[HN Gopher] Hunyuan3D 2.0 - High-Resolution 3D Assets Generation
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       Hunyuan3D 2.0 - High-Resolution 3D Assets Generation
        
       Author : TheGuyWhoCodes
       Score  : 305 points
       Date   : 2025-01-21 22:42 UTC (1 days ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | pella wrote:
       | Ouch; License: EUROPEAN UNION, UNITED KINGDOM AND SOUTH KOREA
       | TENCENT HUNYUAN 3D 2.0 COMMUNITY LICENSE AGREEMENT       Tencent
       | Hunyuan 3D 2.0 Release Date: January 21, 2025       THIS LICENSE
       | AGREEMENT DOES NOT APPLY IN THE EUROPEAN UNION, UNITED KINGDOM
       | AND SOUTH KOREA AND IS EXPRESSLY LIMITED TO THE TERRITORY, AS
       | DEFINED BELOW.
       | 
       | https://github.com/Tencent/Hunyuan3D-2?tab=License-1-ov-file
        
         | gruez wrote:
         | Is this tied to EU regulations around AI models?
        
         | EMIRELADERO wrote:
         | I assume it's safe to ignore as model weights aren't
         | copyrightable, probably.
        
           | slt2021 wrote:
           | you dont know what kind of backdoors are hidden in the model
           | weights
        
             | EMIRELADERO wrote:
             | I mean... you can just firewall it?
        
               | slt2021 wrote:
               | you dont know which prompt activates the backdoor, how
               | can you firewall it if you run the model in production?
        
               | foolfoolz wrote:
               | 3d asset generation is a use case that for most doesn't
               | need to run in production
        
               | regularfry wrote:
               | "In production" in this case is a stand-in for "in any
               | environment with access to sensitive stuff" which might
               | just include GPUs, if what the attacker wanted was crypto
               | processing grunt. Besides, if you're providing 3D asset
               | generation as a service (which I can imagine most
               | deployments of this sort of thing will be, at least for
               | now) then it absolutely is running in production. The
               | purpose of that production environment is entirely to run
               | asset generation.
        
               | dkjaudyeqooe wrote:
               | Simply sanatieze the model outputs, which is the only
               | thing that would escape running it in complete isolation.
        
             | LiamPowell wrote:
             | Can you elaborate on how any sort of backdoor could be
             | hidden in the model weights?
             | 
             | It's a technical possibility to hide something in the code,
             | but that would be a bit silly since there's not that much
             | of it here. It's not technically possible to hide a
             | backdoor in a set of numbers that are solely used as the
             | operands to trivial mathematical operations, so I'm very
             | curious about what sort of hidden backdoor you think is
             | here.
        
               | swframe2 wrote:
               | When you run their demo locally, there are two places
               | that trigger a warning that the code loads the weights
               | unsafely. To learn more about this issue, search "pytorch
               | model load safety issues" on Google.
        
               | LiamPowell wrote:
               | I'm sure there's warnings about possibly loading code
               | alongside the weights since they distribute the weights
               | as pickled data, but:
               | 
               | 1. It's trivial to go look at what's being loaded.
               | 
               | 2. Any code that's in the distributed pickled data is not
               | weights. The GP suggests that there are backdoors hidden
               | in the weights which is nonsensical unless the code runs
               | eval on the weights or something similar, which would
               | make anyone looking at the code immediately realise it
               | was doing something dodgy.
               | 
               | As an example of (1), here's all the GLOBALs in the
               | pickled code:                   GLOBAL     'collections
               | OrderedDict'         GLOBAL     'torch HalfStorage'
               | GLOBAL     'torch._utils _rebuild_tensor_v2'
               | 
               | None of these could be used for anything malicious as far
               | as I know.
        
             | suraci wrote:
             | Your concern is reasonable.
             | 
             | According to DOD, Tencent - which published this model - is
             | a Chinese military company
             | 
             | https://www.bbc.com/news/articles/c9q78wn9g8zo
        
             | dkjaudyeqooe wrote:
             | I'm trying to think of what kind of adversarial 3D model
             | the weights could produce. Perhaps a 3D goatse?
        
       | sebzim4500 wrote:
       | Interesting. One of the diagrams suggests that the mesh is
       | generated from the marching cubes algorithm but the geometry of
       | the meshes shown above are clearly not generated in this way.
        
         | GrantMoyer wrote:
         | To me, the bird mesh actually does look like marching cubes
         | output. Note the abundance of almost square triangle pairs on
         | the front and sides. Also note that marching cubes doesn't
         | nescessarily create stairstep-like artifacts; it can generate a
         | smooth looking mesh given signed distance field input by
         | slightly adjusting the locations of vertices based on the
         | relative magnitude of the field at the surrounding lattice
         | points.
        
         | wumeow wrote:
         | The meshes generated by the huggingface demo definitely look
         | like the product of marching cubes.
        
         | TinkersW wrote:
         | If they are using MC, does that mean they are actually
         | generating SDFs? If so it would be nice if you could output the
         | SDF rather than the triangle mesh.
        
       | MikeTheRocker wrote:
       | Generative AI is going to drive the marginal cost of building 3D
       | interactive content to zero. Unironically this will unlock the
       | metaverse, cringe as that may sound. I'm more bullish than ever
       | on AR/VR.
        
         | jsheard wrote:
         | I can only speak for myself, but a Metaverse consisting of
         | infinite procedural slop sounds about as appealing as reading
         | infinite LLM generated books, that is, not at all. "Cost to
         | zero" implies drinking directly from the AI firehose with no
         | human in the loop (those cost money) and entertainment produced
         | in that manner is still _dire,_ even in the relatively mature
         | field of pure text generation.
        
           | echelon wrote:
           | You're too old and jaded [1]. It's for kids inventing
           | infinite worlds to role play and adventure. They're going to
           | have a blast.
           | 
           | [1] Not meant as an insult. Working professionals don't have
           | time for this stuff.
        
             | wizzwizz4 wrote:
             | Object permanence and a communications channel is enough
             | for this. Give children (who get along with each other) a
             | pile of sticks and leave them alone for half an hour, and
             | there's half a chance their game will ignore the sticks.
             | Most children wouldn't _want_ to have their play mediated
             | by the computer in the way you describe, because the
             | ergonomics are so poor.
        
               | jsheard wrote:
               | I'm reminded of that guy who bought an AI enabled toy for
               | his daughter and got increasingly exasperated as she kept
               | turning it off and treating it as a normal toy.
               | 
               | https://xcancel.com/altryne/status/1872090523420229780
        
               | wizzwizz4 wrote:
               | That thread has a lot of good observations in it. I was
               | probably wrong in framing the problem as "ergonomics".
               | 
               | > Dr. Michelle (@MichelleSaidel): I think because it
               | takes away control from the child. Play is how children
               | work through emotions, impulses and conflicts and well as
               | try out new behaviors. I would think if would be super
               | irritating to have the toy shape and control your play-
               | like a totally dominating playmate!
               | 
               | > Alex Volkov (Thursd/AI) (@altryne): It did feel
               | dominating! she wanted to make it clothes, and it was
               | like, "meanwhile, here's another thing we can do" lacking
               | context of what she's already doing
               | 
               | > The Short Straw (@short_straw): The real question you
               | should ask yourself is why you felt compelled to turn it
               | back on each time she turned it off.
               | 
               | > Angelo Angelli JD (@AngelliAngelo): Kids are pretty
               | decent bullshit detectors and a lot of AI is bullshit.
               | 
               | > Foxhercules (@Foxena): [...] I would like to point out
               | again that the only things I sent this child were
               | articulated 3d prints. beyond being able to move their
               | arms, legs and tails, these things were made out of
               | extruded plastic and are not exactly marvels of
               | engineering. [...] My takeaway from this is that, this is
               | what children need. they don't need fancy with tons of
               | bells and whistles with play on any sort of rails. And
               | there's not a thing that AI can do to replace a Child's
               | imagination NOR SHOULD IT.
        
