3 ms·
In case it's not obvious, this isn't a model, this is python scripts that call out to models (code not available). It's mostly "did you know you can attach an
by avaer 2mo ago
In case it's not obvious, this isn't a model, this is python scripts that call out to models (code not available).
It's mostly "did you know you can attach an LLM to a PCG system?", but there is one idea here you don't see much of: an image model performs the composition (which image models are really good at), and then you extract the objects into 3d via things like SAM3D before placing them in the world, which is pretty interesting.
The rest is standard stuff you'll find in your favorite PCG system/game engine. Still, think most people don't realize how good LLMs are at 3D these days, especially Fable 5 (which this project predates).
- pinkmoonx 2mo ago[dead]
- avaer 2mo ago> Don’t forget to use low or “smart” poly features otherwise you get too many vertices to the point you can’t performantly raycast etc. I've found it's actually best to do maximal quality generation and decimate/meshopt to desired budget. If you're raycasting against your raw art you're doing it wrong anyway, none of the big players do this precisely for the reason you mentioned. And beyond physics meshes, if you're doing anything where performance is a problem you probably want multiple LODs so you have to do this work anyway. These days you can just ask your agent to build you a LOD pipeline and forget about it rather than sacrificing the art; Claude knows Blender.
- pinkmoonx 2mo ago[dead]
- avaer 2mo agoHave you tried meshopt? It depends a lot on the art, view distance, and tuning, but it works well for my use cases. (I agree with you about Blender though, I always hated Blender's simplify)
- nomel 2mo agoHave you tried meshlab [1]? I've had pretty fantastic results reducing meshes from millions to some thousands. [1] https://www.meshlab.net https://www.meshlab.net
- pinkmoonx 2mo ago[dead]
- mikeaskew4 2mo agoIt’s close. But “there” is a subjective statement.
- doctoboggan 2mo ago> Still, think most people don't realize how good LLMs are at 3D these days, especially Fable 5 Can you explain more? Can I use Fable 5 to generate a 3d model from a couple of photographs?
- torginus 2mo agoLLMs are a PCG system. This is one of my pet peeves, I've been working on a procedural generation constraint system for quite a while (way before LLMs) as a hobby, that came with a domain specific language, where you could specify constraints. Things like the red key must be reachable before the red door, and there should be no path that bypasses the red door, etc. written as a set of constraints. I was working on is because I realized, constraints tend to be similar in nature (graph cut, minimum/maximum shortest path etc.) algorithmically, but its usually quite hard to control designer intent. The reason I shelved the project, was I asked an LLM a couple years ago, to generate a dungeon room graph, following a similar set of constraints, but stated in plain English, and it did a perfect job. Which brings me to my final point. LLMs are amazing and flexible constraint solvers, and are woefully underutilized in scenarios like this.
- Marazan 2mo agoThe trouble is the LLMs non-determinism and the "You're absolutely right, I placed the red key behind the red door rather than in front of it. This was load bearing for the whole dungeon and I blew it" moments. With a hand authored constraint system if the red key is in the wrong place you have a bug in the constraint system that can be deterministically fixed, with a LLM you have to roll the dice on prompting again and go through expensive verification.
- deterministic 2mo ago> most people don't realize how good LLMs are at 3D these days It seems to work well generating static 3D models. However typically with way too many triangles and no skeleton unless it is a human. That's my experience anyway. I would be happy to be proven wrong.