[HN Gopher] Trellis - 3D mesh generative model
       ___________________________________________________________________
        
       Trellis - 3D mesh generative model
        
       Author : tarr11
       Score  : 425 points
       Date   : 2024-12-09 19:19 UTC (1 days 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.
        
         | tmilard wrote:
         | It's a game changer
        
       | 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?
        
           | 8n4vidtmkvmk wrote:
           | I hope they use it to create a bigger variety of assets. In
           | lots of large games you start to notice where they've reused
           | assets that could have used some more variation.
        
           | DecoySalamander wrote:
           | Studios don't have that many artists already - most of the
           | "heavy lifting" is outsourced to asset production companies
           | in China. I can see a future where these are replaced by AI
           | and the main job of the in-house artists is to fix problems
           | with the generated output.
        
         | 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
        
         | Kaijo 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.
         | 
         | The next step is to generate models with higher quality mesh
         | topology that allows animation and editing without breaking the
         | mesh. I've done a lot of retopologizing and if I (or AI) were
         | to rig these models as-is there would be all kinds of shading
         | and deformation issues. Even without animating they are
         | glaringly triangulated up close. But I suspect really high
         | quality 3D asset generation is just around the corner because
         | all you'd have to do is join up the approach seen here with AI
         | quad re-meshing based on estimated direction fields and feature
         | detection, which is also getting scarily good.
        
           | taikon wrote:
           | Anywhere you'd recommend a hobbyist can learn more about
           | remeshing or feature detection?
        
             | xi_design wrote:
             | https://blog.yarsalabs.com/blender-topology-guide/
             | 
             | https://cgcookie.com/posts/guide-to-clean-topology
        
             | Kaijo wrote:
             | This is a technical paper, but it has a quite
             | conversational abstract and introduction that is easy
             | enough to follow if you have some experience with mesh
             | modelling: https://www.graphics.rwth-
             | aachen.de/media/papers/337/learnin...
        
           | woctordho wrote:
           | At this point maybe meshes are not the best representation
           | for animation and editing. We can just use latents of neural
           | networks
        
         | vunderba 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."_
         | 
         | Well not really sure what you're talking about here wrt nodes
         | (adding in arbitrary rotation/zoom sounds great in theory if
         | all you're looking for is a lazy susan or spinning exorcist
         | heads), but the next steps will likely be more around ensuring
         | _sane symmetrical_ topologies, better UV maps, and
         | automatically building rigging (FK /IK) to allow for easy
         | animation.
        
           | airstrike wrote:
           | I meant rigging, but I'm a layman so I don't know the
           | terminology. But yes, symmetrical models with simpler meshes
           | and better UV maps would definitely be needed to make it work
           | as I'm imagining it
        
             | horsawlarway wrote:
             | Mixamo is pretty close to this (Auto-rigging tool from
             | Adobe). https://www.mixamo.com/#/
             | 
             | It's limited to mostly human shapes, but I've personally
             | used it in combination with the 3d-pack in comfyUI to
             | generate 3d models and rig them, starting from a text
             | prompt.
             | 
             | Trellis looks like a more capable model generation tool
             | than TripoSR and marching cubes, which is what I was doing
             | in Comfy: https://github.com/flowtyone/ComfyUI-Flowty-
             | TripoSR - It worked but models ended up having a slightly
             | "melted wax" appearance.
             | 
             | This type of flow is definitely already here for low
             | quality assets (think mobile games). I'm excited to go play
             | around with Trellis, looks like a significant bump up in
             | quality.
        
               | airstrike wrote:
               | Super cool stuff! Thanks for sharing. It's exciting to
               | see how fast this space is developing.
               | 
               | Hopefully one day we get some open source alternative to
               | Mixamo that plays nicely with the rest of the open
               | ecosystem.
        
         | baq wrote:
         | As a newly minted 3d printer owner next step is accurate
         | dimensions, material and nozzle diameter awareness ;) then some
         | CAD-like support where you can specify constraints on...
         | things?
        
