More importantly, it is a built in way to show lots of generated content to a large audience, which can then thumbs-up content they like, which gets fed back into the model that X result was better than Y result.
Probably. If your small team is competent at ML model development, why spend time building a web app?
One time I participated in a small local event that required submitting photos via tagged Instagram posts. I was annoyed at that, until I realized it completely eliminated the need for any technical expertise for the organizers.
Unless I'm misunderstanding, you can do that, if you right click a server under Notification Settings there is an option "Suppress @everywhere and @here" you can toggle.
It's annoying to have to do this for every server though, I agree.
Discord as an open protocol we could all build our service around would be sick.
There would still have to be hosting, moderation controls, high availability, low latency, etc. etc. engineering that "someone" would have to handle and own (ideally decentralized / p2p), but I believe it could be solved if ever incentives could align and a will could arise.
I was also seeing this issue with Discord. Seems like taking the invite link and pasting in "Join Server" works reliably. https://share.cleanshot.com/KscggVQf
Unreasonably enjoyed the front page graphic. Played with it with right click and left click. This sort of thing reminds me of old demoscene intros to warez. Haha!
Was there anything shared on how they achieved these results? One big hurdle for prompt to 3D is usually the super long generation time while they (seem) to do it in seconds.
In the initial preview models look less lumpy and overall much better. So I guess the transformation from 3d pointcloud/gaussian splatter or whatever it uses to 3d meshes isn't great.
The models dont look bad! But based on my dives into gaming, the modeling work for animating anything that moves (rigging, weight painting, retopology, creating animations, lighting) is still unsolved. This is great for static assets like boxes or things that add flavor to an environment.
Just had a play with it, and yes the topology and UV maps it spits out are rubbish. That said, I can easily use the models as concepts/guides and create new meshes over the top piece by piece. I lack artistic imagination when getting started but I do know how to sculpt and model reasonably well. This is perfect for me.
We start with a point cloud generated from the model which has color and normal and render each particle as a little hexagon with metallic and iridescent shading. Each particle is given a position and velocity in a texture. Each frame we do a physics step that writes to these textures with fragment shaders. We sum the forces into the velocity texture:
- mouse interaction force
- flow force from time varying curl noise
- spring force to return to original position
- air resistance
last we do a euler step to update position texture.
There’s masses of free parameters to control forces and materials, the animation is created by changing parameters per-particle over time
Tech: three.js, GLSL & TypeScript
Tip: Left click to push apart, right click to pull together!
You should be able to see the blob form models – perhaps there's some error when it runs on your system. It relies on floating-point textures which aren't supported everywhere
Judging from other comments, it seems I'm not the only one who didn't get to experience that - perhaps I just didn't wait long enough for that to show up?
In good hackernews style, I got downvoted into oblivion for just a simple question, but I guess that's to be expected these days.