6 ms·
MeshAnything – Converts 3D representations into efficient 3D meshes
- BoredPositron 2y agoThe converted meshes are not efficient. They are also full of n-gons so you need to retopo no matter what...
- andybak 2y agoI can only see tris. It's quite rare to see .obj files with anything except triangles. Or do you mean something like "contains implied ngons because of the way coplanar tri faces are arranged"?
- Lichtso 2y agoWhen working with meshes what you generally want is is quads, not triangles. The reason is that quads form nice closed loops. Further more you would only allow quads to meet in 3, 4, or 5 edges per vertex. The 4 edges per vertex is the "normal" case that most of your mesh should have, it causes a regular grid of parabolic (euclidian) geometry with neutral curvature. Then patches of these meet in vertices with 3 edges to make it elliptic geometry with positive curvature or 5 edges to make it hyperbolic geometry with negative curvature. You can ignore all of these and just randomly connect nearest neighbors to form triangles. But, then you still have only geometry, no useful topology, so not any better than a point cloud. A good topology is necessary for texturing, skinning, animation etc.
- andybak 2y agoSure. I (mostly) knew all that. I was specifically asking why you said "thy are full of n-gons" - my understanding of the terminology seems to be different to yours in that "n-gons" means "5 or more sides on a face". i.e. not a tri or a quad.
- BoredPositron 2y agoYour definition is right. Look at the produced models and not the images in the paper.
- andybak 2y agoI have generated two models and they consisted of nothing but triangular faces.
- BoredPositron 2y agoMate I really don't know how to help you but even on the examples in the pdf there are clearly n-gons. In 5 of my 10 test there were n-gons. There are always starfishes with 5 or more connected verts. If you want to nitpick on the wording go ahead but these meshes are shite.
- andybak 2y agoI wasn't picking a fight or scoring points. This isn't Reddit and I'm a grown adult. I'm trying to understand what you're saying and maybe learn something in the process. > In 5 of my 10 test there were n-gons. There are always starfishes with 5 or more connected verts. Ok. So you are basing your definition on the number of edges that meet at a vertex. My understanding was that the important metric was "number of edges on a given face"
- rurban 2y agoGenerally you would prefer nurbs over quads. But your mesher and viewer needs to be good.
- deleted 2y ago[deleted]
- flockonus 2y agoMeshAnything generates meshes with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods.
- Joel_Mckay 2y agoSo does instant-meshes, but it also doesn't necessarily improve the topology. https://github.com/wjakob/instant-meshes https://github.com/wjakob/instant-meshes Cheers =)
- jahewson 2y agoStunning!
- modeless 2y agoNice looking results, hopefully not too cherry-picked. Every 3D model generation paper posted on HN has people complaining that the meshes are bad, so this kind of research is welcome and necessary for generated 3D assets to be used in actual games. 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
- demondemidi 2y agoHugh Hoppe is rolling in his grave.
- Jarmsy 2y agoHugues Hoppe is alive and well! https://hhoppe.com/ https://hhoppe.com/
- iTokio 2y agoWords have meanings, you can’t call AI generated meshes, “Artist created Meshes” not matter how good you think your results are. 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.
- Joel_Mckay 2y agoYep, hard to reason with industry people pushing slop on commercial production teams. Low-poly re-mesh tools have been around for ages (some better than others), but there are good reasons pro's still do this step manually all the time. Primarily "good" is based on _where_ the quads, loops, and unavoidable n-gons end up in the model (or stuff ends up looking retro 90's.) There is also the complex legal side of algorithms not being able to create copyrightable works in some jurisdictions. Talk with your IP lawyer, this area gets messy fast when something famous or trademarked is involved. Cheers, =3
- spookie 2y agoThat's fair, as someone pretty proficient in 3D modelling I understand your point. However, it also boils down to the scale of the project. Imagine recreating part of real life city, creating a digital twin, for scientific purposes (testing human behaviour in fire hazards, or simply iterating on better park planning and road design for greater perceived safety). There's a lot to be done, and it's difficult to use procedural building methods if your aim is for people to recognize that area. I'm making such a thing myself, purely academic, but god I wish I could speed things up.
