Akash Garg
akashkgarg.bsky.social
Akash Garg
@akashkgarg.bsky.social
Generating meshes. Prior work: 3D capture/reconstruction, avatars, game engines, simulation, vfx, phd. Always learning something new.
We run into this quite often! This is a function of the training data. Renders usually look smooth due to interpolation of normals, but most model “learns” this faceting when converting the mesh to SDF. A pre-processing subdivision pass or PN-triangles might help here
January 20, 2026 at 2:48 PM
This has been my experience as well. The number of “one off” tools I’ve written in the past few months have increased my productivity significantly; even with the current LLM limitations. I’m surprised many experienced devs still remain “AI skeptics”
December 1, 2025 at 9:15 PM
This is the reason I stick with gltf (although it has its own set of problems, like you’ve pointed out before). I find it’s much easier to understand and extend. I’m surprised an in-between good storage format doesn’t exist! Maybe we need to make one ;)
September 28, 2025 at 7:43 PM
The library dependencies from usd is the major reason I avoid it. There’s github.com/lighttranspo... but I haven’t given that a full evaluation
GitHub - lighttransport/tinyusdz: Tiny, dependency-free USDZ/USDA/USDC library written in C++14
Tiny, dependency-free USDZ/USDA/USDC library written in C++14 - lighttransport/tinyusdz
github.com
September 7, 2025 at 2:14 AM
What’s your format of choice for 3D? USD? glTF has the big advantage that it’s easy to understand and extend and has broad visualization tooling almost everywhere; but I agree, it’s a shame a transmission format is used for storage
September 5, 2025 at 10:53 PM
Beautiful work Nick (as always)! I’m curious on your thoughts if this can hurt generalization, where the model represents a simple/smoother latent manifold but biased towards low-freq dominant modes and unable to capture high frequency details? But maybe 3D has enough structure for it work well?
June 6, 2025 at 12:46 PM