[HN Gopher] Neural Rendering: How Low Can You Go in Terms of Input?
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Neural Rendering: How Low Can You Go in Terms of Input?
Author : Hard_Space
Score : 53 points
Date : 2021-05-13 10:21 UTC (12 hours ago)
(HTM) web link (www.unite.ai)
(TXT) w3m dump (www.unite.ai)
| Jakobeha wrote:
| This neural rendering is really, really cool. Things like the
| GTA5 demo, this (https://www.youtube.com/watch?v=miLIwQ7yPkA),
| and pix2pix. The general concept - dumb sketch to real photo or
| artistic masterpiece - is the most impressive thing I've seen
| this past year. Seriously.
|
| Best case scenario (from a technology perspective), it means
| people can make games with the most bare-bones, low-end graphics,
| plus neural enhancement, and they would look better than top-of-
| the line AAA games today. Someone with no experience could follow
| a basic tutorial and in 5 minutes be creating hyper-realistic
| landscapes, cities, characters, etc. from lazy sketches and
| clunky 3D shapes. Anyone can be a "talented" artist.
|
| Which is actually really bad for real talented artists and raises
| serious ethical issues. That's why, best case from a technology
| perspective, it would be catastrophic if we had this technology
| today. But it's the best case, too good to be true, we're not
| going to have it anytime soon.
|
| Right now we have tools like pix2pix, that turn decent-quality
| sketches into uncanny-valley products. If you squint they look
| realistic, but they're also obviously AI-generated. And
| overfitted: you can see what the network was trained on through
| the output, and you simply can't create anything too far from the
| training data. That's probably what we can expect in the near
| future.
|
| But even that is really impressive. And I actually see a lot of
| practical uses for it. You can make art using these images, it
| will be obviously AI-generated art, but people won't really care.
| orbital-decay wrote:
| _> Which is actually really bad for real artists and raises
| some ethical issues._
|
| This is raised every time a spectacular ML demo emerges. The
| generic answer is that the real value in artistic work is
| conceptualization. Execution is secondary. This method doesn't
| conceptualize anything, you probably need strong AI for that.
| Artists will just use the new tool, simple as that.
| saeranv wrote:
| I would love to see this incorporated into a HUD in actual cars
| to augment unsafe driving conditions. For example outlining
| cars, roads clearly during the night or rainy/snowy weather.
| arduinomancer wrote:
| The video linked of applying a neural net to GTAV for
| photorealism is really impressive if you haven't seen it.
|
| https://www.youtube.com/watch?v=P1IcaBn3ej0
| aantix wrote:
| I like the look when the model when it's trained with the
| Vistas dataset. Much more saturation.
| https://youtu.be/yLLhMkctfBY?t=4314
| dmwallin wrote:
| The approach that would be most interesting to me would be if you
| could build out your assets with really high quality assets,
| along with engine friendly low quality versions and then use a
| slower but high quality ray tracing setup to render out extremely
| well labeled training sets. This would potentially allow you to
| have detailed aesthetic control over the end results.
| drummer wrote:
| All of this AI stuff is wizardry and magic.
| orbital-decay wrote:
| I think one possible problem with this is that you don't really
| have the worldspace in the traditional sense, thus making many
| things like convincing reflections impossible. So probably they
| have to be rendered by the conventional pipeline, then augmented
| with the NN.
| ineedasername wrote:
| > _" How low can you go?"_
|
| Let's see what pops out when Intel points it at XKCD
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