Instructions to use overyonder/espalier-2 with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- Trellis
How to use overyonder/espalier-2 with Trellis:
# No code snippets available yet for this library. # To use this model, check the repository files and the library's documentation. # Want to help? PRs adding snippets are welcome at: # https://github.com/huggingface/huggingface.js
- Notebooks
- Google Colab
- Kaggle
stream weights, dense objects, pixal3d and untextured runs
Browse files
README.md
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- trellis
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- image-to-3d
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- low-vram
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---
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# over|yonder Espalier-2
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Microsoft lists a 24 GB GPU as the minimum, and on a 16 GB card its 1536 pipeline runs out of memory in the shape
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decoder and again in the GLB export. Espalier-2 tiles the decoders'
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peaked at 11.9 GiB and its export at
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- trellis
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- image-to-3d
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- low-vram
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- pixal3d
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---
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# over|yonder Espalier-2
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Microsoft lists a 24 GB GPU as the minimum, and on a 16 GB card its 1536 pipeline runs out of memory in the shape
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decoder and again in the GLB export. Espalier-2 tiles the decoders' highest-resolution stages, runs the export's remesh
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in chunks, and frees memory the remesh and simplifier no longer need. On an RTX 5070 Ti, generating the catapult above
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peaked at 11.9 GiB and its export at 8.3 GiB, measured from the NVIDIA driver.
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Dense objects also stay at 1536. Microsoft's cascade lowers the resolution of objects above 49,152 tokens, and
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Espalier-2's `--max-tokens` option raises that limit: a water pot of 80,816 tokens generated at 1536 with a 13.0 GiB
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peak and exported at 11.5 GiB.
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Each network's weights are read from its safetensors file to the GPU when its stage runs, so the process holds about
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6 GiB of system memory instead of 20 GiB, with bit-identical output.
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Espalier-2 also runs Tencent's [Pixal3D](https://huggingface.co/TencentARC/Pixal3D), which is built on TRELLIS.2, at
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1536 on the same card, from one image or from several posed views. With `--no-texture`, either model skips the texture
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and exports the untextured geometry, which is identical to a textured run's.
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