               | jdietrich wrote:
               | The majority of American children have an active Roblox
               | account. Those who don't are likely to play Minecraft or
               | Fortnite. Play mediated by the computer in this way is
               | already one of the most popular forms of play. Kids are
               | going to go absolutely nuts for this and if you think
               | otherwise, you really need to talk to some children.
        
             | Mashimo wrote:
             | > Working professionals don't have time for this stuff.
             | 
             | Why don't working professionals have time for
             | entertainment?
             | 
             | And are working people not always professionals?
        
           | MikeTheRocker wrote:
           | IMO current generation models are capable of creating
           | significantly better than "slop" quality content. You need
           | only look at NotebookLM output. As models continue to
           | improve, this will only get better. Look at the rate of
           | improvement of video generation models in the last 12-24
           | months. It's obvious to me we're rapidly approaching
           | acceptable or even excellent quality on-demand generated
           | content.
        
             | jsheard wrote:
             | I feel like you're conflating quality with fidelity. Video
             | generation models have better fidelity than they did a year
             | ago, but they are no closer to producing any kind of
             | compelling content without a human directing them, and the
             | latter is what you would actually need to make the
             | "infinite entertainment machine" happen.
             | 
             | The fidelity of a video generation model is comparable to
             | an LLMs ability to nail spelling and grammar - it's a
             | start, but there's more to being an author than that.
        
               | MikeTheRocker wrote:
               | I already feel like text models are already at
               | sufficiently entertaining and useful quality as you
               | define it. It's definitely possible we never get there
               | for video or 3D modalities, but I think there are strong
               | enough economic incentives such that big tech will dump
               | tens of billions of dollars into achieving it.
        
               | jchw wrote:
               | I don't know why you think that's the case regarding text
               | models. If that was the case, there would be articles on
               | here that are just created by only generative AI and
               | nobody would know the difference. It's pretty obvious
               | that's not happening yet, not the least of which because
               | I know what kinds of slop state-of-the-art generative
               | models still produce when you give them open-ended
               | prompts.
        
               | cma wrote:
               | Ironic how this comment exemplifies the issue - broad
               | claims about "slop" output but no specific examples or
               | engagement with current architectures. Real discussions
               | here usually reference benchmarks or implementation
               | details.
               | 
               | (from Claude)
        
               | nilamo wrote:
               | You're sort of ignoring the issue? If the generated
               | content was good and interesting enough on it's own, we
               | would already have ai publishing houses pushing out
               | entire trilogies, and each of those would be top sellers.
               | 
               | Generative content right now is OK. OK isn't really the
               | goal, or what anyone wants.
        
               | jdietrich wrote:
               | I feel like this is missing the point of GenAI. I read
               | fewer books than I did a year ago, primarily because
               | Claude will provide dynamic content that is exactly
               | tailored for me. I don't read many instructional books
               | any more, because I can tell Claude what I already know
               | about a topic and what I'd like to know and it'll create
               | a personalised learning plan. If I don't understand
               | something, it can re-phrase things or find different
               | metaphors until I do. I don't read self-help books
               | written for a general audience, because I can get
               | personalised advice based on my specific circumstances
               | and preferences.
               | 
               | The idea of a "book" is really just an artifact of a
               | particular means of production and distribution. LLM-
               | generated text is a categorically different thing from a
               | book, in the same way as a bardic poem or hypertext.
        
               | cma wrote:
               | First it was AI articles, raising it to entire successful
               | book trilogies seems like a much bigger leap. Even
               | considering the largest context windows they wouldn't
               | directly fit and there is much less data to train context
               | of that size on fiction than the data out there for
               | essays and articles.
               | 
               | I don't think it is there yet for articles either.
               | 
               | My point with the Claude generated comment was maybe it
               | could get pretty close to something like an hn comment.
        
               | jchw wrote:
               | I'm sorry I didn't meet the LLMs expectations, but
               | whether something is subjectively entertaining or not
               | can't be exemplified by objective benchmarks.
        
               | nkrisc wrote:
               | Excellent example. This comment contains nothing novel,
               | substantive, or interesting.
        
             | deeznuttynutz wrote:
             | This is exactly while I'm building my app now with the
             | expectation that these assets will be exponentially better
             | in the short term.
        
             | modeless wrote:
             | NotebookLM is still slop. I recommend feeding it your
             | resume and any other online information about you. It's
             | kind of fun to hear the hosts butter you up, but since you
             | know the subject well you will quickly notice that it is
             | not faithful to the source material. It's just plausibly
             | misleading.
        
           | hex4def6 wrote:
           | I think it has its place. For 'background filler' I think it
           | makes a lot of sense; stuff which you don't need to care
           | about, but whose absence can make something feel less real.
           | 
           | To me, this takes the place / augments procedural generation
           | stuff. NPC crowds in which none of the participants are
           | needed for the plot, but in which you can have unique
           | clothing / appearance / lines is not "needed" for a game, but
           | can flesh it out when done thoughtfully.
           | 
           | Recall the lambasting Cyberpunk 2077 got for its NPCs that
           | cycled through a seemingly very limited number of
           | appearances, to the point that you'd see clones right next to
           | each other. This would solve that sort of problem, for
           | example.
        
           | deadbabe wrote:
           | I think you're being short sighted. Imagine feeding in your
           | favorite TV shows to a generative AI and being able to walk
           | around in the world and talk to characters or explore it with
           | other people.
        
             | bschwindHN wrote:
             | That's still AI slop, in my opinion.
        
               | deadbabe wrote:
               | Everything will be AI slop to you.
               | 
               | There will never be a point where AI creates something
               | incredible and you are like wow I prefer this AI stuff
               | over human made slop.
        
               | bschwindHN wrote:
               | Yes, because if someone has a tool that creates
               | "something incredible", then everyone will be able to
               | generate "something incredible" and then it all becomes
               | not incredible.
               | 
               | It's like having god-mode in a game, it all becomes
               | boring very quickly when you can have whatever you want.
        
               | chii wrote:
               | > everyone will be able to generate "something
               | incredible" and then it all becomes not incredible.
               | 
               | no, that's just your standard moving up.
               | 
               | There is an absolute scale for which you can measure, and
               | ai is approaching a point where it is an acceptable
               | level.
               | 
               | Imagine if you applied your argument to quality of life -
               | it used to be that nobody had access to easy, cheap clean
               | drinking water. Now everybody has access to it. Is it not
               | an incredible achievement, rather than it not being
               | incredible just because it is common?
               | 
               | That quote from the movie "the incredibles", where the
               | villain claims that if everybody is super, then nobody
               | is, was your gist of the argument. And it is a childish
               | one imho.
        
               | bschwindHN wrote:
               | It is equally childish to compare the engineering of our
               | modern water and plumbing systems with the automated
               | generation of virtual textured polygons.
               | 
               | People don't get tired of good clean water because we
               | NEED it to survive.
               | 
               | But oh, another virtual world entirely thought up by a
               | machine? Throw it on the pile. We're going to get bored
               | of it, and it will quickly become not incredible.
        
               | chii wrote:
               | > we NEED it to survive.
               | 
               | plenty of people in the world still drink crappy water,
               | and they survive.
               | 
               | You don't _need_ it, you want it, because it's much more
               | comfortable.
               | 
               | But when something becomes a "need" as you described it,
               | you think of it differently. Just like how you don't
               | _need_ electricity to survive, but it's so ingrained that
               | you now think of it as a need.
               | 
               | > We're going to get bored of it, and it will quickly
               | become not incredible.
               | 
               | exactly, but i have already said this in my original post
               | - your standards just moved up.
        
               | smileson2 wrote:
               | Are the ai worlds the dirt or the water here?
        
