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MeshAnything – Converts 3D representations into efficient 3D meshes

buaacyw.github.io

1–10 of 71 posts

Re: MeshAnything – Converts 3D representations into efficient 3D meshes

#4
Nice looking results, hopefully not too cherry-picked. Every 3D model generation paper posted on HN has people complaining that the meshes are bad, so this kind of research is welcome and necessary for generated 3D assets to be used in actual games.

Weird custom non-commercial license unfortunately. Notes from the GitHub readme:

> It takes about 7GB and 30s to generate a mesh on an A6000 GPU

> trained on meshes with fewer than 800 faces and cannot generate meshes with more than 800 faces

Re: MeshAnything – Converts 3D representations into efficient 3D meshes

#6
Words have meanings, you can’t call AI generated meshes, “Artist created Meshes” not matter how good you think your results are.

Beside good topology is dependent on the use case, it’s very different if you are doing animation, a 3D print, a game or just a render.

Re: MeshAnything – Converts 3D representations into efficient 3D meshes

#7
post #6

Words have meanings, you can’t call AI generated meshes, “Artist created Meshes” not matter how good you think your results are. Beside good topology is dependent on the use case, it’s very different if you are doing animation, a 3D print, a game or just a render.

Yep, hard to reason with industry people pushing slop on commercial production teams.

Low-poly re-mesh tools have been around for ages (some better than others), but there are good reasons pro's still do this step manually all the time. Primarily "good" is based on _where_ the quads, loops, and unavoidable n-gons end up in the model (or stuff ends up looking retro 90's.)

There is also the complex legal side of algorithms not being able to create copyrightable works in some jurisdictions. Talk with your IP lawyer, this area gets messy fast when something famous or trademarked is involved.

Cheers, =3

Re: MeshAnything – Converts 3D representations into efficient 3D meshes

#9

MeshAnything generates meshes with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods.

So does instant-meshes, but it also doesn't necessarily improve the topology.

https://github.com/wjakob/instant-meshes

Cheers =)

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