[HN Gopher] Instant neural graphics primitives with a multiresol...
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Instant neural graphics primitives with a multiresolution hash
encoding
Author : ath92
Score : 61 points
Date : 2022-01-16 20:35 UTC (2 hours ago)
(HTM) web link (nvlabs.github.io)
(TXT) w3m dump (nvlabs.github.io)
| WithinReason wrote:
| Goodbye polygons, hello neural networks?
| aappleby wrote:
| More like "run this low-quality polygon and raytracing renderer
| at 320x240 @20 fps, upscale to 4k120 with acceptable quality".
| aantix wrote:
| I've seen the GTA demo.
|
| Are there any commercial games currently doing this?
| JayStavis wrote:
| Neural rendering? I doubt it. Check out deep learning super
| sampling though (DLSS) from NVIDIA, which has to be plumbed
| into the game itself to enable.
|
| https://www.nvidia.com/en-us/geforce/technologies/dlss/
| The_rationalist wrote:
| ath92 wrote:
| For some additional context, when the original NeRF paper
| (https://arxiv.org/pdf/2003.08934.pdf) was published 2 years ago,
| it reportedly took at least 12 hours (depending on hardware used
| of course) to train on the scene with the bulldozer. This has now
| been reduced to about 5 seconds (!), with realtime rendering of
| the result.
| hwers wrote:
| The gigapixel example could be done with fourier features which
| takes about a few minutes to train (on colab-like resources).
| Definitely still a huge improvement though (and based on more
| clever hashing techniques than optimization).
| [deleted]
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(page generated 2022-01-16 23:00 UTC)