               | nuancebydefault wrote:
               | If you follow that reasoning, anything that improves or
               | anything that makes creation easier, produces slop.
               | 
               | Personally I'm not in favor of calling AI output slop,
               | just because it is AI generated. You might then as well
               | say that any electronic music is slop and any food
               | prepared with help of machinery is crap. It might be crap
               | or not, the automatedness is irrelevant.
               | 
               | The outputs of AI that I see today in the form of text,
               | images or video don't look like slop to me.
        
               | LarsDu88 wrote:
               | About 4 years ago the best example of generative AI for
               | non-moving images was a fuzzy cartoon of an Avocado Man
               | walking a pet Hedgehog.
               | 
               | If AI videos feel like slop right now, just wait another
               | 4 years and see what happens
        
             | slt2021 wrote:
             | do you find it interesting talking to NPCs in games?
        
               | deadbabe wrote:
               | Talking to NPCs in games is really just reading dialog
               | written by humans.
               | 
               | If you could actually talk to NPCs as in get their
               | thoughts about the world and ask open ended questions,
               | that'd be very interesting.
        
               | Lanolderen wrote:
               | If I could talk to something at the level of Neuro-sama
               | (https://www.twitch.tv/vedal987) I'd be very entertained
               | and it's essentially a matter of time. Hell, I'd love to
               | have something like this as an assistant application as
               | well and I'm not a Cortana/Google Assistant/etc user.
        
             | xgkickt wrote:
             | The trademark/copyright issues of making that both a
             | reality and an income stream are as yet unsolved.
        
           | noch wrote:
           | > a Metaverse consisting of infinite procedural slop sounds
           | about as appealing as reading infinite LLM generated books
           | 
           | Take a look at the ImgnAI gallery (https://app.imgnai.com/)
           | and tell me: can you paint better and more imaginatively than
           | that? Do you know anyone in your immediate vicinity who can?
           | 
           | Read this satirical speech by Claude, in French
           | https://x.com/pmarca/status/1881869448275177764) and in
           | English (https://x.com/pmarca/status/1881869651329913047) and
           | tell me: can you write fiction more entertaining or
           | imaginative than that? Is there someone in your vicinity who
           | can?
           | 
           | Perhaps that's mundane, so is there someone in your vicinity
           | who can reason about a topic in mathematics/physics as well
           | as this: https://x.com/hsu_steve/status/1881696226669916408 ?
           | 
           | Probably your answer is "yes, _obviously!_ " to all the
           | above.
           | 
           | My point: deep learning works and the era of slop ended ages
           | ago except that some people are still living in the past or
           | with some cartoon image of the state of the art.
           | 
           | > "Cost to zero" implies drinking directly from the AI
           | firehose with no human in the loop
           | 
           | No. It means the marginal cost of production tends towards 0.
           | If you can think it, then you can make it instantly and
           | iterate a billion times to refine your idea with as much
           | effort as it took to generate a single concept.
           | 
           | Your fixation on "content without a human directing them" is
           | bizarre and counterproductive. Why is "no human in the loop"
           | a prerequisite for productivity? Your fixation on that is
           | confounding your reasoning.
        
             | Philpax wrote:
             | > Take a look at the ImgnAI gallery
             | (https://app.imgnai.com/) and tell me: can you paint better
             | and more imaginatively than that?
             | 
             | So while I generally agree with you, I think this was a bad
             | example to use: a lot of these _are_ slop, with the kind of
             | AI sheen we 've come to glaze over. I'd say less than 20%
             | are actually artistically impressive / engaging / thought-
             | provoking.
        
               | esperent wrote:
               | This is a better AI gallery (I sorted all images on the
               | site by top from this year).
               | 
               | https://civitai.com/images
               | 
               | There's still plenty of slop in there, and it would be a
               | better gallery of if there was a way to filter out anime
               | girls. But it's definitely higher than 20% interesting to
               | me.
               | 
               | The closest similar community of human made art is this:
               | 
               | https://www.deviantart.com/
               | 
               | Although unfortunately they've decided to allow AI art
               | there too so it makes comparison harder. Also, I couldn't
               | figure out how to get the equivalent list (top/year). But
               | I'd say I find around the same amount interesting. Most
               | human made art is slop too.
        
               | dtn wrote:
               | I think you fundamentally misunderstand what people use
               | "slop" to describe.
               | 
               | > Most human made art is slop too.
               | 
               | I'm assuming you're using the term "slop" to describe
               | low-quality, unpolished works, or works where the artist
               | has been too ambitious with their skill level.
               | 
               | Let me put it this way:
               | 
               | Every piece of art that is made, is a series of
               | decisions. The artist uses their lived experience, their
               | tastes and their values to create something that's
               | meaningful to them. Art doesn't need to have a high-level
               | of technical expertise to be meaningful to others. It's
               | fundamentally about communication from artists to their
               | audience. To this point, I don't believe there's such a
               | thing as "bad art" (all works have something to say about
               | the artist!).
               | 
               | In contrast, when you prompt an image generator, you're
               | handing over the majority of the decisions to the
               | algorithm. You can put in your subject matter, poses,
               | even add styles, but how much is really being
               | communicated here? Undoubtedly it would require a high
               | level of technical skill to render similarly by hand, but
               | that's missing the forest for the trees- what is the
               | image saying? There's a reason why most "good" AI-
               | generated images generally have a lot of human curation
               | and editing.
               | 
               | Here's an example of some "slop" from the AI Art Turing
               | Test (https://www.astralcodexten.com/p/how-did-you-do-on-
               | the-ai-ar...) from a while back:
               | https://i.imgur.com/RAMFKP1.jpeg There's definitely a
               | high level of technical expertise that a human would
               | require to paint something like this. But it's very
               | clearly AI-generated. Can you figure out why?
               | 
               | ---
               | 
               | As a side note, here's a human-made piece that I
               | appreciate a lot. https://i.imgur.com/AZiiZj1.jpeg The
               | longer you explore it, the more the story unfolds, it's
               | quite lovely. On the other hand, when I focus on the
               | details in AI-generated works, there's not much else to
               | see.
        
               | noch wrote:
               | > here's a human-made piece that I appreciate a lot
               | 
               | I like your art. I'm glad you made it. What I like most
               | is that it's fun to look at and think about which is what
               | you say you intended. I hope I get to see more of your
               | art.
               | 
               | > To this point, I don't believe there's such a thing as
               | "bad art" (all works have something to say about the
               | artist!).
               | 
               | As a classically trained oil painter, I know for sure
               | there is bad art especially because I've made more than
               | enough bad art for one lifetime.
               | 
               | Bad art begins with a lack of craftsmanship and is
               | exemplified by a poor use of materials/media and forms,
               | or a lack of knowledge of those forms (e.g. poor
               | anatomical knowledge, misunderstanding the laws of
               | perspective), or an overly literal representation of
               | forms (a photograph is better at being literal, for
               | example).
               | 
               | > Here's an example of some "slop" from the AI Art Turing
               | Test [...] But it's very clearly AI-generated. Can you
               | figure out why?
               | 
               | It's only "clearly AI-generated" because we know that AI
               | is capable of generating art. If you saw this without
               | that context you wouldn't immediately say "AI!" Instead,
               | you'd give it a normal critique that you'd give a student
               | or colleague: I'd say:
               | 
               | - there's too much repetition of large forms.
               | 
               | - there's an unpleasant hierarchy of values and not
               | enough separation of values.
               | 
               | - The portrait of the human is the focus of the image yet
               | it has been lost in the other forms.
               | 
               | - The composition can improve with more breathing room in
               | the foreground or background which are too busy.
               | 
               | - _Here look at this Frazetta!_
               | 
               | However, my rudimentary list could just as easily be
               | turned into prompts to be used to refine the image and
               | experiment with variations. And, perhaps you'd consider
               | that to be a human making decisions?
        
