I started making holograms of real objects and accidentally ended up building an open-source 3D system

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This project got somewhat out of hand. Construct started with a pretty simple idea: I wanted to make holographic versions of real things that assemble themselves in front of you. Not generic sci-fi objects, but actual cars, cameras, cathedrals, instruments, etc., with recognizable proportions and parts. Eventually I realized the interesting part wasn't really the hologram itself. Underneath it I had basically created a weird little format for describing real objects: dimensions, separate named parts, assembly order, moving joints, facts and sources. So I kept generalizing it. The same scene can now become an interactive Measured Light hologram, export as a proper 3D model with separate parts and working joints, go into Blender through an add-on, export as glTF for game engines, assemble itself across music in film mode, or even visualize agent-based simulations. The video is basically a tour through what the project has turned into. AI is involved, but not in the usual text-to-3D sense. It doesn't generate meshes or pixels. An agent researches the object and writes the structured scene description. Construct checks it and deterministically builds the geometry. It also keeps track of which facts and parts are verified from sources, which were inferred, and which are just decorative. That separation became pretty important to me because I didn't want another system where you prompt a model, get an opaque asset back, and have no idea why it looks the way it does. It also has very obvious limitations. This isn't CAD (yet) and it isn't trying to replace proper artist-made hero assets. The geometry is deliberately constrained, there are no texture maps or sculpted details, and some objects work much better than others. I see the 3D side more as blockouts, props, previs/teaching models, kitbash material, or something to model over. Everything is free and open source. Existing scenes work without any AI at all, and scenes can also be written manually. Repo: https://github.com/rtmandreyev/construct Live gallery: https://rtmandreyev.github.io/construct/ Mostly sharing because this started as one visual experiment and somehow turned into a much larger system. I'd genuinely like to know which part people find useful, because at this point I'm probably too close to it to tell.   submitted by   /u/SignificanceLanky988 [link]   [comments]