buaacyw / MeshAnythingV2

From anything to mesh like human artists. Official impl. of "MeshAnything V2: Artist-Created Mesh Generation With Adjacent Mesh Tokenization"
https://buaacyw.github.io/meshanything-v2/
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Is it possible to run on GPU 4090? #2

Open D-Mad opened 3 months ago

buaacyw commented 3 months ago

Of course if you are using Linux. Not sure about Windows.

D-Mad commented 3 months ago

i input an obj file calculated from KIRI Engine scan but it says if mesh.visual.vertex_colors is not None: AttributeError: 'TextureVisuals' object has no attribute 'vertex_colors'

D-Mad commented 3 months ago

image I had to click on preprocess Cube to be able to run it, but the mesh is calculated incorrectly image

buaacyw commented 3 months ago

Hi! I think this result is expected. You scan looks like at least require about 3k faces to represent. This exceeds V2's ability.

buaacyw commented 3 months ago

i input an obj file calculated from KIRI Engine scan but it says if mesh.visual.vertex_colors is not None: AttributeError: 'TextureVisuals' object has no attribute 'vertex_colors'

Thanks! I will change this.

mr-lab commented 3 months ago

slicing the High res mesh into parts might be a solution , we just need to keep the sliced connecting edge in place ... i will try slicing and see if the parts align after processing , could you let us know the max tris count we could input ?

buaacyw commented 3 months ago

slicing the High res mesh into parts might be a solution , we just need to keep the sliced connecting edge in place ... i will try slicing and see if the parts align after processing , could you let us know the max tris count we could input ?

This may be feasible. The max count is 1600.