[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)