This was done years ago, with transformers. It was then dubbed Polygen.
MeshGPT: Generating triangle meshes with decoder-only transformers
31–40 of 166 posts
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#32Earlier quoted context omitted.
That's what I was wondering. From the diagram it looks like the input is other chair meshes, which makes it somewhat less interesting.
Really the hardest thing with art is details and usually seperates good from bad. So if you can sketch what you want roughly without skill and have the details generated, that's extremely useful. And image to image with the existing diffusion models is useful and popular.
NO. Details are mostly like icing on top of the cake. Sure, good details make good art but it is not always the case. True and beautiful art requires form + shape. What you are saying is something visually appealing. So, the reason why diffusion models feel so bland is because they are good with details but do not have precise forms and shape. Nowadays they are getting better, however, it still remains an issue.
Form + shape > details is something they teach in Art 101.
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#33My chosen profession (3D / filmmaking) feels like being in some kind of combat trench at the moment. Both fascinating and scary
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#34Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#35Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#36Earlier quoted context omitted.
I think indie game development is dead with these techniques. Instead big companies will create "make your own game" games. Indie games already seems pretty derivative these days. I think this tech will kill them in mid-term as big companies use them.
People who use "make your own game" games aren't good at making games. They might enjoy a simplified process to feel the accomplishment of seeing quick results, but I find it unlikely they'll be competing with indie developers.
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#37It's really going to speed up my pipeline to not have to pipe all of my meshes into a procgen library with a million little mesh modifiers hooked up to drivers. Instead, I can just pop all of my meshes into a folder, train the network on them, and then start asking it for other stuff in that style, knowing that I won't have to re-topo or otherwise screw with the stuff it makes, unless I'm looking for more creative influence.
Of course, until it's all the way to that point, I'm still better served by the procgen; but I'm very excited by how quickly this is coming together! Hopefully by next year's Unreal showcase, they'll be talking about their new "Asset Generator" feature.
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#38Earlier quoted context omitted.
You might want to RTFA. Polygen and other prior art are mentioned. This approach is superior.
I read the article. It has exactly the same limitations as Polygen from what I can tell.
Re: MeshGPT: Generating triangle meshes with decoder-only transformers
#39Dang, this is getting so good! Still got a ways to go, with the weird edges, but at this point, that feels like 'iteration details' rather than an algorithmic or otherwise complex problem. It's really going to speed up my pipeline to not have to pipe all of my meshes into a procgen library with a million little mesh modifiers hooked up to drivers. Instead, I can just pop all of my meshes into a folder, train the netw…