[HN Gopher] MeshGPT: Generating triangle meshes with decoder-onl...
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       MeshGPT: Generating triangle meshes with decoder-only transformers
        
       Author : jackcook
       Score  : 700 points
       Date   : 2023-11-28 17:56 UTC (1 days ago)
        
 (HTM) web link (nihalsid.github.io)
 (TXT) w3m dump (nihalsid.github.io)
        
       | chongli wrote:
       | This looks really cool! Seems like it would be an incredible boon
       | for an indie game developer to generate a large pool of assets!
        
         | stuckinhell wrote:
         | I think indie game development is dead with these techniques.
         | Instead big companies will create "make your own game" games.
         | 
         | Indie games already seems pretty derivative these days. I think
         | this tech will kill them in mid-term as big companies use them.
        
           | CamperBob2 wrote:
           | For values of "dead" equal to "Now people who aren't 3D
           | artists and can't afford to hire them will be able to make
           | games," maybe.
           | 
           | User name checks out.
        
             | stuckinhell wrote:
             | AI is already taking video game illustrators' jobs in China
             | https://restofworld.org/2023/ai-image-china-video-game-
             | layof...
             | 
             | It feels like a countdown until every creative in the
             | videogame industry is automated.
        
           | owenpalmer wrote:
           | People who use "make your own game" games aren't good at
           | making games. They might enjoy a simplified process to feel
           | the accomplishment of seeing quick results, but I find it
           | unlikely they'll be competing with indie developers.
        
             | CaptainFever wrote:
             | Yeah, and if there was going to be such a tool, people who
             | invest more time in it would be better than those casually
             | using it. In other words, professionals.
        
               | mattigames wrote:
               | Not really, "I" can make 2D pictures that look like
               | masterpieces using stable diffusion and didn't invest
               | more than 6 hours playing with it, the learning curve is
               | not that high, and people already have a hard time
               | telling apart AI art than those from real 2D masters who
               | have a lifetime learning it, the same thing will happen
               | with making videogames and 3D art.(Yeah nothing of this
               | looks exiting to me, actually it looks completely bleak)
        
               | CaptainFever wrote:
               | I didn't mean comparing it to human-created art, I meant
               | comparing it to other AI generated or assisted artworks.
               | Currently the hard parts of that would probably be
               | consistency, fidelity (e.g. multiple characters) and
               | control, which definitely stands out when compared
               | against the casual raw gens.
        
             | CamperBob2 wrote:
             | Careful with that generalization. Game-changing FPS mods
             | like Counterstrike were basically "make your own game"
             | projects, built with the highest-level toolkits imaginable
             | (editors for existing commercial games.)
        
           | chongli wrote:
           | "Make your own game" games will never replace regular games.
           | They target totally different interests. People who play
           | games (vast majority) just want to play an experience created
           | by someone else. People who like "make your own game" games
           | are creative types who just use that as a jumping off point
           | to becoming a game designer.
           | 
           | It's no different than saying "these home kitchen appliances
           | are really gonna kill off the restaurant industry."
        
             | stuckinhell wrote:
             | Hmm I think it will destroy the market in a couple ways.
             | 
             | AI creating video games would drastically increase the
             | volume of games available in the market. This surge in
             | supply could make it harder for indie games to stand out,
             | especially if AI-generated games are of high quality or
             | novelty. It could also lead to even more indie saturation(
             | the average indie makes less than 1000 dollars).
             | 
             | As the market expectations shift, I think most indie
             | development dies unless you are already rich or basically
             | have patronage from rich clients.
        
               | crq-yml wrote:
               | The likes of itch.io, Roblox, and the App Store already
               | exist, each with more games than anyone can reasonably
               | curate.
               | 
               | The games market has been in the same place as the rest
               | of the arts for some time now: if you want to be noticed,
               | you have to mount a bit of a production around it, add
               | layers of design effort, and find a marketing funnel for
               | that particular audience. The days of just making a Pong
               | clone passed in the 1970's.
               | 
               | What technology has done to the arts, historically, is
               | add either more precision or more repeatability. The
               | relationship to production and arts as a business maps to
               | what kinds of capital-and-labor-intensive endeavors
               | leverage the tech.
               | 
               | Photographs didn't end painting, they ended painting as
               | the ideal of precisely representational art. In the
               | classical era, just before the tech was good enough to
               | switch, painting was a process of carefully staging a
               | scene with actors and sketching it using a camera obscura
               | to trace details, then transferring the result to your
               | canvas. Afterwards, the exact scene could be generated
               | precisely in a photo, and so a more candid, informal
               | method became possible both through using photographs
               | directly and using them as reference. As well, exact
               | copies of photographs could be manufactured. What changed
               | was that you had a repeatable way of getting a precise
               | result, and so getting the precision or the product
               | itself became uninteresting. But what happened next was
               | that movies and comics were invented, and they brought us
               | back to a place of needing production: staged scenes,
               | large quantities of film or illustration, etc.
               | 
               | With generative AI, you are getting a clip art tool - a
               | highly repeatable way of getting a generic result. If you
               | want the design to be specific, you still have to stage
               | it with a photograph, model it as a scene, or draw it
               | yourself using illustration techniques.
               | 
               | And so the next step in the marketplace is simply in
               | finding the approach to a production that will be
               | differentiating with AI - the equivalent of movies to
               | photography. This collapses not the indie space - because
               | they never could afford productions to begin with - but
               | existing modes of mobile gaming, because they were
               | leveraging the old production framework. Nobody has need
               | of microtransaction cosmetics if they can generate the
               | look they want.
        
               | stuckinhell wrote:
               | Maybe if you were talking about the generative AI from 1
               | year ago. The incredibly fast evolution is makes most of
               | your points irrelevant. For example ai art doesn't need
               | prompt engineers as jobs anymore because it alot of
               | prompt engineering is already being absorbed by other
               | ai's.
               | 
               | The chaining of various AI's and the feedback loops
               | between are accelerating far beyond what people think it
               | is.
               | 
               | Just yesterday major breakthroughs were released on
               | stable diffusion video. It's the pace and categorical
               | type of these breakthroughs that represent a paradigm
               | shift, never seen before in the creative fields.
        
               | chongli wrote:
               | I have yet to see any evidence that would convince me
               | that generative AIs can produce compelling gameplay.
               | Furthermore, even the image generation stuff has a lot of
               | issues, such as making all the people in an image into
               | weird amalgamations of each other.
        
               | stuckinhell wrote:
               | https://blogs.nvidia.com/blog/gamegan-research-pacman-
               | annive...
               | 
               | pacman was recreated just AI
        
             | quickthrower2 wrote:
             | But the make your own game games are saleable games. Or at
             | least they will be with enough AI. The Roblox minecraft for
             | example is super realistic.
        
