not sure what the glyphs are but this type of layout exploration always reminds me of a 2014 article by Flipboard fr-fr.about.flipboard.com/2014/03/24/l... where they explain how they create and choose the layouts ( cdn.flipboard.com/wp-content/u... cdn.flipboard.com/wp-content/u... )
not sure what the glyphs are but this type of layout exploration always reminds me of a 2014 article by Flipboard fr-fr.about.flipboard.com/2014/03/24/l... where they explain how they create and choose the layouts ( cdn.flipboard.com/wp-content/u... cdn.flipboard.com/wp-content/u... )
not sure about the GPU requirements, probably high...
not sure about the GPU requirements, probably high...
PartField
github.com/nv-tlabs/Par...
SAMPart3D
github.com/Pointcept/SA...
Primitive Anything
github.com/PrimitiveAny...
PartField
github.com/nv-tlabs/Par...
SAMPart3D
github.com/Pointcept/SA...
Primitive Anything
github.com/PrimitiveAny...
probably worth trying with the exported 3DGS to see if it gives better results.
because of the SLat and its voxel grid structure, some noise may be introduced though. visually, it gives evenly spaced grey splats
probably worth trying with the exported 3DGS to see if it gives better results.
because of the SLat and its voxel grid structure, some noise may be introduced though. visually, it gives evenly spaced grey splats
it's fast though, not sure how to prune discretize the result ( nice debug views too ^^)
it's fast though, not sure how to prune discretize the result ( nice debug views too ^^)
all the components are disjoint 'patches' scattered all over the mesh, disregarding the topology. I wonder how useful this can be for 3D artists, maybe as static assets?
all the components are disjoint 'patches' scattered all over the mesh, disregarding the topology. I wonder how useful this can be for 3D artists, maybe as static assets?
Blender is a powerful tool and not so horrible once you give up all hope and go with the (stack over)flow. wish I could explore further :)
the add-on available here github.com/nicoptere/tr...
Blender is a powerful tool and not so horrible once you give up all hope and go with the (stack over)flow. wish I could explore further :)
the add-on available here github.com/nicoptere/tr...
the import script is here pastebin.com/Dz2VusYH
the PLY I used is a Gaussian Splat so it looks like shit and the R, G & B attributes are f_dc_0, f_dc_1 & f_dc_2
the import script is here pastebin.com/Dz2VusYH
the PLY I used is a Gaussian Splat so it looks like shit and the R, G & B attributes are f_dc_0, f_dc_1 & f_dc_2
not convinced by mesh to video & motion transfer but the camera control & object manipulation look good
+ it has "shader" in the name....
not convinced by mesh to video & motion transfer but the camera control & object manipulation look good
+ it has "shader" in the name....
I suspect the headpiece is interpreted as a foreground plane and breaks the MV synth. pretty decent modeling
( image from civit.ai, forgot to bookmark :/ )
I suspect the headpiece is interpreted as a foreground plane and breaks the MV synth. pretty decent modeling
( image from civit.ai, forgot to bookmark :/ )
here => github.com/pengHTYX/Era...
cc @damien-henry.bsky.social & @cyrildiagne.bsky.social
here => github.com/pengHTYX/Era...
cc @damien-henry.bsky.social & @cyrildiagne.bsky.social
and pretty optimized too: 40K vertices / 50K tris for this model is very decent.
the source image needs to be - somehow - "realistic" though ; I tried with a cell-shaded character and it produced a quad...
and pretty optimized too: 40K vertices / 50K tris for this model is very decent.
the source image needs to be - somehow - "realistic" though ; I tried with a cell-shaded character and it produced a quad...
there's a background removal step then it produces the video from which it can build the textured 3D model.
there's a background removal step then it produces the video from which it can build the textured 3D model.
still many inconsiotencies and some 'unfinished business' in places but overall it does a great job (source image in next post)
test here huggingface.co/spaces/Jeffr...
repo here: github.com/microsoft/TR...
still many inconsiotencies and some 'unfinished business' in places but overall it does a great job (source image in next post)
test here huggingface.co/spaces/Jeffr...
repo here: github.com/microsoft/TR...
via @dreamingtulpa.bsky.social => bsky.app/profile/did:...
via @dreamingtulpa.bsky.social => bsky.app/profile/did:...
I painstakingly managed to get this glorious piece of SDF running, not sure I'll venture much further into Vanilla WebGPU...
I painstakingly managed to get this glorious piece of SDF running, not sure I'll venture much further into Vanilla WebGPU...
RIley collected them and now you can watch them here: walzr.com/IMG_0001
RIley collected them and now you can watch them here: walzr.com/IMG_0001
it's pretty massive (they used ~400K images) and rather beautiful.
check it out here:
virtualbasilicaprod.azurewebsites.net/en/basilica-...
source: radiancefields.com/radiance-fie...
it's pretty massive (they used ~400K images) and rather beautiful.
check it out here:
virtualbasilicaprod.azurewebsites.net/en/basilica-...
source: radiancefields.com/radiance-fie...
can't wait to try and splat some!
can't wait to try and splat some!
- Robert Hodgin's article on maps👌 roberthodgin.com/project/goog...
- Victoria Turk's biases in text to images models restofworld.org/2023/ai-imag...
- foolig multimodal LLMs (the "watermark" attack vector is ace, see pic) simonwillison.net/2023/Oct/14/...
- Robert Hodgin's article on maps👌 roberthodgin.com/project/goog...
- Victoria Turk's biases in text to images models restofworld.org/2023/ai-imag...
- foolig multimodal LLMs (the "watermark" attack vector is ace, see pic) simonwillison.net/2023/Oct/14/...