by flockonus on 6/21/24, 5:02 AM with 69 comments
by modeless on 6/21/24, 5:54 AM
Weird custom non-commercial license unfortunately. Notes from the GitHub readme:
> It takes about 7GB and 30s to generate a mesh on an A6000 GPU
> trained on meshes with fewer than 800 faces and cannot generate meshes with more than 800 faces
by jgord on 6/21/24, 6:52 AM
Its an area where things can be improved a lot imho - I did some work a while back fitting flat planes to pointclouds, and ended up with mesh model anything from 40x to 100x smaller data than the ptcloud dataset. see quato.xyz for samples where you can compare the cloud, the mesh produced.. and view the 3D model in recent browsers.
My approach had some similarity to gaussian splats... but using only planar regions .. great for buildings made of flat slabs, less so for smooth curves and foliage.
Applying their MeshAnything algo to fine meshes from photogrammetry scans of buildings would be of great benefit - probably getting those meshes down to a size where they can be shared as 3D webgl/threejs pages.
Even deciding on triangle points to efficiently tesselate / cover a planar region with holes etc, is basically a knapsack problem, which heuristics, monte-carlo and ML can improve upon.
by bhouston on 6/21/24, 11:55 AM
Still triangles rather than polygons, but we are getting closer.
The end goal should be:
1) Polygons, mostly 4 sided, rather than triangles.
2) Edge smoothness/creases to separate hard coders from soft corners. (Which when combined with polygons enables SubD support: https://graphics.pixar.com/opensubdiv/docs/subdivision_surfa...)
3) UV for textures that are aligned with the natural flow of textures on those components.
4) Repeating textures (although sometimes not) that work with the UVs and combine to create PBR textures. (Getting closer all the time: https://gvecchio.com/stablematerials/)
After the above works, I think people should move on to inferring proper CAD models from an image. Basically infer all the constraints and the various construction steps.
by ramshanker on 6/21/24, 8:23 AM
So the scale shown in this paper feels like toys! Not undermining the effort at all. We need to start somewhere anyway.
For the same reason, I feel puzzled looking at Industrial scenes in Video Games. They are like 3 order of magnitude simplified compared to a real plant.
by wildpeaks on 6/21/24, 6:40 AM
by obsoletehippo on 6/21/24, 10:01 AM
by flockonus on 6/21/24, 5:02 AM
by 42lux on 6/21/24, 7:10 AM
by Paul_S on 6/21/24, 6:37 AM
by dagmx on 6/21/24, 2:05 PM
The triangle topologies in this paper made don’t follow the logical loops that an artist would work as. Generally it’s rare an artist would work directly in triangles, versus quads. But that aside, you’d place the loops in more logical places along the surface.
The face and toilet really stand out to me as examples of meshes that look really off.
Anyway, I think this is a good attempt at a reasonable topology generation, but the tag line is a miss.
by iTokio on 6/21/24, 5:59 AM
Beside good topology is dependent on the use case, it’s very different if you are doing animation, a 3D print, a game or just a render.
by Animats on 6/21/24, 5:43 PM
https://huggingface.co/spaces/Yiwen-ntu/MeshAnything
on the provided sample "hat". I tried with and without checking "Preprocess with marching cubes" and "Random Sample". Both outputs had holes in the output mesh where the original did not.
Am I doing this wrong, or is the algorithm buggy?
by emilk on 6/21/24, 6:59 AM
by debugnik on 6/21/24, 2:13 PM
Sentiments aside, that's an impressive approach.
by tamimio on 6/21/24, 11:13 PM
by RobotToaster on 6/21/24, 4:05 PM
https://github.com/buaacyw/MeshAnything/blob/main/LICENSE.tx...
by demondemidi on 6/21/24, 5:55 AM
by jahewson on 6/21/24, 5:48 AM
by 75viysoFET8228 on 6/22/24, 12:00 AM