           | dexwiz wrote:
           | The platform layer of the "make your own game" game is always
           | too heavy and too limited to compete with a dedicated engine
           | in the long run. Also the monetization strategy is bad for
           | professionals.
        
           | angra_mainyu wrote:
           | I couldn't disagree more. RPGMaker didn't kill RPGs,
           | Unity/Godot/Unreal didn't kill games, Minecraft didn't kill
           | games, and Renpy didn't kill VNs.
           | 
           | Far more people prefer playing games than making them.
           | 
           | We'll probably see a new boom of indie games instead. Don't
           | forget, a large part of what makes the gaming experience
           | unique is the narrative elements, gameplay, and aesthetics -
           | none of which are easily replaceable.
           | 
           | This empowers indie studios to hit a faster pace on one of
           | the most painful areas of indie game dev: asset generation
           | (or at least for me as a solo dev hobbyist).
        
             | stuckinhell wrote:
             | Sorry I guess I wasn't clear. None of those things made
             | games automatically. The future is buying a game making
             | game, and saying I want a zelda clone but funnier.
             | 
             | The ai game framework handles the full game creation
             | pipeline.
        
               | CaptainFever wrote:
               | The issue with that is that it probably produces generic-
               | looking games, since the AI can't read your mind. See
               | ChatGPT or SD for example, if you just say "write me a
               | story about Zelda but funnier" it will do it, but it's
               | the blandest possible story. To truly make it good
               | requires a lot of human intention and direction (i.e.
               | soul), typically drawn from our own human experiences and
               | emotions.
        
               | stuckinhell wrote:
               | Then I'll just update my prompt to Zelda but funnier like
               | Curb Your Enthusiasm style humor.
        
           | Vegenoid wrote:
           | There are more amazing, innovative and interesting indie
           | games being created now than ever before. There's just also
           | way more indie games that aren't those things.
        
       | airstrike wrote:
       | This is revolutionary
        
       | shaileshm wrote:
       | This is what a truly revolutionary idea looks like. There are so
       | many details in the paper. Also, we know that transformers can
       | scale. Pretty sure this idea will be used by a lot of companies
       | to train the general 3D asset creation pipeline. This is just too
       | great.
       | 
       | "We first learn a vocabulary of latent quantized embeddings,
       | using graph convolutions, which inform these embeddings of the
       | local mesh geometry and topology. These embeddings are sequenced
       | and decoded into triangles by a decoder, ensuring that they can
       | effectively reconstruct the mesh."
       | 
       | This idea is simply beautiful and so obvious in hindsight.
       | 
       | "To define the tokens to generate, we consider a practical
       | approach to represent a mesh M for autoregressive generation: a
       | sequence of triangles."
       | 
       | More from paper. Just so cool!
        
         | tomcam wrote:
         | Can someone explain quantized embeddings to me?
        
           | _hark wrote:
           | NNs are typically continuous/differentiable so you can do
           | gradient-based learning on them. We often want to use some of
           | the structure the NN has learned to represent data
           | efficiently. E.g., we might take a pre-trained GPT-type
           | model, and put a passage of text through it, and instead of
           | getting the next-token prediction probability (which GPT was
           | trained on), we just get a snapshot of some of the
           | activations at some intermediate layer of the network. The
           | idea is that these activations will encode semantically
           | useful information about the input text. Then we might e.g.
           | store a bunch of these activations and use them to do
           | semantic search/lookup to find similar passages of text, or
           | whatever.
           | 
           | Quantized embeddings are just that, but you introduce some
           | discrete structure into the NN, such that the representations
           | there are not continuous. A typical way to do this these days
           | is to learn a codebook VQ-VAE style. Basically, we take some
           | intermediate continuous representation learned in the normal
           | way, and replace it in the forward pass with the nearest
           | "quantized" code from our codebook. It biases the learning
           | since we can't differentiate through it, and we just pretend
           | like we didn't take the quantization step, but it seems to
           | work well. There's a lot more that can be said about why one
           | might want to do this, the value of discrete vs continuous
           | representations, efficiency, modularity, etc...
        
             | enjeyw wrote:
             | If you're willing, I'd love your insight on the "why one
             | might want to do this".
             | 
             | Conceptually I understand embedding quantization, and I
             | have some hint of why it works for things like WAV2VEC -
             | human phonemes are (somewhat) finite so forcing the
             | representation to be finite makes sense - but I feel like
             | there's a level of detail that I'm missing regarding whats
             | really going on and when quantisation helps/harms that I
             | haven't been able to gleam from papers.
        
               | visarga wrote:
               | Maybe it helps to point out that the first version of
               | Dall-E (of 'baby daikon radish in a tutu walking a dog'
               | fame) used the same trick, but they quantized the image
               | patches.
        
               | topwalktown wrote:
               | Quantization also works as regularization; it stops the
               | neural network from being able to use arbitrarily complex
               | internal rules.
               | 
               | But really it's only really useful if you absolutely need
               | to have a discrete embedding space for some sort of
               | downstream usage. VQVAEs can be difficult to get to
               | converge, they have problems stemming from the
               | approximation of the gradient like codebook collapse
        
         | hedgehog wrote:
         | Another thing to note here is this looks to be around seven
         | total days of training on at most 4 A100s. Not all really
         | cutting edge work requires a data center sized cluster.
        
         | ganzuul wrote:
         | ...Is graph convolution matrix factorization by another name?
        
           | fjkdlsjflkds wrote:
           | No... a graph convolution is just a convolution (over a
           | graph, like all convolutions).
           | 
           | The difference from a "normal" convolution is that you can
           | consider arbitrary connectivity of the graph (rather than the
           | usual connectivity induced by a regular Euclidian grid), but
           | the underlying idea is the same: to calculate the result of
           | the operation at any single place (i.e., node), you need to
           | perform a linear operation over that place (i.e., node) and
           | its neighbourhood (i.e., connected nodes), the same way that
           | (e.g.) in a convolutional neural network, you calculate the
           | value of a pixel by considering its value and that of its
           | neighbours, when performing a convolution.
        
         | donpark wrote:
         | How does this differ from similar techniques previously applied
         | to DNA and RNA sequences?
        
