OpenAI makes it easier to create 3D objects from text prompts
In time we will move from Text to 2D image to Text to Video and Text to 3D, VR, and all kinds of other content.
Key takeaways
- The next breakthrough to take the Artificial Intelligence (AI) world by storm might be AI 3D model generators.
- According to a paper published alongside the code base, Point-E can produce 3D models in one to two minutes on a single Nvidia V100 GPU.
- Outside of the mesh-generating model, which stands alone, Point-E consists of two models: a text-to-image model and an image-to-3D model.
Cite or link to this article
Griffin, M. (2023) 'OpenAI makes it easier to create 3D objects from text prompts', 311 Institute, 10 May. Available at: https://www.311institute.com/openai-makes-it-easier-to-create-3d-objects-from-text-prompts/ (Accessed: 25 October 2026).
The next breakthrough to take the Artificial Intelligence (AI) world by storm might be AI 3D model generators. This week, OpenAI the company behind the world famous ChatGPT and GPT-4 AI models quietly open sourced Point-E, a machine learning system that creates any 3D object using nothing more than a text prompt.
According to a paper published alongside the code base, Point-E can produce 3D models in one to two minutes on a single Nvidia V100 GPU.
Point-E doesn’t create 3D objects in the traditional sense. Rather, it generates point clouds, or discrete sets of data points in space that represent a 3D shape, hence the cheeky abbreviation.
The Future of Synthetic Content, by keynote Matthew Griffin
The “E” in Point-E is short for “Efficiency,” because it’s ostensibly faster than previous 3D object generation approaches.
Point clouds are easier to synthesize from a computational standpoint, but they don’t capture an object’s fine-grained shape or texture, a key limitation of Point-E currently.
To get around this limitation, the Point-E team trained an additional AI system to convert Point-E’s point clouds to meshes, the collections of vertices, edges and faces that define an object, which are commonly used in 3D modelling and design. But they note in the paper that the model can sometimes miss certain parts of objects, resulting in blocky or distorted shapes.
Outside of the mesh-generating model, which stands alone, Point-E consists of two models: a text-to-image model and an image-to-3D model.
The text-to-image model, similar to generative art systems like OpenAI’s own DALL-E 2 and Stable Diffusion, was trained on labelled images to understand the associations between words and visual concepts. The Image-to-3D model, on the other hand, was fed a set of images paired with 3D objects so that it learned to effectively translate between the two.
When given a text prompt, for example, “a 3D printable gear, a single gear 3 inches in diameter and half inch thick”, Point-E’s text-to-image model generates a synthetic rendered object that’s fed to the image-to-3D model, which then generates a point cloud.
After training the models on a dataset of “several million” 3D objects and associated metadata, Point-E could produce colored point clouds that frequently matched text prompts, the OpenAI researchers say. It’s not perfect, Point-E’s image-to-3D model sometimes fails to understand the image from the text-to-image model, resulting in a shape that doesn’t match the text prompt. Still, it’s orders of magnitude faster than the previous state-of-the-art, at least according to the OpenAI team.
“While our method performs worse on this evaluation than state-of-the-art techniques, it produces samples in a small fraction of the time,” they wrote in the paper. “This could make it more practical for certain applications, or could allow for the discovery of higher-quality 3D object.”
What are the applications, exactly?
Well, the OpenAI researchers point out that Point-E’s point clouds could be used to fabricate real-world objects, for example through 3D printing. And, with the additional mesh-converting model the system could also, once it’s a little more polished, find its way into game and animation development workflows to help create games, virtual assets and virtual worlds, and much more.
OpenAI might be the latest company to jump into the 3D object generator fray, but, as alluded to earlier, it certainly isn’t the first. Earlier this year, Google released DreamFusion, an expanded version of Dream Fields, a generative 3D system that the company unveiled back in 2021. Unlike Dream Fields, DreamFusion requires no prior training, meaning that it can generate 3D representations of objects without 3D data.
While all eyes are on 2D art generators at the present, model-synthesizing AI could be the next big industry disruptor. 3D models are widely used in film and TV, interior design, architecture and various science fields. Architectural firms use them to demo proposed buildings and landscapes, for example, while engineers leverage models as designs of new devices, vehicles and structures.
3D models usually take a while to craft, though, anywhere between several hours to several days. AI like Point-E could change that if the kinks are someday worked out, and make OpenAI a respectable profit doing so.
