edit: Seems like mesh completion is the main input-output method, not just a neat feature.
edit: Seems like mesh completion is the main input-output method, not just a neat feature.
It looks like the input is itself a 3D mesh? So the model is doing "shape completion" (e.g. they show generating a chair from just some legs)... or possibly generating "variations" when the input shape is more complete?
But I guess it's a starting point... maybe you could use another model that does worse quality text-to-mesh as the input and get something more crisp and coherent from this one.
> Inspired by recent advances in powerful large language models, we adopt a sequence-based approach to autoregressively generate triangle meshes as sequences of triangles.
It's only inspired by LLMs
LLMs are autoregressive sequence models where the "role" of the graph convolutional encoder here is filled by a BPE tokenizer (also a learned model, just a much simpler one than the model used here). That this works implies that you can probably port this idea to other domains by designing clever codecs which map their feature space into discrete token sequences, similarly.
(Everything is feature engineering if you squint hard enough.)
NO. Details are mostly like icing on top of the cake. Sure, good details make good art but it is not always the case. True and beautiful art requires form + shape. What you are saying is something visually appealing. So, the reason why diffusion models feel so bland is because they are good with details but do not have precise forms and shape. Nowadays they are getting better, however, it still remains an issue.
Form + shape > details is something they teach in Art 101.