[HN Gopher] Enhancing Photorealism Enhancement
       ___________________________________________________________________
        
       Enhancing Photorealism Enhancement
        
       Author : lnyan
       Score  : 480 points
       Date   : 2021-05-12 02:56 UTC (20 hours ago)
        
 (HTM) web link (intel-isl.github.io)
 (TXT) w3m dump (intel-isl.github.io)
        
       | nikodunk wrote:
       | Amazing how this is all done in real-time, and incredible
       | stability of image.
       | 
       | Further, I'd love to also see a tech demo using a Californian
       | dataset as the input: To my originally European eyes, it's simply
       | making GTA look more like video shot in Germany vs more realistic
       | (there's a difference!), though I get that any data set can be
       | fed into this :)
        
         | mosselman wrote:
         | Is it real-time rather than post processed?
        
           | nikodunk wrote:
           | Great point I don't know
        
           | thih9 wrote:
           | From the "Enhancing Photorealism Enhancement" video [1]: "It
           | is a convolutional network which produces images frame by
           | frame and can be run at interactive rates.".
           | 
           | [1]: https://www.youtube.com/watch?v=P1IcaBn3ej0 (0:19)
        
             | dandellion wrote:
             | From the paper:
             | 
             | "Inference with our approach in its current unoptimized
             | implementation takes half a second on a Geforce RTX 3090
             | GPU."
             | 
             | That means 1 or 2 frames per second, so interactive but
             | pretty much unplayable, which is to be expected as it's
             | just research, but considering that they have DLSS working
             | in realtime with tensor cores perhaps something like this
             | will also be achievable very soon.
             | 
             | Edit: Out of curiosity I looked up how long DLSS takes to
             | process and it's less than 2ms, so you'd probably need to
             | speed this up by two orders of magnitude to run it a game.
        
         | L_ wrote:
         | There's also a version trained on Mapillary Vistas, which has
         | images from all around the world. Results from that are at the
         | bottom of the page and at the end of the video (
         | https://youtu.be/P1IcaBn3ej0?t=462 )
        
           | janekm wrote:
           | To me that version is much more reflective of the actual
           | potential of this method than "GTA Dusseldorf dash cam". When
           | watching the images produced with that one I get the sense
           | that the sense of realism is enhanced by the dashcam-style
           | image degradations and could be largely emulated in-engine
           | (green LUT, blur + glow filters to emulate lens issues).
        
       | amelius wrote:
       | I noticed some strange (unrealistic) effects on the back of the
       | red car at the 8:19 mark in this video:
       | 
       | https://youtu.be/P1IcaBn3ej0?t=499
        
         | TGRHavoc wrote:
         | You mean the shadow of the tree?
        
       | alkonaut wrote:
       | Is there a cert issue? I can't access the page. A cache anywhere,
       | or youtube link perhaps?
        
       | himinlomax wrote:
       | It seems to be completely removing the atmospheric haze,
       | unfortunately.
        
       | dvt wrote:
       | At first I was impressed, but then I realize they also work on
       | (raw) G-buffers, depth maps, normals, etc. grabbed directly from
       | the engine. I mean if we're already doing all of that, why not
       | just pass it through 3DSMax and get an _actual_ photorealistic
       | rendering? Ray tracing is already starting to be a thing in
       | consumer products, so we 're bound to get photorealism at
       | interactive framerates in the next decade or so. No neural
       | networks needed.
       | 
       | There might also be a misconception that GTAV _couldn 't_ make
       | their game more murky/realistic-looking, but more often than not,
       | saturation and contrast is _purposefully_ cranked up in games
       | (particularly driving ones). I will say that the lush background
       | mountains look cool though.
        
         | phromo wrote:
         | For an example of photorealistic rendering approach coupled to
         | a scenario generator, see
         | https://synscapes.on.liu.se/index.html
        
         | virtualritz wrote:
         | > [...] Ray tracing is already starting to be a thing in
         | consumer products, so we're bound to get photorealism at
         | interactive framerates in the next decade or so. No neural
         | networks needed.
         | 
         | Define 'photorealism'. You limit yourself to the rendering
         | aspect and ignore the content/asset problem and thereby
         | economic factors.
         | 
         | This technique is probably one or two orders of magnitude
         | cheaper than generating geometry and shaders that have the
         | required level of detail in any traditional way.
         | 
         | Either by an artist or programmatic/procedural (Someone has to
         | write that code too/set up that node graph in Houdini or the
         | like). Yes, you can also just 3D scan stuff (see Quixel, etc.)
         | but that has limits too.
         | 
         | More specifically for achieving photorealism by 'traditional
         | means': consider scales.
         | 
         | An asset, however produced in finite time, will only hold up to
         | some range of scales. The technique in the paper allows to get
         | as close or far away as you want and everything will still look
         | real. No level of detail work needed, just a few more training
         | data.
         | 
         | Traditionally, if you use textures, you will reach the limit of
         | the texture resolution. Even if you use procedural techniques -
         | not everything is a fractal. A close up of a brick looks very
         | different from a wall of bricks etc. Again, who will write that
         | code?
         | 
         | My guess is rather that we will see a hybrid of more
         | photorealism by traditional means and more 'icing on the cake'
         | by methods like this.
        
         | dsign wrote:
         | I watched their video, and I tend to agree. With the amount of
         | computing they use, ray-tracing is probably going to be just as
         | good and probably higher frame-rate. But maybe this technique,
         | in due time, will result in an alternative class of rendering
         | pipelines with less focus in shading and materials.
        
         | wffurr wrote:
         | The Cityscapes dataset is a bit murky looking; try scrolling
         | down to the Mapillary Vista dataset instead. Much better
         | colors. They should have led with that one instead.
        
           | mrec wrote:
           | Not disagreeing, but the Cityscapes samples looked 100%
           | photorealistic to me, whereas the Mapillary samples just
           | looked different.
           | 
           | Disclaimer: in the UK, so grey and murky == realistic.
        
             | anthk wrote:
             | >Disclaimer: in the UK, so grey and murky == realistic.
             | 
             | Ditto in Northern Spain.
             | 
             | The sunny dataset is more akin to Mediterranean landscapes.
             | To me the shinny/sunny/reflective stuff it looked unreal.
        
