Earlier quoted context omitted.
Hi Alex, thanks for the question! Currently, we are not producing great results when it comes to realistic humans, animals, and vegetation. Those requests are not served as we haven't yet trained for these kind of inputs. Once our geometry reconstruction has high accuracy for hard-surface objects we'll move on to this category, collect data, train and improve.
> Once our geometry reconstruction has high accuracy for hard-surface objects we'll move on to this category, collect data, train and improve. is that really possible though? For complex objects there should be multitude of 3d structure that fit a 2d projection and there's really no way to say "which one is the most correct one".
Show HN: Kaedim – API for 3D User Generated Content
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Re: Show HN: Kaedim – API for 3D User Generated Content
#32Can we see more examples? (Including some less successful ones and some failure cases ideally)
Yup, would love to see more examples how this works!
Re: Show HN: Kaedim – API for 3D User Generated Content
#33Here are some inputs and outputs: https://i.imgur.com/52Vneuv.png
Re: Show HN: Kaedim – API for 3D User Generated Content
#34Can this convert a 2d floorplan in DWG format into a 3d model?
Re: Show HN: Kaedim – API for 3D User Generated Content
#35Is that AI-based, e.g. like https://www.arxiv-vanity.com/papers/1511.06702/ ? BTW, great job improving over the public state of the art.
Re: Show HN: Kaedim – API for 3D User Generated Content
#36> Transform your 2D art into 3D Content One suggestion: The example on your home page, to me, looks fairly three-dimensional (as far as 2D sketches go), with shading and everything. I would suggest a better example might help with capturing potential customers. Looks great though
Re: Show HN: Kaedim – API for 3D User Generated Content
#37Re: Show HN: Kaedim – API for 3D User Generated Content
#38Re: Show HN: Kaedim – API for 3D User Generated Content
#39Re: Show HN: Kaedim – API for 3D User Generated Content
#40From the video I gather that texturing is still a manual step? I'm a little confused how your editor showed the model without a texture, then you were able to do a perfect color fill on the different parts of the model. One of the most difficult parts of modeling is the texturing, (bump/normal map, albedo/lighting, color, etc) with lots of trade offs for how big your texture is, how much can be re-used, not to mentio…
Yes, that is correct in the majority. The focus is games/apps with high volume, low detail. However, we can also do higher detail/resolution and some of our customers are PC and console studios and they use it for prototyping, blocking out scenes, iteration.
Our website and this video feature some higher detail models: https://youtu.be/jSZ7RMq5EKA