scenes with various objects corresponding to SMPL humans, Non-SMPL humans, or rigid bodies.
arXiv Detail & Related papers (2021-12-13T03:13:11Z) - Subdivision-Based Mesh Convolution Networks [38.09613983540932]
Convolutional neural networks (CNNs) have made great breakthroughs in 2D computer vision.
This paper introduces a novel CNN framework, named SubdivNet, for 3D triangle meshes with Loop subdivision sequence connectivity.
Experiments on mesh classification, segmentation, correspondence, and retrieval from the real-world demonstrate the effectiveness and efficiency of SubdivNet.
arXiv Detail & Related papers (2021-06-04T06:50:34Z) - ParaNet: Deep Regular Representation for 3D Point Clouds [62.81379889095186]
ParaNet is a novel end-to-end deep learning framework for representing 3D point clouds.
It converts an irregular 3D point cloud into a regular 2D color image, named point geometry image (PGI)
In contrast to conventional regular representation modalities based on multi-view projection and voxelization, the proposed representation is differentiable and reversible.
arXiv Detail & Related papers (2020-12-05T13:19:55Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.