         | legel wrote:
         | It's cool, it's also par for the field of 3D reconstruction
         | today. I wouldn't describe this paper as particularly
         | innovative or exceptional.
         | 
         | What do I think is really compelling in this field (given that
         | it's my profession)?
         | 
         | This has me star-struck lately -- 3D meshing from a single
         | image, a very large 3D reconstruction model trained on millions
         | of all kinds of 3D models... https://yiconghong.me/LRM/
        
         | godelski wrote:
         | > Also, we know that transformers can scale
         | 
         | Do we have strong evidence that other models don't scale or
         | have we just put more time into transformers?
         | 
         | Convolutional resnets look to scale on vision and language:
         | (cv) https://arxiv.org/abs/2301.00808, (cv)
         | https://arxiv.org/abs/2110.00476, (nlp)
         | https://github.com/HazyResearch/safari
         | 
         | MLPs also seem to scale: (cv) https://arxiv.org/abs/2105.01601,
         | (cv) https://arxiv.org/abs/2105.03404
         | 
         | I mean I don't see a strong reason to turn away from attention
         | as well but I also don't think anyone's thrown a billion
         | parameter MLP or Conv model at a problem. We've put a lot of
         | work into attention, transformers, and scaling these. Thousands
         | of papers each year! Definitely don't see that for other
         | architectures. The ResNet Strikes back paper is a great paper
         | for one reason being that it should remind us all to not get
         | lost in the hype and that our advancements are coupled. We
         | learned a lot of training techniques since the original ResNet
         | days and pushing those to ResNets also makes them a lot better
         | and really closes the gaps. At least in vision (where I
         | research). It is easy to railroad in research where we have
         | publish or perish and hype driven reviewing.
        
       | sram1337 wrote:
       | What is the input? Is it converting a text query like "chair" to
       | a mesh?
       | 
       | edit: Seems like mesh completion is the main input-output method,
       | not just a neat feature.
        
         | CamperBob2 wrote:
         | That's what I was wondering. From the diagram it looks like the
         | input is other chair meshes, which makes it somewhat less
         | interesting.
        
           | tayo42 wrote:
           | Really the hardest thing with art is details and usually
           | seperates good from bad. So if you can sketch what you want
           | roughly without skill and have the details generated, that's
           | extremely useful. And image to image with the existing
           | diffusion models is useful and popular.
        
             | nullptr_deref wrote:
             | I have no idea about your background when I am commenting
             | here. But these are my two cents.
             | 
             | NO. Details are mostly like icing on top of the cake. Sure,
             | good details make good art but it is not always the case.
             | True and beautiful art requires form + shape. What you are
             | saying is something visually appealing. So, the reason why
             | diffusion models feel so bland is because they are good
             | with details but do not have precise forms and shape.
             | Nowadays they are getting better, however, it still remains
             | an issue.
             | 
             | Form + shape > details is something they teach in Art 101.
        
           | treyd wrote:
           | There's also examples of tables, lamps, couches, etc in the
           | video.
        
         | all2 wrote:
         | You prompt this LLM using 3D meshes for it to complete, in the
         | same manner you use language to prompt language specific LLMs.
        
           | owenpalmer wrote:
           | That's what it seems like. Although this is not an LLM.
           | 
           | > Inspired by recent advances in powerful large language
           | models, we adopt a sequence-based approach to
           | autoregressively generate triangle meshes as sequences of
           | triangles.
           | 
           | It's only inspired by LLMs
        
             | adw wrote:
             | This is sort of a distinction without a difference. It's an
             | autoregressive sequence model; the distinction is how
             | you're encoding data into (and out of) a sequence of
             | tokens.
             | 
             | LLMs are autoregressive sequence models where the "role" of
             | the graph convolutional encoder here is filled by a BPE
             | tokenizer (also a learned model, just a much simpler one
             | than the model used here). That this works implies that you
             | can probably port this idea to other domains by designing
             | clever codecs which map their feature space into discrete
             | token sequences, similarly.
             | 
             | (Everything is feature engineering if you squint hard
             | enough.)
        
             | ShamelessC wrote:
             | The only difference is the label, really. The underlying
             | transformer architecture and the approach of using a
             | codebook is identical to a large language model. The same
             | approach was also used originally for image generation in
             | DALL-E 1.
        
         | anentropic wrote:
         | Yeah it's hard to tell.
         | 
         | It looks like the input is itself a 3D mesh? So the model is
         | doing "shape completion" (e.g. they show generating a chair
         | from just some legs)... or possibly generating "variations"
         | when the input shape is more complete?
         | 
         | But I guess it's a starting point... maybe you could use
         | another model that does worse quality text-to-mesh as the input
         | and get something more crisp and coherent from this one.
        
       | carbocation wrote:
       | On my phone so I've only read this promo page - could this
       | approach be modified for surface reconstruction from a 3D point
       | cloud?
        
       | kranke155 wrote:
       | My chosen profession (3D / filmmaking) feels like being in some
       | kind of combat trench at the moment. Both fascinating and scary
        
         | nextworddev wrote:
         | What do you ascertain the use case of this in your field? Does
         | it seem high quality? (I have no context)
        
           | zavertnik wrote:
           | I'm not a professional in VFX, but I work in television and
           | do a lot of VFX/3D work on the side. The quality isn't
           | amazing, but it looks like this could be the start of a
           | Midjourney-tier VFX/3D LLM, which would be awesome. For me,
           | this would help bridge the gap between having to use/find
           | premade assets and building what I want.
           | 
           | For context, building from scratch in a 3D pipeline requires
           | you to wear a lot of different hats (modeling, materials,
           | lighting, framing, animating, ect). It costs a lot of time to
           | get to not only learn these hats but also use them together.
           | The individual complexity of those skill sets makes it
           | difficult to experiment and play around, which is how people
           | learn with software.
           | 
           | The shortcut is using premade assets or addons. For instance,
           | being able to use the Source game assets in Source Filmmaker
           | combined with SFM using a familiar game engine makes it easy
           | to build an intuition with the workflow. This makes Source
           | Filmmaker accessible and its why theres so much content out
           | there made with it. So if you have gaps in your skillset or
           | need to save time, you'll buy/use premade assets. This comes
           | at a cost of control, but that's always been the tradeoff
           | between building what you want and building with what you
           | have.
           | 
           | Just like GPT and DALL-E built a bridge between building what
           | you want and building with what you have, a high fidelity GPT
           | for the 3D pipeline would make that world so much more
           | accessible and would bring the kind of attention NLE video
           | editing got in the post-Youtube world. If I could describe in
           | text and/or generate an image of a scene I want and have a
           | GPT create the objects, model them, generate textures, and
           | place them in the scene, I could suddenly just open blender,
           | describe a scene, and just experimenting with shooting in it,
           | as if I was playing in a sandbox FPS game.
           | 
           | I'm not sure if MeshGPT is the ChatGPT of the 3D pipeline,
           | but I do think this is kind of content generation is the
           | conduit for the DALL-E of video that so many people are
           | terrified and/or excited for.
        