               | dtn wrote:
               | > I like your art. I'm glad you made it. What I like most
               | is that it's fun to look at and think about which is what
               | you say you intended. I hope I get to see more of your
               | art.
               | 
               | Just to be clear, it's not my art.
        
               | esperent wrote:
               | > I think you fundamentally misunderstand what people use
               | "slop" to describe.
               | 
               | I don't think I do, actually. It's not a term with a
               | technical definition, but in simple terms it means art
               | that is obviously AI, because it has the sheen, weird
               | hands, inconsistencies, weird framing or thematic
               | elements that are hard to describe without an art degree
               | but which we instinctively know is wrong, or is just
               | plain bad.
               | 
               | I used the term slop to describe bad humans art too, but
               | I meant something subtly different. It's a term that has
               | been used to describe bad work of all kinds from humans
               | since long before there was AI.
               | 
               | In this case, it's art from humans who are learning what
               | makes good art. You say there's no bad art, and it's a
               | valid viewpoint, but I'd say bad art is when the artist
               | has a clear goal in their mind, but they lack the skills
               | to realize it. Nonetheless, they share it for feedback
               | and approval anyway, and by doing that on a site like
               | DeviantArt they learn and grow as artists. But meanwhile,
               | to me or anyone else who is visiting that site to find
               | "good", meaningful art made by skilled artists, this is
               | slop. Human slop, not AI slop.
        
               | noch wrote:
               | > There's still plenty of slop in there, and it would be
               | a better gallery [...]
               | 
               | Thanks for sharing your better AI gallery. It's awesome
               | to see.
               | 
               | Your reply clarifies my point even better: I shared a
               | gallery, you evaluated it and shared an even better
               | gallery! Undoubtedly someone else will look at yours
               | today or next year, and say, as you said, "You missed a
               | slop! Here's a better gallery".
               | 
               | My point fundamentally is about basic capability of the
               | average and even above average person. As a classically
               | trained amateur painter, I frequently ask myself: "Can I
               | paint a nude figure better than what you've called slop?"
               | As I mathematician I ask: "Can I reason better than this
               | model?"
        
             | nice_byte wrote:
             | > can you paint better and more imaginatively than that?
             | 
             | the fact that you are seriously asking this question says a
             | lot about your taste.
        
               | noch wrote:
               | > the fact that you are seriously asking this question
               | says a lot about your taste.
               | 
               | Non sequitur. My sense taste or lack of it, is
               | irrelevant.
               | 
               | Questions about _" taste"_ don't matter when the average
               | person doesn't have the _craft_ to produce what they
               | claim they are competent to judge especially when we 're
               | talking about such low hanging fruit as: "write a short
               | story", "write an essay", "analyse this math problem",
               | "draw an anatomically accurate portrait or nude figure",
               | "paint this still life", "sketch this landscape".
               | 
               | Are you able to make the distinction between taste and
               | craftsmanship?
               | 
               | Then after you are done signalling whatever it is you
               | think you're signalling by vaguely gesturing at your
               | undoubtedly superior sense of taste, perhaps we can talk
               | like adults about what I asked?
        
               | longtimelistnr wrote:
               | Frankly i think you cannot get past your own delusion
               | about AI and no argument will change your mind. No one
               | can make you appreciate art properly and I can only hope
               | one day you will.
        
               | noch wrote:
               | > No one can make you appreciate art properly and I can
               | only hope one day you will.
               | 
               | Lmao.
               | 
               | Refer to my other comment for more context, for whatever
               | that is worth (talking with strangers who are eager to
               | judge everyone but themselves is always weird but
               | unavoidable online):
               | https://news.ycombinator.com/item?id=42790853
        
             | chii wrote:
             | > fixation on that is confounding your reasoning.
             | 
             | it is a fixation based on the desire that they themselves
             | shouldn't be rendered economically useless in the future.
             | Then the reasoning come about post-facto from that desire,
             | rather than from any base principle of logic.
             | 
             | Most, if not all, that are somewhat against the advent of
             | AI are like the above in some way or another.
        
             | torginus wrote:
             | Wow, AI can write an argument that's bad on purpose! That
             | totally proves the AI is a master writer.
             | 
             | Now show me the AI write something that's actually good on
             | purpose.
        
               | noch wrote:
               | > Now show me the AI write something that's actually good
               | on purpose
               | 
               | The average human can't even write a 3000 word short
               | story that is good "on purpose" even if they tried.
               | 
               | I know because I've participated in many writing
               | workshops.
               | 
               | The real question is: can you?
               | 
               | > AI can write an argument that's bad on purpose
               | 
               | Are you able to recognise good writing? How do I know?
               | For all I know you're the most incompetent reader and
               | writer on the planet. But your skills are irrelevant.
               | 
               | What's relevant is that deep learning is more skilled
               | than the average person. If you're not aware of this
               | you're either a luddite or confused about the state of
               | the art.
        
               | torginus wrote:
               | The 'strawmanning your opponent' technique is a non-
               | argument, and is effortless to pull off. Surrounding your
               | argument with tons of purple prose (which Claude is good
               | at) does not change that.
               | 
               | Writing a good argument requires 3 things: be logical, be
               | compelling and likeable, and have a solid reputation. It
               | does not require purple prose.
               | 
               | As for good writing, I'm pretty sure Brandon Sanderson's
               | Mistborn trilogy qualifies, which was written with a
               | rather small vocabulary and pedestrian prose, yet is
               | universally praised.
               | 
               | Tbf, I do think Claude Sonnet and SD are impressive, and
               | I think they can aid humans in producing compelling
               | content, but they are not on the level of amateur fiction
               | writers.
               | 
               | Besides, surpassing most humans in an area where most
               | humans are unskilled is not a feat, not even AI companies
               | flex on that.
        
               | noch wrote:
               | > Writing a good argument requires 3 things: be logical,
               | be compelling and likeable, and have a solid reputation.
               | It does not require purple prose.
               | 
               | That's a common misconception that young writers have.
               | Their prose is first purple and overwrought, then they
               | overcorrect and try to be Hemmingway, then they master
               | the craft and discover that form follows function.
               | 
               | As such, the "purpleness" of prose is not an indictment
               | of any sort except if the style doesn't serve the
               | substance. So yes, purple prose is sometimes required and
               | can be used correctly, just ask James Joyce or Hitchens
               | or remember that first sentence in _Lolita_ , for
               | example.
               | 
               | Furthermore, almost every piece of writing you've
               | probably enjoyed went through an editor or several
               | professional editors. You'd be shocked to read early or
               | even late drafts.
               | 
               | (Also, a having "solid reputation" has f' all to do with
               | whether you can construct a good argument. Wanting that
               | as a prerequisite is what the cool kids used to call
               | "appeal to authority". Anyway ...)
               | 
               | But wtf are we even talking about now?
               | 
               | > Besides, surpassing most humans in an area where most
               | humans are unskilled is not a feat, not even AI companies
               | flex on that.
               | 
               | I don't care what "AI companies flex". What I care about,
               | as a programmer, and as an artist, and as a writer who
               | won a tiny prize in my even tinier and insignificant
               | niche on the planet, is what tools we can build for the
               | average person and what tools I have access to.
               | 
               | If I have a robot that is 50% stronger than me or 10x
               | better read than the average human or 20% better than the
               | average mathematician, that's a huge victory. So yes,
               | surpassing the average human is a feat.
               | 
               | But it's not merely the average human who has been
               | surpassed: the average mathematician (skilled in
               | mathematics) and the average artists (skilled in art) and
               | the average writer, have all been surpassed. That is my
               | testable claim. Play with the tools, and see for
               | yourself.
        
           | jdietrich wrote:
           | I can only speak for myself, but a large and growing
           | proportion of the text I read every day is LLM output. If
           | Claude and Deepseek produce slop, then it's a far higher
           | calibre of slop than most human writers could aspire to.
        
