Earlier quoted context omitted.
What is your definition of slop?
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…
Hunyuan3D 2.0 – High-Resolution 3D Assets Generation
111–120 of 152 posts
Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation
#112Earlier quoted context omitted.
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…
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 value…
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.
Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation
#113Question 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…
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
Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation
#114Generative 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.
Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation
#115Earlier quoted context omitted.
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 ht…
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 to…
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.
Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation
#116Earlier quoted context omitted.
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.
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 traditi…
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.
Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation
#117Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation
#118Earlier quoted context omitted.
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
The parent explicitly asked for a mesh .
Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation
#119Earlier quoted context omitted.
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)
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.
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.
Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation
#120Generative 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.
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.
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.
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[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.