_______ __ _______ | | |.---.-..----.| |--..-----..----. | | |.-----..--.--.--..-----. | || _ || __|| < | -__|| _| | || -__|| | | ||__ --| |___|___||___._||____||__|__||_____||__| |__|____||_____||________||_____| on Gopher (inofficial) URI Visit Hacker News on the Web COMMENT PAGE FOR: URI Hunyuan3D 2.0 â High-Resolution 3D Assets Generation xgkickt wrote 2 hours 44 min ago: Any user-generated content system suffers from what we call âthe penis problemâ. geuis wrote 4 hours 47 min ago: Question related to 3D mesh models in general: has any significant work been done on models oriented towards photogrammetry? Case in point, I have a series of photos (48) that capture a small statue. The photos are high quality, the object was on a rotating platform. Lighting is consistent. The background is solid black. These normally are ideal variables for photogrammetry but none of the various common applications and websites do a very good job creating a mesh out of it that isn't super low poly and/or full of holes. I've been casually scanning huggingface for relevant models to try out but haven't really found anything. Joel_Mckay wrote 1 hour 9 min ago: COLMAP + CloudCompare with a good CUDA GPU (more VRAM is better) card will give reasonable results for large textured objects like buildings. Glass/Water/Mirror/Gloss will need coated to scan, dry spray on Dr.scholls foot deodorant seems to work fine for our object scans. There are now more advanced options than Gaussian splatting, and these can achieve normal playback speeds rather than hours of filtering. I'll drop a citation if I recall the recent paper and example code. However, note this style of 3D scene recovery tends to be heavily 3D location dependent. Best of luck, =3 troymc wrote 4 hours 9 min ago: Check out RealityCapture [1]. I think it's what's used to create the Quixel Megascans [2]. (They're both under the Epic corporate umbrella now.) [1] URI [1]: https://www.capturingreality.com/realitycapture URI [2]: https://quixel.com/megascans/ jocaal wrote 4 hours 30 min ago: Recently, a lot of development in this area has been in gaussian splatting and from what I have seen, the new methods are super effective. [1] URI [1]: https://en.wikipedia.org/wiki/Gaussian_splatting URI [2]: https://www.youtube.com/watch?v=6dPBaV6M9u4 geuis wrote 3 hours 48 min ago: Yeah some very impressive stuff with splats going on. But I haven't seen much about going from splats to high quality 3D meshes. I've tried one or two with pretty poor results. tzumby wrote 4 hours 31 min ago: Iâm not an expert, only dabbled in photogrammetry, but it seems to me that the crux of that problem is identifying common pixels across images in order to sort of triangulate a point in the 3D space. It doesnât sound like something an LLM would be good at. godelski wrote 6 hours 11 min ago: As with any generative model, trust but verify. Try it yourself. Frankly, as a generative researcher myself, there's a lot of reason to not trust what you see in papers and pages. They link a Huggingface page (great sign!): [1] I tried to replicate the objects they show on their project page ( [2] ). The full prompts exist but are truncated so you can just inspect the element and grab the text. Here's what I got Leaf PNG: [4] /8HDL.png GLB: [4] /8HD9.glb Guitar PNG: [4] /8HDf.png other view: [4] /8HDO.png GLB: [4] /8HDV.glb Google Translate of Guitar: Prompt: A brown guitar is centered against a white background, creating a realistic photography style. This photo captures the culture of the instrument and conveys a tranquil atmosphere. PNG: [4] /8HDt.png and [4] /8HDv.png Note: Weird thing on top of guitar. But at least this time the strings aren't fusing into sound hole. 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 :) Prompt: A guitar PNG: [4] /8HDg.png Note: Not bad! Definitely overfit but does that matter here? A bit too thick for a electric guitar but too thin for acoustic. Prompt: A Monstera leaf PNG: [4] /8HD6.png [4] /8HDl.png [4] /8HDU.png Note: A bit wonkier. I picked this because it looked like the leaf in the example but this one is doing some odd things. It's definitely a leaf and monstera like but a bit of a mutant. Prompt: Mario from Super Mario Bros PNG: [4] /8Hkq.png Note: Now I'm VERY suspicious.... Prompt: Luigi from Super Mario Bros PNG: [4] /8Hkc.png [4] /8HkT.png [4] /8HkA.png Note: Highly overfit[0]. This is what I suspected. Luigi isn't just tall Mario. Where is the tie coming from? The suspender buttons are all messed up. Really went uncanny valley here. So this suggests we're really brittle. Prompt: Peach from Super Mario Bros PNG: [4] /8Hku.png [4] /8HkM.png Note: I'm fucking dying over here this is so funny. It's just a peach with a cute face hahahahaha Prompt: Toad from Super Mario Bros PNG: [4] /8Hke.png [4] /8Hk_.png [4] /8HkL.png Note: Lord have mercy on this toad, I think it is a mutated Squirtle. 