         | ma2rten wrote:
         | I think it's worth exploring multiple approaches to a problem.
         | Maybe this neural network approach can be improved upon and it
         | will also generate photorealistic looking images but have other
         | advantages such as less effort on behalf of the game developer
         | or less compute.
        
         | calaphos wrote:
         | I don't think the goal of this is to make games look better.
         | 
         | Especially the GTAV dataset is often used as a synthetic
         | dataset for research. The appeal is that you can extract
         | normal/material and other semantic information from the game
         | engine for a driving scene.
         | 
         | Basically avoid expensive segmentation labels on real data by
         | working the other way around. Things like this synthetic to
         | real translation can then be used for other downstream tasks
         | (semantic segmentation, distance/normal prediction).
        
         | dirtyid wrote:
         | Good ray tracing is expensive and still requires a lot of asset
         | preparation. Difference between what RTX can do realtime right
         | now and production quality final renders is massive. I think
         | there will ultimately be quality wall for realtime tracing that
         | target ms/frame versus mins/frame for HQ renders. After which
         | hacks like this must be used to further close distance by
         | adding layers of additional details that really sell
         | photorealism. TBH I doubt RTX could reproduce even this quality
         | for many years, if ever.
         | 
         | It's not just about murkiness and lighting quality, this is
         | akin to adding the last 10% of polish that usually takes 90% of
         | the time. It's also the difference between amateur vs much
         | greater proficiency level. Having access to the assets of scene
         | in 3D max, someone with a basic training can replicate base GTA
         | scene, the enhancements shown here takes years more experience.
         | The amount accessibility and saved labour is tremendous. It's
         | why even VHS video is still more photo realistic than 4K RTX.
         | Real life has a lot of minutiae and interacting details beyond
         | resolution and good lighting models.
        
         | dkarras wrote:
         | Realistic renders with raytracing assumes accurate models. In
         | the scene, the grass can be a rectangular block with a grass
         | texture applied to it for instance, NN will transform it into
         | an actual grass patch (see example images) similar to how it
         | would look like in real life (not constrained by your 3D
         | geometry / scene setup). So realistic lighting is just one part
         | of the problem space here. A road with an asphalt texture
         | applied on it will need a lot of manual tweaks / material
         | design to look realistic under raytracing regime, NN can look
         | at it and implicitly say "hey, this is a road, and I know what
         | a road looks like under this lighting, so I'm going to render
         | it like this" and it automatically becomes realistic.
        
           | lloeki wrote:
           | Almost sounds like one could grossly placeholder-mark-paint
           | surfaces/areas by type and the NN stuff will paint over it
           | proper content and consistent details by dreaming them from
           | these semantic hints.
        
             | drxzcl wrote:
             | You can probably have the game output custom-made data to
             | serve as an input for the subsequent NN and skip a whole
             | bunch of lighting calculations.
        
         | arketyp wrote:
         | Good point. But I wouldn't rule out neural networks. They could
         | still be used to derive efficient shader models that can be run
         | in real time. https://arxiv.org/abs/1603.06078
        
         | HellDunkel wrote:
         | You no longer need 3dsmax for raytracing. But what could be
         | really interesting is to train your ml model against path
         | traced images and apply the outputs to selective areas of your
         | screem where the g buffer provives insufficient information
         | density (i. i.e.foliage)
        
           | T-A wrote:
           | https://en.wikipedia.org/wiki/Deep_learning_super_sampling
        
         | anticristi wrote:
         | I share your disappointment. There was recently a thread on HN
         | on how good metadata always beats machine learning.
         | 
         | I wonder how much complexity could be saved by letting the
         | application properly annotate objects: "This is a tree located
         | at coordinates X,Y,Z in the scene. Please NN take over and
         | project a tree appropriate for the light conditions and
         | geographical location."
        
       | wefhi wrote:
       | "return of GTA IV"
        
       | playpause wrote:
       | Uninformed take: this looks to me like an example of 'style
       | transfer'. If so, it doesn't seem as compelling as other examples
       | I've seen before, eg making a photo look like a Van Gogh using a
       | single painting as input, which has been around for a few years.
       | Can someone with better knowledge in this area explain if I'm
       | missing something?
        
         | L_ wrote:
         | Style transfer commonly hallucinates objects or adds artifacts.
         | Making something look like a painting is actually much easier
         | than making it look realistic. In paintings, artifacts are
         | often tolerated as 'artistic'. In a photo, it just pops out.
         | Also, style transfer approaches are not temporally stable most
         | of the time. Have a look at the comparisons with state-of-the-
         | art image-to-image translation (CUT, TSIT) and photo style
         | transfer (WCT2). In the case of GTA/Cityscapes shown here, most
         | of these methods put trees in the sky and/or flicker. Also the
         | use of G-buffers allows a much deeper and more robust
         | translation than just using images as style-transfer
         | approaches.
        
           | playpause wrote:
           | Thank you, this is really interesting.
        
         | [deleted]
        
       | max_ wrote:
       | How does this compare to Physical Based Rendering [0]?
       | 
       | [0]: https://en.m.wikipedia.org/wiki/Physically_based_rendering
        
         | 317070 wrote:
         | For one, it will be a lot faster to compute. For two, it is a
         | lot less laborious work to set up, which does not scale with
         | the size of the world like PBR, but only with performance.
         | 
         | So where previously, you needed a lot of designers to make a
         | big world look realistic with PBR, now you need to collect a
         | big dataset with the style you want to have, and apply it to
         | your game. I suspect that will scale differently.
        
         | dahart wrote:
         | FWIW, I think it doesn't compare to PBR - these are two
         | completely different things, and there's no reason you can't do
         | both. Maybe as a simple example of that, it's common today to
         | run a NN based denoiser on top of a physically based path
         | traced rendering.
         | 
         | This neural network operates on images - input is image and
         | output is image. Note that it cannot synthesize an image from
         | scratch, it can only take an image and make it look more like
         | the lighting in it's training set.
         | 
         | PBR is a technique for taking a 3d scene description and
         | synthesizing an image, so for PBR you need models and lighting
         | and materials, and even with physically based techniques it
         | might still come out not completely realistic looking. There's
         | always room to emulate realistic subtleties of texture,
         | lighting, camera lenses, video/film response, outdoor colors,
         | atmosphere, etc.
        
