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Behind-the-scenes look at our automatic asset morphing tech in Ready Player Me, transferring any clothing item or accessory designed for one character to another. In the process mesh geometry gets automatically displaced through several iterations and optionally re-skinned to the target character with no explicit definition of asset categories...

10,964 次观看 • 1 年前 •via X (Twitter)

9 条评论

Wawa Sensei 的头像
Wawa Sensei1 年前

@readyplayerme When you play strip-poker with a Gorilla 🤣 Joke aside, great to see new things from Ready Player Me!

Rainer Selvet 的头像
Rainer Selvet1 年前

@readyplayerme lmao, happens all the time🤣

Enigma 🧩 的头像
Enigma 🧩1 年前

@readyplayerme So exciting !

Hextheone 的头像
Hextheone9 个月前

@readyplayerme Dead project and scam???

Ben het 的头像
Ben het3 个月前

@readyplayerme Hey your company look promising. I believe you will align well with solana:FeMbDoX7R1Psc4GEcvJdsbNbZA3bfztcyDCatJVJpump

PURPY 的头像
PURPY9 个月前

@readyplayerme Epic !

Thư🌊 的头像
Thư🌊9 个月前

@readyplayerme Next level stuff

VoR 的头像
VoR1 年前

@readyplayerme if the morphed asset isn't reskinned, how do you map the bones for animatiuon? Also curious of the displacement, is there some sort of per vertex displacement happening or maybe some sort of pivot & scaling that can be passed to a custom shader for render?

Rainer Selvet 的头像
Rainer Selvet1 年前

Morphing here is a standalone operation to modify the shape of the input asset - generating changes in vertex positions or effectively auto-generating a blend shape. Those changes in vertex positions can be stored in mesh data or could also be passed to a shader! Once morphing is done, the asset (now fitting the target character) gets auto-skinned to the target character skeleton.

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2184 Asset Conversion ⭐️ The 2184 Asset Conversion is going to start on February 28 at 0:00 UTC, 2025 and last until March 20 at 0:00 UTC, 2025! You will see a conversion button on the middle right of your game screen. Once clicked, you can check the detailed amount of Slimes you are eligible for in the conversion interface. This amount is determined by the assets you own in your account / wallet according to predetermined ratios. You can initiate the conversion at any point during the 21-day window. Please Note: 🔹 All assets held in your in-game wallet address are eligible (whether they are locked or not) for conversion. 🔹Gas Hero Coupons must be converted into the form of in-game asset before the conversion starts in order to be eligible for asset conversion. 🔹Each account can convert assets only once and all assets you’d like to convert must be converted in a single session. 🔹Once converted, the assets will be burned, and the corresponding amount of Slimes will be credited to your game account (FSL ID). The Slimes will be claimable on-chain at a later date through FSL ID. 🔹Ensure you hold enough POL (e.g.: 10-30 POL if you have lots of assets in the wallet.) in your game account before the conversion to avoid any disruptions. 🔹Ensure you have a stable internet connection to finish the asset conversion. If you logged out during the conversion, as long as you didn’t change your asset balance, you should be able to continue the conversion process. 🔹Do not transfer assets in or out of your account during the conversion process to prevent any potential issues or failure of asset conversion. 🔹Genesis Heroes, Gas Hero Badges, and Super Useful Eggs are excluded from this conversion. The additional Slimes eligible for the Genesis Heroes are also not calculated in this conversion. Soul-bound badges will be issued in the future. During and post the conversion period, you can continue to enjoy Gas Hero until the new 2184 game goes live. Please be advised, the current version of the Gas Hero server will be discontinued thereafter. We thank you for your continued support and participation. This conversion marks a significant step towards the exciting new developments we have planned for the community. Should you have any questions or need further assistance, please do not hesitate to reach out to our support team or via Discord. 👉

2184 | Game by FSL

84,209 次观看 • 1 年前

Flexible Isosurface Extraction for Gradient-Based Mesh Optimization paper page: This work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly common paradigm in applications including photogrammetry, generative modeling, and inverse physics. Existing implementations adapt classic isosurface extraction algorithms like Marching Cubes or Dual Contouring; these techniques were designed to extract meshes from fixed, known fields, and in the optimization setting they lack the degrees of freedom to represent high-quality feature-preserving meshes, or suffer from numerical instabilities. We introduce FlexiCubes, an isosurface representation specifically designed for optimizing an unknown mesh with respect to geometric, visual, or even physical objectives. Our main insight is to introduce additional carefully-chosen parameters into the representation, which allow local flexible adjustments to the extracted mesh geometry and connectivity. These parameters are updated along with the underlying scalar field via automatic differentiation when optimizing for a downstream task. We base our extraction scheme on Dual Marching Cubes for improved topological properties, and present extensions to optionally generate tetrahedral and hierarchically-adaptive meshes. Extensive experiments validate FlexiCubes on both synthetic benchmarks and real-world applications, showing that it offers significant improvements in mesh quality and geometric fidelity.

AK

38,455 次观看 • 3 年前