The existing ones:
- Meshy https://www.meshy.ai/ one of the first movers in this space, though it's quality isn't that great
- Rodin https://hyperhuman.deemos.com/rodin newer but folks are saying this is better
- Luma Labs has a 3D generator https://lumalabs.ai/genie but doesn't seem that popular
3D has an extremely steep learning curve once you try to do anything non-trivial, especially in terms of asset creation for VR etc. but my real interest is where this leads in terms of real-world items. One of the major hurdles is that in the real-world we aren't as forgiving as we are in VR/games. I'm not entirely surprised to see that most of the outputs are "artistic" ones, but I'm really interested to see where this ends up when we can give AI combined inputs from text/photos/LIDAR etc and have it make the model for a physical item that can be 3D printed.
[1] https://www.technicalchops.com/articles/ai-inputs-and-output...
1. 3D is actually a broad collection of formats and not a single thing or representation. This is because of the deep relation between surface topology and render performance. 2. 3D is much more challenging to use in any workflow. Its much more physical, and the ergonomics of 3DOF makes it naturally hard to place in as many places as 2D 3. 3D is much more expensive to produce per unit value, in many ways. This is why, for example, almost every indie web comic artist draws in 2D instead of 3D. In an ai first world it might be less “work” but will still be leaps and bounds more expensive.
In my opinion, the media that have the most appeal for genAI are basically (in order)
- images - videos - music - general audio - 2D animation - tightly scoped 3D experiences such as avatars - games - general 3D models.
My conclusion from being in this space was that there’s likely a world where 3D-style videos generated from pixels are more poised to take off than 3D as a data type.
Me too. My first thought when seeing 2D AI generated images was that 3D would be a logical next step. Compared to pixels, there's so much additional data to work with when training these models I just assumed that 3D would be an easier problem to solve than 2D image generation. You have 3D point data, edges, edge loops, bone systems etc and a lot of the existing data is pretty well labeled too.
Still, getting from still models to something that animates is necessary:(
You have to look at this as stepping stone research.
The problem is that the output you get is just baked meshes. If the object connects together or has a few pieces you'll have to essentially undo some of that work. Similar problems with textures as the AI doesn't work normally like other artists do.
All of this is also on top of the output being basically garbage. Input photos ultimately fail in ways that would require so much work to fix it invalidates the concept. By the time you start to get something approaching decent output you've put in more work or money than just having someone make it to begin with while essentially also losing all control over the art pipeline.
[1]: https://github.com/CLAY-3D/OpenCLAY
That being said, I wonder if the use of signed distance fields (SDFs) results in bad topology.
I saw a paper earlier this week that was recently released that seems to build "game-ready" topology --- stuff that might actually be riggable for animation. https://github.com/buaacyw/MeshAnything
When the person then emerges from this virtual world, it'll be like an egg hatching into a new birth, having learned the lessons in their virtual cocoon.
If you don't like this idea, it's an interesting thought experiment regardless as we can't verify, we're not already in a form of this.
Probably many areas that we already use 3D assets/texturing for. Maybe objects to fill out an architectural render, CG in movies/TV shows, 3D printing, or just as an inspiration/mock-up to build off of. I'd imagine this generator is less useful for product design/manufacturing at the moment due to lack precise constraints - but maybe once we get the equivalent of ControlNets.
If weights are released, it may also serve as a nice foundation model, or synthetic data generator, for other 3D tasks (including non-generative tasks like defect detection), in the same way Stable Diffusion and Segment Anything have for 2D tasks.
> I cannot see VR replacing the interactions we have. It requires cumbersome, expensive hardware
Currently sure, but it's been a reasonably safe bet that hardware will get smaller and cheaper. Something like the Bigscreen Beyond already has a fairly small form factor.
But, I feel you're basing judgement of a 3D generator on one currently-niche potential use of 3D assets, that being VR/AR user interfaces (and in particular ones intended to replace a phone rather than, for instance, the interactive interfaces within VR games/experiences).
> The potential availability of very expensively (in terms of computing power) generated assets doesn't change that
Even just comparing computing power and not the human labour required, this is probably going to be an extremely cheap way to generate assets. The paper reports 30 seconds for AssetGen, then a further 20 seconds for TextureGen - both being feed-forward generators. They don't mention which GPU, but previous similar models have ran in a couple of minutes on consumer GPUs.
I'll use it to upscale 8x all meshes and textures in the original Mafia and Unreal Tournament, write a good bye letter to my family and disappear.
I think the kids will understand when they grow up.
Or, just throw a PS1 filter on top and make some retro games
The paper doesn't show topology, UVs or the output texture, so we're left to assume the models look something like what you'd find when using photogrammetry: triangulated blobs with highly segmented UV islands and very large textures. Fine for background elements in a 3D render, but unsuitable for use in a game engine or real-time pipeline.
In my job I've sometimes been given 3D scans and asked to include them in a game. They require extensive cleanup to become usable, if you care about visual quality and performance at all.
Sure, the results are excellent.
> Or, just throw a PS1 filter on top and make some retro games
There's so many creative ways to use these workflows. Consider how much people achieved with NES graphics. The biggest obstacles are tools and marketplaces.
- Image Input to 3D model Output
- 3D model(format) as Input
Question: What is the current state of the art commercially available product in that niche?
But it's using for 3D gen, a model that is more flexible:
It can be conditioned on text or image.
Well played, Meta.