[HN Gopher] Bolt3D: Generating 3D Scenes in Seconds
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       Bolt3D: Generating 3D Scenes in Seconds
        
       Author : jasondavies
       Score  : 270 points
       Date   : 2025-03-19 22:30 UTC (1 days ago)
        
 (HTM) web link (szymanowiczs.github.io)
 (TXT) w3m dump (szymanowiczs.github.io)
        
       | slowtrek wrote:
       | Is anything like this available locally yet?
        
         | emmelaich wrote:
         | Here's the repo: https://github.com/szymanowiczs/splatter-image
         | 
         | Apparently you can clone and run the demo locally. But wasn't
         | clear at a glance how much is local and what hardware required.
        
           | ashikns wrote:
           | Isn't it generating in the browser using webgpu?
        
             | gessha wrote:
             | I assume that's for interactive viewing only, not for
             | generation.
             | 
             | > Our method takes 6.25 seconds to reconstruct one scene on
             | a single H100 NVIDIA GPU or 15 seconds on an A100.
        
           | dvrp wrote:
           | I mean, it's the same author but seems like co-authors are
           | different.
           | 
           | How do you know it's the actual implementation?
        
           | echelon wrote:
           | Your link above (Splatter Image) is not the same code / paper
           | / research as Bolt3D.
           | 
           | This is a previous paper/work by the lead author a year
           | before they interned at Google Research and produced Bolt3D.
           | 
           | Bolt3D appears to be his intern research project done in
           | conjunction with a bunch of other Google and DeepMind
           | researchers.
           | 
           | I don't suspect there will ever be publicly available code
           | for this.
        
           | kombine wrote:
           | This is previous work. Bolt3D uses the same principle, of
           | predicting a per-pixel Gaussian splatting representation but
           | it also trains a diffusion model, which is only feasible if
           | you have substantial compute available.
           | 
           | Given that it's a work done at Google I will not expect them
           | to release source code. But it will be reproduced by someone
           | else soon enough.
        
             | emmelaich wrote:
             | True, I should've said _related_ work.
        
       | diggan wrote:
       | Show. Us. The. Wireframes!
       | 
       | Every single time a new "Generate 3D" thing appears, they never
       | show the wireframes of the objects/scenes up front, always you
       | need to download and inspect things yourself. How is this not
       | standard practice already?
       | 
       | Not displaying the wireframes at all, or even offer sample files
       | so we could at least see it ourselves, just makes it look like
       | you already know that the generated results are unusable...
        
         | ajwin wrote:
         | My understanding is that it is not mesh, it's Gaussian
         | Splatting. There are tools to convert Splats into mesh though.
        
           | diggan wrote:
           | Yeah, but isn't still the expected outcome to end up with
           | actual 3D objects, not point clouds? Or did people start
           | integrating point clouds into their 3D workflows already?
           | Besides for stuff like volumes and alike, I think most of us
           | are still stuck working with polygons for 3D.
        
             | text0404 wrote:
             | splats augment 3D scenes, they don't replace them. i've
             | seen them used for AR/VR, photogrammetry, and high-
             | performance 3D. going from splats to a 3D model would be a
             | downgrade in terms of performance.
        
               | nine_k wrote:
               | Meshes are editable. Are Gaussian splats?
        
               | text0404 wrote:
               | kinda but not really in a meaningful way, at least not
               | yet. there's some plugins for popular 3D software but
               | it's still early days.
        
               | therealpygon wrote:
               | Yea, someone can say, "Look, we have just created the
               | first color computer and it displays images. Look at this
               | first ever real life photo on this digital screen!" There
               | will always be the people who ask, "Yeah, but does it run
               | Photoshop?"
        
               | dmarcos wrote:
               | What kind of edits you mean? You can crop / combine
               | splats easily in your browser with supersplat (not
               | affiliated)
               | 
               | https://superspl.at/editor
        
               | dmarcos wrote:
               | What's the best use of splats that you've seen so far
               | that I can try? AR/VR or regular 3D
        
             | tracerbulletx wrote:
             | No geometry in the conventional sense. I did a demo of
             | rendering a Gaussian splat in React Three Fiber here, you
             | can open the linked splat file (its hosted on hugging face)
             | if you want to see the data format.
             | https://codesandbox.io/p/sandbox/3d-gaussian-splat-in-
             | react-... I also have this youtube video about creating
             | that demo https://www.youtube.com/watch?v=6tVcCTazmzo
        
             | Legend2440 wrote:
             | You can convert splats into meshes using a simple marching
             | cubes algorithm.
             | 
             | But the meshes produced are not easy to edit.
        
               | dheera wrote:
               | Generating good meshes sounds like a problem for a
               | completely different machine learning algorithm to me.
        