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): [3] (If you want to share images like I did all I'm doing is `curl -F'file=@foobar.png' [4] `) [0] Overfit is a weird thing now. Maybe it doesn't generalize well, but sometimes that's not a problem. I think this is one of the bigger lessons we've learned with recent ML models. My viewpoint is "Sometimes you want a database with a human language interface. Sometimes you want to generalize". So we have to be more context driven here. But certainly there are a lot of things we should be careful about when we're talking about generation. These things are trained on A LOT of data. If you're more "database-like" then certainly there's potential legal ramifications... 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. URI [1]: https://huggingface.co/spaces/tencent/Hunyuan3D-2 URI [2]: https://3d-models.hunyuan.tencent.com/ URI [3]: https://arxiv.org/abs/2411.02293 URI [4]: https://0x0.st godelski wrote 3 hours 49 min ago: Ops ran out of edit time when I was posting my last two 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. BigJono wrote 3 hours 26 min ago: Yeah, this is absolutely light years off being useful in production. 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. godelski wrote 2 hours 27 min ago: Yeah the big problem I have with my field is that there seems to be stronger incentives to be chasing benchmarks and making things look good than there is to actually solve the hard problems. There is a strong preference for "lazy evaluation" which is too dependent on assuming high levels of ethical presentation and due diligence. I find it so problematic because this focus actually makes it hard for people to publish who are tackling these problems. Because it makes the space even noisier (already incredibly noisy by the very nature of the subject) and then it becomes hard to talk about details if they're presumed solved. 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 " is just idiotic and breeds collusion rings and bad actors) keyle wrote 5 hours 37 min ago: Thanks for this. The results are quite impressive, after trying it myself. Kelvin506 wrote 5 hours 39 min ago: The first guitar has one of the strings end at the sound hole, and six tuning knobs for five strings. 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? godelski wrote 4 hours 48 min ago: I take back a fair amount of what I said. It is pretty good with some easier assets that I suspect there's lots of samples of (and we're comparing to other generative models, not to what humans make. Humans probably still win by a good margin). But when moving out of obvious assets that we could easily find, I'm not seeing good performance at all. Probably a lot can be done with heavy prompt engineering but that just makes things more complicated to evaluate. denkmoon wrote 6 hours 18 min ago: For the AI un-initiated; is this something you could feasibly run at home? eg on a 4090? (How can I tell how "big" the model is from the github or huggingface page?) swframe2 wrote 29 min ago: I tried using Hunyuan3D-2 on a 4090 GPU. The Windows install encountered build errors, but it worked better on WSL Ubuntu. I first tried it with CUDA 11.3 but got a build error. Switching to CUDA 12.4 worked better. I ran it with their demo image but it reported that the mesh was too big. I removed the mesh size check and it ran fine on the 4090. It is a bit slow on my i9 14k with 128G of memory. (I previously tried the stability 3d models: [1] and this seems similar in quality and speed) URI [1]: https://stability.ai/stable-3d sorenjan wrote 6 hours 8 min ago: The hunyuan3d-dit-v2-0 model is 4.93 GB. ComfyUI is on their roadmap, might be best to wait for that, although it doesn't look complicated to use in their example code. URI [1]: https://huggingface.co/tencent/Hunyuan3D-2/tree/main/hunyuan... MikeTheRocker wrote 6 hours 42 min ago: Generative AI is going to drive the marginal cost of building 3D interactive content to zero. Unironically this will unlock the metaverse, cringe as that may sound. I'm more bullish than ever on AR/VR. PittleyDunkin wrote 5 hours 17 min ago: Maybe eventually. Based on this quality I don't see this happening any time in the near future. taejavu wrote 6 hours 2 min ago: Jeez I'd love to know what Apple's R&D debt on Vision Pro is, based on current sales to date. I really really hope they continue to push for a headset that's within reach of average people but the hole must be so deep at this point I wouldn't be surprised if they cut their losses. EncomLab wrote 5 hours 38 min ago: As Carmack pointed out the problem with AR/VR right now - it's not the hardware, it's the software. Until the "visicalc" must have killer app shows up to move the hardware, there is little incentive for general users to make the investment. PittleyDunkin wrote 5 hours 15 min ago: > As Carmack pointed out the problem with AR/VR right now - it's not the hardware, it's the software. The third option is peoples' expectation for AR/VR itself: it could be a highly niche and expensive industry and unlikely to grow to the general population. jsheard wrote 6 hours 30 min ago: I can only speak for myself, but a Metaverse consisting of infinite procedural slop sounds about as appealing as reading infinite LLM generated books, that is, not at all. "Cost to zero" implies drinking directly from the AI firehose