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None of this looks "photorealistic". The creatures look hilarious and the paper is not well written either. "Each part generator is either a transpiled node-gr
by HellDunkel 3y ago
None of this looks "photorealistic". The creatures look hilarious and the paper is not well written either.
"Each part generator is either a transpiled node-graph,
or a non-uniform rational basis spline (NURBS). NURBS
parameter-space is high-dimensional, so we randomize
NURBS parameters under a factorization inspired by lofting,
composed of deviations from a center curve. To tune the
random distribution, we modelled 30 example heads and
bodies, and ensured that our distribution supports them."
This strikes me as a fairly random approach. No wonder why those creatures look the way they do. I fail to see why this is worth a scientific paper as it appears to be no more than a student project with a number of contributors across different fields. Building a (somewhat) procedually based asset library has been done countless times before by game dev studios big and small.
- prox 3y agoSpore, No Man’s Sky, Elite Dangerous all do galaxy generation to good effect. Elite is probably the most realistic. No Man’s Sky has creatures like Spore.
- grumbel 3y agoSpace Engine[1] is another popular one [1] https://spaceengine.org/ https://spaceengine.org/
- thumbuddy 3y agoComplete opposite reaction for me here. Interesting to see how two people can see the same thing and think polar opposites.