           | spaceships wrote:
           | This isn't anything parametric but I 3d printed a model from
           | Trellis https://news.ycombinator.com/item?id=42375951
        
       | 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)
        
           | d0100 wrote:
           | I just asked for low poly plant on Adobe Firefly, then
           | uploaded it to Trellis
           | 
           | The result was pretty good for the mesh, at least 100x faster
           | than having to do it from scratch
        
         | tosmatos wrote:
         | I managed to get it to work with images that were looking down
         | on the character / thing, like in an isometric game. Using any
         | image that was facing the front was giving flat results
        
       | 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.
        
           | LarsDu88 wrote:
           | Yeah I guess they probably did the standard thing... whatever
           | minecraft uses.
        
       | 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.
        
       | gmueckl wrote:
       | Looks like the generated wireframes are still terrible and would
       | need to be redone by hand. So no need for artists to worry about
       | their job security just yet.
        
         | AnotherGoodName wrote:
         | Question: How much do crappy wireframes actually matter?
         | 
         | From a performance pov I've imported ridiculous meshes not
         | intended for games into unreal. It worked.
         | 
         | I can see this being ok for anything other than triple A games
         | right?
        
           | wg0 wrote:
           | They matter as much as good quality code matters. Even more
           | so actually.
        
           | vunderba wrote:
           | Three things:
           | 
           | 1. Unless we're strictly talking about static meshes (such as
           | for scenery), building out the rigging/animation for garbage
           | topologies is going to be absolute hell.
           | 
           | 2. Your performance POV was for _ONE_ mesh, but if your quad
           | /triangle count is 10x higher than it needs to be, how well
           | is it going to scale particularly on low-end gaming
           | platforms?
           | 
           | 3. Lighting/shadows/reflections can produce some pretty UGLY
           | effects when your surface polygons are a mess.
        
       | hi_hi wrote:
       | I tried an image of a F-117 stealth bomber from wikipedia. The
       | output was a complete fail, to the point where I have no idea how
       | they managed to generate the examples on their project page. The
       | basic silhouette was completely inaccurate.
       | 
       | I was hoping you could upload several images from different
       | angles to help it, but that doesn't appear to be a feature.
        
         | regularfry wrote:
         | The F117 is _weird_. Unless you already know what it looks
         | like, any single view from any particular angle is quite hard
         | even for a human to extrapolate from. If it wasn 't in its
         | dataset then I can forgive it that, particularly because the
         | angular nature of it means that it could easily be tripped up
         | into thinking it's not looking at an aircraft at all.
         | 
         | I'm not saying anything about the quality of the model here -
         | just that the F117 is almost certainly going to be an unfair
         | test.
        
       | LarsDu88 wrote:
       | It's interesting how Alphafold... which is a 3d generative model
       | from 1d protein sequences is all fancy and complicated with its
       | internal data representation in comparison to this paper which
       | basically just voxelizes the input data and takes a bunch of
       | pictures from various angles to build its training set.
        
       | 9cb14c1ec0 wrote:
       | It's not perfect, but significantly better than most that I've
       | tried. Every time I've tried a 3d model generator up to this
       | point, the result was unbelievably bad. This time it was medium
       | good. All, give me a file format I can drop right into Orca
       | Slicer.
        
       | vunderba wrote:
       | Tried it with a few simple images - not trying to deliberately
       | confuse it. Seems to handle angular objects better (buildings,
       | ships, etc.) as opposed to something more biological (lot of
       | animal failures).
       | 
       | I haven't cracked any of these open in Blender to look at the
       | topology so they could be (and probably are) an absolute mess, so
       | it's likely that attempting to make changes to the model may
       | prove to be more trouble than it's worth, but still neat to play
       | around with.
       | 
       | Images / Resulting models:
       | 
       | https://imgur.com/a/eSWJhMj
        
         | tosmatos wrote:
         | I've just put one in blender, indeed the topology is all over
         | the place, but only triangles at least. Seems really hard to
         | edit it in a 3D program after the fact because the vertices are
         | placed seemingly at random
        
       | yodon wrote:
       | Nice work from Microsoft Research, including it being open
       | source, and with open sourcing of the training dataset to come
       | (which I suspect will actually be the most valuable contribution
       | long term)
        
       | jjcm wrote:
       | I'm impressed. I used layer diffusion to make this low poly
       | airship:
       | https://image.non.io/b3f843be-b1b4-468a-a0ec-9d58b191beee.we...
       | 
       | Which resulted in this: https://video.non.io/video-2732101706.mp4
       | 
       | Honestly not bad at all. Getting to the point of being able to
       | use this as game assets.
        
