3 ms·
Extracting a surface mesh is possible, but the result is going to be really ugly (like the high-poly meshes from generative AI that are useless to artists)! Me
by cyber_kinetist 6mo ago
Extracting a surface mesh is possible, but the result is going to be really ugly (like the high-poly meshes from generative AI that are useless to artists)!
Mesh processing is a very difficult research domain in computer graphics that has been iterated for several decades, and we still don't have a good automated solution for retopology (Partly because the problem is hard to define in a mathematical way, but also since it's not a problem you can just solve with AI by throwing data and compute at it)
- reactordev 6mo agoI used voxelization of the splats in the past so I appreciate the notes on the difficulty but this is sort of what PlayCanvas is doing here. Taking the splats, making voxels, meshing. It's a novel approach and worked well in BIM a few years ago, though not anything real-time. https://github.com/ziplab/VolSplat https://github.com/ziplab/VolSplat
- make3 6mo agoWith things like the latest dlss (extremely high quality run time .. reinterpretation), I wonder how precise mesh etc has to be now. 1. extract even a super approximate (meaning, like square edges, with some visual details) mesh from gen ai or a scan as a starting point, 2. move things around and define volumes for gameplay needs, 3. name things ("this is a Victorian house in a surprisingly good condition compared to the neighborhood it's in"), have human guided gen ai polish the things a bit more from the labels within the bounds of the gameplay required volumes, 4. let run time dlss fix the lighting etc from the rough geometry
- yak32 6mo agoi have similar thoughts - but about AI covering gaps in splats