The best Hacker News stories from Show from the past day
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Show HN: Generative Fill with AI and 3D
Hey all,<p>You've probably seen projects that add objects to an image from a style or text prompt, like InteriorAI (levelsio) and Adobe Firefly. The prevalent issue with these diffusion-based inpainting approaches is that they don't yet have great conditioning on lighting, perspective, and structure. You'll often get incorrect or generic shadows; warped-looking objects; and distorted backgrounds.<p>What is Fill 3D?
Fill 3D is an exploration on doing generative fill in 3D to render ultra-realistic results that harmonize with the background image, using industry-standard path tracing, akin to compositing in Hollywood movies.<p>How does it work?
1. Deproject: First, deproject an image to a 3D shell using both geometric and photometric cues from the input image.
2. Place: Draw rectangles and describe what you want in them, akin to Photoshop's Generative Fill feature.
3. Render: Use good ol' path tracing to render ultra-realistic results.<p>Why Fill 3D?
+ The results are insanely realistic (see video in the github repo, or on the website).
+ Fast enough: Currently, generations take 40-80 seconds. Diffusion takes ~10seconds, so we're slower, but for the level of realism, it's pretty good.
+ Potential applications: I'm thinking of virtual staging in real estate media, what do you think?<p>Check it out at <a href="https://fill3d.ai" rel="nofollow noreferrer">https://fill3d.ai</a>
+ There's API access! :D
+ Right now, you need an image of an empty room. Will loosen this restriction over time.<p>Fill 3D is built on Function (<a href="https://fxn.ai" rel="nofollow noreferrer">https://fxn.ai</a>). With Function, I can run the Python functions that do the steps above on powerful GPUs with only code (no Dockerfile, YAML, k8s, etc), and invoke them from just about anywhere. I'm the founder of fxn.<p>Tell me what you think!!<p>PS: This is my first Show HN, so please be nice :)
Show HN: Generative Fill with AI and 3D
Hey all,<p>You've probably seen projects that add objects to an image from a style or text prompt, like InteriorAI (levelsio) and Adobe Firefly. The prevalent issue with these diffusion-based inpainting approaches is that they don't yet have great conditioning on lighting, perspective, and structure. You'll often get incorrect or generic shadows; warped-looking objects; and distorted backgrounds.<p>What is Fill 3D?
Fill 3D is an exploration on doing generative fill in 3D to render ultra-realistic results that harmonize with the background image, using industry-standard path tracing, akin to compositing in Hollywood movies.<p>How does it work?
1. Deproject: First, deproject an image to a 3D shell using both geometric and photometric cues from the input image.
2. Place: Draw rectangles and describe what you want in them, akin to Photoshop's Generative Fill feature.
3. Render: Use good ol' path tracing to render ultra-realistic results.<p>Why Fill 3D?
+ The results are insanely realistic (see video in the github repo, or on the website).
+ Fast enough: Currently, generations take 40-80 seconds. Diffusion takes ~10seconds, so we're slower, but for the level of realism, it's pretty good.
+ Potential applications: I'm thinking of virtual staging in real estate media, what do you think?<p>Check it out at <a href="https://fill3d.ai" rel="nofollow noreferrer">https://fill3d.ai</a>
+ There's API access! :D
+ Right now, you need an image of an empty room. Will loosen this restriction over time.<p>Fill 3D is built on Function (<a href="https://fxn.ai" rel="nofollow noreferrer">https://fxn.ai</a>). With Function, I can run the Python functions that do the steps above on powerful GPUs with only code (no Dockerfile, YAML, k8s, etc), and invoke them from just about anywhere. I'm the founder of fxn.<p>Tell me what you think!!<p>PS: This is my first Show HN, so please be nice :)
Show HN: Generative Fill with AI and 3D
Hey all,<p>You've probably seen projects that add objects to an image from a style or text prompt, like InteriorAI (levelsio) and Adobe Firefly. The prevalent issue with these diffusion-based inpainting approaches is that they don't yet have great conditioning on lighting, perspective, and structure. You'll often get incorrect or generic shadows; warped-looking objects; and distorted backgrounds.<p>What is Fill 3D?