       | larschdk wrote:
       | Impressive, but I think that photorealism is not necessarily what
       | you would want to strive for in games, as it is not true realism.
       | It emulates the deficiencies of the camera that we perceive it as
       | realistic, because we are trained on thousands of photo images
       | and video footage. I prefer visionrealism instead of photorealism
       | in my games and don't really find that lens effects like flares,
       | chromatic aberration, and depth of field enhances the experience
       | of realism. It feels like I'm looking through a camera rather
       | than being there myself. For me it breaks immersion instead of
       | enhancing it.
        
         | captn3m0 wrote:
         | This could extend beyond games easily. I can see adoption from
         | animation studios for eg.
        
         | dwd wrote:
         | I found their approach to be more like the difference between a
         | digitally filmed movie (that can look too crisp) and one shot
         | on cellulose that has a kind of softness to it.
         | 
         | Where it noticeably fell short was displaying red lights (tail
         | lights, traffic lights, etc) that lost their brightness.
        
         | RIMR wrote:
         | I don't think you could be any more wrong.
         | 
         | Enhancements like this are going to be the thing that brings VR
         | fully into the mainstream. It will be industry-changing.
         | 
         | This tech is in its infancy. I promise you, the final result is
         | going to be indistinguishable from human vison.
        
           | larschdk wrote:
           | Looking like a photo is quite distinguishable from human
           | vision.
        
         | avereveard wrote:
         | yeah, games visuals are more about art direction than search of
         | realism
         | 
         | this would work great in a flight sim tho, albeit blur and out
         | of focus effects are terrible for visual clarity
         | 
         | however, there's one small bit that has not been given enough
         | attention imho, which is on the latter set, under "removes
         | distant haze": this would be a great technique to complement
         | flat LOD reduction of open world games while keeping up the
         | crispness and contrast of distant items.
        
         | ginko wrote:
         | That's mostly a problem with the input data. A gamestudio of
         | the size of rockstar could afford to acquire their own custom
         | fit dataset.
         | 
         | Get some good cameras and lenses and capture footage of
         | wherever they want to set their next game. Then they can apply
         | some motion picture color grading to that and use that as the
         | input data for the NN.
        
         | ryankrage77 wrote:
         | I think photorealism has the advantage of maintaining a
         | cinematic feel. You can do a lot of 'realistic' things withs
         | light in a game, that aren't really realistic (you'd never see
         | them in real life), but are the type of thing you'd see in a
         | photo or movie. This allows for a more tightly controlled
         | experience.
         | 
         | Of course, this all depends on what the intention behind the
         | game is. If you do want maximum immmersion, visionrealism would
         | be the way to go.
        
       | oceanofsolaris wrote:
       | I am especially impressed by how much more realistic the lighting
       | ends up looking despite the network probably having less
       | information to work with than the engine! Though it ends up
       | turning the lighting very flat. I guess that is an effect of the
       | source images they were using.
       | 
       | As others have said, using this directly in the engine (tuned to
       | work with the intended art style etc) could probably produce
       | almost miraculous results, if it can be made to work at a
       | reasonable frame rate.
       | 
       | That would also allow the developers to use high-quality rendered
       | images instead of these green-tinted, low-contrast "automotive
       | grade" camera images as source of truth (there are good reasons
       | these images look like that ... but they don't look pleasant).
        
         | [deleted]
        
       | lobocinza wrote:
       | Photo-realistic burgers
       | 
       | http://youbentmywookie.com/wookie/gallery/0910_wtf/fast_food...
       | 
       | They made the game look bad with shitty fps.
       | 
       | If GTA developers wanted they could make the game look photo-
       | realistic but that was never the intention.
        
       | anentropic wrote:
       | It makes it clear there's way too much contrast in the road
       | textures in the actual game.
        
       | PedroBatista wrote:
       | Kinda looks like Google StreetView.
       | 
       | Looks great in overcast settings but has some difficulties with
       | sunny whether.
       | 
       | Pretty impressive.
        
       | wodenokoto wrote:
       | Wow, that is pretty cool.
       | 
       | Maybe GTA 6 or 7 will include no textures and lower poly models,
       | and instead spend a large budget driving around LA and just film
       | stuff to train neural render.
        
       | xpuente wrote:
       | Why is the demo at 720p? Does not look good to do something like
       | that.
        
         | rasz wrote:
         | There is a long an rich tradition to release your DNN/FX work
         | in a post stamp sized presentation.
        
       | dirtyid wrote:
       | Impressively more google streetview / Russian dashboard camera
       | like. Not a knock, quality improvement noticeable. Base GTA feels
       | like intern 3D rendering work, after looks produced by someone
       | fairly talented / competent. I can see this saving and incredible
       | amount of labour.
        
         | jiofih wrote:
         | > GTA feels like intern 3D rendering work
         | 
         | Lol, I guess you're new? Or maybe you don't know the difference
         | between 3D rendering software and game engines?
         | 
         | GTA V came out in 2013 and the fact that it is still used as a
         | reference for graphics quality tells you everything you need to
         | know.
        
           | dirtyid wrote:
           | My old dayjob was photorealistic architectural renderings.
           | 
           | The point is GTAV, which was/is exemplar for game engine
           | graphics, and even current gen RTX game engine rendering all
           | look "bad" due to constraints and budgets of real time
           | rendering. Bad in the sense that they're necessarily
           | rudimentary - actual photo realism requires many layers of
           | expensive details. This technique fills in many of those kind
           | of details. The improvement in photo realism demonstrated
           | here is significant and a huge leap in terms of image
           | quality.
        
       | aspaceman wrote:
       | Oh this is really impressive.
       | 
       | I've always wondered how games were going to solve the last mile
       | of photorealism, and an additional color-grading filter seems
       | like the perfect step. Really impressive work.
       | 
       | I think titling it "photorealistic enhancement" is a bit of a
       | whiff, but "photorealistic real-time color grading / filtering"
       | is bad-ass.
        