The question is what sort of intellectual property disputes might arise in time. There’s a large market for 3D models, with several online marketplaces including CGStudio and CreativeMarket allowing artists to sell content they’ve created. If Point-E catches on and its models make their way onto the marketplaces, model artists might protest, pointing to evidence that modern generative AI borrows heavily from its training data, existing 3D models, in Point-E’s case. Like DALL-E 2, Point-E doesn’t credit or cite any of the artists that might’ve influenced its generations.
But OpenAI’s leaving that issue for another day. Neither the Point-E paper nor GitHub page make any mention of copyright.
To their credit, the researchers do mention that they expect Point-E to suffer from other problems, like biases inherited from the training data and a lack of safeguards around models that might be used to create “dangerous objects.” That’s perhaps why they’re careful to characterize Point-E as a “starting point” that they hope will inspire “further work” in the field of Text-to-3D model synthesis.
What this means for your organisation
Speed changes the cost of drafts.
3D models usually take several hours to several days to craft. Point-E produces a point cloud in one to two minutes on a single Nvidia V100 GPU. Teams in design, architecture, games and engineering could draft far more options early on.
Quality is not yet production ready.
Point clouds miss fine shape and texture. The mesh converter can leave blocky or distorted shapes, and the image-to-3D step sometimes misreads the prompt. Treat output as a first sketch, not a finished asset.
Ownership questions are still open.
Point-E does not credit the artists whose work shaped its training, and its paper and GitHub page say nothing on copyright. Firms that buy or sell 3D content should set clear rules before generated models reach marketplaces such as CGStudio and CreativeMarket.
Three questions for your next leadership meeting
- Which of our design tasks could start from a rough 3D draft?
- Who checks generated shapes before they reach production or a 3D printer?
- What is our position if generated models enter the marketplaces we use?
The trends and technologies behind this story
From the 311 Starburst, the 311 Strategic Intelligence Unit’s map of the technologies and trends shaping the next 50 years.
Analysis by the 311 Strategic Intelligence Unit, from Matthew Griffin’s article and 311 data. First published on Fanatical Futurist.
FAQ
Why does this matter?
In time we will move from Text to 2D image to Text to Video and Text to 3D, VR, and all kinds of other content.

About the author
Matthew Griffin Founder, 311 Institute
Matthew Griffin is a multi-award winning Futurist and expert in Disruption and Innovation, Geopolitics, Leadership, and Technology, who NASA have described as a "walking encyclopaedia of the future" and a "futurist Polymath."
Read full bio
Matthew Griffin is a multi-award winning Futurist and expert in Disruption and Innovation, Geopolitics, Leadership, and Technology, who NASA have described as a "walking encyclopaedia of the future" and a "futurist Polymath." 17-time best selling author of the "Codex of the Future" series, Matthew is the Founder and Futurist in Chief of the 311 Institute, a global Futures and Deep Futures advisory firm working with royal households, world leaders, G7, G20, and G77 governments, NGOs, and multi-national mid and mega cap firms to help them explore, shape, and lead the next 50 years of business and society.
An award-winning YouTube creator with over a million followers, with an unrivalled global reach and impact, Matthew is a highly sought-after international keynote speaker, lecturer, and mentor who collaborates with global leaders through the United Nations Alliance of Civilizations (UNAOC) and United Nations General Assembly (UNGA) to shape pivotal initiatives such as the UN’s AI for Humanity program, the United Nations Conference of the Parties (UN COP), and the World Economic Forum in Davos.
As the former Global Head of Cloud, National Security, and Enterprise Sales for companies including Atos, Dell-EMC, and IBM, Matthew has a proven track record of building multi-billion dollar business units and turning failing divisions into market leaders. His ability to identify, analyse, and communicate the implications of hundreds of emerging technologies and trends is unparalleled, and his insights are trusted by many of the world’s most respected organisations, including ABB, Accenture, Adidas, AON, ARM, BCG, Centrica, Citi, Coca-Cola, Dentons, Deloitte, Dow Jones, EY, Google, KPMG, Lego, Legal & General, LinkedIn, Microsoft, PepsiCo, Qualcomm, RWE, Samsung, Siemens AG and Siemens Energy, T-Mobile, UBS, VISA, Walmart, Workday, Worldpay and many others.
Regularly featured in the global media including the AP, BBC, Bloomberg, CNBC, Discovery, Forbes, Khaleej Times, Telegraph, TIME, ViacomCBS, WIRED, and the WSJ, Matthews mission is to help organisations create a fair and sustainable future whose benefits are shared by everyone irrespective of their ability, background, or circumstances.
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Sources and further reading
- 2212.08751.pdf arxiv.org
- Point e github.com