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Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

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Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

#41
post #3

Ouch; License: EUROPEAN UNION, UNITED KINGDOM AND SOUTH KOREA TENCENT HUNYUAN 3D 2.0 COMMUNITY LICENSE AGREEMENT Tencent Hunyuan 3D 2.0 Release Date: January 21, 2025 THIS LICENSE AGREEMENT DOES NOT APPLY IN THE EUROPEAN UNION, UNITED KINGDOM AND SOUTH KOREA AND IS EXPRESSLY LIMITED TO THE TERRITORY, AS DEFINED BELOW. https://github.com/Tencent/Hunyuan3D-2?tab=License-1-ov-file

I assume it's safe to ignore as model weights aren't copyrightable, probably.

you dont know what kind of backdoors are hidden in the model weights

Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

#42
post #12

Earlier quoted context omitted.

You're too old and jaded [1]. It's for kids inventing infinite worlds to role play and adventure. They're going to have a blast. [1] Not meant as an insult. Working professionals don't have time for this stuff.

Object permanence and a communications channel is enough for this. Give children (who get along with each other) a pile of sticks and leave them alone for half an hour, and there's half a chance their game will ignore the sticks. Most children wouldn't want to have their play mediated by the computer in the way you describe, because the ergonomics are so poor.

The majority of American children have an active Roblox account. Those who don't are likely to play Minecraft or Fortnite. Play mediated by the computer in this way is already one of the most popular forms of play. Kids are going to go absolutely nuts for this and if you think otherwise, you really need to talk to some children.

Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

#43
post #10

Generative 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.

> a Metaverse consisting of infinite procedural slop sounds about as appealing as reading infinite LLM generated books

Take a look at the ImgnAI gallery (https://app.imgnai.com/) and tell me: can you paint better and more imaginatively than that? Do you know anyone in your immediate vicinity who can?

Read this satirical speech by Claude, in French https://x.com/pmarca/status/1881869448275177764) and in English (https://x.com/pmarca/status/1881869651329913047) and tell me: can you write fiction more entertaining or imaginative than that? Is there someone in your vicinity who can?

Perhaps that's mundane, so is there someone in your vicinity who can reason about a topic in mathematics/physics as well as this: https://x.com/hsu_steve/status/1881696226669916408 ?

Probably your answer is "yes, obviously!" to all the above.

My point: deep learning works and the era of slop ended ages ago except that some people are still living in the past or with some cartoon image of the state of the art.

> "Cost to zero" implies drinking directly from the AI firehose with no human in the loop

No. It means the marginal cost of production tends towards 0. If you can think it, then you can make it instantly and iterate a billion times to refine your idea with as much effort as it took to generate a single concept.

Your fixation on "content without a human directing them" is bizarre and counterproductive. Why is "no human in the loop" a prerequisite for productivity? Your fixation on that is confounding your reasoning.

Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

#44
post #35

Question 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…

Kiri engine is pretty easy to use and just released a good update for their 3DGS pipeline, and they have one of the better 3DGS to mesh options. https://kiri-innovation.github.io/3DGStoMesh2/

Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

#45
post #35

Question 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…

Check out RealityCapture [1]. I think it's what's used to create the Quixel Megascans [2]. (They're both under the Epic corporate umbrella now.)

[1] https://www.capturingreality.com/realitycapture

[2] https://quixel.com/megascans/

Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

#46
post #10

Generative 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.

I can only speak for myself, but a large and growing proportion of the text I read every day is LLM output. If Claude and Deepseek produce slop, then it's a far higher calibre of slop than most human writers could aspire to.

Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

#47

As with any generative model, trust but verify. Try it yourself. Frankly, as a generative researcher myself, there's a lot of reason to not trust what you see in papers and pages. They link a Huggingface page (great sign!): https://huggingface.co/spaces/tencent/Hunyuan3D-2 I tried to replicate the objects they show on their project page ( https://3d-models.hunyuan.tencent.com/ ). The full prompts exist but are trunca…

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
         https://0x0.st/8HkI.png
         https://0x0.st/8Hkl.png
    Note: This one really isn't great. Just a normal hawk head. Not how a bird holds a snake either...
This last one is really key for judging where the tech is at btw. Most of the generations are assets you could download freely from the internet and you could probably get better ones by some artist on fiver or something. But the last example is more our realistic use case. Something that is relatively reasonable, probably not in the set of easy to download assets, and might be something someone wants. It isn't too crazy of an ask given Chimera and how similar a dragon is to a bird in the first place, this should be on the "easier" end. I'm sure you could prompt engineer your way into it but then we have to have the discussion of what costs more a prompt engineer or an artist? And do you need a prompt engineer who can repair models? Because these look like they need repairs.

This can make it hard to really tell if there's progress or not. It is really easy to make compelling images in a paper and beat benchmarks while not actually creating a something that is __or will become__ a usable product. All the little details matter. Little errors quickly compound... That said, I do much more on generative imagery than generative 3d objects so grain of salt here.

Keep in mind: generative models (of any kind) are incredibly difficult to evaluate. Always keep that in mind. You really only have a good idea after you've generated hundreds or thousands of samples yourself and are able to look at a lot with high scrutiny.

Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

#48
post #40
post #35

Question 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

Yeah some very impressive stuff with splats going on. But I haven't seen much about going from splats to high quality 3D meshes. I've tried one or two with pretty poor results.

Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

#49
post #10

Generative 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.

Minecraft is procedurally generated slop, yet it's insanely popular.

Re: Hunyuan3D 2.0 – High-Resolution 3D Assets Generation

#50

As with any generative model, trust but verify. Try it yourself. Frankly, as a generative researcher myself, there's a lot of reason to not trust what you see in papers and pages. They link a Huggingface page (great sign!): https://huggingface.co/spaces/tencent/Hunyuan3D-2 I tried to replicate the objects they show on their project page ( https://3d-models.hunyuan.tencent.com/ ). The full prompts exist but are trunca…

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 tools shit the bed on consistency in a way that's difficult to paper over.

I've spent a lot of time thinking about game design and experimenting with SD/Flux, and the only thing I think I could even get close to production that I couldn't before is maybe an MTG style card game where gameplay is far more important than graphics, and flashy nice looking static artwork is far more important than consistency. That's a fucking small niche, and I don't see a lot of paths to generalisation.

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