Fill 3D is an exploration on doing generative fill in 3D to render ultra-realistic results that harmonize with the background image, using industry-standard path tracing, akin to compositing in Hollywood movies.<p>How does it work?
1. Deproject: First, deproject an image to a 3D shell using both geometric and photometric cues from the input image.
2. Place: Draw rectangles and describe what you want in them, akin to Photoshop's Generative Fill feature.
3. Render: Use good ol' path tracing to render ultra-realistic results.<p>Why Fill 3D?
+ The results are insanely realistic (see video in the github repo, or on the website).
+ Fast enough: Currently, generations take 40-80 seconds. Diffusion takes ~10seconds, so we're slower, but for the level of realism, it's pretty good.
+ Potential applications: I'm thinking of virtual staging in real estate media, what do you think?<p>Check it out at <a href="https://fill3d.ai" rel="nofollow noreferrer">https://fill3d.ai</a>
+ There's API access! :D
+ Right now, you need an image of an empty room. Will loosen this restriction over time.<p>Fill 3D is built on Function (<a href="https://fxn.ai" rel="nofollow noreferrer">https://fxn.ai</a>). With Function, I can run the Python functions that do the steps above on powerful GPUs with only code (no Dockerfile, YAML, k8s, etc), and invoke them from just about anywhere. I'm the founder of fxn.<p>Tell me what you think!!<p>PS: This is my first Show HN, so please be nice :)
Show HN: Use ChatGPT with Apple Shortcuts
This project was born from my passion for every Apple product and the entire ecosystem, along with the power of ChatGPT.<p>I was tired of copy-pasting and switching between apps on my Mac or iPhone, so I had this crazy idea to bring ChatGPT into every app that I use.<p>This was possible only with the Apple Shortcuts app. Very few people know about its power and potential, so I took this chance and built COPILOT.<p><a href="https://meetcopilot.app" rel="nofollow noreferrer">https://meetcopilot.app</a><p>But I also loved the idea of AI agents using various tools so much that I leveraged OpenAI's function-calling feature to accomplish that.<p>Now, no matter what app I am using on my iPhone or Mac, the selected text or the current webpage from Safari will be passed automatically to COPILOT. Then I just ask it whatever I need and watch until it reaches the goal autonomously.<p>There was also another problem with ChatGPT - the knowledge cutoff. So I also integrated Google search and web scraping into it. Now, whenever my request needs real-time information, like what is the latest version of macOS, it will use these tools to gather the data and then give me the correct response.<p>Being an app built with Apple Shortcuts, all its "code", called actions, is actually open-source. I'm selling a Premium version of it to earn some revenue for my time.<p>I would love to hear all your thoughts on it! Thank you so much!
Show HN: Use ChatGPT with Apple Shortcuts
This project was born from my passion for every Apple product and the entire ecosystem, along with the power of ChatGPT.<p>I was tired of copy-pasting and switching between apps on my Mac or iPhone, so I had this crazy idea to bring ChatGPT into every app that I use.<p>This was possible only with the Apple Shortcuts app. Very few people know about its power and potential, so I took this chance and built COPILOT.<p><a href="https://meetcopilot.app" rel="nofollow noreferrer">https://meetcopilot.app</a><p>But I also loved the idea of AI agents using various tools so much that I leveraged OpenAI's function-calling feature to accomplish that.<p>Now, no matter what app I am using on my iPhone or Mac, the selected text or the current webpage from Safari will be passed automatically to COPILOT. Then I just ask it whatever I need and watch until it reaches the goal autonomously.<p>There was also another problem with ChatGPT - the knowledge cutoff. So I also integrated Google search and web scraping into it. Now, whenever my request needs real-time information, like what is the latest version of macOS, it will use these tools to gather the data and then give me the correct response.<p>Being an app built with Apple Shortcuts, all its "code", called actions, is actually open-source. I'm selling a Premium version of it to earn some revenue for my time.<p>I would love to hear all your thoughts on it! Thank you so much!