             | gavinray wrote:
             | On an unrelated note, could I ask your opinion?
             | 
             | My wife is passionate about film/TV production and VFX.
             | 
             | She's currently in school for this but is concerned about
             | the difficulty of landing a job afterwards.
             | 
             | Do you have any recommendations on breaking into the
             | industry without work experience?
        
               | kranke155 wrote:
               | As a producer? Huh. That's such a great question.
               | 
               | I think producer roles are a little bit less ultra
               | competitive / scarce as they are actually jobs jobs where
               | you have to use excel and planning and budgeting.
               | 
               | Being a producer means being on the phone all the time,
               | negotiating, haggling, finding solutions where they don't
               | seem to exist.
               | 
               | Be it in TV, advertising or somewhere in the media space,
               | the common rule is that producers are mostly actually
               | terrible at their jobs, that's my experience in London.
               | So if she's really good and really dedicated and learns
               | the job of everyone on set, I'd say she has a shot.
               | 
               | The real secret to being good in filmmaking is learning
               | everyone else's job. Toyota Production System says if you
               | want to run a production line you have to know how it
               | works.
               | 
               | If she wants to do VFX production she could start doing
               | her own test scenes, learning basics in nuke and Blender,
               | even understanding the role of Houdini and how that
               | works.
               | 
               | If she does that - any company will be lucky to have her.
        
         | bsenftner wrote:
         | So you're probably familiar with the role of a Bidding
         | Producer; imagine the difficulty they are facing: on one side
         | they have filmmakers saying they just read so and so is now
         | created by AI, while that is news to the bidding producer and
         | their VFX/animation studio clients scrambling as everything
         | they do is new again.
        
         | sheepscreek wrote:
         | Perhaps one way to look at this could be auto-scaffolding. The
         | typical modelling and CAD tools might include this feature to
         | get you up and running faster.
         | 
         | Another massive benefit is composability. If the model can
         | generate a cup and a table, it also knows how to generate a cup
         | on a table.
         | 
         | Think of all the complex gears and machine parts this could
         | generate in the blink of an eye, while being relevant to the
         | project - rotated and positioned exact where you want it. Very
         | similar to how GitHub Copilot works.
        
         | worldsayshi wrote:
         | I don't see that LLM's have come that much further in 3D
         | animation than programming in this regard: It can spit out bits
         | and pieces that looks okay in isolation but a human need to
         | solve the puzzle. And often solving the puzzle means
         | rewriting/redoing most of the pieces.
         | 
         | We're safe for now but we should learn how to leverage the new
         | tech.
        
           | andkenneth wrote:
           | This is the "your job won't be taken away by AI, it will be
           | taken away by someone who knows how to leverage AI better
           | than you"
        
             | ChatGTP wrote:
             | Don't worry , the price of goods will be exponentially
             | cheaper, so you won't need a job /s
        
             | johnnyanmac wrote:
             | Probably, but isn't that how most if the technical fields
             | go? Software in particular moves blazing fast and you need
             | to adapt to the market quickly to be marketable.
        
           | adventured wrote:
           | > We're safe for now
           | 
           | Some are safe for several years (3-5), that's it. During that
           | time it's going to wreck the bottom tiers of employees and
           | progressively move up the ladder.
           | 
           | GPT and the equivalent will be extraordinary at programming
           | five years out. It will end up being a trivially easy task
           | for AI in hindsight (15-20 years out), not a difficult task.
           | 
           | Have you seen how far things like MidJourney, Dalle, Stable
           | Diffusion have come in just a year or two? It's moving
           | extremely fast. They've gone from generating stick figures to
           | realistic photographs in two years.
        
             | user432678 wrote:
             | Yeah, I'd better buy more wedding cakes in advance.
             | 
             | https://xkcd.com/605
        
             | ChatGTP wrote:
             | _GPT and the equivalent will be extraordinary at
             | programming five years out._
             | 
             | Being exceptional at programming isn't hard. Being
             | exceptional at listening to bullshit requirements for 5
             | hours a day is.
        
           | kranke155 wrote:
           | The reason AI generative tools are faster to become useful in
           | artistic areas is that in the arts you can take "errors" as
           | style.
           | 
           | Doesn't apply too much to mesh generation but was certainly
           | the case in image gen. Mistakes that wouldn't fly for a human
           | artist (hands) were just accepted as part of AIgen.
           | 
           | So these areas are much less strict about precision than
           | coding. Making these tools much more capable are replacing
           | artists in some tasks than CoPilot is for coders atm.
        
         | orbital-decay wrote:
         | I don't know, 3D CGI has already been moving at the breakneck
         | speed for the last three decades without any AI. Today's tools
         | are qualitatively different (sculpting, simulation, auto-
         | rigging etc etc etc).
        
           | kranke155 wrote:
           | 3D CGI has gotten faster, but I haven't seen any qualitative
           | jump for quite some time.
           | 
           | IMO the last time a major tech advance was visible was Davy
           | Jones on the Pirates films. That was a fully photorealistic
           | animated character that was plausible as a hero character in
           | a major feature. That was a breakthrough. After that a lot of
           | refinement and speeding up.
           | 
           | This is different. I have some positivity about it, but it's
           | getting hard to keep track of everything that's going on tbh.
           | Every week it's a new application and every few months it's
           | some quantum leap.
           | 
           | Like others said, Midjourney and DallE are essentially
           | photorealistic.
           | 
           | It seems to me that the next step is generative AI creating
           | better and better assets.
           | 
           | And then of course you have video generation which is
           | happening as well...
        
             | orbital-decay wrote:
             | Both DE3 and MJ are essentially toys for single random
             | pictures, unusable in a professional setting. DALL-E in
             | particular has really bad issues with quality, and while it
             | follows the prompt well it also rewrites it so it's barely
             | controllable. Midjourney is RLHF'd to death.
             | 
             | What you want for asset creation is not photorealism, but
             | style and concept transfer, multimodal controllability
             | (text alone is terrible at expressing artistic intent), and
             | tooling. And tooling isn't something that is developed
             | quickly (although there were several rapid breakthroughs in
             | the past, for example ZBrush).
             | 
             | Most of the fancy demos you hear about sound good on paper,
             | but don't really go anywhere. Academia is throwing shit at
             | the wall to see what sticks, this is its purpose,
             | especially when practice is running ahead of theory. It's
             | similar to building airplanes before figuring out
             | aerodynamics (which happened long ago): watching a heavier-
             | than-air thing fly is amazing, until you realize it's not
             | very practical in the current form, or might even kill its
             | brave inventor who tried to fly it.
             | 
             | If you look at the field closely, most of the progress in
             | visual generative tooling happens in the open source
             | community; people are trying to figure out what works in
             | real use and what doesn't. Little is being done in big
             | houses, at least publicly and for now, as they're more
             | interested in a DC-3 than a Caproni Ca.60. The change is
             | really incremental and gradual, similarly to the current
             | mature state of 3D. Paradigms are different but they are
             | both highly technical and depend on academic progress. Once
             | it matures, it's going to become another skill-demanding
             | field.
        
