|
|
|
|
|
by elcritch
1269 days ago
|
|
Seems like video game engines and the like would be useful ways to get lots of 3d models to corresponding point cloud data. What's the blocker to doing that? The models shown on that page look like 3d graphics circa 2000's or earlier. |
|
Without knowing a dang thing about AI, it feels like the problem moreso lies in:
1. Math related to topology: vertices, faces, edges, tri vs quad etc
2. Different topologies for the same object are better for different use cases. Rendering, skinning, morphing, physics etc all have different optimal topologies, and the definition of optimal varies based on workflow and scene specifics or even the human who has skills based on certain topological preferences. In other words, I'm not sure how much of 3D workflows are standardized even -- getting the topological data for workflows is no easy task, and it's not super usable until the model output can plug right into a workflow and the existing DCC ecosystem.
text2img generates a static asset, text2mesh is far more interesting beyond just the static rendering part which is where mesh topology becomes a big sticking point.