Unique3D: Image-to-3D Generation from a Single Image
github.com
github.com
3D artists are begging for AI tools which automate specific tedious but necessary tasks like retopo and UV unwrapping, but tools like the OP do the opposite, skipping over those details to produce a poorly executed "final" result and leaving the user to reverse engineer the model in an attempt to salvage the mess it made.
If gen3D is going to be a thing then they need to listen to the people actually doing 3D work, not just chase benchmarks invented by other gen3D researchers. Some commentary on a similar paper about how they are trying to solve the wrong problems: https://x.com/rms80/status/1801362145600254211
One recent attempt at it is Mesh Anything [1], which tries to generate triangle meshes with sensible topology[2] for a given point cloud - but it's still in the early stages, it can fail somewhat dramatically on meshes with smooth and concave parts [3] and it has a hard cap on the number of triangles it can generate.
[1] https://buaacyw.github.io/mesh-anything/ (submitted previously as https://news.ycombinator.com/item?id=40701992 )
[2] although they use the somewhat awkward term "artist-created mesh"
[3] e.g. https://i.imgur.com/z52QeiQ.png
Completely agree. I used to take an interest in reserach into non photorealistic rendering. The same thing happened there. Paper after paper detailing 'novel' approaches to yet another cross hatch algorithm that no artist was ever going to use.
This has been an issue for much longer than generative AI. In graphics, Siggraph papers have been publishing fully automated methods claiming “high quality” for decades that produce lower quality than human created assets or human-in-the-loop tools. Same is true of lots of other things in computer science, academics is just prone to over-automating because it’s fun and clever and because we can.
This is probably the natural course of events. People publishing papers and projects are going for maximum wow, not for maximum quality. Often this is smart grad students in school, and they have no access to 3d professionals, and need to get something published asap to meet funding/graduation goals.
We shouldn’t necessarily complain about it or get tired, but instead work on tech transfer. Borrow these ideas and bring them to 3d tooling. It takes time, and we have to vette them and figure out which will actually help people. Sometimes the ones that get lots of attention turn out to have no staying power.
(This particular project does seem to be specifically about meshes but I'm addressing your broader point)
Not every application of 3d generation necessarily needs meshes. Or rather - might not need meshes in the not so distant future.
Are there any good projects or papers that do this? I'm just starting to read up on the space.
Good luck with logos, serious graphics web design or UX or hoping to generate game assets that feel like all fitting together.
I have seen a few of these papers, and (from my limited experience) very rarely is the 3d model avauable for review.
You can download the models from Hugging Face.
Retopology will destroy the old uv map, so a new map will need to be made. Following that, the old textures will need to be baked onto this map.
I have spent easily as much as a day cleaning up (I.e. re-mqking) 3d scans.
Yes, they are.
Said no actual, working 3D artist ever.
Otherwise, we don't have to agree to disagree.
You can go and ask actual working 3D artists how they feel about retopologizing bad geometry, and find out what the reality of the situation is.
We can "agree to disagree" with each other, but let's agree to agree with reality.
Have you found 3D Gen AI useful for your work yet (with all the quality issues that it has so far)?
The quality of 3D AI isn't there yet, but it's just a matter of time. When Sora quality 3D generation arrives, it will be incredibly disruptive.
Once we get artists to start producing LoRA on UV wraps of their own assets, I think it'll get interesting.
I ran Instant Meshes over a model of Mount Chimborazo and it did an okay job. Although the mesh was fairly uniform with its quads, the topology looked weird. Like the typographic equivalent of "rivers" running through the mesh. I decided to keep the imperfect topology, with some amount of decimation, because it looks better.
https://i.ibb.co/2nX8WfC/chimborazo.png
Retopology tools are discussed on a Blender forum:
https://blenderartists.org/t/best-auto-retopology-tool-ever/...
Have you tried them? What are your thoughts? What tool would you consider state-of-the-art?
A good test of any re-mesher is to apply it to some 3D text. 3D text geometry is famously horrible. Another test is to apply it to a face. Face topology is very prescribed: there is a (mostly) single way of doing it. Any non-standard approach will create issues, especially if you wish to animate it. I would not have expected any automatic approach to work very well, yet have been surprised by the quality of QR.
This seems like a valid approach. After all, every human figure in a Pixar movie has been sourced from the same base mesh.
The next step is geometry with organized contours that make sense, meaning that the model needs to cohesively understand the picture and not just the geometry. For example, if a person in the picture is wearing armor the model generates two separate models overlayed on one another, the armor and the mesh.
Those textures are completely useless, because they have all the light and view-dependency baked in. It's not really possible to extract a diffuse texture from this. There has been some work on generating material BRDFs [0], but I've not seen great results yet.
[0] for example, https://sheldontsui.github.io/projects/Matlaber