       | dusted wrote:
       | Wow, that's amazing.. I think this is the first time I've felt
       | sick to my stomach watching AI generated content.. A sadness rush
       | over me. Because these look so good, like every soul-less super-
       | high quality shovel-ware asset ever made.
       | 
       | I'm not putting it down, it truly is an amazing achievement, and
       | it feels like it marks the end of hand-made assets. I don't even
       | feel bad for the artists, I just feel bad for myself, because I
       | want things made by people, for the inherent property that they
       | were made by people. This is the same reason I don't care for
       | procedurally generated games, I want to walk worlds that arose in
       | the minds of others, not just worlds, if I wanted a procedually
       | generated world that just exist for no reason in particular, I'd
       | walk outside..
       | 
       | I don't want content, I don't just want stuff to sift through, I
       | want pieces of art, made by my peers with their own visions,
       | ideas, values, insights and personalities. They don't need to
       | look that good, they just need to have been made with purpose.
        
         | qwertox wrote:
         | > if I wanted a procedually generated world that just exist for
         | no reason in particular, I'd walk outside..
         | 
         | I don't know why, but this comment reminded me of an experience
         | I had a few years ago, when I started exercising outdoors. I
         | rarely went outside prior to that and stayed in a relatively
         | dark room.
         | 
         | One day I looked at the sky and thought: Wow, these clouds do
         | look like the ones in video games, thinking of Horizon and
         | Assassins Creed. This just pertaining the comment about the
         | "procedurally generated" outside world.
         | 
         | While looking at the assets I also felt a bit of sadness. I was
         | looking at the "Two-story brick house with red roof and fence."
         | and was then thinking about how it reminded me of the three.js
         | animation/keyframes example [0].
         | 
         | I asked myself if we will lose something very valuable. The
         | three.js example was hand-crafted by persons, a real intention
         | behind every choice made, while with Trellis it's just "poof,
         | there it is", an amalgamation of all work found in the internet
         | and possibly in games.
         | 
         | Some value will be lost through AI, but this makes handcrafted
         | content even more valuable. The question is, if we will really
         | value this enough for it to be sustainable for the artists.
         | 
         | [0] https://threejs.org/examples/#webgl_animation_keyframes
        
         | kurokikaze wrote:
         | It's a really good prototyping tool for those who cannot do 3D
         | assets. Like visual scripting opened up the game
         | development/modding for those not really familiar with the
         | prigramming (Unreal Blueprints for example). So yeah, I'm okay
         | with models I can throw into my prototypes without learning
         | Blender/Maya/whatever. Sure, it may look uneven and strange but
         | at least it's content.
        
         | Kiro wrote:
         | > I want to walk worlds that arose in the minds of others, not
         | just worlds
         | 
         | A significant portion of game developers hate level design and
         | the only reason they don't do procedural is because it's hard,
         | so they are forced to build hand-crafted worlds. I'm one of
         | those and I would find it pretty hilarious if anyone played my
         | game thinking the levels "arose" in my mind, like I'm some kind
         | of profound artist. I take great pride in other aspects of game
         | development, but my level design is not one of those.
        
