GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from Images
nv-tlabs.github.io
nv-tlabs.github.io
1. find the prompt that best generates the image
2. generate a (crude) NERF from your starting image and render views from other angles
3. use stable diffusion with the views from other angles as seed images, refine them using the prompt from 1 combined with(add descriptions to generate "view from back", "view from top", etc
4. feed the refined views back to the NERF generator, keeping the initial photo view constant
5. Generate new views from the NERF, which should now be much more realistic.
Run the above steps 2-5 in a loop indefinitely. Eventually you should end up with a highly accurate, realistic NERF which is full 3d from any angle, all from a single photo.
Similar techniques could be used to extend the scene in all directions.
Not all hope is lost though. I'm pretty sure in a few years (perhaps sooner) we'll be able to generate entire 3D scenes directly without going through 2D images as an intermediate step.
That way, you know the exact pose for each image, because you chose it when rendering the NeRF.
- speech
- images
- audio samples
- text
- code
- 3d models
I've seen basic attempts at music and video, and based on everything else we've seen getting good results there seems to be mostly a matter of scaling.
What content generation modalities are left? Will all corporate generation of these fall to progressively larger models, leaving a (relatively) niche "Made by humans!" industry in it's wake?
https://www.retailbiz.com.au/latest-news/inside-amazons-ai-p...
Finance, goals, delivery timelines, capabilities of the team, employee availability, which employees work well with each other, office politics, regulatory constraints...
Perhaps not even that, factoring in loyalty.
The end game is endless generative music or video streaming customized to your preferences. Being able to describe a story, or having the AI model take a guess at what you mind find interesting/entertaining and generating a whole TV show or movie for you to watch. Or generating background music while you work and automatically adjusting to your tastes as well as adjusting if you're finding it hard to concentrate or you need to take a call.
I imagine this being much of the same: AI trained on corp-approved training sets to give suggestions to your preferences that they want.
Sure, you could spin up your own and buy a machine that trains on it's own training data, but watch how no one will do that because of the cost, or the diminishing access to untainted resources.
We should see a proliferation of the tech such that lots of small (even one-man) studios pop up pumping out high quality content, but the content is released on a schedule similar to how youtube videos are now. Your preferences come into play through your suggested watch list, it'll be populated from this pre-created media based on whatever preference machine learning algorithm the distribution platform (youtube?) decides. The feedback through watch-metrics will then be used by these micro studios to decide what to create next. It's basically what already happens now with youtube content creation, but the quality of what people will produce will be better than hollywood content movies / tv shows, and the pace of release will be much quicker.
Not everyone needs to be training and generating their own content in order for your content preferences to be absolutely saturated with things you'd enjoy watching.
How is the correct extrapolation that corps will control all content generation?
Sure, Google will always be an OOM or two (more?) ahead in terms of compute dedicated to the problem. And so the best-quality stuff will likely come from big corps; Netflix (or their successor) will have the best quality video-generation AI. That is how it always has been though; movies are heavily capital intensive.
But this tech raises the quality of hobbyist-generated content vs. highly-capitalized studio content. So I think it’s reasonable to extrapolate to even more content at the long tail, instead of consolidation.
Source on sampling: the head audio engineer at Juilliard School of Music.
Its a landmine
Not sure it's as much of a problem as you're making it seem though.. likely there can be enough iteration that it would not be distinguishable.
Also lots of mainstream artists ignore copyright anyway (Kanye West etc). Plus you could just use training data that is from public domain stuff if it was really such an issue, there is decades worth of music that are outside of copyright law.
Would distributing a generative model that can sometimes generate such music would also be considered illegal? Will it actually stop people from doing it in practice?
Would it be illegal to share seeds and prompts?
Though these alternative methods, you could have a lot of people listening to music that's never distributed as audio or video files. And if there's an API for it, games could use such generated music via a plugin.
And then I suppose people start sharing on YouTube, and we see how good their copyright violation detection actually is.
Against the law? Maybe, probably. I don't think the laws are as strong as they appear though.
You can get away with a lot, but I think this is too much. I think future iterations could be promising, but this definitely isn't challenging any pipeline I'm aware of.
At some point we'll have a universal Holodeck more powerful than our imaginations, able to simulate slices of our experience better than our dreams. It'll be fun as heck
lol no, not at all. It still needs tons of manual work to get it up to quality in terms of topology, material, etc.
> Can't decode H.264 stream because its resolution is out of the maximum limitation
It’s interesting for compression purpose, but kinda orthogonal to this method (a good UV unwrapping can be used once the model generated)
There are ways to do this automatically but they're far from perfect. Artists usually take the mesh and literally unwrap it until it's planar, and convert this transformed mesh to the UV mapping. The advantage of this method is that it gives you very good control of seams and texture islands, but it's tricky to preserve surface area.
Those neural rendering methods are very cool because they use light/color fields, but they still have a lot of catching up to do compared to modern 3D graphics.
Baby steps, though. The data required to train an unwrapping/rigging tool is a lot more domain-specific than correlating an OBJ file with it's completed render.
But yeah, calling this high quality is quite disingenuous. I don't think this kind of mis-labelling is helpful or productive. The results are what they are, and a massive step forward from what was available/possible some years ago.
I wouldn't even mad if it were a paid product and not free code, just release something to the world so we can start using it.
> News
> 2022-09-22: Code will be uploaded next week!
Not really that interesting at this point; the 5 page paper has a lot of hand waving, and without the code to see how they actually implemented it…
…I’m left totally underwhelmed.
No weights.
No model.
No code.
The pictures were very pretty.
/shrug
As someone pointed out, there are 25 pages of text (not including bibliography of course), not 5.
Most publications are coming with multiple months delay before code release (if any), here you literally have a written soft deadline of 1 week. So maybe you can wait few days before posting such bad comment?