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I built a plugin to generate 3D assets directly from Codex, using the latest update that introduces image generation. It generates an image, calls the Tripo3D API, then starts an MCP server and a local viewer directly inside Codex. It uses the paid Tripo3D API (12 free generations, 600...

12,151 views • 6 months ago •via X (Twitter)

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is it legal? NVIDIA and Microsoft just open-sourced the pieces of a full 3D studio for Opus 5.5 15 github repos, sorted by what you want to make: GENERATE 3D ASSETS 01. TRELLIS.2 by Microsoft: -> one image in, a fully textured 3D asset out, about 3 seconds on an H100 02. Hunyuan3D-2.1 by Tencent: -> production-ready 3D assets with PBR textures 03. stable-fast-3d by Stability AI: -> one photo to a clean UV-unwrapped mesh, built for speed 04. meshy-mcp-server by Meshy: -> text or image to 3D, then remesh, retexture, rig and animate from your agent BUILD SCENES AND WORLDS 05. mcp-for-blender: -> prompt-driven modeling, scene building and edits in a live Blender 06. HY-World-2.0 by Tencent: -> text or a single image to a navigable 3D world 07. supersplat by PlayCanvas: -> inspect, edit, optimize and publish 3D Gaussian splats in the browser 08. kit-usd-agents by NVIDIA: -> edit Omniverse USD scenes in plain English, plus MCP servers for Kit and Isaac Sim MAKE A GAME 09. unity-mcp: -> run the Unity Editor in plain English: scenes, C# scripts, assets, tests, builds 10. godot-ai: -> 46 tools for a live Godot editor: scenes, scripts, signals, UI, particles 11. unreal-engine-mcp: -> drive a live Unreal Editor: actors, world building, Blueprints 3D ON THE WEB 12. editor-mcp-server by PlayCanvas: -> your agent builds PlayCanvas scenes and checks they actually run 13. three.js: -> the JavaScript 3D library itself, 115k stars on GitHub 14. react-three-fiber: -> build three.js scenes as reusable React components 15. threejs-skills: -> 10 three.js skills for Claude Code, from shaders to post-processing a full 3D pipeline, and every piece of it lives on github

Mnimiy

205,109 views • 11 days ago

Wonderland: Navigating 3D Scenes from a Single Image Contributions: • First, we introduce a representation for controllable 3D generation by leveraging the generative priors from camera-guided video diffusion models. Unlike image models, video diffusion models are trained on extensive video datasets. This enables them to capture comprehensive spatial relationships within scenes across multiple views and embed a form of "3D awareness" in their latent space, which allows us to maintain 3D consistency in novel view synthesis. • Second, to achieve controllable novel view generation, we empower video models with precise control over specified camera motions. We introduce a novel dual-branch conditioning mechanism that effectively incorporates desired diverse camera trajectories into the video diffusion model. This enables expansion of a single image into a multi-view consistent capture of a 3D scene with precise pose control. • Third, to achieve efficient 3D reconstruction, we directly transform video latents into 3DGS. We propose a novel latent-based large reconstruction model (LaLRM) that lifts video latents to 3D in a feed-forward manner. With this design, during inference, our model directly predicts 3DGS from a single input image, effectively aligning the generation and reconstruction tasks—and bridging image space and 3D space—through the video latent space. Compared with reconstructing scenes from images, the video latent space offers a 256× spatial-temporal reduction while retaining essential and consistent 3D structural details. Such a high degree of compression is crucial, as it allows the LaLRM to handle a wider range of 3D scenes within the reconstruction framework, with the same memory constraints.

MrNeRF

52,849 views • 1 year ago

Everyone's sleeping on image-to-3D AI models. They can make your app look incredibly unique, with just a little effort. Here's how. This is my calorie tracker, built in a week with nothing but prompting. Just Claude Code + a couple APIs. The visuals are all AI-generated. I'll be sharing the full workflow + all the crazy technical stuff Claude and I did to make this work, so nobody has to struggle through it like me. Deep dive coming soon! Till then, this is the high-level idea: 1. Get a clean image of the food (or whatever your asset is) - In my app, the user describes foods via text, or attaches images (or both) - If text, an LLM extracts the food description and formats it into a specific prompt I tuned for this design, and we generate an image using Z-Image Turbo through fal - If image, we do the same thing but with FLUX.2 [dev] to edit the user image into our reference design - Originally, both used Google Nano Banana, but switching to open models cut costs and latency a ton 2. Gaussian splatting (2D image → 3D model) - I tried various 2D-to-3D options on fal and ended up with TripoSplat as my preferred balance of speed, cost, latency; this turns an image into a 3D model that looks super high quality (link below) - The app displays the 2D image while our backend generates the 3D splat - We "groom" the splat to reduce size and load time by culling low-opacity/scale points 3. Render efficiently on device Originally, it looked great but ran at 10 FPS. Getting to 120 FPS was a crazy journey. TL;DR: - SwiftUI had to go; it forced us to render each asset in independent MTKViews, which wasn't workable - Instead, we composite every dish into one full-bleed CAMetalLayer using MetalSplatter (link below) - We had to make some optimizations within MetalSplatter's code too, to reduce the overhead of sorting points per render Then I added some finishing touches like the subtle rotation and parallax as they move around. I think it turned out pretty cool :) Overall, this took some effort, but we still got it done in less than a day. Hopefully your agent can follow in the footsteps of mine and do it much faster. Keep an eye out for the bigger writeup, which'll give your agent everything it needs. If you have any questions, drop em below!

Anshu

29,342 views • 4 months ago