with no human in the loop (those cost money) and entertainment produced in that manner is still dire, even in the relatively mature field of pure text generation. bufferoverflow wrote 3 hours 39 min ago: Minecraft is procedurally generated slop, yet it's insanely popular. chii wrote 1 hour 30 min ago: Not all procedurally generated things are slop, and not all slop are made via procedural generation. And popularity has nothing to do with private, subjective quality evaluations of the individual (aka, what someone calls slop might be picasso to another), but with objective, public evaluations of the product via purchases. delian66 wrote 43 min ago: What is your definition of slop? jdietrich wrote 4 hours 5 min ago: I can only speak for myself, but a large and growing proportion of the text I read every day is LLM output. If Claude and Deepseek produce slop, then it's a far higher calibre of slop than most human writers could aspire to. noch wrote 4 hours 23 min ago: > a Metaverse consisting of infinite procedural slop sounds about as appealing as reading infinite LLM generated books Take a look at the ImgnAI gallery ( [1] ) and tell me: can you paint better and more imaginatively than that? Do you know anyone in your immediate vicinity who can? Read this satirical speech by Claude, in French [2] ) and in English ( [3] ) and tell me: can you write fiction more entertaining or imaginative than that? Is there someone in your vicinity who can? Perhaps that's mundane, so is there someone in your vicinity who can reason about a topic in mathematics/physics as well as this: [4] ? Probably your answer is "yes, obviously!" to all the above. My point: deep learning works and the era of slop ended ages ago except that some people are still living in the past or with some cartoon image of the state of the art. > "Cost to zero" implies drinking directly from the AI firehose with no human in the loop No. It means the marginal cost of production tends towards 0. If you can think it, then you can make it instantly and iterate a billion times to refine your idea with as much effort as it took to generate a single concept. Your fixation on "content without a human directing them" is bizarre and counterproductive. Why is "no human in the loop" a prerequisite for productivity? Your fixation on that is confounding your reasoning. URI [1]: https://app.imgnai.com/ URI [2]: https://x.com/pmarca/status/1881869448275177764 URI [3]: https://x.com/pmarca/status/1881869651329913047 URI [4]: https://x.com/hsu_steve/status/1881696226669916408 chii wrote 1 hour 27 min ago: > fixation on that is confounding your reasoning. it is a fixation based on the desire that they themselves shouldn't be rendered economically useless in the future. Then the reasoning come about post-facto from that desire, rather than from any base principle of logic. Most, if not all, that are somewhat against the advent of AI are like the above in some way or another. nice_byte wrote 2 hours 31 min ago: > can you paint better and more imaginatively than that? the fact that you are seriously asking this question says a lot about your taste. Philpax wrote 3 hours 0 min ago: > Take a look at the ImgnAI gallery ( [1] ) and tell me: can you paint better and more imaginatively than that? So while I generally agree with you, I think this was a bad example to use: a lot of these are slop, with the kind of AI sheen we've come to glaze over. I'd say less than 20% are actually artistically impressive / engaging / thought-provoking. URI [1]: https://app.imgnai.com/ esperent wrote 2 hours 32 min ago: This is a better AI gallery (I sorted all images on the site by top from this year). [1] There's still plenty of slop in there, and it would be a better gallery of if there was a way to filter out anime girls. But it's definitely higher than 20% interesting to me. The closest similar community of human made art is this: [2] Although unfortunately they've decided to allow AI art there too so it makes comparison harder. Also, I couldn't figure out how to get the equivalent list (top/year). But I'd say I find around the same amount interesting. Most human made art is slop too. URI [1]: https://civitai.com/images URI [2]: https://www.deviantart.com/ deadbabe wrote 5 hours 31 min ago: I think youâre being short sighted. Imagine feeding in your favorite TV shows to a generative AI and being able to walk around in the world and talk to characters or explore it with other people. xgkickt wrote 2 hours 45 min ago: The trademark/copyright issues of making that both a reality and an income stream are as yet unsolved. slt2021 wrote 4 hours 30 min ago: do you find it interesting talking to NPCs in games? deadbabe wrote 2 hours 58 min ago: Talking to NPCs in games is really just reading dialog written by humans. If you could actually talk to NPCs as in get their thoughts about the world and ask open ended questions, thatâd be very interesting. bschwindHN wrote 4 hours 40 min ago: That's still AI slop, in my opinion. deadbabe wrote 2 hours 57 min ago: Everything will be AI slop to you. There will never be a point where AI creates something incredible and you are