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Infinigen
- markisus 2y agoThis project generates synthetic computer vision training data. The arxiv paper has more detail including some cool pictures of random creatures it can generate. The images are nice but all of them are nature settings so I assume one would have to supplement this type of data with another data set for training a computer vision model.
- kannonboy 2y agoThe same authors also created Infinigen Indoors[1] to generate indoor scenes for computer vision applications such as robotics & AR. [1] https://arxiv.org/abs/2406.11824 https://arxiv.org/abs/2406.11824
- feverzsj 2y agoI like the "zero AI" part.
- janalsncm 2y agoThis seems extremely cool. I’m wondering if it can be used to create procedural video game assets.
- kannonboy 2y agoFrom the homepage it sounds like they've prioritised geometry fidelity for CV research rather than performance: > Infinigen is optimized for computer vision research, particularly 3D vision. Infinigen does not use bump/normal-maps, full-transparency, or other techniques which fake geometric detail. All fine details of geometry from Infinigen are real, ensuring accurate 3D ground truth. So I suspect the assets wouldn't be particularly optimised for video games. Perhaps a good starting point though!
- jeffhuys 2y agoWell, we've come a long way. Look at nanite - it might actually be compatible...
- mfost 2y agoEpic did say that you might in some situations forego normalmaps with Nanite and save disk space even though you have super detailed models so it DOES fit in this context. Also, video games are used to take a high poly model and bake a normalmap corresponding to it on a lower poly model anyway so it might also be used that way. I think Doom 3 was the first game to show the technique?
- ghfhghg 2y agoWith nanite normal maps are less required than otherwise because the detail is preserved in the mesh. You could make the argument that micro detail normal maps are still useful but those aren't always generated from the mesh. Especially if they are tiling.
- cma 2y agoI doubt they prioritized it. To get normal maps you usually first need a high resolution mesh, but then need other steps to get good decimation for lods and normal bake. That's mostly extra work, not alternative work that wasn't prioritized. If by transparency they mean faking aggregates, you also need full geo there before sampling and baking down into planes or some other impostor technique.
- ghfhghg 2y agoThat's actually a fairly ideal fit for nanite meshes.
- ANewFormation 2y agoThis looks rather extremely similar to something that Unreal already natively supports. Here is a demo video from them - https://youtube.com/watch?v=8tBNZhuWMac https://youtube.com/watch?v=8tBNZhuWMac
- saikatsg 2y agoSource: https://github.com/princeton-vl/infinigen https://github.com/princeton-vl/infinigen
- draven 2y agoWatching the video I thought "No Man's Sky as a python lib."
- amlib 2y agoAlso terragen but for everything
- darknavi 2y agoI miss terragen! What a fun way to waste an afternoon on a rainy day as a kid. I just looked it up and WOW it has come a long way (and wasn't it free before? Maybe I misremember).
- tinco 2y agoI think it always has had a trial version. Back in the early 2000's my friend and I would mess around with the settings, hit render and then go upstairs to play with lego's or something for a couple of hours, and when it was done it would just be fancy terrain but without details like grass, trees or even rivers I think.
- DidYaWipe 2y agoIs what?
- qwertox 2y ago"Infinigen is a procedural generator of 3D scenes".
- DidYaWipe 2y agoThat's not in the title, where it belongs. Look at all the sibling posts that are done right: TabBoo – add random jumpscares to websites you're trying to avoid Stratoshark, a sibling application to Wireshark Hunyuan3D 2.0 – High-Resolution 3D Assets Generation Flame: A small language model for spreadsheet formulas JReleaser: quick and effortless way to release your project The infantile downvoting of anyone who calls out useless titles just plays into HN's rep. Knock it off.
- dualogy 2y agoAlso discussed 30 days ago, 33 comments: https://news.ycombinator.com/item?id=42485423 https://news.ycombinator.com/item?id=42485423
- nailer 2y agoI was very confused by “math rules only” - as opposed to what? But it seems they don’t think an LLM is maths. Which it absolutely is.
- dcuthbertson 2y agoWhile mathematics are necessary to build LLMs, they are not a kind of math or a distinct branch of mathematics.
- nailer 2y agoYes I’d agree.
- amarcheschi 2y agoIt feels like l-systems on mega steroid, cool
- vdjskshi 2y agoAn LLM frontend for this would be amazing. You could describe the scene you want in normal english and iterate eith conversation. It could automatically create scenes from novels and poems.
- lylabs 2y agotrue, but that's very easy to do as long as the LLM can create the code, which shouldn't be difficult... idk blender's code lang used (i know godot is very python-like), but most code is nowadays some form of cpp (or it is cpp), so with a few-shot it might be even possible to get a cpp trained llm gen the correct code
- aDyslecticCrow 2y agoThe whole point of this is to generate diverse training data with accurate labels for model training. If you actually want to create nice scenes, use normal blender and some plugins and free online assets.
- vdjskshi 2y agoI was thinking of it as an end-product for use by the average joe rather than a tool for professionals like blender. Imagine wearing an apple vision and building your memory palace through a verbal conversation with an AI.
- aDyslecticCrow 2y agoBlender is pretty approachable. How far are we lowering ourselves to be considered average joe? If it's "a few hours of poking" then sure. But you can create some decent procedural nature stuff with a few free plugins and a weekend or two of learning the basics of the program. Can we not let creative things take a bit of minimal effort? When we already have tools that make it nearly trivial as is. https://www.thegrove3d.com/ https://www.thegrove3d.com/ https://blendermarket.com/products/quick-landscape https://blendermarket.com/products/quick-landscape https://blendermarket.com/products/bagaivy https://blendermarket.com/products/bagaivy https://forums.unrealengine.com/t/plugin-landscape-combinator-a-plugin-to-create-real-world-landscapes-free-for-personal-use/772305 https://forums.unrealengine.com/t/plugin-landscape-combinato...
- culi 2y agoIf only demoscenes were still as prominent today as they used to be. They'd be having a field day with this
- tandr 2y agoMaybe this IS the demoscene of today? I saw more insanely beautiful computer generated pictures in the last couple years than I saw in previous 10, AI or no AI.
- ginko 2y agoIsn't their logo just the (old) Visual Studio logo?
- szundi 2y agoDon’t seem to be photorealistic images according to today’s standards
- w_for_wumbo 2y agoThis feels like we've got all the pieces of the puzzle to create a reality experience - I'm pretty sure with visuals like this and haptic feedback that your brain will fill in any gaps once you adapt to this given enough time. You could use this with a VR headset, monitoring heart-beat, temperature and adapt the environment based off the experiencer's desires. It feels like we're on the precipice of recreating an experience of reality, which may reveal more about our existing reality than we ever expected.
- fireant 2y agoIt looks great, but I'm missing what's innovative about this? AAA procedural folliage has been done for 20 years, terrain too. Blender has had procedural geo nodes for a long time too. What is so interesting here?