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Grok 4.5 just turned Blender into a conversation. Instead of manually importing assets, fixing rigs, placing armies, adjusting cameras, and debugging objects that face the wrong direction, the user simply tells Grok what to change. It builds a medieval battlefield from existing 3D assets, adds horses, knights, a castle,...

1,083,461 просмотров • 26 дней назад •via X (Twitter)

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This BlenderFusion paper basically says "screw trying to describe 3D edits through text" and just... use Blender :-) The idea is pretty straightforward -- instead of trying to cram 3D understanding into a diffusion model, use depth estimation & segmentation to project 2D images into 2.5D meshes, edit them in actual 3D software, then use a fine-tuned diffusion model to make the results photorealistic again. The clever bit is their "dual-stream architecture" -- the model sees both the original scene AND the edited Blender render in parallel, learning to preserve what matters while fixing the inevitable artifacts from transforming imperfect 2.5D/3D reconstructions. They train it with smart masking strategies so it learns when to ignore the original scene (for removals/replacements) and can manipulate objects independently of camera motion. What you get is pretty impressive control -- not just moving objects around, but changing materials, deforming shapes, swapping backgrounds, all while maintaining visual coherence. Neural Assets (one of my favorite papers last year) tried to crack this with learned object tokens, but it struggled with overlapping objects and loses fine details (due to low res DINO encodings). BlenderFusion just sidesteps the whole problem -- want to rotate something 173.5 degrees? Just rotate it in Blender. Want to duplicate an object 8 times? Copy paste away. The diffusion model's only job is making it look photorealistic, not figuring out the 3D underpinnings. The catch? Lacks temporal consistency for animation. Each viewpoint is generated independently, so while a single edit looks great, smoothly animating a car or camera down the street won't work -- you'd get flickering and inconsistencies between frames. That said, this approach is so much more intuitive for finer grain image editing than trying to describe your changes in text prompts. It's the kind of thing that makes you wonder why we're trying to do everything inside neural networks when perfectly good 3D tools already exist -- giving you the best of both worlds.

Bilawal Sidhu

34,440 просмотров • 1 год назад

Blended-NeRF: Zero-Shot Object Generation and Blending in Existing Neural Radiance Fields paper page: Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.

AK

62,768 просмотров • 3 лет назад

🚀 Announcing Echo — our new frontier model for 3D world generation. Echo turns a simple text prompt or image into a fully explorable, 3D-consistent world. Instead of disconnected views, the result is a single, coherent spatial representation you can move through freely. This is part of a bigger shift in AI: from generating pixels and tokens to generating spaces. Echo predicts a geometry-grounded 3D scene at metric scale, meaning every novel view, depth map, and interaction comes from the same underlying world — not independent hallucinations. Once generated, the world is interactive in real time. You control the camera, explore from any angle, and render instantly — even on low-end hardware, directly in the browser. High-quality 3D world exploration is no longer gated by expensive equipment. Under the hood, Echo infers a physically grounded 3D representation and converts it into a renderable format. For our web demo, we use 3D Gaussian Splatting (3DGS) for fast, GPU-friendly rendering — but the representation itself is flexible and can be easily adapted. Why this matters: consistent 3D worlds unlock real workflows — digital twins, 3D design, game environments, robotics simulation, and more. From a single photo or a line of text, Echo builds worlds that are reliable, editable, and spatially faithful. Echo also enables scene editing and restyling. Change materials, remove or add objects, explore design variations — all while preserving global 3D consistency. Editing no longer breaks the world. This is only the beginning. Echo is the foundation for future world models with dynamics, physical reasoning, and richer interaction — environments that don’t just look right, but behave right. Explore the generated worlds on our website and sign up for the closed beta. The era of spatial intelligence starts here. 🌍 #Echo #WorldModels #SpatialAI #3DFoundationModels Check it out:

SpAItial AI

176,524 просмотров • 8 месяцев назад

WTF, GROK BOT JUST MADE AI AGENTS AVAILABLE TO LITERALLY ANYONE – CREATING CONTENT HAS NEVER BEEN THIS EASY, EVEN IF YOU'VE NEVER MADE ANYTHING BEFORE Content was never a talent problem. It's a headcount problem. One person doing research, design, copy, analytics, timing and publishing – that's six jobs. The switching between them is what kills consistency, not a lack of ideas. Here's what one of these setups actually looks like. A Chief of Staff sits in the middle and routes every task. Nothing lands on the human. → Researcher tracks what's actually moving and pulls real sources instead of guesswork → Writer turns that research into finished copy, ready to review → Visualiser gets fed a few reference visuals once, then ships everything in that style → Analyst reads the numbers and tells the rest of the team what worked → Scheduler owns timing and holds the queue → Publisher ships it The part that makes it work: every agent on Grok Bot gets its own persistent computer, browser and file system – and they all share memory. So the research is already sitting inside the draft before the draft starts. No copy-pasting between tools. No approving every step. No human in the middle. You can even teach an agent a repetitive task by recording yourself doing it once. Start recording, do the thing, stop. It learns the pattern. And that's the real shift. Nobody needs AI to tell them what to post. They need it to delete the 40 steps between the idea and the post. Everyone has a backlog of things they've meant to make for months. This is what starts clearing it. Full breakdown of the setup in the article below ↓

SCOTTY BEAM

4,796,074 просмотров • 11 дней назад