               | kranke155 wrote:
               | With respect, I disagree with almost everything you said.
               | 
               | The idea that somehow "AI isn't art directable" is one I
               | keep hearing, but I remain unconvinced this is somehow an
               | unsolvable problem.
               | 
               | The idea that AIgen is unusable at the moment for
               | professional work doesn't hold up to my experience since
               | I now regularly use Photoshop's gen feature.
        
               | ChatGTP wrote:
               | You can remain unconvinced but it's somewhat true.
               | 
               | I can keep writing prompts for DE3 or similar until it
               | gives me something like what I want, but the problem is,
               | there are often subtle but important mistakes in many
               | images that are generated.
               | 
               | I think it's really good at portraits of people, but for
               | anything requiring complex lighting, representation of
               | real world situations or events, I don't think it's ready
               | yet, unless we're ready to just write prompts, click
               | buttons and just accept what we receive in return.
        
               | kranke155 wrote:
               | It's absolutely not ready yet for sure.
               | 
               | Midjourney already has tools that allow you to select
               | parts of the image to regenerate with new prompts,
               | Photoshop-style. The tools are being built, even if a bit
               | slowly, to make these things useful.
               | 
               | I could totally see creating Matte paintings through
               | Midjourney for indie filmmaking soon, and for tiny budget
               | films using a video generative tool to make let's say
               | zombies in the distance seems within reach now or very
               | soon. Slowly for some kind of VFX I think AI will start
               | being able to replace the human element.
        
               | orbital-decay wrote:
               | Photoshop combined with Firefly is exactly the rare kind
               | of good tooling I'm talking about. In/outpainting was
               | found to be working for creatives in practice, and got
               | added to Photoshop.
               | 
               |  _> The idea that somehow "AI isn't art directable" is
               | one I keep hearing, but I remain unconvinced this is
               | somehow an unsolvable problem._
               | 
               | That's not my point. AI _can be_ perfectly directable and
               | usable, just not in the specific form DE3 /MJ do it. Text
               | prompts alone don't have enough semantic capacity to
               | guide it for useful purposes, and the tools they have
               | (img2img, basic in/outpainting) aren't enough for
               | production.
               | 
               | In contrast, Stable Diffusion has a myriad of non-textual
               | tools around it right now - style/concept/object transfer
               | of all sorts, live painting, skeleton-based character
               | posing, neural rendering, conceptual sliders that can be
               | created at will, lighting control, video rotoscoping,
               | etc. And plugins for existing digital painting and 3D
               | software leveraging all this witchcraft.
               | 
               | All this is extremely experimental and janky right now.
               | It will be figured out in the upcoming years, though. (if
               | only community's brains weren't deep fried by porn...)
               | This is exactly the sort of tooling the industry needs to
               | get shit done.
        
               | kranke155 wrote:
               | Ah ok yes I agree. How many years is really the million
               | dollar question. I've begun to act as if it's around 5
               | years and sometimes I think I'm being too conservative.
        
       | trostaft wrote:
       | Seems like the bibtex on the page is broken? Or might just be an
       | extension of mine.
        
       | alexose wrote:
       | It sure feels like every remaining hard problem (i.e., the ones
       | where we haven't made much progress since the 90s) is in line to
       | be solved by transformers in some fashion. What a time to be
       | alive.
        
       | mclanett wrote:
       | This is very cool. You can start with an image, generate a mesh
       | for it, render it, and then compare the render to the image.
       | Fully automated training.
        
         | de6u99er wrote:
         | continous training
        
       | j7ake wrote:
       | I love this field. Paper include a nice website, examples, and
       | videos.
       | 
       | So much more refreshing than the dense abstract, intro, results
       | paper style.
        
       | valine wrote:
       | Even if this is "only" mesh autocomplete, it is still massively
       | useful for 3D artists. There's a disconnect right now between how
       | characters are sculpted and how characters are animated. You'd
       | typically need a time consuming step to retopologize your model.
       | Transformer based retopology that takes a rough mesh and gives
       | you clean topology would be a big time saver.
       | 
       | Another application: take the output of your gaussian splatter or
       | diffusion model and run it through MeshGPT. Instant usable assets
       | with clean topology from text.
        
         | toxik wrote:
         | What you have to understand is that these methods are very
         | sensitive to what is in distribution and out of distribution.
         | If you just plug in user data, it will likely not work.
        
         | mattigames wrote:
         | Lol for 3D artists, this will be used 99% by people who have
         | have never created a mesh by hand in their lifes; to replace
         | their need to hire a 3D artist: programmers who don't want (or
         | can't) pay a designer, architects who never learned nothing
         | other than CAD, fiver "jobs", et al
         | 
         | I don't think people here realize how are we inching to
         | automating the automation itself, and the programmers who will
         | be able to make a living out of this will be a tiny fraction of
         | those who can make a living out of it today.
        
         | bradleyishungry wrote:
         | sorry to tell you, but there's no way anything will be
         | generating clean topology for characters for a long long time.
        
           | valine wrote:
           | There's no shortage of 3D mesh data to train on. Who to say
           | scaling up the parameter count won't allow for increasingly
           | intricate topology the same way scaling language models
           | improved reading comprehension.
        
       | toxik wrote:
       | This was done years ago, with transformers. It was then dubbed
       | Polygen.
        
         | Sharlin wrote:
         | You might want to RTFA. Polygen and other prior art are
         | mentioned. This approach is superior.
        
           | toxik wrote:
           | I read the article. It has exactly the same limitations as
           | Polygen from what I can tell.
        
             | dymk wrote:
             | Their comparison against PolyGen looks like it's a big
             | improvement. What are the limitations that this has in
             | common with PolyGen that make it still not useful?
        
               | toxik wrote:
               | I don't think it's as widely applicable as they try to
               | make it seem. I have worked specifically with PolyGen,
               | and the main problem is "out of distribution" data.
               | Basically anything you want to do will likely be outside
               | the training distribution. This surfaces as sequencing.
               | How do you determine which triangle or vertex to place
               | first? Why would a user do it that way? What if I want to
               | draw a table with the legs last? Cannot be done. The
               | model is autoregressive.
        
