It is possible to turn a NeRF into a mesh, but the quality of the meshes produced is currently so poor that it doesn't really get us any closer to being able to animate or edit the model.
It is possible to turn a NeRF into a mesh, but the quality of the meshes produced is currently so poor that it doesn't really get us any closer to being able to animate or edit the model.
https://www.youtube.com/watch?v=C4IT1gnkaF0 D3GA: Drivable 3D Gaussian Avatars
https://www.youtube.com/watch?v=q5hHZrRUV-k Animatable Gaussians: Learning Pose-dependent Gaussian Maps for High-fidelity Human Avatar Modeling
I can't say I'm a fan of replacing well defined systems with a big blob of weights that nobody really understands.
If the NN doesn't get it right, it's absolutely not the end of the world. First of all, triaging the failures usually turns up something interesting / some connecting thread. And as for fixing issues, your options are typically:
1. Retrain with more examples to help it get it right (easier these days since you can take advantage of synthetic data / self- or semi-supervised approaches). Specifically it will help to generate or find examples that approximate the failures.
2. Shape your loss to penalize undesirable behavior / tendencies you've identified in triage
3. Add inputs or outputs that help your net solve the problem better (e.g. side inputs that may help the net not overfit to its available data)
These "inscrutable black boxes," while hard to edit directly, are not impossible to evaluate which means you can just measure to see if they're better than more explicit systems. And most real world systems are patchworks of ML + heuristics to give some desired level of performance.
Furthermore there is a big field of folks dedicated to elucidating what your net is learning (e.g. saliency). The tools are pretty cool -- for example in computer vision you can visualize whether your net is overfitting to background data in your training examples.
A valid critique of all of this is simply that it's expensive. Very expensive to build teams to warehouse and clean huge amounts of data, then build unbiased / fair model evaluations, then build models, then integrate them into real world stuff, usually to be used in conjunction with non-learned algos.
Another valid critique is that many companies have started using models they can't retrain or fix (e.g. off the shelf LLMs). This is dangerous territory since you lose so many of the options I outlined above.
I guess if you just don't care about the details of what you're making then AI could lower the barrier to producing something mediocre, as it has with 2D image generation, but that's damning with faint praise.
To me this sounds a lot like how people complained in 80s(?) about compilers generating worse code than expert assembly programmers. Yes, it is true, but also quantity can trump quality. And allowing machine to do bulk work, even if mediocre, allows humans to focus on key parts; in code some hot kernels, in 3d modeling maybe some hero assets. Also like compilers have evolved lot in the past decades, I don't see reason why these ML models/NNs/etc could not improve on a similar trajectory. Note that I'm not saying that they inevitably will improve to superhuman levels, but just that at this point they don't seem something that can be completely dismissed.
Furthermore I don't think it's faint praise if tool can enable non-experts to create compelling 3D experiences easily even if they are not perfect and photorealistic. Again I draw parallels to programming; lowering the skill level needed has allowed huge amount of valuable programs to be written even if the code behind them is complete crap
Without being an expert in this area, I imagine one such way would be to train a second neural net that learns to regress traditional workflow parameters to best approximate the NeRF output, then let a user post-edit those parameters to fine-tune.
I understand the reasons for different representations for reconstruction, but what we really need is to translate that into a mesh that is actually useful.
Its great to have something as a reference, don't get me wrong, but we are still far away from even being able to discreetly assign materials to the object's various parts.
Another big issue is licensing, most of these are not allowed commercially.
This method is great for creating assets. Photogrammetry is already used a lot.
The rule for a lot if 3D work is: if it looks good, it is good.
But I agree this method won't be suitable for all 3D work.
I would be interested to see a comparison of conventional SOTA photogrammetry pipelines versus NeRF techniques solving a 3D model from the same set of photos, but these papers only ever seem to compare themselves to other NeRF papers, rather than the software that the industry is already using to solve this exact problem.
When you are not creating assets for games or close-up details it can still be very usefull to take a couple of pictures of a tree stump and use it in your environment.
I work in construction, we take photos of the building in situ as a lot of the important elements are encased later (eg. Reinforcement inside concrete)
This level of 3D NeRF is great for that as it's much easier to parse than a folder full of images.
I think one thing that a lot of folks tend to forget is that quad and tri meshes are only one of SEVERAL 3d modeling techniques. It just so happens that this is the technique that the world landed on in the 90s due to how flexible it is, how performant it is, and algorithms like Catmull-Clark subdivision.
Remember, Toy Story 1 actually used NURB surfaces for all the characters! For a Bug's Life and Toy Story 2, they redid all the meshes as catmull-clark subdividable surfaces. And guess who was CEO and founder of Pixar?
There also techniques like NURBs, signed distance fields, and metaballs (all stuff you can actually use in Blender) for generating 3d surfaces. And of course the techniques used in CAD software.
With the right algorithm and sufficient compute, there could be some sort of completely alternate 3d representation in the future for creating virtual spaces.
"Cloudy with a Chance of Metaballs: A history of 3D modelling in animated film."
It's still very impressive research, at least.