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kannonboy | 1 year ago

From the homepage it sounds like they've prioritised geometry fidelity for CV research rather than performance:

> Infinigen is optimized for computer vision research, particularly 3D vision. Infinigen does not use bump/normal-maps, full-transparency, or other techniques which fake geometric detail. All fine details of geometry from Infinigen are real, ensuring accurate 3D ground truth.

So I suspect the assets wouldn't be particularly optimised for video games. Perhaps a good starting point though!

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jeffhuys|1 year ago

Well, we've come a long way. Look at nanite - it might actually be compatible...

mfost|1 year ago

Epic did say that you might in some situations forego normalmaps with Nanite and save disk space even though you have super detailed models so it DOES fit in this context.

Also, video games are used to take a high poly model and bake a normalmap corresponding to it on a lower poly model anyway so it might also be used that way. I think Doom 3 was the first game to show the technique?

cma|1 year ago

I doubt they prioritized it. To get normal maps you usually first need a high resolution mesh, but then need other steps to get good decimation for lods and normal bake. That's mostly extra work, not alternative work that wasn't prioritized. If by transparency they mean faking aggregates, you also need full geo there before sampling and baking down into planes or some other impostor technique.

ghfhghg|1 year ago

That's actually a fairly ideal fit for nanite meshes.