The second has similar problems: it has tuning knobs with missing winding posts, then five strings becoming four at the bridge. It also has a pickup under the fretboard.
Are these considered good capability examples?
> Are these considered good capability examples?
Compared to a human?No. Or at least not what I'd expect from one. Maybe if you hired a cheap artist. But I'm pretty sure a cheap artist would just take an existing scan.
Compared to other works?
Yeah. That's the context I'm judging under.
Though the more I'm playing with it the more I'm seeing weirdness.
I think we should be clear (and I wish even the research community would take this point to heart): research is not product development.
The two are related and research is on the early path to product development but one thing I hate is that papers are often evaluated as if they are products. Tons of papers aren't even about the demonstration, but the demonstration is just a good experimental platform. Like I've done some stuff where my focus was actually on information gain but the experiments are showing image generation. If we were to solely look at the output of the images we'd miss the point of the paper (that said, it is quite common for reviewers to do this too!). If we were developing products, then really all the best papers would be determined by who has the most compute as you can often just hyperparameter tune your way to the top of any benchmark (oh wait...). I mean others might, but that's not how I evaluate research and it's not something I want to promote because it is destructive to the progress of research. We'd never get anywhere if the new thing had to outperform the old thing on the first go (the old thing which has been studied in much more detail and benefited from a lot of optimizations).
So really, by "pretty good" I mean "looks like progress"
Prompt: A hawk flying in the sky
PNG: https://0x0.st/8Hkw.png
https://0x0.st/8Hkx.png
https://0x0.st/8Hk3.png
Note: This looks like it would need more work. I tried a few birds and generic too. They all seem to have similar form.
Prompt: A hawk with the head of a dragon flying in the sky and holding a snake
PNG: https://0x0.st/8HkE.png
https://0x0.st/8Hk6.png
https://0x0.st/8HkI.png
https://0x0.st/8Hkl.png
Note: This one really isn't great. Just a normal hawk head. Not how a bird holds a snake either...
This last one is really key for judging where the tech is at btw. Most of the generations are assets you could download freely from the internet and you could probably get better ones by some artist on fiver or something. But the last example is more our realistic use case. Something that is relatively reasonable, probably not in the set of easy to download assets, and might be something someone wants. It isn't too crazy of an ask given Chimera and how similar a dragon is to a bird in the first place, this should be on the "easier" end. I'm sure you could prompt engineer your way into it but then we have to have the discussion of what costs more a prompt engineer or an artist? And do you need a prompt engineer who can repair models? Because these look like they need repairs.This can make it hard to really tell if there's progress or not. It is really easy to make compelling images in a paper and beat benchmarks while not actually creating a something that is __or will become__ a usable product. All the little details matter. Little errors quickly compound... That said, I do much more on generative imagery than generative 3d objects so grain of salt here.
Keep in mind: generative models (of any kind) are incredibly difficult to evaluate. Always keep that in mind. You really only have a good idea after you've generated hundreds or thousands of samples yourself and are able to look at a lot with high scrutiny.
People just see fancy demos and start crapping on about the future, but just look at stable diffusion. It's been around for how long, and what serious professional game developers are using it as a core part of their workflow? Maybe some concept artists? But consistent style is such an important thing for any half decent game and these generative tools shit the bed on consistency in a way that's difficult to paper over.
I've spent a lot of time thinking about game design and experimenting with SD/Flux, and the only thing I think I could even get close to production that I couldn't before is maybe an MTG style card game where gameplay is far more important than graphics, and flashy nice looking static artwork is far more important than consistency. That's a fucking small niche, and I don't see a lot of paths to generalisation.
I get that we gloss over details, but if there's anywhere you're allowed to be nuanced and be arguing over details should it not be in academia?
(fwiw, I'm also very supportive of having low bars to publication. If it's void of serious error and plagiarism, it is publishable imo. No one can predict what is important or impactful, so we shouldn't even play that game. Trying to decide if it is "novel" or "good enough for <Venue>" is just idiotic and breeds collusion rings and bad actors)
When video generation gets easy he'll probably move to making short eye catching gifs.
When 3D models and AI in general improve I can imagine him for example generating shitty little games to put in banners. I've been using an adblocker for so long I don't know what exists nowadays but I remember there being banners with "shoot 5 ducks" type games where the last duck kill opens the advertisers website. Sounds feasible for an AI to implement reliably. If you can generate different games like that based on the interests of the person seeing the ad you can probably milk some clicks.
Are you in the game industry? If you’re not how would you even know they have not? As someone with some connections in the industry and may soon get more involved personally, I know at least one mobile gaming studio with quite a bit of funding and momentum that has started using a good deal of AI-generated assets that would have been handcrafted in the past.
They link a Huggingface page (great sign!): https://huggingface.co/spaces/tencent/Hunyuan3D-2
I tried to replicate the objects they show on their project page (https://3d-models.hunyuan.tencent.com/). The full prompts exist but are truncated so you can just inspect the element and grab the text.
I haven't tested my own prompts or the google translation of the Chinese prompts because I'm getting an over usage error (I'll edit comment if I get them). That said, these look pretty good. The paper and page images definitely look better, but these aren't like Stable Diffusion 1 paper vs Stable Diffusion 1 reality.But these are long and detailed prompts. Lots of prompt engineering. That should raise some suspicion. Real world has higher variance and let's get an idea how hard it is to use. So let's try some simpler things :)
Paper can be found here (the arxiv badge on the page leads to a pdf in the repo, which github is slow to render those): https://arxiv.org/abs/2411.02293(If you want to share images like I did all I'm doing is `curl -F'[email protected]' https://0x0.st`)
Edit: For context, by "look pretty good" I mean in comparison to other works I've seen. I think it is likely a ways from being useful in production. I'm not sure how much human labor would be required to fix the issues.