Welcome
This is SBXZY, trying to build a complete virtual world
with visuals, cultures and actions.
The creation process is planned to be implemented mostly
by artificial intelligence.
Already implemented
- Parameterized model generation (partially):
There are Generative adversarial networks (GAN) methods
that generate 3D models. But the neural network
generator is limited by both effectiveness and
efficiency. Instead, we use two primitives, graphs and
pairs of edges, to generate all 3D models, so that
artificial intelligence generating of models are easier.
- Procedual animations: Animations are just
affine transformations if expressed in the Biovision hierarchical
data (bvh) format. These
transformations can be modeled by equations and
parameters. This is implemented together with the
parameterized model generator.
- Interaction mechanism: Interaction mechanisms
including physics simulations and visualization of
virtual worlds are implemented by the Panda3D
game engine.
- Music composer: Music composing is carried out
in a 'semi automatic' manner. In GAN methods, users have
little control of the generating process. In SBXZY's
software, AI aids creating music sequences instead of
doing it all, so that there is a higher chance AI can
compose the type of music the user wants.
- Planet generator: This is done by many people many times, but we implemented with fractals and Perlin noises combined.
Planned
Purpose |
Solution |
|
Actions |
Train parameters from existing
captured animations. |
|
Ecosystem |
Evolutionary process to generate
animals or plants. |
|
Cultures |
Evolve new cultures in new environments. |
Examples
The parameterized 3D model generator. Parameterized but not yet automated.
Generate bvh animations from patameters. Generated animations can be used in Panda3D and Blender.
Planet terrains generator and visual explorer. Created an area of 5000km times 5000km with just 300MB of data.
A visual chatbot, demonstrating lip syncing for Panda3D, with expressions generated by GAN.
Related publications
[1] Xiang, Z. , Guo, Y. Controlling Melody Structures in
Automatic Game Soundtrack Compositions With Adversarial
Learning Guided Gaussian Mixture Models. IEEE transactions
on Games (2021), 13,2 193-204. DOI: 10.1109/TG.2020.3035593[2] Xiang, Z., Zhou, K., Guo, Y., Gaussian mixture noised random fractals with adversarial learning for automated creation of visual objects, Fractals - Complex geometry, patterns, and scaling in nature and society, (2020). 28,4. DOI: 10.1142/S0218348X20500681
[3] Xiang, Z. (2019). Towards automatic robot design: a black box function optimization approach. ChinaAvix. DOI: 10.12074/201905.00052
[4] Guo, Y., Fan, Y., Xiang, Z., Wang H., Meng, W., Xu, M. Zero-sample surface defect detection and classification based on semantic feedback neural network (2021) arXiv:2106.07959v1
[5] Xiang, Z. , Xiang C, Li T, Guo, Y. A self-adapting hierarchical actions and structures joint optimization framework for automatic design of robotic and animation skeletons. Softcomputing (2021), 25,3 DOI: 10.1007/s00500-020-05139-5.
[6] Xiang, Z., Xiao, Z., Wang, D., Xiao, J. (2017). Gaussian kernel smooth regression with topology learning neural networks and Python implementation. Neurocomputing, 260, 1-4. doi: http://dx.doi.org/10.1016/j.neucom.2017.01.051