[HN Gopher] DreamCraft3D: Hierarchical 3D Generation with Bootst...
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DreamCraft3D: Hierarchical 3D Generation with Bootstrapped
Diffusion Prior
Author : phil9l
Score : 95 points
Date : 2023-10-27 12:11 UTC (10 hours ago)
(HTM) web link (mrtornado24.github.io)
(TXT) w3m dump (mrtornado24.github.io)
| byteknight wrote:
| What causes all of these papers published on github without code?
| echelon wrote:
| Massive receptive AI audience.
|
| The papers published on GitHub are typically presented in a
| much more accessible and beautiful way than arXiv.
|
| The downstream social traction is further signal and
| affirmation for your results, lab, and/or company.
| smusamashah wrote:
| There is also Zero123++ which seems to be doing the same thing
| but has code available https://github.com/SUDO-
| AI-3D/zero123plus
|
| EDIT: Just realized this one only outputs multiple images which
| are 3D consistent, not a 3d model.
| rprenger wrote:
| I believe Zero123++ gives you the ability to generate
| consistent images from multiple camera views, where as
| DreamCraft3D seems to output 3D models with geometry and
| textures if I'm understanding it right. Like I could take the
| output of DreamCraft3D (if I had the code) and drop the
| result into Blender for example.
| T-A wrote:
| It is not unusual for code release to follow paper release with
| a lag of days to weeks. The top priority for a researcher is to
| get the paper out. Code is supporting material of secondary
| importance.
| livrem wrote:
| I was wondering why all of those papers have PDF downloads with
| the most useless, non-descriptive, names.
|
| > Paper_high_res.pdf
| menacingly wrote:
| Probably the same kind of oversight that just allowed me to
| compile hundreds of books in a catalog each as "book.pdf"
|
| It was on exactly the second download where I realized how
| restrictive my choice of namespace was
| corysama wrote:
| The authors aren't thinking about you when they name the 87th
| revision of their paper.pdf They just want to get some sleep.
| scoopertrooper wrote:
| The fourth line of the readme
|
| > Code will come soon.
| echelon wrote:
| Unlike other areas of AI that are immediately applicable to use
| in products (LLMs, Stable Diffusion, RVC, etc.), 3D sculpting has
| years of further optimization before it finds its fit. These
| sculpts are not "game ready". Their object geometry is massively
| bloated and inefficient.
|
| They're not rigged with a skeleton or morph targets. That's a
| hard problem that some products (like rigify) can sort of solve,
| but not for assets in this poor shape.
|
| The massive VC funds being poured into this "game ready asset AI"
| should sit on the sideline for 3-4 years and invest in a new
| player with a fresh cap table and no baggage.
|
| I'm looking to jump into this area, but the timing is off.
| dleeftink wrote:
| But isn't the point of publishing intermediate results to
| present what is currently possibly and set the agenda for
| future inquiries?
| andybak wrote:
| > Their object geometry is massively bloated and inefficient.
|
| This came out recently which looks like a leap forward in
| optimization: https://github.com/nv-tlabs/FlexiCubes
| danielvaughn wrote:
| I mean, alternatively, the timing is _now_. It 's a great time
| to get a head start on it, because once it hits market-
| readiness, there are going to be massive opportunities.
| Mizza wrote:
| This is very impressive, the best one in the space I've seen,
| although I'd like to see some of the less cherry-picked examples.
| cgijoe wrote:
| Yup, I had the same thought. Click through the gallery to the
| last page, and you can start to see artifacts in the examples.
| The chicken & waffles one particularly. Although I must say, I
| am still extremely impressed by this tech.
| broast wrote:
| Interestingly most of the artifacts, like the chicken and
| waffles one, are on the texture and not on the mesh.
| LarsDu88 wrote:
| This is incredible.
|
| All that remains is a network for rigging (and maybe retopology)
|
| Indie gamedev would be revolutionized
| Benjaminsen wrote:
| Like this? https://anything.world/
| kleiba wrote:
| There would still be a long way to go, I believe. Creating a
| consistent art style, with assets that fit into each other well
| for a whole game world would still be very challenging, for
| example.
| dragonwriter wrote:
| So, at the code link
|
| > Code will come soon.
|
| Disappointing, but also:
|
| > 6 forks
|
| That's... eager.
| kookamamie wrote:
| "soldier cat" - the model shows a dog.
| TaylorAlexander wrote:
| This one? That's a cat my friend.
| https://mrtornado24.github.io/DreamCraft3D/assets_dreamcraft...
| spandextwins wrote:
| You know how many of these bullshit things we've had in the past
| year? Lots. All of them promise something, have a long (maybe
| even AI generated) research paper.
|
| And,, most of all, NO CODE.
|
| Wtf. Push your code. Or slse it doesn't exist. I have a ton of
| these bookmarked. Still waiting for code.
|
| I call bullshit.
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(page generated 2023-10-27 23:00 UTC)