               | MITSardine wrote:
               | Meshing has been around long before machine learning came
               | to prominence, there's plenty of methods to improve
               | surface meshes already.
        
             | lmpdev wrote:
             | I use pointclouds all the time in Rhino/Lastools/Meshlab
             | 
             | I much prefer pointclouds and nurbs over meshes
             | 
             | Not everything is gamedev
        
               | diggan wrote:
               | > Not everything is gamedev
               | 
               | Agree, I'm not sure why you'd think that's the only use
               | case for 3D, unless I misunderstand your argument here.
               | 
               | How would you handle visual effects with point-clouds for
               | example? There are so many use cases for proper 3D, and
               | all I can think of as use-case for point clouds are
               | environments with static lightning, which seems like a
               | really small part of what people generally consider "3D
               | scenes".
        
               | lmpdev wrote:
               | > Visual effects
               | 
               | Maybe I missed the mark on "gamedev", but 3D is larger
               | than just "aesthetically pleasing 3D VFX" for its own
               | sake
               | 
               | Often I'm trying to use something as a reference for a
               | design where a 3D model isn't the actual end goal, or I'm
               | performing analytics on a 3D object (say in my case for a
               | lot of GIS and simulation work)
               | 
               | The whole "mesh is the be all and end all of 3D
               | modelling" irks me as while yes it's a really important
               | way of _representing_ an object (especially with real
               | time constraints), it doesn't do justice to the full
               | landscape of techniques and uses for 3D
               | 
               | It would be like 2D sprite artists from the gamedev world
               | saying "what's the point of all this vector art you
               | illustrators are doing" or "what's the point of all these
               | wireframe designs you graphic designers are doing" -
               | "these aren't raster images!"
               | 
               | I suppose my snipe was trying to communicate the idea
               | that 3D is larger than just a vehicle for entertainment
               | production. It intersects many industries that may eschew
               | polygons because real time rendering is irrelevant
               | 
               | 3D tooling has uses beyond producing 3D scenes, just as
               | Photoshop is used for more than touching up photographs
               | 
               | Edit: for anyone stuck in a rut with meshes come join the
               | dark side with nurbs - it makes you think about modelling
               | in a radically different way (unfortunate side effect is
               | it makes working with meshes feel so so "dirty")
        
               | CyberDildonics wrote:
               | _The whole "mesh is the be all and end all of 3D
               | modelling"_
               | 
               | No one said this, it seems like you are making up fake
               | questions and not dealing with the actual questions that
               | the person you replied to asked.
               | 
               | You can view point clouds and you can warp them around,
               | but working with them and tracing rays becomes a
               | different story.
               | 
               | Once you need something as a jumping off point to start
               | working with, point clouds are not going to work out
               | anymore. People use polygons for a reason. They have
               | flexible UVs, they can be traced easily, they can be
               | worked with easily, their data is direct, standard and
               | minimal.
        
               | MITSardine wrote:
               | Games are the least of it, the vast majority of
               | scientific applications to do with physics use meshes
               | rather than point clouds.
               | 
               | This is because a point cloud does not represent a
               | surface or a volume until the points are connected to
               | form, well, a surface or a volume.
               | 
               | And physical problems are most often defined over
               | surfaces or volumes. For instance, waves don't propagate
               | over sparse sets of points, but within continuous
               | domains.
               | 
               | However, for applications where geometric accuracy is
               | needed, I think you wouldn't want to use a method based
               | on a minimal number of photographs anyways. For instance,
               | the Lascaux cavern was mapped in 3D a decade ago based on
               | "good old" algorithms (not machine learning) and
               | instruments (more sophisticated than a phone camera). So
               | these critiques are missing the point, in my opinion.
               | These Gaussian Splatting methods are very impressive for
               | the constraints they operate under!
        
             | dheera wrote:
             | Not necessarily.
             | 
             | If you're using it to render video you don't need to go
             | into the mesh world.
        
             | lallysingh wrote:
             | Expected by whom? Other researchers in this space? That's
             | the audience for this work.
        
           | eMPee584 wrote:
           | Isn't https://svraster.github.io/ just superceding gaussians?
           | Voxels are also not meshes, but might they not prove even
           | more useful for coming rendering engines..?
        
         | text0404 wrote:
         | splats don't have wireframes, and they have an embedded webgpu
         | viewer in the linked page.
        
         | jsheard wrote:
         | They usually don't show the material channels either, which I
         | assume is because there aren't any, and instead the lighting is
         | statically baked into the asset. That works for a demo where
         | you just wiggle the camera in a circle, but it'll immediately
         | fall apart if the lighting environment changes or anything in
         | the scene moves.
        
