First of all, thank you for the amazing work on this project!
I have been testing the model via the Hugging Face space and noticed that it frequently generates a thin-shell mesh composed of two parallel surfaces sandwiched tightly against one another (likely the inner and outer approximations of the surface boundary).
While this wouldn't normally be an issue for visualization, the mesh occasionally contains tiny holes that bridge the gap between the inner and outer space. This makes it practically impossible to separate the two sides of the mesh or modify it using standard sculpting tools. Furthermore, because the model behaves like an empty shell, it cannot easily be used even for 3D printing. These holes are usually microscopic compared to the overall mesh size and are likely caused by a single mispredicted voxel.
Here are a few screenshots of the mesh inspected in Blender with face orientation (normals) coloring enabled:
It looks like the surface extraction step wraps a polygon skin around both sides of a thin voxel boundary layer. When a voxel is missing or incorrectly predicted, it creates a bridge between the inner and outer walls, creating a single mesh that also wraps the inside.
This behavior might have been introduced during the architectural transition from the original Direct3D-S2 backbone (which used a Signed Distance Field format) to the TRELLIS-2 backend (which uses a different algorithm to reconstruct the mesh from the O-Voxels).
First of all, thank you for the amazing work on this project!
I have been testing the model via the Hugging Face space and noticed that it frequently generates a thin-shell mesh composed of two parallel surfaces sandwiched tightly against one another (likely the inner and outer approximations of the surface boundary).
While this wouldn't normally be an issue for visualization, the mesh occasionally contains tiny holes that bridge the gap between the inner and outer space. This makes it practically impossible to separate the two sides of the mesh or modify it using standard sculpting tools. Furthermore, because the model behaves like an empty shell, it cannot easily be used even for 3D printing. These holes are usually microscopic compared to the overall mesh size and are likely caused by a single mispredicted voxel.
Here are a few screenshots of the mesh inspected in Blender with face orientation (normals) coloring enabled:
It looks like the surface extraction step wraps a polygon skin around both sides of a thin voxel boundary layer. When a voxel is missing or incorrectly predicted, it creates a bridge between the inner and outer walls, creating a single mesh that also wraps the inside.
This behavior might have been introduced during the architectural transition from the original Direct3D-S2 backbone (which used a Signed Distance Field format) to the TRELLIS-2 backend (which uses a different algorithm to reconstruct the mesh from the O-Voxels).