like wow I prefer this AI stuff over human made slop. bschwindHN wrote 2 hours 51 min ago: Yes, because if someone has a tool that creates "something incredible", then everyone will be able to generate "something incredible" and then it all becomes not incredible. It's like having god-mode in a game, it all becomes boring very quickly when you can have whatever you want. chii wrote 1 hour 21 min ago: > everyone will be able to generate "something incredible" and then it all becomes not incredible. no, that's just your standard moving up. There is an absolute scale for which you can measure, and ai is approaching a point where it is an acceptable level. Imagine if you applied your argument to quality of life - it used to be that nobody had access to easy, cheap clean drinking water. Now everybody has access to it. Is it not an incredible achievement, rather than it not being incredible just because it is common? That quote from the movie "the incredibles", where the villain claims that if everybody is super, then nobody is, was your gist of the argument. And it is a childish one imho. bschwindHN wrote 47 min ago: It is equally childish to compare the engineering of our modern water and plumbing systems with the automated generation of virtual textured polygons. People don't get tired of good clean water because we NEED it to survive. But oh, another virtual world entirely thought up by a machine? Throw it on the pile. We're going to get bored of it, and it will quickly become not incredible. chii wrote 28 min ago: > we NEED it to survive. plenty of people in the world still drink crappy water, and they survive. You don't _need_ it, you want it, because it's much more comfortable. But when something becomes a "need" as you described it, you think of it differently. Just like how you don't _need_ electricity to survive, but it's so ingrained that you now think of it as a need. > We're going to get bored of it, and it will quickly become not incredible. exactly, but i have already said this in my original post - your standards just moved up. hex4def6 wrote 5 hours 32 min ago: I think it has its place. For 'background filler' I think it makes a lot of sense; stuff which you don't need to care about, but whose absence can make something feel less real. To me, this takes the place / augments procedural generation stuff. NPC crowds in which none of the participants are needed for the plot, but in which you can have unique clothing / appearance / lines is not "needed" for a game, but can flesh it out when done thoughtfully. Recall the lambasting Cyberpunk 2077 got for its NPCs that cycled through a seemingly very limited number of appearances, to the point that you'd see clones right next to each other. This would solve that sort of problem, for example. MikeTheRocker wrote 5 hours 43 min ago: IMO current generation models are capable of creating significantly better than "slop" quality content. You need only look at NotebookLM output. As models continue to improve, this will only get better. Look at the rate of improvement of video generation models in the last 12-24 months. It's obvious to me we're rapidly approaching acceptable or even excellent quality on-demand generated content. modeless wrote 1 hour 35 min ago: NotebookLM is still slop. I recommend feeding it your resume and any other online information about you. It's kind of fun to hear the hosts butter you up, but since you know the subject well you will quickly notice that it is not faithful to the source material. It's just plausibly misleading. deeznuttynutz wrote 5 hours 29 min ago: This is exactly while I'm building my app now with the expectation that these assets will be exponentially better in the short term. jsheard wrote 5 hours 38 min ago: I feel like you're conflating quality with fidelity. Video generation models have better fidelity than they did a year ago, but they are no closer to producing any kind of compelling content without a human directing them, and the latter is what you would actually need to make the "infinite entertainment machine" happen. The fidelity of a video generation model is comparable to an LLMs ability to nail spelling and grammar - it's a start, but there's more to being an author than that. MikeTheRocker wrote 5 hours 30 min ago: I already feel like text models are already at sufficiently entertaining and useful quality as you define it. It's definitely possible we never get there for video or 3D modalities, but I think there are strong enough economic incentives such that big tech will dump tens of billions of dollars into achieving it. jchw wrote 1 hour 36 min ago: I don't know why you think that's the case regarding text models. If that was the case, there would be articles on here that are just created by only generative AI and nobody would know the difference. It's pretty obvious that's not happening yet, not the least of which because I know what kinds of slop state-of-the-art generative models still produce when you give them open-ended prompts. echelon wrote 6 hours 23 min ago: You're too old and jaded [1]. It's for kids inventing infinite worlds to role play and