             | leoedin wrote:
             | What kind of text are you reading? Do you work in LLM
             | development? Or are you just noticing that many news sites
             | are using LLMs more and more?
             | 
             | I've noticed obvious LLM output on low quality news sites,
             | but I don't tend to read them anyway. Maybe all the
             | comments I read are from LLMs and I just don't realise?
        
               | jdietrich wrote:
               | Perplexity is now my default search engine. If I'm doing
               | research, I use LLMs to summarise documents or scan
               | through them to find relevant excerpts. If I'm doing
               | general background reading on something, I'll ask an LLM
               | for an explainer; likewise if I've read about one
               | particular thing and want to understand the broader
               | context around it. If I'm thinking through a problem,
               | I'll bat the idea around with Claude or Deepseek, asking
               | them to provide alternative perspectives.
               | 
               | It's quite difficult to analogise because LLMs are so
               | profoundly novel, but the best I can do is that it's like
               | having an infinitely patient and extremely knowledgeable
               | assistant. That assistant isn't omniscient or infallible,
               | but it's extremely useful because it tends to provide the
               | information that I want, presented in a way that's
               | particularly relevant to me. That requires a certain
               | amount of rapport-building - understanding the
               | characteristics of various models, learning to ask good
               | questions, guiding the model towards my preferences with
               | customised system prompts - but the effort pays off
               | handsomely.
        
           | bufferoverflow wrote:
           | Minecraft is procedurally generated slop, yet it's insanely
           | popular.
        
             | chii wrote:
             | Not all procedurally generated things are slop, and not all
             | slop are made via procedural generation.
             | 
             | And popularity has nothing to do with private, subjective
             | quality evaluations of the individual (aka, what someone
             | calls slop might be picasso to another), but with
             | objective, public evaluations of the product via purchases.
        
               | delian66 wrote:
               | What is your definition of slop?
        
               | torginus wrote:
               | I was thinking about this, and the definition I came up
               | with for slop is 'aspirational and highly detailed
               | content that resolves its details in an uninteresting or
               | nonsensical way'.
               | 
               | For example, an AI picture of a bush is not slop, because
               | we don't expect much from a picture of a bush (not
               | aspirational).
               | 
               | A hand-drawn picture of a knight in armor by an
               | enthusiastic, but not very skilled artist is not slop
               | either - it has tons of details that resolve in an
               | interesting way, and what it lacks in details, it allows
               | the viewers to fill in for themselves.
               | 
               | A 'realistic' knight generated by AI is slop - it
               | contains no imaginative detail, and allows very little
               | room for personal interpretation, and it's not rewarding
               | to view.
               | 
               | Slop doesn't need to be AI - creatively bankrupt
               | overproduced garbage counts as slop in my mind as well.
        
               | teamonkey wrote:
               | Put simply, AI generation automates "design by
               | committee."
        
               | leoedin wrote:
               | 'aspirational and highly detailed content that resolves
               | its details in an uninteresting or nonsensical way'.
               | 
               | This is a great definition. All the AI text I read is
               | somehow missing the "meat" you find in good writing. All
               | the right parts are there, but the core idea that makes
               | me interested is just missing.
               | 
               | It's pretty much the same thing Linkedin has been full of
               | for years. No one can bear to say anything controversial,
               | so it's all just empty platitudes and junk.
        
               | alphan0n wrote:
               | Old men looking at a child with training wheels and
               | sneering that they'll never ever be able to ride a bike.
        
             | littlestymaar wrote:
             | Procgen has nothing to do with AI in terms of slop, for a
             | good reason: procedural generation algorithms are heavily
             | tuned by authors, exactly to avoid the "dull, unoriginal
             | and repetitive" aspect that AI produces.
        
           | NBJack wrote:
           | It worked for Minecraft.
           | 
           | It was rough at first, and needed plenty of tuning, but the
           | terrain and environments it's capable of certainly have a
           | wide audience.
           | 
           | But as far as pure, unbridled generation goes, yeah; I'm sure
           | there will be plenty of slop made in the coming decade.
        
             | blargey wrote:
             | The terrain generation is not the appeal of Minecraft, it's
             | the game system that lets people level that terrain into a
             | canvas and then build their own stuff on top.
        
           | torginus wrote:
           | I think the biggest issue with stable diffusion based
           | approaches has always been poor compositional ability
           | (putting stuff where you want), and compounding
           | anatomical/spatial errors that gave the images an offputting
           | vibe.
           | 
           | All these problems are trivially solvable (solved) using
           | traditonal 3d meshes and techniques.
        
             | steinhafen wrote:
             | I have tried the model, and I agree with you on the point.
             | A product was uploaded for a test, the output catches the
             | product quite well, but the text on the generated 3D model
             | is unreadable.
        
             | grumbel wrote:
             | The issue with composition is only a problem when you rely
             | on a pure text prompt, but has been solved for quite a
             | while by ControlNets or img2img. What was lacking was the
             | integration with existing art tools, but even that is
             | getting solved, e.g. Krita[1] has a pretty nice AI plugin.
             | 
             | 3D can be a useful intermediate when editing the 2D image,
             | e.g. Krea has support for that[2]. But I don't think the
             | rest of the traditional 3D pipeline is of much use here, AI
             | image generation already produces images at a quality that
             | traditional rendering just can't keep up with, neither in
             | terms of speed, quality or flexibility.
             | 
             | [1] https://www.youtube.com/watch?v=PPxOE9YH57E
             | 
             | [2] https://www.youtube.com/watch?v=0ER5qfoJXd0
        
               | torginus wrote:
               | Wow, those look impressive. But I think we are saying the
               | same thing - stable diffusion can make pretty pics, but
               | needs a lot of handholding context. I too have played
               | around with ComfyUI, and while there are a LOT of
               | techniques that allow you to manipulate the image, I have
               | always felt like you were fighting SD.
               | 
               | In the videos you've attached, both tools (esp) the
               | first, look impressive, but in the first example, you can
               | clearly see that the model regenerates the street around
               | the chameleon, when the artist changes it for no good
               | reason.
               | 
               | In the second example you can see there's a bunch of AI
               | tools under the hood, and they don't work together
               | particularly well, with the car constantly changing as
               | the image changes.
               | 
               | I think while a lot of mileage can be extracted from SD
               | as it stands (I could think of a bunch of improvements to
               | what was demonstrated here, by applying existing
               | techniques ) - but the fundamental issue remains, in that
               | Stable Diffusion was made to generate whole images at
               | once - unlike transformers, which output a single token.
               | 
               | Not sure what's the image equivalent of a token is, but
               | I'm sure it'd be feasible to train a model to fill holes
               | - which'd be created by Segment Anything or something
               | similar, and it would react better to local edits.
        
               | jkolio wrote:
               | But not consistent state. The pipeline still needs to
               | exist because most games require objects and environments
               | to stay consistent across play sessions. That means
               | generating from a 3D skeleton, at the very least, if not
               | relegating genAI to production, not runtime.
        