         | GaggiX wrote:
         | First, you use the word "transformers" to mean "autoregressive
         | models", they are not synonymous, second, this model beats
         | Polygen on every metric, it's not even close.
        
       | mlsu wrote:
       | The next breakthrough will be the UX to create 3d scenes in front
       | of a model like this, in VR. This would basically let you
       | _generate_ a permanent, arbitrary 3D environment, for any
       | environment for which we have training data.
       | 
       | Diffusion models could be used to generate textures.
       | 
       | Mark is right and so so early.
        
         | ShamelessC wrote:
         | Mark?
         | 
         | edit: Oh, _that_ Mark? lol okay
         | 
         | edit edit: Maybe credit Lecun or something? Mark going all in
         | on the metaverse was definitely not because he somehow
         | predicted deep learning would take off. Even the people who
         | trained the earliest models weren't sure how well it would
         | work.
        
       | amelius wrote:
       | Is this limited to shapes that have mostly flat faces?
        
       | catapart wrote:
       | Dang, this is getting so good! Still got a ways to go, with the
       | weird edges, but at this point, that feels like 'iteration
       | details' rather than an algorithmic or otherwise complex problem.
       | 
       | It's really going to speed up my pipeline to not have to pipe all
       | of my meshes into a procgen library with a million little mesh
       | modifiers hooked up to drivers. Instead, I can just pop all of my
       | meshes into a folder, train the network on them, and then start
       | asking it for other stuff in that style, knowing that I won't
       | have to re-topo or otherwise screw with the stuff it makes,
       | unless I'm looking for more creative influence.
       | 
       | Of course, until it's all the way to that point, I'm still better
       | served by the procgen; but I'm very excited by how quickly this
       | is coming together! Hopefully by next year's Unreal showcase,
       | they'll be talking about their new "Asset Generator" feature.
        
         | truckerbill wrote:
         | Do you have a recommended procgen lib?
        
           | catapart wrote:
           | Oh man, sorry, I wish! I've been using cobbled together bits
           | of python plugins that handle Blender's geometry nodes, and
           | the geometry scripts tools in Unreal. I haven't even ported
           | over to their new proc-gen tools, which I suspect can be
           | pretty useful.
        
       | circuit10 wrote:
       | Can this handle more organic shapes?
        
       | LarsDu88 wrote:
       | As a machine learning engineer who dabbles with Blender and hobby
       | gamedev, this is pretty impressive, but not quite to the point of
       | being useful in any practical manner (as far as the limited
       | furniture examples are concerned.
       | 
       | A competent modeler can make these types of meshes in under 5
       | minutes, and you still need to seed the generation with polys.
       | 
       | I imagine the next step will be to have the seed generation
       | controlled by an LLM, and to start adding image models to the
       | autoregressive parts of the architecture.
       | 
       | Then we might see truly mobile game-ready assets!
        
         | th0ma5 wrote:
         | This is a very underrated comment... As with any tech demo, I'd
         | they don't show it, it can't do it. It is very very easy to
         | imagine a generalization of these things to other purposes,
         | which, if it could do it, would be a different presentation.
        
           | rawrawrawrr wrote:
           | It's research, not meant for commercialization. The main
           | point is in the process, not necessarily the output.
        
             | th0ma5 wrote:
             | What? If the research doesn't show it, it can't do it, is
             | my point, or else they would've put it in their research.
        
         | empath-nirvana wrote:
         | > A competent modeler can make these types of meshes in under 5
         | minutes.
         | 
         | I don't think this general complaint about AI workflows is that
         | useful. Most people are not a competent <insert job here>. Most
         | people don't know a competent <insert job here> or can't afford
         | to hire one. Even something that takes longer than a
         | professional do at worse quality for many things is better than
         | _nothing_ which is the realistic alternative for most people
         | who would use something like this.
        
           | cannonpalms wrote:
           | Is the target market really "most people," though? I would
           | say not. The general goal of all of this economic investment
           | is to improve the productivity of labor--that means first and
           | foremost that things need to be useful and practical for
           | those trained to make determinations such as "useful" and
           | "practical."
        
             | taneq wrote:
             | Millions of people generating millions of images (some of
             | them even useful!) using Dall-E and Stable Diffusion would
             | say otherwise. A skilled digital artist could create most
             | of these images in an hour or two, I'd guess... but 'most
             | people' certainly could not, and it turns out that these
             | people really want to.
        
               | reubenmorais wrote:
               | Are those millions of people actually creating something
               | of lasting value, or just playing around with a new toy?
        
               | Filligree wrote:
               | Is there a problem with the latter?
        
               | willy_k wrote:
               | A lot, but how many people will start with the latter but
               | find themselves (capable of) doing the former?
        
           | chefandy wrote:
           | > I don't think this general complaint about AI workflows is
           | that useful
           | 
           | Maybe not to you, but it's useful if you're in these fields
           | professionally, though. The difference between a neat
           | hobbyist toolkit and a professional toolkit has gigantic
           | financial implications, even if the difference is minimal to
           | "most people."
        
             | ajuc wrote:
             | Linux vs Unix. Wikipedia vs Britannica. GCC vs Intel
             | compiler. Good enough free hobby toy beats expansive
             | professional tools given enough hobbysts.
        
               | johnnyanmac wrote:
               | 1. they don't beat them outight. It's simply more
               | accessible.
               | 
               | 2. those "hobbyists" in all examples are in fact
               | professionals now. That's why they could scale up.
        
               | chefandy wrote:
               | First, we're talking about the state of the technology
               | and what it can produce, not the fundamental worthiness
               | of the approach. Right now, it's not up to the task. In
               | the earliest phases of those technologies, they also
               | weren't good enough for for professional use cases.
               | 
               | Secondly, the number of hobbyists only matters if you're
               | talking about hobbyists that develop the technology-- not
               | hobbyists that _use_ the technology. Until those tools
               | are good enough, you could have every hobbyist on the
               | planet collectively attempting to make a Disney-quality
               | character model with tools that aren 't capable of doing
               | so and it wouldn't get much closer to the requisite
               | result than a single hobbyist doing the same.
        
               | stuckinhell wrote:
               | Blender is an another good example
        
               | hutzlibu wrote:
               | Blender was a professional tool from the start. The
               | company behind it went insolvent ... and with
               | crowdfunding the source could be freed.
        
               | chefandy wrote:
               | Right-- being open source doesn't automatically mean it's
               | an amateur tool or has its roots in a collective hobbyist
               | effort.
        
           | johnnyanmac wrote:
           | >Most people don't know a competent <insert job here> or
           | can't afford to hire one
           | 
           | May be relevant in the long run, but it'll probably be 5+
           | years before this is commercially available. And it won't be
           | cheap either, so out of the range of said people who can't
           | hire a competent <insert job here>
           | 
           | That's why a lot of this stuff is pitched to companies with
           | competent people instead of offered as a general product to
           | download.
        