adventure. They're going to have a blast. [1] Not meant as an insult. Working professionals don't have time for this stuff. wizzwizz4 wrote 5 hours 48 min ago: Object permanence and a communications channel is enough for this. Give children (who get along with each other) a pile of sticks and leave them alone for half an hour, and there's half a chance their game will ignore the sticks. Most children wouldn't want to have their play mediated by the computer in the way you describe, because the ergonomics are so poor. jdietrich wrote 4 hours 23 min ago: The majority of American children have an active Roblox account. Those who don't are likely to play Minecraft or Fortnite. Play mediated by the computer in this way is already one of the most popular forms of play. Kids are going to go absolutely nuts for this and if you think otherwise, you really need to talk to some children. jsheard wrote 5 hours 43 min ago: I'm reminded of that guy who bought an AI enabled toy for his daughter and got increasingly exasperated as she kept turning it off and treating it as a normal toy. URI [1]: https://xcancel.com/altryne/status/1872090523420229780 wizzwizz4 wrote 5 hours 32 min ago: That thread has a lot of good observations in it. I was probably wrong in framing the problem as "ergonomics". > Dr. Michelle (@MichelleSaidel): I think because it takes away control from the child. Play is how children work through emotions, impulses and conflicts and well as try out new behaviors. I would think if would be super irritating to have the toy shape and control your play- like a totally dominating playmate! > Alex Volkov (Thursd/AI) (@altryne): It did feel dominating! she wanted to make it clothes, and it was like, "meanwhile, here's another thing we can do" lacking context of what she's already doing > The Short Straw (@short_straw): The real question you should ask yourself is why you felt compelled to turn it back on each time she turned it off. > Angelo Angelli JD (@AngelliAngelo): Kids are pretty decent bullshit detectors and a lot of AI is bullshit. > Foxhercules (@Foxena): [â¦] I would like to point out again that the only things I sent this child were articulated 3d prints. beyond being able to move their arms, legs and tails, these things were made out of extruded plastic and are not exactly marvels of engineering. [â¦] My takeaway from this is that, this is what children need. they don't need fancy with tons of bells and whistles with play on any sort of rails. And there's not a thing that AI can do to replace a Child's imagination NOR SHOULD IT. sebzim4500 wrote 6 hours 42 min ago: Interesting. One of the diagrams suggests that the mesh is generated from the marching cubes algorithm but the geometry of the meshes shown above are clearly not generated in this way. wumeow wrote 6 hours 11 min ago: The meshes generated by the huggingface demo definitely look like the product of marching cubes. GrantMoyer wrote 6 hours 14 min ago: To me, the bird mesh actually does look like marching cubes output. Note the abundance of almost square triangle pairs on the front and sides. Also note that marching cubes doesn't nescessarily create stairstep-like artifacts; it can generate a smooth looking mesh given signed distance field input by slightly adjusting the locations of vertices based on the relative magnitude of the field at the surrounding lattice points. pella wrote 6 hours 47 min ago: Ouch; License: EUROPEAN UNION, UNITED KINGDOM AND SOUTH KOREA TENCENT HUNYUAN 3D 2.0 COMMUNITY LICENSE AGREEMENT Tencent Hunyuan 3D 2.0 Release Date: January 21, 2025 THIS LICENSE AGREEMENT DOES NOT APPLY IN THE EUROPEAN UNION, UNITED KINGDOM AND SOUTH KOREA AND IS EXPRESSLY LIMITED TO THE TERRITORY, AS DEFINED BELOW. URI [1]: https://github.com/Tencent/Hunyuan3D-2?tab=License-1-ov-file EMIRELADERO wrote 6 hours 39 min ago: I assume it's safe to ignore as model weights aren't copyrightable, probably. slt2021 wrote 4 hours 29 min ago: you dont know what kind of backdoors are hidden in the model weights LiamPowell wrote 40 min ago: Can you elaborate on how any sort of backdoor could be hidden in the model weights? It's a technical possibility to hide something in the code, but that would be a bit silly since there's not that much of it here. It's not technically possible to hide a backdoor in a set of numbers that are solely used as the operands to trivial mathematical operations, so I'm very curious about what sort of hidden backdoor you think is here. swframe2 wrote 15 min ago: When you run their demo locally, there are two places that trigger a warning that the code loads the weights unsafely. To learn more about this issue, search "pytorch model load safety issues" on Google. EMIRELADERO wrote 2 hours 56 min ago: I mean... you can just firewall it? slt2021 wrote 2 hours 48 min ago: you dont know which prompt activates the backdoor, how can you firewall it if you run the model in production? foolfoolz wrote 2 hours 28 min ago: 3d asset generation is a use case that for most doesnât need to run in production gruez wrote 6 hours 44 min ago: Is this tied to EU regulations around AI models? DIR <- back to front page