           | TeMPOraL wrote:
           | Screw Metaverse. Let's make a VR holodeck.
           | 
           | Star Trek's Holodeck is actually a good case study here
           | (especially with the recent series, _Lower Decks_ , going as
           | far as making two episodes that are _interactive movies_ on a
           | holodeck, going quite deep into how that could work in
           | practice both in terms of producing and experiencing them).
           | 
           | One observation derived here is that infinite procedural
           | content at your fingertip doesn't necessarily kill all
           | meaning, if you _bring the meaning with you_. The two major
           | use cases[0] for the holodeck are:
           | 
           | - Multiplayer scenarios in which you and your friends enjoy
           | some experience in a program. The meaning is sourced from
           | your friendship and roleplay; the program may be arbitrary
           | output of an RNG in the global sense, but it's the same for
           | you and your friends, so shared experience (and its
           | importance as a social object) in your group is retained.
           | 
           | - Single-player simulations that are highly specific. The
           | meaning here comes from whatever is the reason you're
           | simulating _that particular_ experience, and it 's connection
           | to the real world. Like idk., a flight simulator of a random
           | space fighter flying over random world shooting at random
           | shit would quickly get boring, but if I can get the simulator
           | to give me a highly accurate cockpit of an F/A-18 Hornet,
           | flying over real terrain and shooting at realistic enemies in
           | realistic (even if fictional) storyline - now that would be
           | deeply meaningful to me, because 1) F/A-18 Hornet is a real
           | plane that I would otherwise never experience flying, and 2)
           | I have a crush on this particular fighter because F/A-18
           | Hornet 3.0 is one of the first videogames I ever played in my
           | life as a kid.
           | 
           | Now, to make Metaverse less like bullshit and more like Star
           | Trek, we'd need to make sure the world generation is actually
           | available to the users. No asset stores, no app marketplace
           | bullshit. We live in a multimodal LLM era - we _already have_
           | all the components to do it like Star Trek did it:
           | "Computer, create a medieval fantasy village, in style of
           | England around year 1400, set next to a forest, with tall
           | mountains visible in the distance", then walk around that
           | world and tweak the defaults from there.
           | 
           | --
           | 
           | [0] - Ignoring the third use case that's occasionally implied
           | on the show, and that's really obvious given it's the same
           | one the Internet is for - and I'm not talking about cat
           | pictures.
        
             | ben_w wrote:
             | > I'm not talking about cat pictures
             | 
             |  _Caitian_ pictures, on the other hand...
             | 
             | I think they were more than implying what T'Ana got up to
             | with Shaxs.
        
               | TeMPOraL wrote:
               | You're right. _Lower Decks_ was _much_ less subtle about
               | this than prior shows. Should 've remembered since I was
               | the one to bring it up.
        
         | taejavu wrote:
         | Jeez I'd love to know what Apple's R&D debt on Vision Pro is,
         | based on current sales to date. I really really hope they
         | continue to push for a headset that's within reach of average
         | people but the hole must be so deep at this point I wouldn't be
         | surprised if they cut their losses.
        
           | EncomLab wrote:
           | As Carmack pointed out the problem with AR/VR right now -
           | it's not the hardware, it's the software. Until the
           | "visicalc" must have killer app shows up to move the
           | hardware, there is little incentive for general users to make
           | the investment.
        
             | PittleyDunkin wrote:
             | > As Carmack pointed out the problem with AR/VR right now -
             | it's not the hardware, it's the software.
             | 
             | The third option is peoples' expectation for AR/VR itself:
             | it could be a highly niche and expensive industry and
             | unlikely to grow to the general population.
        
         | PittleyDunkin wrote:
         | Maybe eventually. Based on this quality I don't see this
         | happening any time in the near future.
        
         | Deutschland314 wrote:
         | AR/VR doesn't has a 3D model issue.
         | 
         | It has a 'why would I strap on a headset for stuff I can do
         | without'
         | 
         | I will not starting meeting friends just because of the meta
         | verse. I have everything I need already.
         | 
         | And even video calls with Whatsapp is alweird as f.
        
         | InDubioProRubio wrote:
         | AR needs a bragging app.. something like the dharma/content you
         | create in virt growing out of your footsteps in real - and why
         | visible on cellphone, feeling more native in with AR-googles
        
       | denkmoon wrote:
       | For the AI un-initiated; is this something you could feasibly run
       | at home? eg on a 4090? (How can I tell how "big" the model is
       | from the github or huggingface page?)
        
         | sorenjan wrote:
         | The hunyuan3d-dit-v2-0 model is 4.93 GB. ComfyUI is on their
         | roadmap, might be best to wait for that, although it doesn't
         | look complicated to use in their example code.
         | 
         | https://huggingface.co/tencent/Hunyuan3D-2/tree/main/hunyuan...
        
         | swframe2 wrote:
         | I tried using Hunyuan3D-2 on a 4090 GPU. The Windows install
         | encountered build errors, but it worked better on WSL Ubuntu. I
         | first tried it with CUDA 11.3 but got a build error. Switching
         | to CUDA 12.4 worked better. I ran it with their demo image but
         | it reported that the mesh was too big. I removed the mesh size
         | check and it ran fine on the 4090. It is a bit slow on my i9
         | 14k with 128G of memory.
         | 
         | (I previously tried the stability 3d models:
         | https://stability.ai/stable-3d and this seems similar in
         | quality and speed)
        
           | denkmoon wrote:
           | Cool, thanks. I'm kinda interested so hearing it at least
           | runs on a 4090 means I might give it a go one weekend.
        
       | godelski wrote:
       | As with any generative model, trust but verify. Try it yourself.
       | Frankly, as a generative researcher myself, there's a lot of
       | reason to not trust what you see in papers and pages.
       | 
       | They link a Huggingface page (great sign!):
       | https://huggingface.co/spaces/tencent/Hunyuan3D-2
       | 
       | I tried to replicate the objects they show on their project page
       | (https://3d-models.hunyuan.tencent.com/). The full prompts exist
       | but are truncated so you can just inspect the element and grab
       | the text.                 Here's what I got       Leaf
       | PNG: https://0x0.st/8HDL.png          GLB:
       | https://0x0.st/8HD9.glb       Guitar          PNG:
       | https://0x0.st/8HDf.png  other view: https://0x0.st/8HDO.png
       | GLB: https://0x0.st/8HDV.glb       Google Translate of Guitar:
       | Prompt: A brown guitar is centered against a white background,
       | creating a realistic photography style. This photo captures the
       | culture of the instrument and conveys a tranquil atmosphere.
       | PNG: https://0x0.st/8HDt.png   and  https://0x0.st/8HDv.png
       | Note: Weird thing on top of guitar. But at least this time the
       | strings aren't fusing into sound hole.
       | 
       | I haven't tested my own prompts or the google translation of the
       | Chinese prompts because I'm getting an over usage error (I'll
       | edit comment if I get them). That said, these look pretty good.
       | The paper and page images definitely look better, but these
       | aren't like Stable Diffusion 1 paper vs Stable Diffusion 1
       | reality.
       | 
       | But these are long and detailed prompts. Lots of prompt
       | engineering. That should raise some suspicion. Real world has
       | higher variance and let's get an idea how hard it is to use. So
       | let's try some simpler things :)                 Prompt: A guitar
       | PNG: https://0x0.st/8HDg.png         Note: Not bad! Definitely
       | overfit but does that matter here? A bit too thick for a electric
       | guitar but too thin for acoustic.       Prompt: A Monstera leaf
       | PNG: https://0x0.st/8HD6.png
       | https://0x0.st/8HDl.png                https://0x0.st/8HDU.png
       | Note: A bit wonkier. I picked this because it looked like the
       | leaf in the example but this one is doing some odd things.
       | It's definitely a leaf and monstera like but a bit of a mutant.
       | Prompt: Mario from Super Mario Bros         PNG:
       | https://0x0.st/8Hkq.png         Note: Now I'm VERY suspicious....
       | Prompt: Luigi from Super Mario Bros         PNG:
       | https://0x0.st/8Hkc.png              https://0x0.st/8HkT.png
       | https://0x0.st/8HkA.png         Note: Highly overfit[0]. This is
       | what I suspected. Luigi isn't just tall Mario.
       | Where is the tie coming from? The suspender buttons are all
       | messed up.                Really went uncanny valley here. So
       | this suggests we're really brittle.        Prompt: Peach from
       | Super Mario Bros         PNG: https://0x0.st/8Hku.png
       | https://0x0.st/8HkM.png         Note: I'm fucking dying over here
       | this is so funny. It's just a peach with a cute face hahahahaha
       | Prompt: Toad from Super Mario Bros         PNG:
       | https://0x0.st/8Hke.png               https://0x0.st/8Hk_.png
       | https://0x0.st/8HkL.png         Note: Lord have mercy on this
       | toad, I think it is a mutated Squirtle.
       | 
       | Paper can be found here (the arxiv badge on the page leads to a
       | pdf in the repo, which github is slow to render those):
       | https://arxiv.org/abs/2411.02293
       | 
       | (If you want to share images like I did all I'm doing is `curl
       | -F'file=@foobar.png' https://0x0.st`)
       | 
       | [0] Overfit is a weird thing now. Maybe it doesn't generalize
       | well, but sometimes that's not a problem. I think this is one of
       | the bigger lessons we've learned with recent ML models. My
       | viewpoint is "Sometimes you want a database with a human language
       | interface. Sometimes you want to generalize". So we have to be
       | more context driven here. But certainly there are a lot of things
       | we should be careful about when we're talking about generation.
       | These things are trained on A LOT of data. If you're more
       | "database-like" then certainly there's potential legal
       | ramifications...
       | 
       | Edit: For context, by "look pretty good" I mean in comparison to
       | other works I've seen. I think it is likely a ways from being
       | useful in production. I'm not sure how much human labor would be
       | required to fix the issues.
        