- Joel_Mckay 2y agoProcedural emission of textures, biomes and cities is not ML/AI generated... Also physics simulation of erosion for landscapes may look natural to most people. The problem is when groups start gleaning styles and artwork from 3rd parties to make something in the same style... they cross an ethical line, and a legal one in some situations (even if the original work is completely isolated from the output.) Thus, while a stochastic parrot may be able to dodge outright plagiarism, it cannot sidestep copyright laws in some Markets. I'd rather pay folks for royalty free content like Poly Haven offers to the community. =3
- Paul_S 2y agoVery good, hope they realise that you need tessellation for shading. Some of those models look a bit too optimised.
- wildpeaks 2y agoCalling AI-generated meshes "Artist-created" just because it aims to look similar as human-made ones is misleading.
- spookie 2y agoI think it comes from the fact an artist can create the mesh themselves and optimize them using this approach.
- jgord 2y agoCertainly a lot of scope for this kind of thing .. people who do lidar scans or photogrammetry of buildings tend to end up with very large meshes or very large point clouds.. which means they need souped up PCs and expensive software to wrangle into some usable CAD format. 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.
- spookie 2y agoCould you go more in depth with your approach? Sounds really usefull for man made structures!
- jgord 2y agoahh.. looking for investment, so reticent to talk about the internals. Basically does a lot of matmulls and sampling to find good good planar fits... Most of these sample datasets took an hour to compute, using 12 threads on a midrange CPU... should be doable in seconds if ported to a highend GPU.
- librasteve 2y agosuggest a nanopivot, make it work on Apple AI (if you haven’t already) and position as iPhone AI mesh
- spookie 2y agoUnderstandable! Thanks for what you've shared. I'm doing academic work on something that could leverage a digital twin, hence my interest. There are many uses for this tech, particularly in less techy crowds that still make significant use of traditional photogrammetry. Your solution, if local, could give a significant advantage over other products such as Polycam. Again, if local, you could allow for much bigger scans (wink for those doing architecture, particularly those in the restoration field). Anyhow, hope you get that funding!
- emilk 2y agoYou can run it yourself here: https://huggingface.co/spaces/rerun/InstantMesh https://huggingface.co/spaces/rerun/InstantMesh
- column 2y agoI didn't find a way to download the mesh once generated. Is that option not available at all?
- emilern 2y agoGood question. You can if you use this instead: https://huggingface.co/spaces/TencentARC/InstantMesh https://huggingface.co/spaces/TencentARC/InstantMesh
- T-A 2y agoThat's InstantMesh, not MeshAnything. The MeshAnything demo is at https://huggingface.co/spaces/Yiwen-ntu/MeshAnything https://huggingface.co/spaces/Yiwen-ntu/MeshAnything
- ramshanker 2y agoI am all in for any development in this domain. Just to spread some sense of scale, We recently processed (manually) the point cloud scan of one of the (<1% of whole complex) working Oil Refinery. The total volume of point cloud was 450GByte. Our previous project of slightly larger scope was 2.1TByte. 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.
- nkrisc 2y ago> 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. Because they are games, not oil refinery simulators. They are typically intending to only convey a general sense of “industrial environment” and nothing more. Do your models of oil refineries include the correct grass and other plant species growing in cracks in the pavement?
- Bjartr 2y ago> they are games, not oil refinery simulators. That's an excellent point. I do feel compelled to mention the exception of oil refinery simulator games. Maxis (of SimCity, The Sims fame) made SimRefinery way back when. https://en.m.wikipedia.org/wiki/SimRefinery https://en.m.wikipedia.org/wiki/SimRefinery
- nkrisc 2y agoYes, if a game is in fact a refinery simulator I would expect it to have an accurate representations of oil refineries. But whatever the latest Call of Duty game is? It’s going to be a grey block environment designed for gameplay that then gets covered in industrial props and textures and called a refinery.
