@baigy Huh. Interesting. I was just doing the final clean-up for something convergent to this research that I had been working on for the past few months. I think I arrived at your thesis (code first semantics from a different direction in CAD, so I think it'd be interesting for us to compare notes.
Have you formalized this into a compiler infrastructure yet? I think Python on its own would be too slow to build complex parts, especially since for triangle mesh, accuracy inversely correlates to performance.
Vision is generally not the most reliable form of checks for LLMs, even on GPT 5.6 Sol, so a recommendation I would have is to instead emit JSON or CSV of the color/topology data for the LLM to inspect directly, and this is the instance where ray query for topology checking will greatly improve accuracy in general. SDFs are a bit more complicated right now, I have a full implementation designed for 3D analysis
My own experimental compiler generated mesh suffers from the spiderweb effect: it's very polygon efficient but not very friendly towards UV unwrapping in general, and I'm struggling to find the correct approach for that. If you have any suggestions, I'd love if you can point me towards the correct approach.
Definitely very interesting though.
Very cool.
"Asset as a service" is something I've been kicking around for a while. I did some work on something similar at Apple.
The idea was to create "Assets as a service" where the generation system can decide how much configurability remains live at run time, and how much is "compiled away" at asset generation time.
https://patentimages.storage.googleapis.com/43/19/69/c4c2dce... https://patentimages.storage.googleapis.com/d3/4a/df/d329bb5... https://patentimages.storage.googleapis.com/d2/31/6d/123b055...
I think this approach (separate parts) is the right call. This is how human artists build models, and once the model is built and segmented you can decide which parts go together, and then then group, remesh, UV-map and bake those parts. All of which are hard problems too but are getting closer to being automated.
I co-authored this paper. It's a new technique to generate 3D graphics as source code instead of a point cloud.
Under the hood, it generates 3D objects with separate, sophisticated internal assembly, producing an editable "kit of parts" (instead of monolithic blobs).
E.g. imagine you generated a 3D washing machine via this approach. It's not merely going to be just "geometry" that looks like a washing machine. We actually know that there is a `Door`, `Drum`, `Control_panel` etc. Which things belong to which assemblies. What moves and where its pivot is. And eventually what those components are supposed to do.
Most current 3D GenAI cannot do this since it generates "monolithic blobs" that look good, but are unusable in downstream workflows (e.g. game engines). I.e. if you generate a 3D bicycle using traditional approaches, it's basically a blob. When you need the wheels to turn, a human (or another AI) must spend time cutting the blob into parts, naming them, placing pivots and rigging joints. I.e. you need post-generation segmentation workflows of some sort.
The paper breaks down the whole technique, and comes with a github repo too if you're interested.