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After hours of playing with mesh generation tools in #GodotEngine, I can generate platforms from 3D curves! That will come in handy for level editing. Next step, adding a way to control the side profile of the platform.

10,327 Aufrufe • vor 1 Jahr •via X (Twitter)

11 Kommentare

Profilbild von MRNO ONE
MRNO ONEvor 1 Jahr

wow it looks so cool😊

Profilbild von ChatableApps
ChatableAppsvor 1 Jahr

Nice! Just remember, with great power comes great responsibility... and a lot of awkwardly shaped platforms!

Profilbild von Foyezes
Foyezesvor 1 Jahr

can this be used for rocks with displacement maps and some geometry?

Profilbild von Nodragem
Nodragemvor 1 Jahr

Atm the side wall geometry is made from a series of extrusions that follows a curve, so it would not have enough geometry to support a vertex displacement map. I might do some research to had rocks though.

Profilbild von PigeonPeak
PigeonPeakvor 1 Jahr

Smart, nice work

Profilbild von Free & Libre Apps for Healthcare, Education
Free & Libre Apps for Healthcare, Educationvor 1 Jahr

Cool

Profilbild von Light
Lightvor 1 Jahr

Nice

Profilbild von chaak⁰⁰⁷ - tamil game dev
chaak⁰⁰⁷ - tamil game devvor 1 Jahr

I found a plugin that does something like this when I was inspired by alba... Imma get back to you if I can find that plugin again

Profilbild von Nodragem
Nodragemvor 1 Jahr

was it GoShapes?

Profilbild von le kinj
le kinjvor 1 Jahr

Would you please tell us how?

Profilbild von Nodragem
Nodragemvor 1 Jahr

It is a bit too long to enter in here, but I might write a blogpost or open source the tool once I am done!

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[NeurIPS '24] DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation Abstract (excerpt) We introduce DreamMesh4D, a novel framework that combines mesh representation with sparse-controlled deformation technique to generate high-quality 4D object from a monocular video. To overcome the limitation of classical texture representation, we bind Gaussian splats to the surface of the triangular mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh provided by a single image based 3D generation method. Sparse points are then uniformly sampled across the surface of the mesh, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the bound surface Gaussians are deformed via a geometric skinning algorithm. The skinning algorithm is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the dynamic deformation network are learned via reference view photometric loss, score distillation loss as well as other regularization losses in a two-stage manner. Extensive experiments demonstrate that our method outperforms prior video-to-4D generation methods in terms of rendering quality and spatial-temporal consistency.

MrNeRF

12,323 Aufrufe • vor 1 Jahr