       | orbital-decay wrote:
       | They mention temporal stability across the footage, but what
       | about the entire game? It would be unfortunate to have the same
       | car to turn from Audi to BMW under entirely different lighting
       | and angles, or a palm tree into a pine. (the difference might be
       | much more subtle but annoying nonetheless)
        
         | dahart wrote:
         | Part of the contribution of this paper is about preventing that
         | specific problem.
         | 
         | "We also seek to eliminate artifacts that can be seen in the
         | results of prior deep-learning approaches, which often
         | hallucinate objects. To this end, we analyze the datasets that
         | are commonly used for photorealism enhancement. Our analysis
         | reveals that their scene layouts differ in ways that can
         | explain artifacts commonly seen in prior work. To better align
         | the datasets and alleviate the artifacts, we propose a new
         | strategy for sampling image patches during training. We further
         | design a new adversarial training objective that facilitates
         | enhancements that are geometrically and semantically consistent
         | with the content of the input image."
        
       | bshanks wrote:
       | Many of the GTA V pictures look more realistic to me. I think
       | some of this is due to location; in the GTA V pics, the brownish
       | hue, the haze and washed-out colors, the patchy grass, and the
       | grainy roads seem to me to really capture the actual look of
       | typical southern California urban sprawl. The enhancement makes
       | things greener, less hazy, more grassy, and smooths roads, which
       | is more typical for many areas of the United States, but not for
       | southern California.
       | 
       | In addition, the enhancement blurs a bit, which imo is not good;
       | the blur adds to photorealism by hiding mistakes, but on the
       | other hand it makes it more obvious that you are looking at a
       | picture because you can't see details.
        
         | yummypaint wrote:
         | For me the most unrealistic part of the GTA renders was the
         | trees, and the post processing significantly improved that.
         | Blur is also an important part of real photos, it's unusual for
         | everything to be in perfect focus.
         | 
         | I would argue that these kinds of renders are getting good
         | enough that we should be more precise about what is meant by
         | photorealism. Most pictures i take with my phone have alot of
         | blur, don't capture colors well, and are frankly quite crappy.
         | I feel like people expect photorealism to be equivalent to a
         | really well-planned photo by a professional.
        
       | anigbrowl wrote:
       | I mean it just looks like they're simulating the windscreen
       | glass. I guess it's more realistic but I somewhat prefer the
       | original.
        
         | StavrosK wrote:
         | Is the windshield glass really the only change you see, when
         | grass becomes green, reflections are added, the entire photo
         | has a higher color temperature, etc?
        
           | caslon wrote:
           | Most of it is making light more intense, and most of
           | everything else could be emulated with a blur filter and a
           | green tint.
           | 
           | It's impressive for what it represents technically, but it's
           | visually subtle.
        
           | derefr wrote:
           | Looking at the last comparison on the page, the grass isn't
           | just becoming green, it's being "puffed" out from its
           | original geometry, as if the grass geometry is being vertex-
           | shaded with small spiky-ball-like objects. (A bit like the
           | look of "static grass" in model making.)
        
         | rzzzt wrote:
         | I think the Cityscapes dataset pictures were taken from the
         | car's hood; the Mercedes emblem is up close. The camera
         | position in game also seems to match this.
        
       | Balgair wrote:
       | That's really cool!
       | 
       | But why does every car look like it's been freshly waxed? The
       | newspaper boxes have a bit of rust and grime on them. Those look
       | really real.
        
       | serf wrote:
       | is the road-smoothing an artifact from the fact that the camera
       | input sources lack the ability to resolve a detailed picture of
       | the road at-speed?
        
         | 317070 wrote:
         | Probably yes. Alternatively, it shows that the road textures
         | used in GTA V were not very apt for their job. I do think the
         | smoother ones look considerably more realistic.
        
       | stanfordkid wrote:
       | I would love to see this on NBA2K21 ... seems like you have an
       | ideal training set with recorded basketball games.
        
       | cousin_it wrote:
       | Nice! So a next gen game could be made with a simple renderer,
       | painting areas of the screen with a tag saying "grass" or
       | "window", and a neural network trained on high quality renders in
       | the desired style (not necessarily photorealistic). The same
       | technique would probably work for character animation as well.
        
       | neonological wrote:
       | One day there's going to be a gan where the input is a random
       | number and the output is the source code of an entire triple A
       | game.
        
       | BiteCode_dev wrote:
       | Very impressive. It will hard to balance realism and readability
       | though.
       | 
       | GTA uses some surrealist contrasts because it makes the games
       | easier to play, especially for long hours, or when you go fast.
       | 
       | But the tech is so new I'm not going to complain, it's already
       | very good, especially given what it eats in resources.
        
       | ohlookabird wrote:
       | Looks really nice. It is however funny to see what it does to
       | road signs (black arrows suddenly turn blue or the orange "don't
       | walk" hand of pedestrian traffic lights seems to disappear). I
       | wonder if this has to do that they use image data from Germany
       | (having slightly different signs than the US).
        
         | zuzun wrote:
         | It's also giving the license plates the blue stripe.
        
       | bawolff wrote:
       | The results dont look that great to me. The original looks better
       | for a game. The "enhanced" version is so unsaturated it could be
       | bordering on black & white.
        
         | ObserverNeutral wrote:
         | germany is unsaturated
        
         | eutectic wrote:
         | The model trained on TSIT gives nicer results.
        
         | svantana wrote:
         | That's because of the dataset. Later in the video they show
         | results using another dataset with more vibrant colour, that
         | looks a lot better IMO.
        
           | bawolff wrote:
           | I just watched the video to the end - definitely an
           | improvement, but it still looks "faker" than the original to
           | me. Maybe some uncanny valley effect is going on with me.
        
             | jiofih wrote:
             | You're just used to the style. Putting a photo of a road
             | next to it will show you how far from reality GTA rendering
             | is.
        
             | 317070 wrote:
             | Out of curiosity, did you play the game? To me, it is hard
             | to imagine someone would find the game to look less fake.
        
               | bawolff wrote:
               | I did not. I'm not saying the game looks real, just that
               | it looks less "wrong" somehow, to me.
        
       | gonzo41 wrote:
       | This is pretty impressive, I wonder if you could build really
       | cheaply textured maps and then upgrade them with this method as a
       | post production touch up. Essentially removing most of the human
       | work from texture libraries.
        