           | dusted wrote:
           | > A significant portion of game developers hate level design
           | 
           | And that shows, that really, really shows :)
           | 
           | Now they get to make even more of the soul-less trash in
           | shorter time..
           | 
           | I'm not putting this tool down, it's an amazing technical
           | achievement, and the results are absolutely mind-blowing,
           | but, to me, it is what it is, and it's just like, my opinion,
           | dude, not some statement of absolute truth.
           | 
           | You hating level design and wishing you didn't have to do it
           | at all has absolutely no bearing on my wanting games where
           | the assets are made by hand.
           | 
           | Conversely,me not wanting products made by people who don't
           | like making them, should have absolutely no influence on you.
           | I don't care if your passion is some other field of game
           | creation, go do that, and have someone who enjoys level
           | design do the levels, if you can't, well, then I guess you'll
           | have to just accept that I might not want your game, and
           | that's okay too, for both of us, you don't have to make
           | something _I_ in particular like, and I don't have to accept
           | your criteria for what I like.
           | 
           | I want, as an inherent property of the stuff I consume, a few
           | things whose merits can be argued endlessly about, but I'm
           | not arguing about their merit, my opinion, my criteria for
           | selection is inherent property itself.
           | 
           | I'm not arguing whether there are any difference, I'm not
           | arguing one is better than the other, I'm not arguing why one
           | should be chosen over the other, I'm simply stating that
           | among my selection criteria is that particular property of
           | origin. It in itself, alone, nothing about it, just it.
           | 
           | I want movies recorded on actual film, not movies that look
           | like it, inherent property not its merit.
           | 
           | I want books written by human minds, not books that "you
           | can't prove was not".
           | 
           | I want paintings painted by pencils held in human hands,
           | guided by human hearts and minds, regardless of whether I am
           | looking at a photograph of that painting, the property of
           | it's origin is important to me, not its merits of lack
           | thereof.
           | 
           | So yeah, you can attack the merits of doing things one way or
           | another all day long, but you don't get to say what I can an
           | can not chose as my selection criteria.
        
             | Kiro wrote:
             | Relax, no one's policing your opinions. You're not under
             | attack.
        
             | pythonaut_16 wrote:
             | Do you find it soulless when painters don't mix their own
             | paints or weave and stretch their own canvases?
             | 
             | Is it soulless when a sculptor doesn't source their own
             | clay and marble directly from the earth?
             | 
             | Or when a musician uses an instrument made by someone else,
             | or a composer uses digital sounds recorded by someone else?
             | 
             | There are many different forms of artistic expression and
             | many rely on relatively mechanical and "soulless" work
             | being done for us by someone or something else.
             | 
             | Tools like this can open up new and creative world building
             | options to people who previously didn't have access to 3D
             | models. It increases the opportunities for creative
             | expression rather than diminishing them.
        
           | InDubioProRubio wrote:
           | I poured ten years of my life into a open source game near
           | nobody played. Screw all that handcrafted lovechild of
           | artist-brain shit. My 2nd game was using store-assets and i
           | was free to get things done.
        
             | themaninthedark wrote:
             | Do you mind sharing a link to the game?
        
         | elif wrote:
         | What if 2,000 people from your community collaborated on an art
         | piece that spoke to their own personal experience?
         | 
         | The artistic message would be disjointed, muddy, but
         | indisputably an unmitigated human expression.
         | 
         | So you put an artistic director in charge of curating and
         | unifying the collective work.
         | 
         | Still a human expression.
         | 
         | This is what AI represents, and what the prompt writer
         | represents.
         | 
         | The data in LLM is undeniably human. Everything it "knows" is
         | an extension of and exclusively composed of real human data.
         | 
         | The prompt writer has a choice how much of his own human input
         | to prioritize, and how much raw humanity to allow
         | spontaneously.
        
         | BenoitP wrote:
         | > if I wanted a procedually generated world that just exist for
         | no reason in particular, I'd walk outside..
         | 
         | Oops, old.reddit.com/r/outside/ is leaking again
        
         | danielvaughn wrote:
         | If it makes you feel any better, the arena of human competition
         | isn't going to fundamentally change just because of this
         | technology, IMO. Yes, we'll see a flood of slop as it becomes
         | more widely available. But the real artists, the ones who want
         | to make things with purpose, will learn how to use this
         | technology as a stepping stool towards something even greater.
         | 
         | Look at people like Martin Nebelong - they're learning how to
         | leverage AI without losing the human in the loop.
         | 
         | https://x.com/martinnebelong?s=21&t=cTpE-rRbCiocUlN0VaSheQ
        
         | jeffhuys wrote:
         | Think of it this way: AAA games will now have to do something
         | MORE than just "amazing graphics" in order to set themselves
         | apart. Because if I'm honest, almost all of the newest games
         | coming out is just the same gameplay + updated graphics.
         | 
         | Well, guess what, very soon even I could do that. So what do
         | these studios have in store to make us come back to them?
        
