[HN Gopher] Trellis - 3D mesh generative model
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Trellis - 3D mesh generative model
Author : tarr11
Score : 119 points
Date : 2024-12-09 19:19 UTC (3 hours ago)
(HTM) web link (trellis3d.github.io)
(TXT) w3m dump (trellis3d.github.io)
| tarr11 wrote:
| Saw this submitted a few days ago [0], but it's a very impressive
| demo and would like to see it get discussed here.
|
| [0] https://news.ycombinator.com/item?id=42342557
| vessenes wrote:
| Um, wowowow. This is a huge leap forward in 3D Asset generation.
| I'm downloading it right now. This feels like a combination of
| ergonomics - pulling together multiple somewhat janky workflows -
| better training data - and solid architecture innovation. Thanks
| Microsoft, seriously. I'm looking forward to playing with this.
| airstrike wrote:
| Wow, these look amazing. I'm a layman, but I think this is what
| everyone's been thinking about ever since the first NeRF demos?
|
| EDIT: I went looking for those threads and found my own comment
| wishing for this 5 years ago
| https://news.ycombinator.com/item?id=22642628
|
| The next step is to automatically add "nodes" to the 3D images
| where the model can pivot, rotate and whatnot and then boom, you
| have on-demand animated, interactive content.
|
| Feed it some childhood photos and recreate your memories. Add an
| audio sample from a loved one and have them speak to you. Drop
| into VR with noise-cancelling headphones for extra immersion.
| Coming soon! Click here to join the "Surrender Reality" waitlist
| movedx wrote:
| I'm interested to see how this affects 3D artists in game
| development studios. Will those studios use these tools and
| keep their artists, allowing them to push out more and more
| content, faster, and easier, or just keep a bunch of artists
| around, drop the other 80% of them, and use the tools to
| _replace_ those artists?
| pfisch wrote:
| Last time I looked at these the lighting was in the textures,
| also the meshes were asymmetrical and insane. Not usable by a
| game dev studio.
| bilbo0s wrote:
| These models will get better. And in answer to the previous
| question, of course they will get rid of artists. They will
| keep just enough to do the work necessary with the help of
| generative models, and let go of the rest.
|
| The rest of the artists are not dumb, and they have a lot
| of talent. I'm sure many of them will use the same models
| to come up with their own games.
|
| How this whole thing will play out is anyone's guess. Long
| term, I'm hoping for new _types_ of jobs to come into
| being. But who can say?
| TacticalCoder wrote:
| > ... and then boom, you have on-demand animated, interactive
| content.
|
| And in addition to that it's also useful for rending still
| pictures. 2D generated images by AI so far have incorrect
| lighting and many errors. Once it's a 3D scene rendered by
| something like Blender (which is free), it's going to look
| flawless: lighting is going to be correct (and configurable)
| and all the little details that are wrong are going to be
| easily fixed.
|
| We already have insanely powerful tools and apparently from
| here it's only going to get way more powerful real quick.
| sangnoir wrote:
| > The next step is to automatically add "nodes" to the 3D
| images where the model can pivot, rotate and whatnot and then
| boom, you have on-demand animated, interactive content
|
| My gut says a 3D engine + this would be a superior solution to
| the current approach of rendering rasterized video directly
| from the latents (coincidentally, Sora got released today).
|
| It may not be tractable to train a network to rig and animate
| meshes, as well as setting up an entire scene to be a "digital
| twin" of random videos, bit I imagine such a set up would have
| finer-grained control over the created video while keeping
| everything else in it the unchanged
| kfarr wrote:
| Hey this is actually really good, one of the best image to 3D
| models I've seen so far. From an image of a bollard I was able to
| generate a pretty good mesh. The GLB as generated was 1.2MB,
| after compression I got it down to 35kb (!) and the fidelity is
| good enough for most projects.
| summarity wrote:
| Pretty amazing. Scale consistency is an issue looking at the
| scene examples, but for one-off or background assets, pretty
| neat!
| robinduckett wrote:
| I can see the potential, but the images I give it must be very
| far outside of its training because all it generates are weird
| flat planes
| Etherlord87 wrote:
| Yea another miracle tool... Until you test it.
| andybak wrote:
| I've been testing it and it's the best one I've tried so far.
|
| It does have failure cases but the success rate is fairly
| high and when it works, the resulting meshes are reasonably
| usable (maybe not to game dev production standards - but that
| still leaves plenty of other use cases)
| gsuuon wrote:
| The ability to edit parts of the model after the fact using
| prompts is pretty incredible
| wkat4242 wrote:
| This is great! Love it, 3D visualising can really benefit from
| the use of Generative AI.
| LarsDu88 wrote:
| Very cool. I wonder if the fact that it featurizes 3d objects
| using voxels can be memory intensive considering only the surface
| voxels are actually relevant for 3d structure makin'
| DaiPlusPlus wrote:
| Octrees are memory-efficient for this kind of thing.
| ThrowawayTestr wrote:
| Think the server is overloaded, I keep getting an error
| gunalx wrote:
| Worked pretty terrible at trying to model the nix snowflake.
|
| Guess its more trained on natural and biologic structures and
| textrues, rather than more structural or symetric data.
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