[HN Gopher] Neural Geometric Level of Detail: Real-Time Renderin...
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       Neural Geometric Level of Detail: Real-Time Rendering with Implicit
       3D Surfaces
        
       Author : ArtWomb
       Score  : 144 points
       Date   : 2021-01-28 13:57 UTC (9 hours ago)
        
 (HTM) web link (nv-tlabs.github.io)
 (TXT) w3m dump (nv-tlabs.github.io)
        
       | AbrahamParangi wrote:
       | I bet you could take advantage of the fact that the function
       | generated with feedforward + relu is piecewise linear to mesh the
       | resulting SDF really efficiently.
        
       | zqfm wrote:
       | As an aside, this page is great, I was able to watch the videos
       | and see all the images without needing to enable javascript for
       | half a dozen 3rd party URLs!
        
       | ilaksh wrote:
       | They site the Occupancy Networks paper as [33]. But I thought
       | that one also used octrees? Which they are saying is supposed to
       | be novel.
        
       | sxp wrote:
       | If you don't have an understanding of signed distance fields,
       | https://www.youtube.com/watch?v=8--5LwHRhjk is an amazing demo of
       | their power. There are more videos about the fundamentals of SDFs
       | at https://www.iquilezles.org/live/index.htm
       | 
       | The interesting thing about this paper is that they replace the
       | mathematical SDF with a neural net that computes SDF_NN(x,y,z) =>
       | -1/1 and use this as a compression system for mesh based inputs.
       | This feels like a graphical version of the
       | https://en.wikipedia.org/wiki/Hutter_Prize for NN-based text
       | compression.
        
         | folli wrote:
         | Inigo truly is a modern-day magician.
        
           | mortenjorck wrote:
           | Seriously. I've never seen anyone who is simultaneously this
           | fluent in applied mathematics while having this level of
           | visual sensibility as an illustrator. Truly a polymath.
        
       | tovacinni wrote:
       | Here's a Twitter thread that explains what this paper is about:
       | https://twitter.com/yongyuanxi/status/1354478763065528320?
        
         | baxuz wrote:
         | I'm trying to understand this but I'm not sure I'm following.
         | 
         | As far as I understand as a complete beginner in 3D rendering:
         | 
         | Regular 3d models/meshes are just a collection of
         | points/triangles in a 3d plane, along with some additional data
         | like normal orientations. For rendering, the mesh is
         | constructed and then rendered with some
         | perspective/distance/occlusion settings etc. for each pixel
         | painted on screen.
         | 
         | This format isn't a discrete collection of points but some data
         | set where every point queried during 2d painting returns a
         | distance (if it exists) based on some function or ML algorithm,
         | basically returning a point cloud?
        
           | GreenHeuristics wrote:
           | Think of it like so:
           | 
           | float distance_to_surface_of_model(x, y, z);
           | 
           | For every point in 3d space you can get the distance to the
           | surface. So, if you have a camera you can shoot a ray into
           | the scene and pick some points on it to ask if it is inside
           | the model. if so you paint that pixel with the surface
           | material of the model. Then it's just a matter of picking a
           | good way of sampling points along the camera ray. usually
           | this distance function is some basic math (distance to sphere
           | or so). But here they take a 3d mesh and create a neural
           | network that can answer the question of distance to it (since
           | meshes are very slow at that).
        
       | xpe wrote:
       | After skimming here is my (imperfect) summary. Comments
       | encouraged!
       | 
       | Technique: "Neural Geometric LOD (level of detail)"
       | 
       | Summary: This technique provides a machine-learning approach to
       | give more efficient representation for 3D surfaces at interactive
       | rates.
       | 
       | Related Work: "Our work is most related to prior research on mesh
       | simplification for level of detail (LOD), 3D neural shape
       | representations, and implicit neural rendering."
       | 
       | Method: "Our goal is to design a representation which
       | reconstructs detailed geometry and enables continuous level of
       | detail, all whilst being able to render at interactive rates."
       | 
       | Experiments: "Across all [tested] datasets [(ShapeNet, Thingi10K,
       | TurboSquid, Shadertoy)] and metrics, we achieve state-of-the-art
       | results" relative to DeepSDF, Fourier Feature Networks, SIREN,
       | and Neural Implicits (NI).
       | 
       | Generalization: "surface extraction mechanism can generalize to
       | multiple shapes, even from being trained on a single shape."
        
       | gdubs wrote:
       | If I understand correctly, this is essentially using neural nets
       | to compress the information representing a 3D mesh [1], similar
       | to how neural nets can do image upscaling on 2D images?
       | 
       | Either way, the technology of Star Trek The Next Generation went
       | through a period in the late 90s where it all seemed ridiculous,
       | and now we've come full circle and it all seems plausible again.
       | 
       | More specifically: I'd love to see a generative adversarial
       | network that can materialize 3D worlds in real time, like the
       | holodeck. More and more the holodeck seems plausible as a system
       | of nets upon nets upon nets. Nets for generating models, nets for
       | generating stories...
       | 
       | 1: In this case the meshes are not polygons, but rather signed
       | distance fields. Metaballs are commonly made with this technique.
       | 
       | Edit: thanks for catching the spelling mistake. Metaballs
       | misspelled as Meatballs is a plague that continues for over two
       | decades. Usually I try to avoid the trap altogether and say
       | Implicit Surfaces :)
        
         | ben_w wrote:
         | For TNG-style holodecks, I think the future is smart-dust
         | drones and beamed power.
        
         | ryandamm wrote:
         | Re: GANNs generating 3D worlds, there are a couple startups
         | that appear to be... well, sniffing around the edges, anyway:
         | 
         | https://www.wunderparc.com/ https://www.prometheanai.com/
         | 
         | I haven't tried either one out; someone in my industry pointed
         | them out to me recently.
        
         | harperlee wrote:
         | Metaballs also, not only meatballs ;)
        
       | whelming_wave wrote:
       | Not at all an expert in this, but I'm curious how this compares
       | to non-NN solutions like
       | https://research.nvidia.com/publication/efficient-sparse-vox...
       | 
       | Presumably it takes less memory, letting a more complex scene be
       | transferred to the GPU more quickly, at the tradeoff of time
       | spent training the model?
        
         | skye-adaire wrote:
         | Memory savings are the main potential gain, since you won't
         | need as deep a tree. This is not the main issue with this tech
         | atm.
         | 
         | Also, their distance output will be an estimate, it won't be
         | exact, which will cause render time to underperform vs exact
         | representations. Worse, the NN could return a value greater
         | than actual distance, which will cause artifacts.
        
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       (page generated 2021-01-28 23:01 UTC)