       | [deleted]
        
       | micheljansen wrote:
       | Really impressive and striking to see the stylistic effects of
       | different training sets (Cityscapes vs Mapillary Vistas).
       | 
       | Obviously the GTA V designers applied a particular style and
       | colour scheme which gets lost, but I'm sure something like
       | StyleGAN could address that.
        
       | Gauge_Irrahphe wrote:
       | Why not let it output the gbuffer images instead, or perhaps even
       | let it operate on the artwork instead? That way you could bake
       | the changes into the game without having to run the NN in real
       | time.
        
         | dahart wrote:
         | This is a good question - it certainly is possible to run a NN
         | on the artwork or pre-g-buffer, and you could imagine having
         | something bake the changes.
         | 
         | To do that, you'd need access to the game's source code and
         | assets, and you would need to rewrite portions of the rendering
         | engine. Training might be incredibly slow if it needs to
         | iterate on builds of the game, or that problem could be worked
         | around but might need considerable engineering to support the
         | training iterations (e.g. data representation and a pipeline
         | with the ability to render changes to the artwork and renderer
         | on the fly without needing a game rebuild).
         | 
         | So I'd speculate the answer to why not is that it's just not
         | what the authors set out to do, that they don't have access to
         | the game source nor the time or resources needed to refactor
         | the renderer.
         | 
         | Part of the magic of neural networks is their black box
         | properties - they can do what they do without needing to
         | understand 3d geometry or integrate with a render engine. Throw
         | an image in, and a new image pops out, without the neural
         | network needing to understand what it's doing or why.
         | 
         | That said, I would guess that coming down the road is examples
         | of exactly what you're suggesting - games that will use neural
         | networks to drive realism in the assets and shaders and
         | renderer. To some degree there are already tools starting to do
         | this.
        
         | derefr wrote:
         | From what I can tell, the whole reason the road "looks like a
         | video game" is that it's using a source texture and then
         | stretching it along the road's geometry, "diluting" the level
         | of detail as seen from the camera viewpoint.
         | 
         | The image enhancement here is happening "in camera", like a
         | fragment shader; but it's using a lot more context than the
         | sort of local/cellular kernels that fragment shaders usually
         | are.
         | 
         | Look at e.g. the gutters on the roads, where there are
         | leaves/dirt -- they get filled in with tons of extra
         | _perceptual_ texture (texture that exists in the projection
         | plane, rather than texture that exists  "on" the road),
         | bringing them up to the same LoD as the rest of the road.
         | 
         | If that texture was "pushed back" to the origin texture, said
         | texture would have to exist at some sort of ridiculous
         | resolution that modern graphics cards wouldn't have a hope of
         | rendering.
        
           | gmueckl wrote:
           | The part about ridiculous resolutions for texture detail like
           | leaves isn't necessarily true. There are very old techniques
           | for scattering small decals densely across surfaces. The
           | basic trick is to use coarse textures that encode the
           | positioning of decals within each texel footprint.
        
             | derefr wrote:
             | Sure, but no matter what the geometry/bump maps/etc. are on
             | the road, they're not going to render out as anything but
             | an aliased, badly-lit mess unless you're heavily
             | supersampling them (and then doing ray-tracing to the
             | supersampled image.) We're talking about "objects" where
             | the crucial detail-features of their meshes for getting
             | correct color math out (e.g. the normal+reflectance maps)
             | would be, on average, scaled to be smaller than a pixel
             | from the viewing distance+angle, with potentially many
             | objects contributing to the final color of each pixel.
             | 
             | So, rather than rendering the _road_ at 8x-16x and then
             | downsampling it, in order to get a pile of leaves to appear
             | to have ~1.5x LoD at the projection plane, you can just
             | achieve that 1.5x LoD pixel by pixel _at_ the projection
             | plane.
             | 
             | Or, to put that another way: when a digital artist is
             | painting a landscape, they don't have to zoom in by 8x,
             | paint every individual blade of grass, and then zoom out.
             | They can just use an artistic technique at 1x zoom that
             | approximates the texture that would have been created by
             | downsampling "photographic" detail painted in at 8x to your
             | screen resolution.
             | 
             | Here, the ML model is playing the role of the digital
             | artist, "painting" on the projection plane.
        
             | enriquto wrote:
             | The problem is not texture antialiasing (which is
             | essentially solved). The problem is _shape_ antialiasing,
             | whether many distant small shapes are so close together
             | that become a sort of translucent buzz, which is very
             | computationally heavy to compute.
        
               | gmueckl wrote:
               | REYES renderers had a pretty nifty solution for shape
               | antialiasing with their slicing and dicing of geometry
               | into sub-pixel sized primitives. That was in the 80s,
               | just for reference. Unfortunately, this method has a
               | pretty complex implementation and just doesn't play all
               | that well with hardware rasterization or path tracing and
               | has since fallen out of favor.
        
           | Gauge_Irrahphe wrote:
           | I don't think so. I think it's because the texture is already
           | photo-like, and then there is a normal map applied on top of
           | that. It basically creates two layers of shading that don't
           | fit together. Few games manage to avoid that problem.
        
             | derefr wrote:
             | Interesting hypothesis. I think this would predict that
             | you'd get more realistic results if you were using "bare,
             | unlit" textures (e.g. texture images + normal maps created
             | by using 3D scanning or even computational tomography, as
             | you would if you wanted to 3D-print a copy of the object)
             | and then applying regular normal maps to them. Anyone have
             | screenshots of 3D game objects that were explicitly
             | mentioned as being authored this way?
        
       | jeisc wrote:
       | Does any one here know about some existing self-driving(self-
       | crashing) technology that uses two cameras in unison on the sides
       | of the car like the eyes of a equide providing a nearly 360 angle
       | image only readable by the computer due to 2D perspective
       | constraints.
        
       | Toutouxc wrote:
       | So, can we gradually get to a point where the engine itself only
       | renders simplified abstractions (i.e. not the current state-of-
       | the-art graphics) and feeds them to a neural network that
       | produces the output?
        