Show HN: XRain – Explore rainfall statistics around the world
Last year I launched a website that allow people to see rainfall statistics that are based on satellite data. Historical rainfall information usually comes from rain gauges, and while these are fantastic there are many parts of the world that don't have many long term gauges, or where that data is hard to access. Satellite data can be an invaluable source of information for those data-scarce areas.<p>The business model is to sell "extreme precipitation" data that can be used for flood modelling. Unfortunately, after a year I still haven't made a single sale. I've tried various ways of advertising, mainly via messaging people on LinkedIn who would actually have a use for it. I'm still proud of what I've built, even if it's a flop!<p>The tech stack is SolidJS with a Django API backend.<p>Fun feature: jump to a completely random part of the world by clicking the "Random" button.<p>I'd love feedback on anything, such as how to improve the UI/UX of the mobile view of the map page.
Show HN: The Tomb of Ramesses I in the Valley of the Kings
Hey all, I’m coding up a new tour system for my 3d Egyptian work. After the last feedback, I focused on building more interactive content and fx into the guided tours with sound and telling the mythology in the wall art.<p>I’d love feedback with the new version – this is built with vanilla Three.js and footage captured on my iPhone 12. For various fx, I coded many of my own shaders based on work by <a href="https://twitter.com/akella" rel="nofollow noreferrer">https://twitter.com/akella</a> and others on ShaderToy, so I’m keen to test on more devices.<p>As the hacker, so the (ancient) painter.
Show HN: The Tomb of Ramesses I in the Valley of the Kings
Hey all, I’m coding up a new tour system for my 3d Egyptian work. After the last feedback, I focused on building more interactive content and fx into the guided tours with sound and telling the mythology in the wall art.<p>I’d love feedback with the new version – this is built with vanilla Three.js and footage captured on my iPhone 12. For various fx, I coded many of my own shaders based on work by <a href="https://twitter.com/akella" rel="nofollow noreferrer">https://twitter.com/akella</a> and others on ShaderToy, so I’m keen to test on more devices.<p>As the hacker, so the (ancient) painter.
Show HN: The Tomb of Ramesses I in the Valley of the Kings
Hey all, I’m coding up a new tour system for my 3d Egyptian work. After the last feedback, I focused on building more interactive content and fx into the guided tours with sound and telling the mythology in the wall art.<p>I’d love feedback with the new version – this is built with vanilla Three.js and footage captured on my iPhone 12. For various fx, I coded many of my own shaders based on work by <a href="https://twitter.com/akella" rel="nofollow noreferrer">https://twitter.com/akella</a> and others on ShaderToy, so I’m keen to test on more devices.<p>As the hacker, so the (ancient) painter.
Show HN: A JavaScript function that looks and behaves like a pipe operator
Show HN: A JavaScript function that looks and behaves like a pipe operator
Show HN: Crystaldoc.info – Crystal Shards API Documentation Hosting
This is a website I developed in Crystal for hosting API documentation for Crystal shards (aka gems, crates, libraries, etc). It's built in Crystal itself and is using Postgres, Kemal, the built-in doc generation tooling, and Lexbor. I've been working on this for a number of months and I'm proud of where it's gotten. All feedback welcome!<p>Repo: <a href="https://github.com/nobodywasishere/crystaldoc.info">https://github.com/nobodywasishere/crystaldoc.info</a>
Show HN: DitchTheBell – Linux-based desktop notifier for RSS/Atom feeds
Ditch The Bell is a desktop notifier for RSS/Atom feeds that lets you closely configure features of the freedesktop notification specification to unlock the most customizable feed notification experience possible on Linux.<p>I developed this program because I wanted a single, centralized location to easily manage my desktop notifications for all of the various websites I want to get updates from. Before creating this application, I found existing solutions unsatisfactory due to the following reasons:<p>- Built-In Notification Services: Some websites offer built-in desktop notification services, but these often require an account, staying signed in, and running a browser service worker continuously on your PC.<p>- RSS Readers: While existing RSS readers with notification support provide a simple solution, these project balance numerous aspects of reader development. Notifications and their configurations are usually not the priority in these projects.<p>- Custom Scripting: Implementing custom scripts using general-purpose notification tools like notify-send or GObject-Introspection is viable but becomes a maintenance headache as more granular control is introduced.<p>These alternatives are sufficient for basic notifications but lack the lightweight nature and advanced configurability that power users desire. Ditch The Bell fills this gap, offering granular control over your RSS feed notifications without the limitations of the approaches mentioned above.<p>Check it out!: <a href="https://github.com/EscherMoore/DitchTheBell">https://github.com/EscherMoore/DitchTheBell</a>
