Live data from Hacker News

Bolt3D: Generating 3D Scenes in Seconds

szymanowiczs.github.io

41–50 of 60 posts

Re: Bolt3D: Generating 3D Scenes in Seconds

#42
post #26
post #12

Earlier quoted context omitted.

Yeah, but isn't still the expected outcome to end up with actual 3D objects, not point clouds? Or did people start integrating point clouds into their 3D workflows already? Besides for stuff like volumes and alike, I think most of us are still stuck working with polygons for 3D.

I use pointclouds all the time in Rhino/Lastools/Meshlab I much prefer pointclouds and nurbs over meshes Not everything is gamedev

> Not everything is gamedev

Agree, I'm not sure why you'd think that's the only use case for 3D, unless I misunderstand your argument here.

How would you handle visual effects with point-clouds for example? There are so many use cases for proper 3D, and all I can think of as use-case for point clouds are environments with static lightning, which seems like a really small part of what people generally consider "3D scenes".

Re: Bolt3D: Generating 3D Scenes in Seconds

#43
post #12
post #7

Earlier quoted context omitted.

My understanding is that it is not mesh, it’s Gaussian Splatting. There are tools to convert Splats into mesh though.

Yeah, but isn't still the expected outcome to end up with actual 3D objects, not point clouds? Or did people start integrating point clouds into their 3D workflows already? Besides for stuff like volumes and alike, I think most of us are still stuck working with polygons for 3D.

Not necessarily.

If you're using it to render video you don't need to go into the mesh world.

Re: Bolt3D: Generating 3D Scenes in Seconds

#44
post #12

Earlier quoted context omitted.

Yeah, but isn't still the expected outcome to end up with actual 3D objects, not point clouds? Or did people start integrating point clouds into their 3D workflows already? Besides for stuff like volumes and alike, I think most of us are still stuck working with polygons for 3D.

You can convert splats into meshes using a simple marching cubes algorithm. But the meshes produced are not easy to edit.

Generating good meshes sounds like a problem for a completely different machine learning algorithm to me.

Re: Bolt3D: Generating 3D Scenes in Seconds

#46
post #42
post #26

Earlier quoted context omitted.

I use pointclouds all the time in Rhino/Lastools/Meshlab I much prefer pointclouds and nurbs over meshes Not everything is gamedev

> Not everything is gamedev Agree, I'm not sure why you'd think that's the only use case for 3D, unless I misunderstand your argument here. How would you handle visual effects with point-clouds for example? There are so many use cases for proper 3D, and all I can think of as use-case for point clouds are environments with static lightning, which seems like a really small part of what people generally consider "3D sce…

> Visual effects

Maybe I missed the mark on “gamedev”, but 3D is larger than just “aesthetically pleasing 3D VFX” for its own sake

Often I’m trying to use something as a reference for a design where a 3D model isn’t the actual end goal, or I’m performing analytics on a 3D object (say in my case for a lot of GIS and simulation work)

The whole “mesh is the be all and end all of 3D modelling” irks me as while yes it’s a really important way of representing an object (especially with real time constraints), it doesn’t do justice to the full landscape of techniques and uses for 3D

It would be like 2D sprite artists from the gamedev world saying “what’s the point of all this vector art you illustrators are doing” or “what’s the point of all these wireframe designs you graphic designers are doing” - “these aren’t raster images!”

I suppose my snipe was trying to communicate the idea that 3D is larger than just a vehicle for entertainment production. It intersects many industries that may eschew polygons because real time rendering is irrelevant

3D tooling has uses beyond producing 3D scenes, just as Photoshop is used for more than touching up photographs

Edit: for anyone stuck in a rut with meshes come join the dark side with nurbs - it makes you think about modelling in a radically different way (unfortunate side effect is it makes working with meshes feel so so “dirty”)

Re: Bolt3D: Generating 3D Scenes in Seconds

#49
post #46
post #42

Earlier quoted context omitted.

> Not everything is gamedev Agree, I'm not sure why you'd think that's the only use case for 3D, unless I misunderstand your argument here. How would you handle visual effects with point-clouds for example? There are so many use cases for proper 3D, and all I can think of as use-case for point clouds are environments with static lightning, which seems like a really small part of what people generally consider "3D sce…

> Visual effects Maybe I missed the mark on “gamedev”, but 3D is larger than just “aesthetically pleasing 3D VFX” for its own sake Often I’m trying to use something as a reference for a design where a 3D model isn’t the actual end goal, or I’m performing analytics on a 3D object (say in my case for a lot of GIS and simulation work) The whole “mesh is the be all and end all of 3D modelling” irks me as while yes it’s a…

The whole “mesh is the be all and end all of 3D modelling”

No one said this, it seems like you are making up fake questions and not dealing with the actual questions that the person you replied to asked.

You can view point clouds and you can warp them around, but working with them and tracing rays becomes a different story.

Once you need something as a jumping off point to start working with, point clouds are not going to work out anymore. People use polygons for a reason. They have flexible UVs, they can be traced easily, they can be worked with easily, their data is direct, standard and minimal.

Re: Bolt3D: Generating 3D Scenes in Seconds

#50
post #12
post #7

Earlier quoted context omitted.

My understanding is that it is not mesh, it’s Gaussian Splatting. There are tools to convert Splats into mesh though.

Yeah, but isn't still the expected outcome to end up with actual 3D objects, not point clouds? Or did people start integrating point clouds into their 3D workflows already? Besides for stuff like volumes and alike, I think most of us are still stuck working with polygons for 3D.

Expected by whom? Other researchers in this space? That's the audience for this work.
Post reply on HN