         | [deleted]
        
         | arketyp wrote:
         | This is what has been called Deep Shading:
         | https://arxiv.org/abs/1603.06078
        
       | plutonorm wrote:
       | The number of comments here that are negative is just staggering
       | to me.
       | 
       | These images are within a hair's breadth of being
       | indistinguishable from reality. It's an enormous leap. An
       | enormous leap from the previous techniques and an enormous leap
       | towards photorealistic realtime graphics.
       | 
       | You don't want your games to look realistic? Go play pacman or
       | outrun.
       | 
       | You want to use path tracing instead? You have no idea how much
       | cheaper this technique is. And on top of that the neural network
       | is also fixing up the unrealistic texture work on all kinds of
       | things in the scene.
       | 
       | The first games to use this are going to be from small game
       | studios with less investment in the status quo and they are going
       | to blow the competition out of the water.
        
         | andrew-dc wrote:
         | I think photo-realism in games is not merely a black and white,
         | positive or negative. There are trade-offs, and I think it has
         | to do with perception around aesthetics.
         | 
         | (also, this is simply one guy's opinion, but I am curious if
         | anyone else feels the same)
         | 
         | For instance, in my view, I tend to prefer a stylized less
         | hyper-realism in games. I think this is because the enhanced
         | color, light, and brilliance is more aesthetically pleasant to
         | look at, even though it is certainly more uncommon in the real
         | world.
         | 
         | I don't believe this is because saturated color, and brilliant
         | light doesn't exist in reality, but these occurrences happen
         | more rarely and in specific, often planned, situations and
         | settings. And some people (trained or gifted photographers, for
         | instance), have learned how to capture this look, or to take
         | something rather ordinary, and capture it to appear
         | extraordinary, much like the difference between your average
         | person snapping a photo with a disposable camera, and Ansel
         | Adams. The former will produce a photo that is far more common
         | in appearance, and thus...boring, or uninteresting. So when it
         | comes to games, if you simulate the "average look of reality"
         | the game certainly appears more photo-realistic, but may also
         | be less aesthetically interesting (to me, at least).
         | 
         | This says absolutely nothing about the technology developed
         | here, which is incredibly impressive. Nor do I think there is a
         | right or wrong way create game visuals. I think that misses the
         | point.
         | 
         | However, I feel I'm not the only person who can be blown away
         | with how realistic something can be made to look, yet ...also
         | find it more aesthetically drab and boring to look at. And in
         | the case of games, as I mentioned above, I tend to prefer to
         | see things that are rare, interesting, and extra-ordinary, and
         | thus less "realistic".
         | 
         | Anyone else feel the same?
        
         | amelius wrote:
         | Photorealism shouldn't be the end goal. Watch a B/W television
         | for a week and you won't be missing the colors. Photorealism is
         | much like sugar in that it is addictive, but you won't miss the
         | sugar if you didn't eat it for a while.
        
           | Cthulhu_ wrote:
           | It's not the end goal, but it's definitely an aesthetic
           | direction that a lot of games want to go towards. And not
           | just video games, but films too. Most films already have
           | photorealistic CGI, sometimes applying it without you even
           | noticing it (e.g. backgrounds).
        
           | anthk wrote:
           | Better, play IF games/roguelikes such as Slashem/DCSS,
           | Gearhead, Anchorhead, Vicyous Cycles, Slouch over Bedlam and
           | All Thing Devours.
           | 
           | Then, every AAA game looks dumb, non-interactive and limited
           | even with HQ graphics.
        
             | klmadfejno wrote:
             | And yet, the vast majority of DCSS players choose tiles
             | over ASCII. Liking games without nice visuals doesn't mean
             | people don't like nice visuals.
        
         | armageddon wrote:
         | > You don't want your games to look realistic? Go play pacman
         | or outrun.
         | 
         | I can't just play GTA 5 as is?
        
         | kfarr wrote:
         | Yeah the foliage is remarkably life-like and that is so hard
         | and labor (art) intensive to do well. This is an amazing tool
         | for indies without tons of resources.
        
         | HellDunkel wrote:
         | Maching learning is often oversold as a shortcut solution for
         | some very hard problems and this is a perfect example.
         | 
         | What you predict about small studios seems unlikely as ML is a
         | beast to tame, needs highly specialized engineers and huge high
         | qualty datasets for training.
        
           | plutonorm wrote:
           | So were ajax crud web apps, 25 years ago.
        
             | zokier wrote:
             | And they still suck, 25 years later
        
         | Cthulhu_ wrote:
         | Could they do this process at video game speeds though? (25-60
         | times a second)
         | 
         | I think this technique has a lot of potential, but will
         | probably need a lot of work before it can be applied to video
         | games. It might first show up as a filter for 'photo mode' in
         | some games though, that would be interesting.
        
           | cecilpl2 wrote:
           | The first video on that page says they can run it at
           | interactive framerates.
        
         | cycomanic wrote:
         | I completely agree with you. Also those people who complain
         | about the "dull european" look, did you scroll down and look at
         | the images altered using the Mapillary Vistas set?
         | 
         | The cool thing is that this gives game-designers an extremely
         | powerful additional tool. You could for example easily go for a
         | more retro-look by training with kodakcolor images ...
         | 
         | And I don't buy the argument that GTA doesn't look more
         | realistic because that's what the designers were going for. If
         | this was a game with a clear "comic appearance" that might be
         | true, however I would argue it looks like it does, because the
         | designers did the maximum that they could achieve with their
         | tools and within a certain budget.
        
           | tallanvor wrote:
           | I almost clicked away from the the article because those
           | Cityscapes transformations looked worse in my opinion - just
           | washed out and dull, so I can understand why people didn't
           | like the look. The Mapillary Vistas processing definitely was
           | nicer, although it looked uneven to me - the road still
           | looked washed out, which created an almost disturbing level
           | of contrast with the greenery.
           | 
           | What they've done is interesting, and I think with further
           | refinement it is certainly a technique to consider.
        
             | Cthulhu_ wrote:
             | Definitely; I mean if they had a dataset of the cities and
             | locations GTAV was based on I think it might look uncanny.
        
