# Projective Urban Texturing

arXiv: https://arxiv.org/abs/2201.10938 · HTML: https://mlsanity.com/paper/2201.10938/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 22 of its 53 references that are in the map.
- First posted on arXiv 25 Jan 2022.

## Builds on (most cited first, 22 of 22)

- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [StarGAN: Unified Generative Adversarial Networks for Multi-Domain Image-to-Image Translation](https://mlsanity.com/paper/1711.09020/) (2017)
- [Multimodal Unsupervised Image-to-Image Translation](https://mlsanity.com/paper/1804.04732/) (2018)
- [Contrastive Learning for Unpaired Image-to-Image Translation](https://mlsanity.com/paper/2007.15651/) (2020)
- [Learning a Probabilistic Latent Space of Object Shapes via 3D Generative-Adversarial Modeling](https://mlsanity.com/paper/1610.07584/) (2016)
- [Neural 3D Mesh Renderer](https://mlsanity.com/paper/1711.07566/) (2017)
- [Video-to-Video Synthesis](https://mlsanity.com/paper/1808.06601/) (2018)
- [Texture Fields: Learning Texture Representations in Function Space](https://mlsanity.com/paper/1905.07259/) (2019)
- [Neural Rerendering in the Wild](https://mlsanity.com/paper/1904.04290/) (2019)
- [Pixel2Mesh++: Multi-View 3D Mesh Generation via Deformation](https://mlsanity.com/paper/1908.01491/) (2019)
- [Leveraging 2D Data to Learn Textured 3D Mesh Generation](https://mlsanity.com/paper/2004.04180/) (2020)
- [Non-Stationary Texture Synthesis by Adversarial Expansion](https://mlsanity.com/paper/1805.04487/) (2018)
- [Corners for Layout: End-to-End Layout Recovery from 360 Images](https://mlsanity.com/paper/1903.08094/) (2019)
- [Learning a Neural 3D Texture Space from 2D Exemplars](https://mlsanity.com/paper/1912.04158/) (2019)
- [The StreetLearn Environment and Dataset](https://mlsanity.com/paper/1903.01292/) (2019)
- [Adversarial Texture Optimization from RGB-D Scans](https://mlsanity.com/paper/2003.08400/) (2020)
- [Im2Pano3D: Extrapolating 360 Structure and Semantics Beyond the Field of View](https://mlsanity.com/paper/1712.04569/) (2017)
- [TileGAN: Synthesis of Large-Scale Non-Homogeneous Textures](https://mlsanity.com/paper/1904.12795/) (2019)
- [FrankenGAN: Guided Detail Synthesis for Building Mass-Models Using Style-Synchonized GANs](https://mlsanity.com/paper/1806.07179/) (2018)
- [Unsupervised Learning of Depth and Ego-Motion from Cylindrical Panoramic Video with Applications for Virtual Reality](https://mlsanity.com/paper/2010.07704/) (2020)

## Built on by (most cited first, 3 of 3)

- [TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models](https://mlsanity.com/paper/2309.11258/) (2023)
- [Aerial Path Planning for Urban Geometry and Texture Co-Capture](https://mlsanity.com/paper/2509.22227/) (2025)
- [DiffTex: Differentiable Texturing for Architectural Proxy Models](https://mlsanity.com/paper/2509.23336/) (2025)

## Abstract (arXiv)

This paper proposes a method for automatic generation of textures for 3D city meshes in immersive urban environments. Many recent pipelines capture or synthesize large quantities of city geometry using scanners or procedural modeling pipelines. Such geometry is intricate and realistic, however the generation of photo-realistic textures for such large scenes remains a problem. We propose to generate textures for input target 3D meshes driven by the textural style present in readily available datasets of panoramic photos capturing urban environments. Re-targeting such 2D datasets to 3D geometry is challenging because the underlying shape, size, and layout of the urban structures in the photos do not correspond to the ones in the target meshes. Photos also often have objects (e.g., trees, vehicles) that may not even be present in the target geometry. To address these issues we present a method, called Projective Urban Texturing (PUT), which re-targets textural style from real-world panoramic images to unseen urban meshes. PUT relies on contrastive and adversarial training of a neural architecture designed for unpaired image-to-texture translation. The generated textures are stored in a texture atlas applied to the target 3D mesh geometry. To promote texture consistency, PUT employs an iterative procedure in which texture synthesis is conditioned on previously generated, adjacent textures. We demonstrate both quantitative and qualitative evaluation of the generated textures.