             | hipadev23 wrote:
             | > but it'll probably be 5+ years before this is
             | commercially available
             | 
             | I think you should look at the progress of image, text, and
             | video generation over the past 12 months and re-asses your
             | timeline prediction.
        
               | johnnyanmac wrote:
               | Availability =/= viability. I'm sure as we speak some
               | large studios are already leveraging this work or are
               | close to leveraging it.
               | 
               | But this stuff trickles down to the public very slowly.
               | Because indies aren't a good audience to sell what is
               | likely an expensive tech that is focused on mid-large
               | scale production.
        
               | willy_k wrote:
               | Yes but no, none of that really describes current
               | development.
        
               | johnnyanmac wrote:
               | perhaps, but I was responding to
               | 
               | >Most people are not a competent <insert job here>. Most
               | people don't know a competent <insert job here> or _can
               | 't afford to hire one._
               | 
               | emphasis mine. Affordability doesn't have much to do with
               | capabilities, but it is a strong factor to consider for
               | an indie dev. Devs in fields (games, VFX) that don't
               | traditionally pay well to begin with.
        
               | LarsDu88 wrote:
               | I have no doubt that 3d modeling will become commodified
               | in the same way that art has with the dawn of AI art
               | generation over the past year.
               | 
               | I honestly think we'll get there within 18 months.
               | 
               | My skepticism is whether the technique described here
               | will be the basis of what people will be using in ~2
               | years to replace their low level static 3d asset
               | generation.
               | 
               | There are several techniques out there, leveraging
               | different sources of data right now. This looks like a
               | step in the right direction, but who knows.
        
             | jamilton wrote:
             | Is there a reason to expect it'd be significantly more
             | expensive than current-gen LLM? Reading the "Implementation
             | Details" section, this was done with GPT2-medium, and
             | assuming running it is about as intensive as the original
             | GPT2, it can be run (slowly) on a regular computer, without
             | a graphics card. Seems reasonable to assume future versions
             | will be around GPT-3/4's price.
        
               | 22c wrote:
               | Agreed! There's also no way this is 5 years away from
               | being viable.
               | 
               | I just checked the timestamps on my Dall-E Mini generated
               | images. They're dated June 2022
               | 
               | This is what people were doing on commodity hardware back
               | then:
               | 
               | https://cdn-
               | uploads.huggingface.co/production/uploads/165537...
               | 
               | This is what people are doing on commodity hardware now:
               | 
               | https://civitai.com/images/3853761
               | 
               | I'm not even going to try to predict what we'll be able
               | to do in 2 years time; even when accounting for the
               | current GenAI hype/bubble!
        
               | johnnyanmac wrote:
               | Perhaps not, but it begs the question of if GPT is
               | affordable for a dev to begin with. I don't know how they
               | would monetize this sort of work so it's hard to say. But
               | making game models probably requires a lot more
               | processing power than generating text or static images.
        
             | stuckinhell wrote:
             | The open source art ai community is far more mature than
             | people think.
        
               | johnnyanmac wrote:
               | 2d, maybe. 3D, I haven't seen anything close to a game
               | ready asset.
        
         | Kaijo wrote:
         | The mesh topology here would see these rejected as assets for
         | in basically any professional context. A competent modeler
         | could make much higher quality models, more suited to texturing
         | and deformation, in under five minutes. A speed modeler could
         | make the same in under a minute. And a procedural system in
         | something like Blender geonodes can already spit out an endless
         | variety of such models. But the pace of progress is staggering.
        
           | johnnyanmac wrote:
           | I see it as a black triangle[0] more than anything else.
           | Sounds like a really good first step that will scale to stuff
           | that would take even a good modeler days to produce. That's
           | where the real value will start to be seen.
           | 
           | [0]: https://rampantgames.com/blog/?p=7745
        
         | GaggiX wrote:
         | A simple next step would be to simply scale the model, make it
         | bigger, and train it on millions of images in the wild.
        
         | hipadev23 wrote:
         | > A competent modeler can make these types of meshes in under 5
         | minutes
         | 
         | Sweet. Can you point me to these modelers who work on-demand
         | and bill for their time in 5 minute increments? I'd love to be
         | able to just pay $1-2 per model and get custom <whatever>
         | dropped into my game when I need it.
        
           | dvngnt_ wrote:
           | they said competent though no cheap
        
             | quickthrower2 wrote:
             | but the AI will be cheap. $1 per model would be the OpenAI
             | wrapper's price. Let alone the wholesale price.
        
             | bufferoverflow wrote:
             | There's no competent modeler that can produce 12 models per
             | hour for 8 hours a day, let alone 24/7.
             | 
             | Sure, you can probably demo your skills on one such model,
             | but to do it consistently non-stop is a fantasy.
        
         | Art9681 wrote:
         | Just like a competent developer can use LLMs to bootstrap
         | workflows, a competent model will soon have tools like this as
         | part of their normal workflow. A casual user would be able to
         | do things that they otherwise wouldnt have been able to. But an
         | expert in the ML model's knowledge domain can really make it
         | shine.
         | 
         | I really believe that the more experienced you are in a
         | particular use case, the more use you can get out of an ML
         | model.
         | 
         | Unfortunately, it's those very same people that seem to be the
         | most resistant to adopting this without really giving it the
         | practice required to get somewhere useful with it. I suppose
         | part of the problem is we expect it to be a magic wand. But
         | it's really just the new PhotoShop, or Blender, or Microsoft
         | Word, or PowerPoint ...
         | 
         | Most people open those apps, click mindleslly for a bit,
         | promptly leave never to return. And so it is with "AI".
        
           | eropple wrote:
           | I think eventually it may settle into what you describe. I
           | don't think it's guaranteed, and I fear that there will be a
           | pretty huge amount of damage done before that by the hype
           | freaks whose real interest isn't in making artists more
           | productive, but in rendering them (and other members of the
           | actually-can-do-a-thing creative class) _unemployed_.
           | 
           | The pipeline problem also exists: if you need to still have
           | the skillsets you build up through learning the craft, you
           | still need to have avenues to learn the craft--and the people
           | who already have will get old eventually.
           | 
           | There's a golden path towards a better future for everybody
           | out of this, but a lot of swamps to drive into instead
           | without careful forethought.
        
         | WhitneyLand wrote:
         | As I understand it their claim is more about efficiency and
         | quality.
         | 
         | Being able to model something - is way different from being
         | able to do it in the least amount of triangles and/or without
         | losing details.
        