             | marcodiego wrote:
             | I think expectations influenced by culture play a role
             | here. Since I live in a Brazilian metropolis (4mi
             | population), the Cityscapes transformations looked more
             | real. That is probably because they look more like what I'm
             | used to see when I walk the streets. People from rich
             | neighborhoods in the US will likely find the Mapillary
             | Vistas more realistic since that is what they used to see.
             | 
             | Impressive result nevertheless. Improving this with
             | adversarial networks will probably generate images which
             | are indistinguishable from reality in just a few years.
        
               | formerly_proven wrote:
               | The color grade in GTA is of course an artistic choice
               | and rendering the entire game with foggy overcast light
               | and a strong green tinge (which btw. is not how German
               | cities look, we aren't living in a bad color transfer of
               | The Matrix) makes it look bad at the macro level. The
               | details might be enhanced by this method, but honestly
               | it's kind of hard to tell from a heavily compressed 720p
               | Youtube video. What looks okay or even better in a video
               | doesn't have to look better interactively, uncompressed,
               | in native resolution.
               | 
               | Hot take: The overall tone of the style produced using
               | this dataset comes from capture artifacts.
        
               | 411111111111111 wrote:
               | the only thing i could get out of the demo videos is that
               | their fps is shit.
               | 
               | fps > beautiful images until you get at least 60... which
               | this wasn't.
               | 
               | im pretty bearish on this kind of innovation in games
               | tbh, its never going to be low latency enough to be
               | viable, even if they'd improve their framerate - i dont
               | see it going beyond academic interest because of that
               | 
               | definitely interesting to read about though, even if i
               | doubt its viability in gaming
        
               | nearbuy wrote:
               | The Cityscapes transformations have a photorealism
               | advantage because they're blurrier and more washed out.
               | It's easier to match less detailed photos.
               | 
               | The blurriness, green tinge, and washed out colours are
               | qualities photos sometimes have, but it's not what we see
               | with our eyes. But they do help hide details that would
               | give the image away as a computer rendering.
        
         | bayindirh wrote:
         | Actually, I'm pretty amazed by the results. This is indeed a
         | giant leap. Also it's coming from Intel instead of AMD or
         | Nvidia, which makes me hopeful about its wide availability.
         | 
         | The only thing I didn't agree is that Rockstar is _incapable of
         | improving their engine further_. Since GTA-III, this is
         | somewhat a deliberate stylistic choice up to a certain point,
         | like how Source engine is also opinionated about how its games
         | look.
         | 
         | Also, we need to keep in mind that this method is way more
         | surgical than a simple post-processor. They've probably grafted
         | a lot of tapping points to video driver to be able to implement
         | this.
        
           | garaetjjte wrote:
           | >They've probably grafted a lot of tapping points to video
           | driver to be able to implement this.
           | 
           | They didn't mention using anything else than output frames
           | and G-buffers.
        
             | bayindirh wrote:
             | I'm not an expert in graphics programming but I don't think
             | that accessing G-Buffers of an application and grafting
             | your ML based post processor into the pipeline is exactly
             | trivial. From my point of view it's only possible by either
             | engine provided tapping points, or you tap the processing
             | pipeline at the driver level directly.
             | 
             | I'd love to be corrected if I'm wrong, BTW.
        
               | garaetjjte wrote:
               | You need to hook into game process, but it's nothing too
               | hard. Either patching game binary in right place to
               | funnel pointer to needed buffers to your DLL, or hooking
               | something like D3D11 OMSetRenderTargets and doing some
               | clever guessing which one of buffers this is. Doing this
               | at driver side wouldn't make any difference, as driver
               | doesn't have any extra semantic info what the buffer is
               | used for anyway.
        
           | formerly_proven wrote:
           | > The only thing I didn't agree is that Rockstar is incapable
           | of improving their engine further. Since GTA-III, this is
           | somewhat a deliberate stylistic choice up to a certain point,
           | like how Source engine is also opinionated about how its
           | games look.
           | 
           | RDR2 is based on further development of the GTA5 engine and
           | is arguably the best looking open world game at this time.
        
         | draw_down wrote:
         | Whenever there is a sanctimonious comment like this at the top
         | complaining about all the negative posts, I usually agree with
         | the other posts. As in this case.
         | 
         | I actually don't think this looks any less "like a video game",
         | but its color is more washed-out, and darker. It seems like a
         | net loss to me, sorry. Not for fancy theoretical reasons, I
         | just think the GTA looks better in all the examples.
        
         | codeflo wrote:
         | > You don't want your games to look realistic? Go play pacman
         | or outrun.
         | 
         | That's a silly dichotomy. We don't even want _films_ to look
         | completely realistic, that 's why CGI exists in the first
         | place. Imagine that you ran this over something like an
         | Avengers movie, or even better, Blade Runner 2049. The AI would
         | remove all the stylized/unrealistic details, and someone here
         | would claim that this is clearly an improvement, and any
         | criticism must come from luddites!
        
           | saiya-jin wrote:
           | The primary reason why CGI is used is to save money. The
           | secondary is to ease production of movies, which at the end
           | saves money and time (which is money).
           | 
           | Styling as done in some of them is an optional bonus if
           | creators strive for some additional artistic message, but
           | otherwise its all about money, money, money.
           | 
           | You even contradict yourself - they tried to look Avengers as
           | realistically as possible within the realm of comic book
           | fairy tale, that's why they changed character of Thanos
           | significantly well after introducing him (arguably a good
           | choice). From cartoonish styling to realism. Nobody would
           | take the epic battles so seriously if they all looked like
           | Ready Player One.
        
             | klmadfejno wrote:
             | If I want to film a dragon, I'm probably going to choose
             | CGI because it gets me the best dragon. It is
             | coincidentally cheaper than building a puppet, or
             | genetically engineering a lizard to look like a dragon, but
             | cost isn't the motivating factor here.
        
           | Hard_Space wrote:
           | The only director who laboriously follows through on 'I want
           | it to not look like CGI' is Christopher Nolan. Others seem to
           | favor stylized beauty over absolute CGI realism.
        
             | thenoxx wrote:
             | Uh, no, you just don't notice the absolute gobs of CGI used
             | in tons of films because it is meant to look
             | hyperrealistic.
             | 
             | There are several, several youtube videos showcasing the
             | incredible work of studios like Industrial Light and Magic
             | creating most of the backdrops you thought were shot on
             | location.
        
