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Image-blaster: Creates 3D environments, SFX, and meshes from a single image

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21–30 of 42 posts

Re: Image-blaster: Creates 3D environments, SFX, and meshes from a single image

#21
Is this in the same vein as TRELLIS?

https://github.com/Microsoft/TRELLIS

I've been trying to use this to generate 3d character models from images. I am enjoying 3d printing these models to mess with my kids.

Not much of what I've found runs on local models but I'm always on the lookout. Meshy.ai (mentioned here) offers really nice generation but the cost adds up quickly.

Re: Image-blaster: Creates 3D environments, SFX, and meshes from a single image

#22
post #21

Is this in the same vein as TRELLIS? https://github.com/Microsoft/TRELLIS I've been trying to use this to generate 3d character models from images. I am enjoying 3d printing these models to mess with my kids. Not much of what I've found runs on local models but I'm always on the lookout. Meshy.ai (mentioned here) offers really nice generation but the cost adds up quickly.

There are quite a few, now, and more coming out regularly to surprisingly little fanfare.

Tencent's Hunyuan3D (https://github.com/Tencent-Hunyuan) is a single/multi view photogrammetry replacement, which image-blaster is based on.

Facebook Research has extended SAM to 3D (https://github.com/facebookresearch/sam-3d-objects), separating as 'Objects' and 'Body'.

The workflows to make meshes watertight for 3D printing are all pretty effective.

Re: Image-blaster: Creates 3D environments, SFX, and meshes from a single image

#23
post #21

Is this in the same vein as TRELLIS? https://github.com/Microsoft/TRELLIS I've been trying to use this to generate 3d character models from images. I am enjoying 3d printing these models to mess with my kids. Not much of what I've found runs on local models but I'm always on the lookout. Meshy.ai (mentioned here) offers really nice generation but the cost adds up quickly.

This is more like a Claude-based skill set that orchestrates a bunch of different, separate systems. The closest equivalent to Trellis would probably be its usage of Huyuan-3D, which it uses to create some of the 3D object models.

From what I can tell, it takes an image and first segments it into objects versus environment then sends the environment to Marble 1.1 to generate a Gaussian splat,sends all the isolated individual objects to Hunyuan to generate GLB model files.

Re: Image-blaster: Creates 3D environments, SFX, and meshes from a single image

#24
post #9

I see it used worldlabs, i’ve tested it quite a bit and no results were not really that usable, it hallucinated so many parts outside of the wall that made no sense. He will be fine if hallucinated and it made sense but if it doesn’t make sense, I’m not sure what the point of inputting a single image is. I’ve actually found better luck using gpt image 2 instead.

Yeah, even the latest version, Marble 1.1 which this repo uses can make a royal mess of things, especially outdoor environments.

Re: Image-blaster: Creates 3D environments, SFX, and meshes from a single image

#26
post #4

If you haven't tried AI modeling pipelines in the last year you'll be surprised. The star of the show here is https://platform.worldlabs.ai/ (author works there, I don't) which is really good. There's also Meshy.ai (which this repo doesn't seem to use?) for non-scene stuff that's right up there in quality. There's texturing, auto-rigging, etc. The latest VLLM models have true pixel image grounding which means you can…

What's the best option for converting house blueprints or 3D rendered images back to models?

There are not good workflows for doing this for a whole scene, especially where accuracy needs to be preserved. One shot models seem to be very good at providing 3D from a single angle, but multishot is very shoddy at this point, and without seeing behind things you have no clue about what is actually there.

Also, try meshy and look at how many polygons or triangles you get from any of the model objects. Hundreds of thousands, when you retopologize still goes to the high tens of thousands.

Re: Image-blaster: Creates 3D environments, SFX, and meshes from a single image

#28
post #15

What about creating 3d meshes from multiple photos of the same object?

I've had some success with that. It's pretty neat!

Haven't used it professionally mainly because the titles I've worked on lately aren't realistic so you can't really procure the materials to scan.

Re: Image-blaster: Creates 3D environments, SFX, and meshes from a single image

#29
post #11

Earlier quoted context omitted.

Well, in blade runner he looks around a corner and zooms in microscopic detail on something not visible from the photo. But the esper interface is all voice activated, and doesn't talk back - which I think is very prescient, and more likely the way things will go. I'd much rather voice assistants just did the thing that I want them to do rather than talk back to me

I've never forgotten this SIGGRAPH demo from almost twenty years ago, in which the authors effectively switch camera and light source computationally (... in a static scene) [1] Ever since then, I have viewed scenes such as the "lingerie store scene" from Enemy of the State [2] with a little bit less eye rolling... [1] - https://www.youtube.com/watch?v=p5_tpq5ejFQ [2] - https://youtu.be/3EwZQddc3kY?t=6

Thanks for posting that demo, kinda sad I've never seen it till now.

Re: Image-blaster: Creates 3D environments, SFX, and meshes from a single image

#30

I wonder if there is something similar but for creating isometric sprites? I burned through $30 yesterday realizing that I can't just get image gen to give me isometric static/animated sprites with consistency....even the best image gen cannot do this and im just baffled how difficult isometric sprite is compared to 3d mesh gen I'm at a crossroad , do I opt for 3d mesh isometrics with more hardware requirements for m…

I had a similar experience recently while helping my 5 year old daughter vibe code a sandcastle-themed tower defense game (https://sandcastles.finley.lol).

I ended up thinking it might be easier to generate rigged models, animate them, and capture from an iso perspective, then do some kind of pixel art style transfer on the masked sprite sheet. Eventually I realized my kid didn't really care too much about the visuals so I didn't get too far with it.

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