           | stuckinhell wrote:
           | Until you create an AI to do those other parts too. (There is
           | an AI being tested right now that tries to do that in the
           | game dev community)
        
         | esperent wrote:
         | > A competent modeler can make these types of meshes in under 5
         | minutes
         | 
         | It's not about competent modellers, any more than SD is for
         | expert artists.
         | 
         | It's about giving tools to the non-experts. And also about
         | freeing up those competent modellers to work on more
         | interesting things than the 10,000 chair variants needed for
         | future AAA games. They can work on making unique and
         | interesting characters instead, or novel futuristic models that
         | aren't in the training set and require real imagination
         | combined with their expertise.
        
           | adventured wrote:
           | Like most of the generative AI space, it'll eliminate
           | something like the bottom half of modelers, and turn them
           | into lower paid prompt wizards. The top half will become
           | combo modelers / prompt wizards, using both skillsets as
           | needed.
           | 
           | Prompt wizard hands work off to the finisher/detailer.
           | 
           | It'll boost productivity and lead to higher quality finished
           | content. And you'll be able to spot when a production -
           | whether video game or movie - lacks a finisher (relying just
           | on generation by prompt). The objects won't have that higher
           | tier level of realism or originality.
        
           | boppo1 wrote:
           | >freeing up those competent modellers to work on more
           | interesting things than the 10,000 chair variants needed for
           | future AAA games. They can work on making unique and
           | interesting characters instead, or novel futuristic models
           | that aren't in the training set and require real imagination
           | combined with their expertise.
           | 
           | Or flipping burgers at McDonald's!
           | 
           | There are only so many games that the market can support, and
           | in those, only so many unique characters[0] that are
           | required. We're pretty much at saturation already.
           | 
           | [0]Not to mention that if AI can generate chairs, from what
           | we have seen from Dall-E & SDXL, it can generatte characters
           | too. Less great than human generated ones? Sure, but it's
           | clear that big boys like Bethesda and Activision do not care.
        
         | eurekin wrote:
         | I can imagine one usecase, in a typical architecture design,
         | where the architect creates a design and always faces this
         | stumbling block, when wanting to make it look as lively as
         | possible: sprinkling a lot of convincing assets everywhere.
         | 
         | As they are generated, variations are much easier to come by
         | easier, than buying a couple asset packs.
        
       | frozencell wrote:
       | Not reproducible with code = Not research.
        
       | beebeepka wrote:
       | Games and pretty much any other experience being generated by AI
       | is obvious to anyone paying attention at this point. But how
       | would it work. Are current ai generated images and videos using
       | rasterisation? Will they use rasterisation, path tracing or any
       | other traditional rendering technique, or is will it be an
       | entirely different thing.
        
         | wolfgang805 wrote:
         | Why would a video or an image, something generated without a
         | mesh, be using rasterization?
        
           | beebeepka wrote:
           | If it's faster to generate? I don't know, that's what I am
           | asking
        
       | KyleLewis wrote:
       | Cant wait for the "multimodal" version that can take a written
       | description and generate meshes
        
       | m3kw9 wrote:
       | So you train it with vector sequences that represent furnitures
       | and it predicts the next token(triangles), so how is this
       | different from it ChatGPT was trained with the same sequences and
       | can output all the 3d locations and trangle size/lengths in
       | sequence and have a 3d program piece it together?
        
       | btbuildem wrote:
       | This is fantastic! You can broad-strokes sketch the key strokes
       | of the shape you want, and this will generate some "best" matches
       | around that.
       | 
       | What I really appreciate about this is that they took the concept
       | (transformers) and applied it in a quite different-from-usual
       | domain. Thinking outside of the (triangulated) box!
        
       | Stevvo wrote:
       | Fantastic, but still useless from a professional perspective.
       | i.e. A mesh that represents a cube as 12 triangles is a better
       | prestation of the form than previous efforts, but barely more
       | usable.
       | 
       | Whilst it might not be the solution I'm waiting for, I can now
       | see it as possible. If an AI model can handle traingles, it might
       | handle edge loops and NURBS curves.
        
       | BrokrnAlgorithm wrote:
       | I'm not a 3D artist, but why are we still, for lack of a better
       | word, "stuck" with having / wanting to use simple meshes? I
       | appreciate the simplicity, but isn't this an unnecessary
       | limitation of mesh generation? It feels like an approach that
       | imitates the constraints of having both limited hardware and
       | artist resources. Shouldn't AI models help us break these
       | boundaries?
        
         | ipsum2 wrote:
         | We're not stuck on meshes. Check out neural radiance fields as
         | an alternative.
        
           | fireant wrote:
           | My understanding is that it's quite hard to make convex
           | objects with radiance fields, right? For example the
           | furniture in OP would be quite problematic.
           | 
           | We can create radiance fields with photogrammetry, but IMO we
           | need much better algorithms for transforming these into high
           | quality triangle meshes that are usable in lower triangle
           | budget media like games.
        
             | BrokrnAlgorithm wrote:
             | "Lower triangle budget media" is what I wonder if its still
             | a valid problem. Modern game engines coupled with modern
             | hardware can already render insane number of triangles. It
             | feels like the problem is rather in engines not handling
             | LOD correctly (see city skylines 2), although stuff like
             | UE5 nanite seems to have taken the right path here.
             | 
             | I suppose though there is a case for AI models for example
             | doing what nanite does entirely algorithmically and
             | research like this paper may come in handy there.
        
           | BrokrnAlgorithm wrote:
           | I was referring to being stuck with having to create simple /
           | low tri polygonal meshes as opposed to using complex poly
           | meshes such as photogrammetry would provide. The paper
           | specifically addresses clean low poly meshes as opposed to
           | what they call complex iso surfaces created by photogrammetry
           | and other methods
        
             | hackerlight wrote:
             | Lots of polys is bad for performance. For a flat object
             | like a table you want that to be low poly. Parallax can
             | also help to give a 3D look without increasing poly count.
        
       | DeathArrow wrote:
       | So maybe in a few years we can ask AI to generate a level or
       | entire game.
        
       | wolfgang805 wrote:
       | It would be nice to be see work and be part of a field that did
       | work that humans could not do, instead of creating work that just
       | replaces what humans already know how to do.
        
       | Mizza wrote:
       | Great work. But I don't get from the demo how it knows what
       | object to autocomplete the mesh with - if you give it four posts
       | as an input, how does it know to autocomplete as a table and not
       | a dog?
       | 
       | So maybe the next step is something like CLIP, but for meshes?
       | CLuMP?
        
       | jhiggins777 wrote:
       | Really cool, but in 3d modeling triangles are a "no no". You are
       | taught early on to design in quads.
        
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