         | Kelvin506 wrote:
         | The first guitar has one of the strings end at the sound hole,
         | and six tuning knobs for five strings.
         | 
         | The second has similar problems: it has tuning knobs with
         | missing winding posts, then five strings becoming four at the
         | bridge. It also has a pickup under the fretboard.
         | 
         | Are these considered good capability examples?
        
           | godelski wrote:
           | I take back a fair amount of what I said.
           | 
           | It is pretty good with some easier assets that I suspect
           | there's lots of samples of (and we're comparing to other
           | generative models, not to what humans make. Humans probably
           | still win by a good margin). But when moving out of obvious
           | assets that we could easily find, I'm not seeing good
           | performance at all. Probably a lot can be done with heavy
           | prompt engineering but that just makes things more
           | complicated to evaluate.
        
         | keyle wrote:
         | Thanks for this. The results are quite impressive, after trying
         | it myself.
        
         | godelski wrote:
         | Ops ran out of edit time when I was posting my last two
         | Prompt: A hawk flying in the sky         PNG:
         | https://0x0.st/8Hkw.png              https://0x0.st/8Hkx.png
         | https://0x0.st/8Hk3.png         Note: This looks like it would
         | need more work. I tried a few birds and generic too. They all
         | seem to have similar form.        Prompt: A hawk with the head
         | of a dragon flying in the sky and holding a snake         PNG:
         | https://0x0.st/8HkE.png              https://0x0.st/8Hk6.png
         | https://0x0.st/8HkI.png              https://0x0.st/8Hkl.png
         | Note: This one really isn't great. Just a normal hawk head. Not
         | how a bird holds a snake either...
         | 
         | This last one is really key for judging where the tech is at
         | btw. Most of the generations are assets you could download
         | freely from the internet and you could probably get better ones
         | by some artist on fiver or something. But the last example is
         | more our realistic use case. Something that is relatively
         | reasonable, probably not in the set of easy to download assets,
         | and might be something someone wants. It isn't too crazy of an
         | ask given Chimera and how similar a dragon is to a bird in the
         | first place, this should be on the "easier" end. I'm sure you
         | could prompt engineer your way into it but then we have to have
         | the discussion of what costs more a prompt engineer or an
         | artist? And do you need a prompt engineer who can repair
         | models? Because these look like they need repairs.
         | 
         | This can make it hard to really tell if there's progress or
         | not. It is really easy to make compelling images in a paper and
         | beat benchmarks while not actually creating a something that is
         | __or will become__ a usable product. All the little details
         | matter. Little errors quickly compound... That said, I do much
         | more on generative imagery than generative 3d objects so grain
         | of salt here.
         | 
         | Keep in mind: generative models (of any kind) are incredibly
         | difficult to evaluate. Always keep that in mind. You really
         | only have a good idea after you've generated hundreds or
         | thousands of samples yourself and are able to look at a lot
         | with high scrutiny.
        
           | BigJono wrote:
           | Yeah, this is absolutely light years off being useful in
           | production.
           | 
           | People just see fancy demos and start crapping on about the
           | future, but just look at stable diffusion. It's been around
           | for how long, and what serious professional game developers
           | are using it as a core part of their workflow? Maybe some
           | concept artists? But consistent style is such an important
           | thing for any half decent game and these generative tools
           | shit the bed on consistency in a way that's difficult to
           | paper over.
           | 
           | I've spent a lot of time thinking about game design and
           | experimenting with SD/Flux, and the only thing I think I
           | could even get close to production that I couldn't before is
           | maybe an MTG style card game where gameplay is far more
           | important than graphics, and flashy nice looking static
           | artwork is far more important than consistency. That's a
           | fucking small niche, and I don't see a lot of paths to
           | generalisation.
        
             | godelski wrote:
             | Yeah the big problem I have with my field is that there
             | seems to be stronger incentives to be chasing benchmarks
             | and making things look good than there is to actually solve
             | the hard problems. There is a strong preference for "lazy
             | evaluation" which is too dependent on assuming high levels
             | of ethical presentation and due diligence. I find it so
             | problematic because this focus actually makes it hard for
             | people to publish who are tackling these problems. Because
             | it makes the space even noisier (already incredibly noisy
             | by the very nature of the subject) and then it becomes hard
             | to talk about details if they're presumed solved.
             | 
             | I get that we gloss over details, but if there's anywhere
             | you're allowed to be nuanced and be arguing over details
             | should it not be in academia?
             | 
             | (fwiw, I'm also very supportive of having low bars to
             | publication. If it's void of serious error and plagiarism,
             | it is publishable imo. No one can predict what is important
             | or impactful, so we shouldn't even play that game. Trying
             | to decide if it is "novel" or "good enough for <Venue>" is
             | just idiotic and breeds collusion rings and bad actors)
        
             | Lanolderen wrote:
             | Stable Diffusion and AI in general seems to be big in
             | marketing at least. A friend decided to abandon engineering
             | and move to marketing and the entire social media part of
             | his job is making a rough post, converting it to corporate
             | marketing language via AI and then generating an eye
             | catching piece of AI art to slap on top.
             | 
             | When video generation gets easy he'll probably move to
             | making short eye catching gifs.
             | 
             | When 3D models and AI in general improve I can imagine him
             | for example generating shitty little games to put in
             | banners. I've been using an adblocker for so long I don't
             | know what exists nowadays but I remember there being
             | banners with "shoot 5 ducks" type games where the last duck
             | kill opens the advertisers website. Sounds feasible for an
             | AI to implement reliably. If you can generate different
             | games like that based on the interests of the person seeing
             | the ad you can probably milk some clicks.
        
             | oefrha wrote:
             | > been around for how long, and what serious professional
             | game developers are using it as a core part of their
             | workflow?
             | 
             | Are you in the game industry? If you're not how would you
             | even know they have not? As someone with some connections
             | in the industry and may soon get more involved personally,
             | I know at least one mobile gaming studio with quite a bit
             | of funding and momentum that has started using a good deal
             | of AI-generated assets that would have been handcrafted in
             | the past.
        
       | geuis wrote:
       | Question related to 3D mesh models in general: has any
       | significant work been done on models oriented towards
       | photogrammetry?
       | 
       | Case in point, I have a series of photos (48) that capture a
       | small statue. The photos are high quality, the object was on a
       | rotating platform. Lighting is consistent. The background is
       | solid black.
       | 
       | These normally are ideal variables for photogrammetry but none of
       | the various common applications and websites do a very good job
       | creating a mesh out of it that isn't super low poly and/or full
       | of holes.
       | 
       | I've been casually scanning huggingface for relevant models to
       | try out but haven't really found anything.
        
