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| Honestly I like the faces limitation - use it as input for blender to further develop the model, not as final product. |
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| Looked up surfels .. I think they are different from fitting local planes - I was interested in the geometry, not the lighting.
But surfels seems like a clever idea, pre-dating view dependent NeRFs. |
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| Definitely the best result for low polygon creation I've seen. Great job!
Still triangles rather than polygons, but we are getting closer. The end goal should be: 1) Polygons, mostly 4 sided, rather than triangles. 2) Edge smoothness/creases to separate hard coders from soft corners. (Which when combined with polygons enables SubD support: https://graphics.pixar.com/opensubdiv/docs/subdivision_surfa...) 3) UV for textures that are aligned with the natural flow of textures on those components. 4) Repeating textures (although sometimes not) that work with the UVs and combine to create PBR textures. (Getting closer all the time: https://gvecchio.com/stablematerials/) After the above works, I think people should move on to inferring proper CAD models from an image. Basically infer all the constraints and the various construction steps. |
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| I feel like maybe CAD would be easier? You only need represent form/edges, rather than meet all the requirements that you have for using a model for games/rendering. |
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| MeshAnything generates meshes with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods. |
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| I can only see tris. It's quite rare to see .obj files with anything except triangles.
Or do you mean something like "contains implied ngons because of the way coplanar tri faces are arranged"? |
Weird custom non-commercial license unfortunately. Notes from the GitHub readme:
> It takes about 7GB and 30s to generate a mesh on an A6000 GPU
> trained on meshes with fewer than 800 faces and cannot generate meshes with more than 800 faces