3 ms·
This is crazy impressive, and the fact they have the whole thing running with a PBR texturing pipeline is really cool. That being said, I wonder if the use of
by LarsDu88 2y ago
This is crazy impressive, and the fact they have the whole thing running with a PBR texturing pipeline is really cool.
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 https://github.com/buaacyw/MeshAnything
- jsheard 2y agoThe obvious major caveat with MeshAnything is that it only scales up to outputs with about 800 polygons, so even if their claims about the quality of their topology hold up it's not actually good for much as it stands. For reference a modern AAA game character model can easily exceed 100,000 polygons, and models made to be rendered offline can be an order of magnitude bigger still.
- LarsDu88 2y agoI do some 3d modeling on the side with my side project (https://roguestargun.com https://roguestargun.com), and I suspect those 800 polygons with good topology may be more useful to a lot of 3d artists than blobby fully textured SDF derived models. A low poly model with good topology can be very easily subdivided and details extruded for higher definition ala Ian Hubert's famous vending machine tutorial: https://www.youtube.com/watch?v=v_ikG-u_6r0 https://www.youtube.com/watch?v=v_ikG-u_6r0 And of course I'm sure those folks in Shanghai making the Mesh Anything paper did not have access to the datasets or compute power the Meta team had.