mlsanityData to 14 Oct 2026

SPRITETOMESH: Automatic Mesh Generation for 2D Skeletal Animation Using Learned Segmentation and Contour-Aware Vertex Placement

arXiv 2602.21153 ↗First posted 24 Feb 2026cs.CVcited by 0

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Abstract (arXiv)

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.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 6 of its 22 references that are in the map. First posted on arXiv 24 Feb 2026.

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References · 6

  1. 2015U-Net: Convolutional Networks for Biomedical Image Segmentationcited by 19,713
  2. 2019EfficientNet: Rethinking Model Scaling for Convolutional Neural Networkscited by 6,442
  3. 2016SGDR: Stochastic Gradient Descent with Warm Restartscited by 5,045
  4. 2016V-Net: Fully Convolutional Neural Networks for Volumetric Medical Image Segmentationcited by 2,292
  5. 2019Deep High-Resolution Representation Learning for Visual Recognitioncited by 1,420
  6. 2016Stacked Hourglass Networks for Human Pose Estimationcited by 915

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