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MeshAnything – Converts 3D representations into efficient 3D meshes

buaacyw.github.io

21–30 of 71 posts

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

#21
post #15

Earlier quoted context omitted.

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 algori…

That's fair, as someone pretty proficient in 3D modelling I understand your point. However, it also boils down to the scale of the project. Imagine recreating part of real life city, creating a digital twin, for scientific purposes (testing human behaviour in fire hazards, or simply iterating on better park planning and road design for greater perceived safety). There's a lot to be done, and it's difficult to use pro…

Procedural emission of textures, biomes and cities is not ML/AI generated... Also physics simulation of erosion for landscapes may look natural to most people.

The problem is when groups start gleaning styles and artwork from 3rd parties to make something in the same style... they cross an ethical line, and a legal one in some situations (even if the original work is completely isolated from the output.)

Thus, while a stochastic parrot may be able to dodge outright plagiarism, it cannot sidestep copyright laws in some Markets.

I'd rather pay folks for royalty free content like Poly Haven offers to the community. =3

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

#22
post #11

Certainly a lot of scope for this kind of thing .. people who do lidar scans or photogrammetry of buildings tend to end up with very large meshes or very large point clouds.. which means they need souped up PCs and expensive software to wrangle into some usable CAD format. Its an area where things can be improved a lot imho - I did some work a while back fitting flat planes to pointclouds, and ended up with mesh mode…

If you want to show photogrammetric pointclouds of buildings potree db&algorithm is pretty good and if you don’t like the library for some reason it’s pretty easy to reimplement (potree.org).

You just dump the pointcloud to a hierarchical octree and at viewer end just download the nodes in your frusttum and voila.

There are other approaches but this wins hands down on usability/simplicity.

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

#23
post #22
post #11

Certainly a lot of scope for this kind of thing .. people who do lidar scans or photogrammetry of buildings tend to end up with very large meshes or very large point clouds.. which means they need souped up PCs and expensive software to wrangle into some usable CAD format. Its an area where things can be improved a lot imho - I did some work a while back fitting flat planes to pointclouds, and ended up with mesh mode…

If you want to show photogrammetric pointclouds of buildings potree db&algorithm is pretty good and if you don’t like the library for some reason it’s pretty easy to reimplement (potree.org). You just dump the pointcloud to a hierarchical octree and at viewer end just download the nodes in your frusttum and voila. There are other approaches but this wins hands down on usability/simplicity.

Im quite familiar with potree and a big fan .. having hacked some of the internals and added features to my own custom version - so people can share annotations, measurements, save to cloud or export linework .. without writing code/custom html.

Also added code to import e57 cube panoramas ..

Still, I think if one can use ML to simplify a pointcloud or fine mesh .. then the data is much smaller and cleaner, easier to import to existing CAD tools etc.

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

#24
post #11

Certainly a lot of scope for this kind of thing .. people who do lidar scans or photogrammetry of buildings tend to end up with very large meshes or very large point clouds.. which means they need souped up PCs and expensive software to wrangle into some usable CAD format. Its an area where things can be improved a lot imho - I did some work a while back fitting flat planes to pointclouds, and ended up with mesh mode…

Surely you heard about surfels, sounds like a very similar approach.

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

#25
I am all in for any development in this domain. Just to spread some sense of scale, We recently processed (manually) the point cloud scan of one of the (So the scale shown in this paper feels like toys! Not undermining the effort at all. We need to start somewhere anyway.

For the same reason, I feel puzzled looking at Industrial scenes in Video Games. They are like 3 order of magnitude simplified compared to a real plant.

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

#26
post #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…

Honestly I like the faces limitation - use it as input for blender to further develop the model, not as final product.

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

#27

The converted meshes are not efficient. They are also full of n-gons so you need to retopo no matter what...

I can only see tris. It's quite rare to see .obj files with anything except triangles.

Or do you mean something like "contains implied ngons because of the way coplanar tri faces are arranged"?

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

#30

I am all in for any development in this domain. Just to spread some sense of scale, We recently processed (manually) the point cloud scan of one of the ( So the scale shown in this paper feels like toys! Not undermining the effort at all. We need to start somewhere anyway. For the same reason, I feel puzzled looking at Industrial scenes in Video Games. They are like 3 order of magnitude simplified compared to a real…

> For the same reason, I feel puzzled looking at Industrial scenes in Video Games. They are like 3 order of magnitude simplified compared to a real plant.

Because they are games, not oil refinery simulators. They are typically intending to only convey a general sense of “industrial environment” and nothing more.

Do your models of oil refineries include the correct grass and other plant species growing in cracks in the pavement?

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