Ollama for Linux – Run LLMs on Linux with GPU Acceleration
Hi HN,<p>Over the last few months I've been working with some folks on a tool named Ollama (<a href="https://github.com/jmorganca/ollama">https://github.com/jmorganca/ollama</a>) to run open-source LLMs like Llama 2, Code Llama and Falcon locally, starting with macOS.<p>The biggest ask since then has been "how can I run Ollama on Linux?" with GPU support out of the box. Setting up and configuring CUDA and then compiling and running llama.cpp (which is a fantastic library and runs under the hood) can be quite painful on different combinations of linux distributions and Nvidia GPUs. The goal for Ollama's linux version was to automate this process to make it easy to get up and running.<p>The is the first Linux release! There's still lots to do, but I wanted to share it here for to see what everyone thinks. Thanks for anyone who has given it a try and sent feedback!
Show HN: Magentic – Use LLMs as simple Python functions
This is a Python package that allows you to write function signatures to define LLM queries. This makes it easy to mix regular code with calls to LLMs, which enables you to use the LLM for its creativity and reasoning while also enforcing structure/logic as necessary. LLM output is parsed for you according to the return type annotation of the function, including complex return types such as streaming an array of structured objects.<p>I built this to show that we can think about using LLMs more fluidly than just chains and chats, i.e. more interchangeably with regular code, and to make it easy to do that.<p>Please let me know what you think! Contributions welcome.<p><a href="https://github.com/jackmpcollins/magentic">https://github.com/jackmpcollins/magentic</a>
Show HN: Magentic – Use LLMs as simple Python functions
This is a Python package that allows you to write function signatures to define LLM queries. This makes it easy to mix regular code with calls to LLMs, which enables you to use the LLM for its creativity and reasoning while also enforcing structure/logic as necessary. LLM output is parsed for you according to the return type annotation of the function, including complex return types such as streaming an array of structured objects.<p>I built this to show that we can think about using LLMs more fluidly than just chains and chats, i.e. more interchangeably with regular code, and to make it easy to do that.<p>Please let me know what you think! Contributions welcome.<p><a href="https://github.com/jackmpcollins/magentic">https://github.com/jackmpcollins/magentic</a>
Show HN: Magentic – Use LLMs as simple Python functions
This is a Python package that allows you to write function signatures to define LLM queries. This makes it easy to mix regular code with calls to LLMs, which enables you to use the LLM for its creativity and reasoning while also enforcing structure/logic as necessary. LLM output is parsed for you according to the return type annotation of the function, including complex return types such as streaming an array of structured objects.<p>I built this to show that we can think about using LLMs more fluidly than just chains and chats, i.e. more interchangeably with regular code, and to make it easy to do that.<p>Please let me know what you think! Contributions welcome.<p><a href="https://github.com/jackmpcollins/magentic">https://github.com/jackmpcollins/magentic</a>
Show HN: Unity like game editor running in pure WASM
In the wake of all the Unity nonsense, just wanted to toss the Raverie engine into this mix :)<p>We’re building off a previous engine that we worked on for DigiPen Institute of Technology called the Zero Engine with a similar component based design architecture to Unity. Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate and run at the same time, which became super useful for creating UI overlays using only game objects, running multiple simulations, etc. The lighting and rendering engine is scriptable, and the default deferred rendering implementation is based on the Unreal physically based rendering (PBR) approach. The physics engine was built from the ground up to handle both 2D and 3D physics together. The scripting language was also built in house to be a type safe language that binds to C++ objects and facilitates auto-complete (try it in editor!)<p>This particular fork by Raverie builds both the engine and editor to WebAssembly using only clang without Emscripten. We love Emscripten and in fact borrowed a tiny bit of exception code that we’d love to see up-streamed into LLVM, however we wanted to create a pure WASM binary without Emscripten bindings. We also love WASI too though we already had our own in memory virtual file system, hence we don’t use the WASI imports. All WASM imports and exports needed to run the engine are defined here:
