[HN Gopher] GANcraft: Unsupervised 3D Neural Rendering of Minecr... ___________________________________________________________________ GANcraft: Unsupervised 3D Neural Rendering of Minecraft Worlds Author : lnyan Score : 254 points Date : 2021-04-16 14:01 UTC (7 hours ago) (HTM) web link (nvlabs.github.io) (TXT) w3m dump (nvlabs.github.io) | debacle wrote: | The neural net part of this seems somewhat trivial and also | misapplied. This is not a realtime renderer, and I would hazard | that if you gave someone who knows GLSL the task, they would | produce something far and away more compelling than this, that | could probably render at <1 FPS. | | https://nvlabs.github.io/GANcraft/images/vox2img.png | killvung wrote: | Back in the day someone complained whether the Computer Graphic | course is related to Machine Learning / AI topic at all. Now | here's an answer. | captainclam wrote: | Question for the experts: Is it possible that GANs will be used | for rendering video game environments in the near-ish future? | This has been one of my private predictions with respect to | upcoming tech, but I'd love to know if people are already | thinking about this, or alternatively, why it won't happen. | rcv wrote: | I'm not sure if this is what you're asking about, but here's a | Two Minute Papers (dear fellow scholars!) video about a deep | learning paper for super sampling with some applications for | games: https://www.youtube.com/watch?v=OzHenjHBBds | m463 wrote: | That seems like an obvious use case. | | We've had procedurally generated worlds for a long time, but | this would take it from roguelike top-down or isometric to | immersive fps. | Tenoke wrote: | Non real-time as in generating levels for your game to release | it's doable today. Real-time it will probably be doable soon, | especially for shared-world games where a server can generate | for multiple people at a time rather than single-player. | | Even real-time today it should be doable if you create your | game with that in mind. You really don't need to generate all | the textures, just a compact representation of the level which | is to be rendered normally after the fact. | malka wrote: | It has already started with dlss. I am not sure about Nvidia | implementation but super resolution can have some adverserial | training. | | If you mean asset / level generation. Then yes. It is the next | step in procedural generation imo. | Agentlien wrote: | DLSS is just image upscaling using a neural network. It's a | very different problem from what is shown here or what I | believe GP is talking about. | jayd16 wrote: | It depends on how exactly you frame the question. | | If you ignore the implementation, its basically a procedural | texturing technique? Those are widely used now. | | If you're talking about a real time post effect, it would | probably be a bit too slow for a few more years. | | If you count SLAM techniques that label camera feeds for AR | games, those are very close but I dont think most run at a full | framerate. | _Microft wrote: | "SLAM" is this: https://en.wikipedia.org/wiki/Simultaneous_lo | calization_and_... | jayd16 wrote: | Yep, sorry about that. | _Microft wrote: | No problem, I thought I could help with that :) | mcbuilder wrote: | Artistically, developers could do some trippy dream sequences | with GANs, where the glitchyness and training artifacts add to | the immersions. Because one can sample GANs or mix in latent | dimensions, the experience can be tailored individually based | on the characters decisions for instance. | aspaviento wrote: | If the result is also a 3d environment, it could save a lot of | time designing scenarios. | Vermeulen wrote: | Take this idea, and apply it to Google Earth. Have it | procedurally generate the rest of the data as I zoom in. | | Its incredible I can check out my small home town on Google Earth | now entirely in 3d (which wasnt the case just a few months ago). | Yet the trees/cars are still these blocky low resolution things | sticking out of the ground. Imagine Google Earth procedurally | generating a high resolution mesh as I zoomed in. Train it with | high resolution photogrammetry of other similar locations for the | ground truth - and let me zoom in endless in their VR app | x86ARMsRace wrote: | What would be fun is the inverse. Feed in a section of Google | Earth and have it generate a Minecraft world out the other end. | Bjartr wrote: | It appears that someone's worked that out. | | reddit.com/r/Minecraft/comments/x56lg/using_google_earth_terr | ain_data_for_making_a/ | poorman wrote: | Is this what https://earth2.io is doing? | robertlagrant wrote: | No, that's probably a scam. | https://www.youtube.com/watch?v=ZaijNcRuzsQ | Vermeulen wrote: | a crypto scam isnt what i had in mind | esclerofilo wrote: | I believe Microsoft Flight Simulator does this (and it has VR | support). It gets a bit tiring to see the same trees on every | place on earth, though. | ThalesX wrote: | Their building gen is also super nice but it really takes | away from the experience when flying a known location. | LennyWhiteJr wrote: | Yeah, going and flying over the small rural farm I grew up | on I was disappointing since Flight Simulator had | procedurally generated a whole compound full of random | buildings that made it look like some cult compound. | milkey_mouse wrote: | https://xkcd.com/1204/ | kebman wrote: | It's been a couple of years, but I still like the Outerra | project. And also the Bohemia Interactive VBS. | nicklecompte wrote: | I like that idea as a separate program (or just in the VR app) | but I think it would be confusing/misleading in Google Earth | itself. At the very least there needs to be a clear user-facing | indication as to which content is procedurally generated (ie | fictional) versus photographed (ie real). Obviously there's a | grey area with image processing but I think there's a real | concern with prioritizing nice pictures over actual | information. | ArtWomb wrote: | Personally prefer blocky Voxel Art to the photoreal scene ;) | | NVidia also released their RTXDI SDK for global illumination at a | scale of _millions_ of dynamic lights in real time. Combined with | GANCraft, anyone could become a world class environmental artist | using only Pixel Art tools. | | https://developer.nvidia.com/rtxdi | Iv wrote: | Yes, there are all sort of weirdness in their rendering but | that's what you get in a research paper. Put that in the hands | of actual game designers and you will have incredible | possibilities. | moistbar wrote: | NVidia really likes rendering landscapes, huh? | https://blogs.nvidia.com/blog/2019/03/18/gaugan-photorealist... | BugsJustFindMe wrote: | Landscape images are classic exemplars for texture-by-number | algorithms because nature's variety means that it's easier to | make them look real _enough_. | | See the OG transfer algorithm called "Image Analogies" from | decades before the GAN boom: | | https://mrl.cs.nyu.edu/projects/image-analogies/potomac.html | | https://mrl.cs.nyu.edu/projects/image-analogies/arch.html | xixixao wrote: | At the end of the paper it says that one frame takes 10secs to | render. I wonder whether one day this method will be able to | render in real time (say 30fps). | Tenoke wrote: | Almost definitely. There's many ways to optimize further with | software and hardware is only getting better. I wouldn't be | surprised if it's doable today with some cheating, a bit more | hardware and a lot of work on optimization. | tachyonbeam wrote: | Maybe, but OTOH we have very efficient 3D rendering technology | that we understand very well. If I had more compute, I'd want | to raytrace everything in real-time, but I wouldn't feel the | need to bring neural networks into the mix. A better use case | of machine learning is probably to help procedurally generate | the data to be rendered. It would be really neat to be able to | turn a few photos of a real-world location into high quality 3D | meshes with no gaps, for example. | willis936 wrote: | This creates a realistic topography from voxels. If you could | do this in realtime then you could have a game where you have | the flexibility of minecraft yet the appearance of a more | photorealistic game. Imagine playing a game that looked like | Control except everything is destructible _and_ | constructible. It 's an exciting idea. | 29athrowaway wrote: | This is what happened in your head when you played Atari games as | a kid. | [deleted] | throwaway10110 wrote: | Heh i wonder if we ever get Minecraft 2.0, i get a good chuckle | how it just barely runs on consoles and ultrapowerful PCs yet | looks so "basic" | | Myself and my son absolutely love it and spend months in this | pandemic deep in minecraft worlds | lwansbrough wrote: | That's mostly a product of Minecraft's technical choices. | Modern computers can render axis aligned voxel grids on the | order of 1,000,000^3 (think Minecraft scale but the blocks are | sub millimeter) with PBR/GI in real time. Interactive would be | another story I suppose. | iguessthislldo wrote: | I like how if you look close enough, the outlines of trees and | hills still are block-ish. | waiseristy wrote: | Wow! Amazing results, it's like marching cubes on an acid trip! | d23 wrote: | Maybe I'm just too dumb, but I wish these papers would cut the | nonsense and explain the key elements in layman's terms with | simple examples. I'm super curious how you can do something like | this in a fully unsupervised fashion, but the "Hybird Voxel- | conditional Neural Rendering" doesn't mean much to me. Maybe if I | knew what "voxel-bounded neural radiance fields" were... | harias wrote: | Sounds a lot like Google's GAN for fantastical creatures[0]. | Labels to photorealism seems to be the core idea behind both | | [0] https://ai.googleblog.com/2020/11/using-gans-to-create- | fanta... | brundolf wrote: | Super cool. | | _With that said_ I bet this would choke on lots of actual | Minecraft worlds, because people often build things using blocks | where the semantics get thrown completely out the window in favor | of aesthetics. Want a big mural on the wall? You 're going to be | building the wall itself out of differently-colored blocks of | wool | | Maybe they'll solve that part one day :) | | Edit: That said, it could choke in some really interesting | ways... | jchanimal wrote: | Anyone doing GAN with | | before: old streetview pre bikelanes | | after: streetview with new bike lanes | | profit: now you can see what any town would look like with | complete streets. I call it Complete Street View. | | Please do implement. Of course it would be dreamlike, this is a | strength as you wouldn't want the gan to make design | recommendations, just a plausible feel. | tediousdemise wrote: | Civil engineers, architects and landscapers are going to have a | field day with this. | rocky1138 wrote: | Would having a higher resolution texture pack make for better | results? | willis936 wrote: | It doesn't look like it uses any texture information. I think | it only takes in a list of block locations and spits out a | scene. I would think you would have to train it with every | different combination of textures. | zelon88 wrote: | It looks impressive, but what exactly is the machine learning | doing on the original to produce the result? | | And wouldn't it be possible to simply take the original minecraft | map as a height map and texture map and then regenerate a new | world with the original world data and more advanced post | processing? You could interpolate and randomize more detail into | the scene than you started with. | erikpukinskis wrote: | It's not really adding any meaningful detail per se. where | there's a grass block it's just rendering grass. All it is | doing is projecting a stable image of "grass" (taken from a | labeled image database) in that voxel. | | Not to minimize the awesomeness of that... doing it stably in | 3D while moving the camera is the point of this paper, and is | amazing. | | But it's not really adding detail beyond "these are the kinds | of pixels that grass has and the AI figured out we can put them | in this arrangement without making things jumpy" | debacle wrote: | It also seems like your brain is doing most of the work here: | | https://nvlabs.github.io/GANcraft/images/vox2img.png | | The renderer seems to be adding some resolution, smoothing, | and mipmapping. Shaders can do the same thing, and in real | time. | Bjartr wrote: | Modern shaders[1] do a lot, but you'll never mistake them | for anything but minecraft. They don't quite get to where | this paper is demonstrating. | | [1] https://www.rockpapershotgun.com/best-minecraft-shaders ___________________________________________________________________ (page generated 2021-04-16 22:00 UTC)