What they show in the demo: https://i.imgur.com/9bZNTcd.jpeg
What comes out of the 3D printer: https://i.imgur.com/MZrzsfh.png
What they show in the demo: https://i.imgur.com/9bZNTcd.jpeg
What comes out of the 3D printer: https://i.imgur.com/MZrzsfh.png
When I see a demo where they are showing wireframes I know it’ll be good enough.
It's proposing a solution to the author's observation that everyone is doing it in second order fashion and missing a significant amount of necessary data.
The implication is that rather than doing it the hard way via the already-obtained 2nd order dataset, it'll be easier to get a new dataset, and getting that dataset will be significantly easier that it was to get the second-order dataset, as you don't need to worry about aesthetic variety as much as teaching what level of detail is needed in the mesh for it to be "real"
There aren't a bajillion high-quality 3D models of everything, but there are an unbounded number of high-quality 3D models of some things, due to the existence of procedural mesh systems for things like foliage.
You could, at the very least, train an ML model to translate images of jungles into 3D meshes of the trees composing them right now.
Although I wonder if having a few very-well-understood object types like these, to serve as a base, would be enough to allow such a model to deduce more generalized rules of optics, such that it could then be trained on other object categories with much smaller training sets...
I’d imagine it’d require a ton of tagging, although I have a good idea of how I could leverage existing APIs to tag it mostly automatically by generating three still image thumbnails of the content, then feeding that through CLIP, and verifying that all two or three agree on what it’s an STL of, and manually tag the ones that fail that test.
(I dream of the day when this can be used to automatically create paper-craft templates.)
For games at the very least you need to consider polygon budget, getting reasonably good UVs, and generating materials which fit into a PBR shader pipeline, at least if it's going to work with rendering pipelines as we know them today (as opposed to rendering neural representations directly, which is a thing people are trying to do but is totally unproven in production).
So yes, there might be a wooden frame in the middle of that window, but does it match the math on both angles of it? Doubt it.