         | tzumby wrote:
         | I'm not an expert, only dabbled in photogrammetry, but it seems
         | to me that the crux of that problem is identifying common
         | pixels across images in order to sort of triangulate a point in
         | the 3D space. It doesn't sound like something an LLM would be
         | good at.
        
         | jocaal wrote:
         | Recently, a lot of development in this area has been in
         | gaussian splatting and from what I have seen, the new methods
         | are super effective.
         | 
         | https://en.wikipedia.org/wiki/Gaussian_splatting
         | 
         | https://www.youtube.com/watch?v=6dPBaV6M9u4
        
           | geuis wrote:
           | Yeah some very impressive stuff with splats going on. But I
           | haven't seen much about going from splats to high quality 3D
           | meshes. I've tried one or two with pretty poor results.
        
             | jiggawatts wrote:
             | There have been a few papers published on the topic, but
             | it's "early days".
             | 
             | Expect a lot of progress over the next couple of years.
        
           | meindnoch wrote:
           | The parent explicitly asked for a _mesh_.
        
             | jocaal wrote:
             | The second link I posted contains n flow from splats to
             | meshes
        
             | andybak wrote:
             | You can never be sure what someone's real intent is. They
             | might mean "something meshlike". Personally I usually reply
             | by asking for more info (I always have the XY Problem in my
             | mind) but that is time consuming and some people assume
             | you're being pendantic (I am however correct more often
             | than not - people have posed the wrong question or haven't
             | given critical parts of the context)
        
               | geuis wrote:
               | Yeah, I am explicitly asking about meshes, which is why I
               | said that and also referenced photogrammetry. Sometimes
               | people know what they're asking for help with.
               | 
               | Thanks for the links. Going to check them out this
               | morning.
        
               | andybak wrote:
               | Just to be clear I wasn't singling you out. I don't know
               | anything about you.
               | 
               | And furthermore I also often post questions that lack
               | sufficient context.
               | 
               | My point was that it's _always_ okay to ask for
               | clarification or to assume that there was maybe some
               | broader contact context or to offer a suggestion that
               | doesn 't follow the most literal interpretation of the
               | question as asked.
        
         | falloon wrote:
         | Kiri engine is pretty easy to use and just released a good
         | update for their 3DGS pipeline, and they have one of the better
         | 3DGS to mesh options. https://kiri-
         | innovation.github.io/3DGStoMesh2/
        
         | troymc wrote:
         | Check out RealityCapture [1]. I think it's what's used to
         | create the Quixel Megascans [2]. (They're both under the Epic
         | corporate umbrella now.)
         | 
         | [1] https://www.capturingreality.com/realitycapture
         | 
         | [2] https://quixel.com/megascans/
        
         | Joel_Mckay wrote:
         | COLMAP + CloudCompare with a good CUDA GPU (more VRAM is
         | better) card will give reasonable results for large textured
         | objects like buildings. Glass/Water/Mirror/Gloss will need
         | coated to scan, dry spray on Dr.scholls foot deodorant seems to
         | work fine for our object scans.
         | 
         | There are now more advanced options than Gaussian splatting,
         | and these can achieve normal playback speeds rather than hours
         | of filtering. I'll drop a citation if I recall the recent paper
         | and example code. However, note this style of 3D scene recovery
         | tends to be heavily 3D location dependent.
         | 
         | Best of luck, =3
        
         | Elucalidavah wrote:
         | > the object was on a rotating platform
         | 
         | Isn't a static-object-rotating-camera basically a requirement
         | for photogrammetry?
        
           | Mashimo wrote:
           | Why would that make a difference?
        
             | SequoiaHope wrote:
             | Photogrammetry generally assumes a fully static scene. If
             | there are static parts of the scene which the camera can
             | see and also rotating parts, the algorithm may struggle to
             | properly match features between images.
        
               | Mashimo wrote:
               | i think it's common to have dots on the rotating disk
               | where the object is placed on.
        
               | SequoiaHope wrote:
               | Sure, but if the background has a lot of features it will
               | still confuse the algorithm unless it has some special
               | settings for ignoring the background.
        
             | addandsubtract wrote:
             | The OC mentioned "static lighting". If they meant static,
             | while the platform was spinning, then the lighting would be
             | inconsistent, because the object would change lighting with
             | each photo. You would have to fix the lighting to the
             | platform to spin _with_ the object, while taking the
             | pictures to get consistent lighting.
        
               | geuis wrote:
               | I think you just nailed why I have been having a hard
               | time with my photo set. It's the lighting. Well crap,
               | because I don't have access to the statue or studio
               | again. Thanks for the tip.
        
               | ryandamm wrote:
               | You could try generating per-view depth maps, going to a
               | point cloud and meshing from there. (I suspect splats may
               | reduce your accuracy as an intermediate.)
               | 
               | I'm not aware of a fully-baked workflow for that --
               | though it may exist. The first step has gotten really
               | good: the recent single-shot AI models for depth are
               | pretty visually impressive (I don't know about metric
               | accuracy).
               | 
               | The ones I'm aware of are DUST3R and the newer MAST3R:
               | 
               | https://github.com/naver/dust3r
               | https://github.com/naver/mast3r
               | 
               | Good luck!
        
           | jdietrich wrote:
           | No. For small objects, it is typical to use a turntable to
           | rotate the object; there are a number of commercial and DIY
           | turntables with an automated motion system that can trigger
           | the shutter after a specified degree of rotation.
        
         | archerx wrote:
         | >The background is solid black.
         | 
         | >These normally are ideal variables for photogrammetry
         | 
         | Actually no, my friend learned this the hard way during a
         | photogrammetry project, he rented a photo studio, and made sure
         | the background were perfectly black and took the photos but the
         | photogrammetry program (Meshroom I think) was struggling to
         | reconstruct the mesh. I did some research and I learned that it
         | uses features in the background to help position itself to make
         | the meshes. So he redid his tests outside with "messy"
         | backgrounds and it worked much much better.
         | 
         | This was a few years ago so I don't know if things are
         | different now.
        
         | Broussebar wrote:
         | For this exact use case I used instant-ngp[0] recently and was
         | really pleased with the results. There's an article[1]
         | explaining how to prepare your data.
         | 
         | [0] https://github.com/NVlabs/instant-ngp
         | 
         | [1] https://github.com/NVlabs/instant-
         | ngp/blob/master/docs/nerf_...
        
         | GistNoesis wrote:
         | >full of holes
         | 
         | On the geometry side from the theoretical point of view you can
         | repair meshes, [1], by inferring a signed or unsigned distance
         | field from your existing mesh, then you contour this distance
         | field.
         | 
         | If you like the distance field approach, there are also
         | research work [2], to estimate neural unsigned distance fields
         | directly, (kind of a similar way as Gaussian splats).
         | 
         | [1] https://github.com/nzfeng/signed-heat-3d [it works but it's
         | research code, so buggy, not user friendly, and mostly on toy
         | problems because complexity explode very quickly when using a
         | grid the number of cells grows as a n^3, and then they solve a
         | sparse linear system on top (so total complexity bounded by
         | n^6), but tolerating approximations and writing things properly
         | practical complexity should be on par with methods like finite
         | element method in Computational Fluid Dynamics.
         | 
         | [2] https://virtualhumans.mpi-inf.mpg.de/ndf/
        
       | xgkickt wrote:
       | Any user-generated content system suffers from what we call "the
       | penis problem".
        
       | otikik wrote:
       | Wow they really need to work on that first splash image[1]. All
       | the assets there look hideous.
       | 
       | [1]
       | https://github.com/Tencent/Hunyuan3D-2/blob/main/assets/imag...
        
         | FrozenSynapse wrote:
         | the assets look good as a starting point, they may even be used
         | as background elements
        
       | _s_a_m_ wrote:
       | Has the word "advanced", gotta be good
        
       | nunodonato wrote:
       | imagine something like this but geared towards 3d printing
       | functional objects.
        
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       (page generated 2025-01-22 23:02 UTC)