         | solotronics wrote:
         | I thought the video was from real life at first until I
         | listened to the explanation. It's amazing that this is possible
         | in real time.
        
         | alkonaut wrote:
         | > You don't want your games to look realistic?
         | 
         | The creators aren't necessarily aiming for photorealism. They
         | want their games to look good enough and be entertaining.
         | Adding more realism could make it look worse. Obviously if AI
         | could solve the _hard_ problems like global illumination that's
         | great. And I'm sure it'll be possible to e.g easily add more
         | variation to textures by using larger datasets. But changing
         | the tonemapping to a colder palette, or just replacing the
         | asphalt textures with smoother ones?
         | 
         | The creators of GTA didn't use the sunset tones in the game by
         | some creative mistake or lack of computing power. They
         | obviously went for non-photorealism deliberately! It's a
         | stylized view of California. It's like the burger in the
         | commercial doesn't look like the real one - it looks a bit
         | unrealistically perfect because that's actually more attractive
         | than the real thing. Realistic and photorealistic are
         | tangentially related.
         | 
         | The comparison here should perhaps be between frames of the
         | game that already attempted to look like the cityscapes
         | dataset.
         | 
         | GTA obviously doesn't have a ground texture that isn't smooth
         | because it wouldn't be possible, or "too warm" palette because
         | it's too computationally expensive to have the bleak cityscapes
         | tone mapping.
         | 
         | A GTA frame rendered at its current frame cost, with textures
         | the same size (but different) and a customized tone mapping,
         | would look more photorealistic and make the difference to the
         | cityscapes dataset much much smaller.
         | 
         | The authors could likely have done this comparison since they
         | probably have the ability to modify textures and shaders to set
         | tonemapping. That would have separated out the differences that
         | are only _artistic_ from those that are lacking photorealism
         | because of computational expense.
        
           | kaibee wrote:
           | Honestly my main take here is just how much better the
           | foliage can look. Grass/trees in real time graphics just
           | aren't even close.
        
           | [deleted]
        
           | dplavery92 wrote:
           | I am not very interested in whether or not the dataset that
           | these authors chose is a pleasing dataset to use as a basis
           | for a video game aesthetic. I _am_ interested in in the
           | technical accomplishments that this model was able to achieve
           | in regards to preserving image features of semantic
           | importance (e.g. writing, symbols, logos), not
           | "hallucinating" new image features, and maintaining frame-to-
           | frame stability in the output video product. These are very
           | notable accomplishments for an adversarial model in this
           | space, and the techniques they used to accomplish them are
           | interesting. That Rockstar could have made their game more
           | Cityscapes-like without this tech is missing the forest for
           | the trees.
        
         | ksec wrote:
         | >These images are within a hair's breadth of being
         | indistinguishable from reality.
         | 
         | This. I thought those were photos they took somewhere that
         | looks exactly the same as GTA V, but then when I watch the
         | video explaining it I was like holy crap. No Ray Tracing or
         | whatever tech demo was ever this close to photo realistic.
         | 
         | >You have no idea how much cheaper this technique is.
         | 
         | Could someone explain this in greater details? I suppose you
         | will still need to create some decent base image or graphics
         | for the enhancement to work to its maximum?
        
           | 0-_-0 wrote:
           | I think the source game could be lower polygon count and
           | texture resolution, but the neural network might be quite
           | heavy...
        
         | ryankrage77 wrote:
         | > These images are within a hair's breadth of being
         | indistinguishable from reality
         | 
         | Without a comparison to the original pictures, they do look
         | very good, the roads in particular look more realistic, as
         | though taken from a dashcam or medium quality phone camera.
         | However the foliage just looks blurred.
         | 
         | A lot of (interactive) CGI already looks more realistic than
         | this. Take for example, this Australian scene made in Unreal
         | Engine 4 - https://www.youtube.com/watch?v=Pg75bfkegtU
         | 
         | And that's not just pre-rendered, here's someone exploring the
         | same scene interactively -
         | https://www.youtube.com/watch?v=y87QL7IPE34
        
         | choeger wrote:
         | While I agree that the quality of this method is impressive,
         | there are two caveats:
         | 
         | 1. We do not know the set of pictures that the authors did not
         | show us. So maybe this technique works really well only for a
         | small fraction of cases.
         | 
         | 2. Games (especially games that involve moving cars) tend to
         | simplify mechanics so much that the _moving_ end result will
         | never look realistic, regardless how perfect the still picture
         | is.
         | 
         | So yes, I expect great outcomes from such a method, but I don't
         | think its going to be a revolutionary silver bullet.
        
         | malka wrote:
         | > You don't want your games to look realistic? Go play pacman
         | or outrun.
         | 
         | I want my games to look cool. I dont wanna them to look like
         | streetview or geoguessr.
         | 
         | The result is impressive, but I'm not sure it would be good for
         | video games. Maybe with some added filters it would be a lot
         | better.
        
         | snorkel wrote:
         | This is an enormous leap. Texturing and lighting are two very
         | hard problems in CGI. Realistic lighting using raytracing
         | requires a lot of radiosity passes, which means adjusting
         | lighting of each surface to account for each ray of light
         | bouncing from surface to surface to surface to surface like a
         | 3D billiard ball, more bounces computed yields better results
         | but there's computational limits to the number of reflections
         | per ray, and many parameters and formulas to choose from each
         | with its own trade offs. Texturing and shader pipelines is
         | another matrix of trade offs to get a good-enough result.
         | Instead of all of that complexity, applying ML this way
         | cleverly hops over the most difficult parts to a really
         | impressive result.
         | 
         | Some don't want games to look this way. Nonetheless this
         | technique can be applied to give games and movies a different
         | look that would very hard to acheive by standard rendering
         | pipelines, and it doesn't have to look washed out like this
         | example, that's all based on the training data set and how much
         | this ML lighting and texturing is blended into the scene, and
         | that's another creative choice. I can imagine filmmakers
         | wanting to adjust CG lighting and texturing of a scene using a
         | training data set from old TV shows to make a convincing reboot
         | of a classic TV series, or new series done in that style.
        
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       (page generated 2021-05-12 23:03 UTC)