<a href="https://github.com/raverie-us/raverie-engine/blob/main/Code/Foundation/Platform/PlatformCommunication.hpp">https://github.com/raverie-us/raverie-engine/blob/main/Code/...</a><p>The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage.<p>Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad.<p><a href="https://github.com/raverie-us/raverie-engine">https://github.com/raverie-us/raverie-engine</a>
Show HN: Unity like game editor running in pure WASM
In the wake of all the Unity nonsense, just wanted to toss the Raverie engine into this mix :)<p>We’re building off a previous engine that we worked on for DigiPen Institute of Technology called the Zero Engine with a similar component based design architecture to Unity. Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate and run at the same time, which became super useful for creating UI overlays using only game objects, running multiple simulations, etc. The lighting and rendering engine is scriptable, and the default deferred rendering implementation is based on the Unreal physically based rendering (PBR) approach. The physics engine was built from the ground up to handle both 2D and 3D physics together. The scripting language was also built in house to be a type safe language that binds to C++ objects and facilitates auto-complete (try it in editor!)<p>This particular fork by Raverie builds both the engine and editor to WebAssembly using only clang without Emscripten. We love Emscripten and in fact borrowed a tiny bit of exception code that we’d love to see up-streamed into LLVM, however we wanted to create a pure WASM binary without Emscripten bindings. We also love WASI too though we already had our own in memory virtual file system, hence we don’t use the WASI imports. All WASM imports and exports needed to run the engine are defined here:
<a href="https://github.com/raverie-us/raverie-engine/blob/main/Code/Foundation/Platform/PlatformCommunication.hpp">https://github.com/raverie-us/raverie-engine/blob/main/Code/...</a><p>The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage.<p>Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad.<p><a href="https://github.com/raverie-us/raverie-engine">https://github.com/raverie-us/raverie-engine</a>
Show HN: Unity like game editor running in pure WASM
In the wake of all the Unity nonsense, just wanted to toss the Raverie engine into this mix :)<p>We’re building off a previous engine that we worked on for DigiPen Institute of Technology called the Zero Engine with a similar component based design architecture to Unity. Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate and run at the same time, which became super useful for creating UI overlays using only game objects, running multiple simulations, etc. The lighting and rendering engine is scriptable, and the default deferred rendering implementation is based on the Unreal physically based rendering (PBR) approach. The physics engine was built from the ground up to handle both 2D and 3D physics together. The scripting language was also built in house to be a type safe language that binds to C++ objects and facilitates auto-complete (try it in editor!)<p>This particular fork by Raverie builds both the engine and editor to WebAssembly using only clang without Emscripten. We love Emscripten and in fact borrowed a tiny bit of exception code that we’d love to see up-streamed into LLVM, however we wanted to create a pure WASM binary without Emscripten bindings. We also love WASI too though we already had our own in memory virtual file system, hence we don’t use the WASI imports. All WASM imports and exports needed to run the engine are defined here:
<a href="https://github.com/raverie-us/raverie-engine/blob/main/Code/Foundation/Platform/PlatformCommunication.hpp">https://github.com/raverie-us/raverie-engine/blob/main/Code/...</a><p>The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage.<p>Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad.<p><a href="https://github.com/raverie-us/raverie-engine">https://github.com/raverie-us/raverie-engine</a>