- alexvitkov 2y agoReal life castles were designed to withstand a siege, video game castles are designed to give off a castle vibe. Once you've achieved that you stop adding stuff, as anything beyond that just creates problems - you start killing performance, visibility starts to suffer, it's not clear what's interactive and what is decoration, gameplay starts to take a hit as the AI and player start getting stuck in the clutter, etc, etc... Most people don't care as they don't have deep knowledge of how a castle or a power plant really functions, you only notice oversimplifications in media in the field you work in. It's also very likely the designers and artists didn't have time to do much research, and the whole thing is based off a Pinterest reference board.
- obsoletehippo 2y agoI like how the Social Impact paragraph notes reduced labor costs, yay! Not e.g., reduced need for artists, so you're all out of a job.
- dsign 2y agoIt's a funny euphemism, in a dark sort of way. But if there is a domain where AI is not getting humans out of a job anytime soon, I think it's this one. I've read dozens of papers about remeshing, but for all of the research, very few algorithms make it to production pipelines. And those that do, still crash and fail in spectacular ways, even after a decade or more of refining and bug-fixing.
- bee_rider 2y agoOne group finds a way to automate a job, and then our whole society agrees that the people who previously did that job should be tossed out into the street. But for some reason we blame the first group rather than the second.
- yazzku 2y ago"Our method points to a promising approach for the automatically generation of Artist-Created Meshes, which has the potential to significantly reduce labor costs in the 3D industry, thereby facilitating advancements in industries such as gaming, film, and the metaverse. However, the reduced cost of obtaining 3D artist-created meshes could also lead to potential criminal activities." That last statement is worded in such a weird way, lol. Funny Chinese->English transliteration. "The FBI has issued a warning for potential criminal activity resulting from the automatic generation of low-poly models. The public is advised to minimize outdoors exposure and report any suspicious activity."
- bhouston 2y agoDefinitely the best result for low polygon creation I've seen. Great job! 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_surfaces.html 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/ 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.
- bognition 2y agowhy are polygons preferred over triangles?
- mdorazio 2y agoIt's much easier and cleaner to subdivide quads to refine shapes when modeling. For example, you can split the quads along an entire edge to get a new clean edge for manipulation (ex. to bevel it). If you try to do the same with triangles, you get a jagged mess.
- rrradical 2y agoI believe also quads also deform better during animation.
- olejorgenb 2y agoThis might be a naive/stupid question, but wouldn't it be relatively easy to merge triangles in the same plane into polygons automatically? (I suppose few triangles from this process would be in the same plane maybe?)
- dagmx 2y agoThe topology is decent but no artist is creating meshes like this. The name feels mismatched. I’ve seen some better topology generation papers at siggraph last year which addressed quads better, though I’d need to dig through my archive to find it. 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.
- debugnik 2y agoCalling these meshes "Artist-Created Meshes" is disgusting. I know researchers in this field want the word "artist" to follow the same fate as "computer" thanks to their work, but it's too soon to say the least. Can we get AI researchers? I bet RLHF can make their writing more humble than the current ones. Sentiments aside, that's an impressive approach.
- RobotToaster 2y agoWhy do people keep making their own special licenses? https://github.com/buaacyw/MeshAnything/blob/main/LICENSE.txt https://github.com/buaacyw/MeshAnything/blob/main/LICENSE.tx...
- yazzku 2y agoIt's a BSD3-style license with a statement at the end that butchers the whole point of a BSD3 license.
- Animats 2y agoHm. I tried the online demo, https://huggingface.co/spaces/Yiwen-ntu/MeshAnything 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?
- tamimio 2y agoLooks interesting, I do have few complicated models will test it out and see.
- 75viysoFET8228 2y agothe service needs to be better, please improve and errors in the configuration of the website