           | Legend2440 wrote:
           | Think of it more like a 3D picture than an animation model.
           | 
           | There are no materials channels or wireframe. It's a
           | volumetric 3D representation, like a picture made up of color
           | blobs.
        
             | kookamamie wrote:
             | And thus unusable for most things 3D models and scenes
             | would be used for today.
        
               | ForTheKidz wrote:
               | I see your point, but also consider that interactivity
               | comes to mind in part because 3d models are so expensive
               | to describe compared to 2d shapes that they're largely
               | worth it for interactive stuff. We might see more
               | innovation on that front with a low-cost barrier to
               | entry.
               | 
               | Plus, scaling dynamic lighting up has _always_ been the
               | Big Bad of computer graphics, and precomputation will
               | _always_ give us an amazing heuristic to use against it.
               | Everything else basically tends towards not mattering: we
               | can only absorb a finite number of details, but we live
               | in a world with virtually infinite lights.
        
               | teamonkey wrote:
               | Honestly, I thought this was the most practical and
               | usable example of AI generation I've seen to date. I
               | actually found it _refreshing_ after all the guff we
               | usually see.
               | 
               | I bet in a couple of years it'll be standard for estate
               | agents to show 3D views like this on their web sites,
               | architects converting quick paintovers of existing sites
               | to 3D models, improvements to Street View, and so on.
               | Anywhere where you want a quick 3D view of a space based
               | on a few photos taken on a smartphone and where accuracy
               | isn't 100% important.
               | 
               | For things like games, it still follows the existing
               | photogrammetry workflow (with all of those problems), but
               | it might reduce the number of photos needed to create a
               | point cloud.
        
         | quitit wrote:
         | I think there should be a standard set of images for
         | comparison, because I've never seen a mesh generator readme
         | that wasn't impressive. I test each one I get my hands on and
         | the results are often disappointing.
        
       | noduerme wrote:
       | I'm very unclear as to what is supposed to be happening locally
       | here, but as soon as the demo finishes loading, it crashes
       | firefox on my phone.
        
         | lukan wrote:
         | I assume WebGPU related? FF lacks behind in support and I
         | assume they use it under the hood. Meaning I would try chrome.
         | (I know, I know)
        
       | tmilard wrote:
       | Impressed with Bolt3D AI model ! - Speed of the 3D generation, -
       | Accurate 3D mesh deduction. It's a wonderfull chock.
       | 
       | I agree, this is the way forward: - "some photos" as imput. -
       | Convenient, a camera is in every pocket (Smartphone).
       | 
       | On WE, I have been trying for years to generate 3D from photos.My
       | tool now works well, but there is still this big problem of the
       | time it takes to "recreate" the 3D mesh from photos. I remind
       | that photos are in ... 2D.Not convenient. Here is an example of
       | my Tool's generation : https://free-visit.net/fr/demo01
       | 
       | Here, Bolt3d takes away the 4 hours combersome work into a
       | automatic process. Wahoo !
       | 
       | So Bravo to the Bolt3d team of researchers.
        
       | oplane wrote:
       | Can 3D generation happen for terrain views on a map ?
        
       | bhouston wrote:
       | It doesn't seem to work that well. Once you move off the primary
       | camera axis, like rotate around, you notice that there are many
       | regions with only sparse resolution and there are gaps
       | everywhere. It is totally unusable for anything.
       | 
       | Sure, it solves for the primary view, but this is claiming it is
       | a 3D scene reconstruction/inference technique and in that claim
       | it only sort of works.
       | 
       | For example:
       | https://i.postimg.cc/43tj36jv/Screenshot-2025-03-20-at-8-52-...
        
         | gcapu wrote:
         | Where is this image from? Were you able to try the model?
        
       | scyzoryk_xyz wrote:
       | I'm imagining this approach being combined down the line with
       | your typical photogrammetry approach for reinforcing quality.
        
       | antonkar wrote:
       | We'll hopefully convert an LLM into a 3D haunted house and
       | finally democratize AI interpretability by having millions of
       | gamers walking in them
        
       | marianaenhn wrote:
       | ok, thx
        
       | burgerone wrote:
       | What's the use case for putting AI into everything? Pretty much
       | every AI product so far has been and still is subject to
       | hallucinations and inaccuracies and on top of that it's hugely
       | computing intensive. Sure, it's the best we have right now and it
       | allows us to do things that were previously next to impossible
       | with manual programming work, but it's far from being something
       | that's actually viable. And what would be the use case for
       | turning a picture into an approximated 3d mesh that is only
       | really complete from one angle? LIDAR does a stunningly accurate
       | job at that already, reproducibly (although granted that this
       | cannot retroactively be applied to existing photos).
        
       | flykespice wrote:
       | Good good, now show me the topology
        
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       (page generated 2025-03-20 23:01 UTC)