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Midjourney Office hours: They're working on a 3d system that will allow you to move into Midjourney images. Not polygons, not NeRF, not Gaussians. But a new NeRF-like format, with a team lead by someone who played an important part in the rollout of NeRF technology. Sorry polygons, but...

218,262 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von Hussein Dembel Sow
Hussein Dembel Sowvor 1 Jahr

that Alex Evans? He is working at midjourney!

Profilbild von Martin Nebelong
Martin Nebelongvor 1 Jahr

Oh yes I know! He's been there a few years. Very exciting stuff.

Profilbild von Robert Scoble
Robert Scoblevor 1 Jahr

Or as Unity’s @3duaun says: “real time hallucinated reality.” I shorten it to “Holodeck.” :-)

Profilbild von Joe ⭕ Dot ⭕ Average
Joe ⭕ Dot ⭕ Averagevor 1 Jahr

I don't know enough about game development, but are the Polygons JUST for rendering visuals? I always thought of the polygon as the base wireframe that did collision detection and things like that, so the logic of the game could work. If they are sort of using 2d images to make 3d predictions, it sounds like it would look amazing for video, but can you build a game off that if there isn't an a real 3d model underneath?

Profilbild von Simeon Tolenec
Simeon Tolenecvor 1 Jahr

I'm sorry but the success of Elden Ring and Black Myth Wukong have already proven what gamers want in a game. Wukong is full of photoscanned polygons rendered in full detail by UE5 Nanite. The future is already here and it's not NeRF.

Profilbild von Martin Nebelong
Martin Nebelongvor 1 Jahr

"the success of Mario and Sonic have already proven what gamers want in a game and it's not 3D".. 😉 The future is difficult to predict, but polygons are not the pinnacle of immersive 3d. Gameplay and storytelling will continue to be key though, no matter what.

Profilbild von Pliny
Plinyvor 1 Jahr

Polygons will be around for as long time. They are useful for semantically segmenting the scene and providing temporal stability and for art directing. They just won't be rendered to the screen.

Profilbild von dinko_pavicic
dinko_pavicicvor 1 Jahr

You still need polygonal entites for collisions, shadow catching, scene segmentation for fast rendering rejections and so on.

Profilbild von Stefano Rivera
Stefano Riveravor 1 Jahr

For real, who needs polygons. I tried a simple (very optimized) gaussian spat on the Quest 3, and well, it literally tricked my brain in feeling smell and touch.

Profilbild von illusion diffusion
illusion diffusionvor 1 Jahr

Representing Scenes as Neural Radiance Fields for View Synthesis - 1/6 people comes to mind

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