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Generative AI is cool and all, but procedural 3D modeling just hits different. Check out this Houdini setup by Pepe Buendia. Why this is cool: Instead of manually placing every building and car, this system generates an NYC-style city that builds itself -- automatically spawning buildings with unique variations,...

527,545 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von Bilawal Sidhu
Bilawal Sidhuvor 1 Jahr

If you liked this post, you might enjoy my writing on all things spatial intelligence and creative tech:

Profilbild von Bilawal Sidhu
Bilawal Sidhuvor 1 Jahr

Since y’all are asking, here are my thoughts on a best of both worlds approach — the creativity and speed of generative ai w/ with fine grain control of a 3d scene graph

Profilbild von Bilawal Sidhu
Bilawal Sidhuvor 1 Jahr

And here’s how you can do most of this in blender with geometry nodes

Profilbild von Michael Frank
Michael Frankvor 1 Jahr

We should really be using machine learning as optimization steps where it makes sense to. Renderman's AI denoiser is a good example. Trying to build "world models" from whole cloth is just using the wrong tool for the job.

Profilbild von Bilawal Sidhu
Bilawal Sidhuvor 1 Jahr

Agreed — why not use explicit 3d approaches as a foundation?

Profilbild von Manosai
Manosaivor 1 Jahr

So cool. I don’t understand the finer details of procedural 3D modeling (still learning) but is the future with multimodal LLMs also that the rules and custom algorithms will be automatically generated? Where do you see this evolving? How much control needs to be explicitly defined by humans at the beginning?

Profilbild von Bilawal Sidhu
Bilawal Sidhuvor 1 Jahr

yeah my hope is the LLMs read/write/edit a 3d scene graph with entity level control - so kinda like replit agent writing web apps for you - except with these trad 3d tools and engines. or you know the whole sora approach will pop out a world model and my preference is overkill :)

Profilbild von 3DGO
3DGOvor 1 Jahr

Even with this level of control this would largely be background midground work, most hero shots would have alot of manual work on top. For high end work, artists need control more than speed or ease of use.

Profilbild von Bilawal Sidhu
Bilawal Sidhuvor 1 Jahr

No doubt — but Hollywood has inordinately high standards

Profilbild von Sean Treleaven
Sean Treleavenvor 1 Jahr

You're coming around to the procedural side. Yay!

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SpAItial AI

176,524 Aufrufe • vor 8 Monaten

"Hah - generative ai can't even make an image of a hand with the right number of fingers.." "Stop pushing this slop" It's way past the point now where it must be clear to everyone, that generative ai is here to stay AND that the quality will continue to increase. I've been talking about this trajectory for years now, and I've been working towards finding ways to combine the strength of these models, with the best of what I love about "old-school" creation. Building with my hands, moving a pencil across the paper and seeing shapes emerge, moving a building slightly to the right to get just that composition I had in mind. Being fully immersed in a scene I'm building in VR, being inspired by the immersion to take the story in a new direction. For years I've been talking about how powerful the combination of 3d and generative ai is, be it traditional 3d, SDF volumes in Dreams or Gaussian splats - with experiments around using V2V as a "render pass" or with experiments around realtime ai. Enough talk you might think, where's the proof? It's all around us these days honestly and here's a small test I did during some OOO. Blender MPC + Fable - a pretty powerful combination! With a bit of Google Omni Fast on top as a "render" pass. What do you think of where this is heading? Hopeful, disheartened, inspired or the opposite? Can you imagine working with tools like this in a way where we still retain the human "spark" and the creative nerve that makes each persons creation unique?

Martin Nebelong

49,395 Aufrufe • vor 1 Monat

I am happy to be finally able to post what I was able to build over the last few weeks. A full real-time high-frequency state estimation and mapping algorithm completely written line by line from scratch in Rust, which can be used by robots to navigate and reason within the 3D world also in complicated scenarios. TBH this took me longer than expected (which was still super fast :D) but you need to get a lot right: From the sensors over the drivers to their respective estimation pipeline and then fusing everything together - a covariance nightmare - and something that can be refined over years to come (currently using Fisher Information from the real measurements). What you see here is not the output of some structure from motion or Gaussian splatting, these are the points of a tight mesh (high res for the video) that a robot can use in real time to plan a path using any open-source planner. The flight you experience through the world is the actual state estimate of the scanner which is published at IMU rate. Yes, currently we have some artefacts of filtered-out humans (GDPR compliant of course :) ) and moving cars and there is still some calibration that could be improved. Offline refinement with SFM and Gaussian splats is possible as well but currently not on the road map. What is on the road map is an exciting step of now being able to collect data from customers at construction sites and in warehouses (currently handheld in the near future with a robot). This data can then be used by our physical agents to reason within this world and automate any customer’s task related to 3D data. If you have anyone who wastes time manually looking 👀 through 3D data, or cannot collect enough 3D data and interpret: Tell me how to reach them!

Benedikt Seidel

16,671 Aufrufe • vor 4 Monaten

For generative AI to become an interesting art tool, we need much more control over the output. The slot-machine-like nature of pure text-to-image leaves too much to chance. Using the "Real-time Latent Consistency Model" that I'm using in the example here, is the first time I truly got a glimpse of a future where we'll be able to use our artistic skills and sensibility, to get control over AI image gen. Systems like these will never be able to match the quality or originality of a skilled artist, it won't surprise us in the same way an artist can. Things are a mess in terms of the training data these models are based on, and the questions about copyright concerns and about a time when everything will look the same are very valid. At some point capabilities like these will be embedded in photoshop, and anyone will be able to generate a pretty picture. But to create interesting designs, to tell original stories and to surprise us, we need creatives and artists with something on their mind. We'll be able to create immersive worlds, by making brush-strokes and sculpt marks, without needing to worry about all the dials, plugins, wires of our 3d and 2d tools today. I love to sculpt, I love to draw, and I love to explore new mediums and new ways to create. The Gen AI tools we have today are far from perfect, and things need to be steered in a better direction. For that we need artists to help point the way. Gen AI isn't going away.. it's too powerful and has the potential to allow us to tell stories like never before. Like all other big technological shifts, tech like this will come at a cost, but it will also open up new opportunities and empower a new generation of storytellers. I might be naive, but I believe that human ingenuity and creativity will persevere in this new world ♥️ #art #ai

Martin Nebelong

1,660,426 Aufrufe • vor 2 Jahren