           | nashashmi wrote:
           | Very soon, the AI generator in your Xbox 2030 could upscale
           | every object to incredible resolution.
           | 
           | This shifts the attention to story development and away from
           | graphic designers. It does not mean cheaper games. It means
           | more successful indie games with fewer team members. It also
           | means fewer games because as I understand it right now, the
           | only reason new games are pumped out is to keep the larger
           | industry perpetually employed and other more time consuming
           | projects funded enough to be developed.
        
         | plasticeagle wrote:
         | Do not worry.
         | 
         | Art is much more than pictures on your monitor. If you want
         | pieces of art, made by your peers, visit your local galleries
         | and buy it. I don't know who you are or where you live, but I'm
         | willing to bet that where-ever it is those local galleries
         | exist - and the artists that exhibit there would love to sell
         | some of their work.
         | 
         | And you can be sure that human-made art will remain, and be
         | valued, because art is what humans love to make most of all.
        
       | TinkersW wrote:
       | It looks very nice in the examples, but I tested it by dropping a
       | Chrono Trigger character art in, and it generated some 2D planes
       | instead of a 3D mesh..so ugh.. what?
        
       | tobyhinloopen wrote:
       | This is incredible. I uploaded a picture of a cable with plug and
       | it generated a mesh with individual wires and a plug with proper
       | holes
        
       | singularity2001 wrote:
       | Now we just need a physical VR environment where we can upload
       | these and play with, similar to Genie 2 but mesh based(?).
        
       | abbe98 wrote:
       | Is there a demo of its "Text to 3D Asset" capabilities somewhere?
        
         | Lucasoato wrote:
         | Yes, check it out here:
         | https://huggingface.co/spaces/JeffreyXiang/TRELLIS
        
           | rodnim wrote:
           | Where exactly? All I see is "Image to 3D Asset".
        
             | tarr11 wrote:
             | You'd have to combine it with one of the text to image
             | models.
        
       | mock-possum wrote:
       | Wow those mech examples are pretty boss lookin
        
       | spaceships wrote:
       | I was able to use this to go from an AI generated image to 3d
       | print. Steps documented here:
       | https://x.com/ryanlanciaux/status/1866163343788007619
        
         | fourside wrote:
         | What a future. We can generate images with words, turn those
         | into physical objects at home, but I can't read the plain text
         | and images describing it because of a broken site.
        
       | nickpinkston wrote:
       | Anyone see anything like this for GenAI for BREP CAD?
       | 
       | This is using meshes which seem a lot easier, and I'm unsure
       | who's working on BREP or at least models that have some feel for
       | dimensions and physics.
       | 
       | ie It could still be meshes, but the designs would be physically
       | reasonable like how a skilled tradesperson may make a device with
       | their intuition without running FEA, etc.
        
         | unholiness wrote:
         | As excited as I am about this jump from the fuzzy
         | NeRFs/gaussian splatting to real meshes, I'm not holding my
         | breath for BREP generation. Mesh to BREP has always been
         | fraught because for anything beyond "find the cylinders", it
         | becomes really subjective what a good representation is, and
         | your average mesh likely doesn't have any simple representation
         | that captures the full organic shape with analytic definitions.
         | 
         | With mesh faces now supported in BREP, I'm more optimistic
         | about a mixed modeling approach, where you can do the braindead
         | find-the-cylinders conversion but keep the rest mesh, not
         | needing to force it into some eldritch contortion of BSurfs.
        
       | RobotToaster wrote:
       | If this can be improved to accept multiple photos from different
       | angles, it could make a great method for "pseudo-photogrammetry".
        
       | spyder wrote:
       | It really depends on the image, but WOW I was really surprised
       | that it reproduced animal fur with proper combination of polygon
       | mesh and transparent texture, and this kind of capability isn't
       | even demonstrated in the examples on the page.
       | 
       | https://imgur.com/a/qJp4HNX
        
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