[HN Gopher] Nvidia's Crazy New Neural Engine Is Redefining Reali...
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       Nvidia's Crazy New Neural Engine Is Redefining Realism in Graphics
        
       Author : behnamoh
       Score  : 104 points
       Date   : 2023-05-06 19:49 UTC (3 hours ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | cs702 wrote:
       | Holy mackarel! Those demos are impressive.
       | 
       | Sooner than you expect, games and virtual reality are going to
       | look as good as movies -- scratch that, they are going to look
       | _better than movies_.
       | 
       | We live in interesting times.
        
         | gumballindie wrote:
         | Mobile VR won't work as nicely tho, it will be tether VR that
         | stands a chance.
        
           | smoldesu wrote:
           | I don't see why they both can't exist. Mobile VR already
           | works great, and the power of mobile chipsets is only
           | increasing. Tethered VR will only dominate for as long as
           | mobile GPUs struggle to output stereo 2048x2048~ish video,
           | which... isn't going to be for long. Combined with SOTA
           | upscaling, we may already be there by some standards.
           | 
           | I say all this as someone with a Quest who tethers to a PC
           | for Beat Saber and Half Life Alyx. Tethered experiences rule
           | - but untethered ones are really not that far off.
        
             | gumballindie wrote:
             | > but untethered ones are really not that far off.
             | 
             | I am not sure how you measure this but you can't run proper
             | games on mobile vr. Mobile is limited, you can't fit in a
             | GPU the same size of a desktop GPU. John Carmack has an
             | interesting talk about what happens when mobile chips get
             | too small and crowded. We simply can't battle physics. It
             | would be awesome if we had the same experience tho.
        
               | smoldesu wrote:
               | Obviously the two will never coincide. Mobile GPUs _will_
               | eventually reach a  "good enough" stage though, and
               | arguably we're already there. The quality of Quest-native
               | games like Beat Saber is almost identical to the version
               | on PC. Older games like Resident Evil 4 play just like
               | normal. Visually it can be 'meh', but the tech is there
               | and the option to stream from a more powerful desktop
               | still exists. It uses comparatively weak chipsets to
               | deliver pretty-damn-good visuals at a price point lower
               | than most consoles.
               | 
               | I would argue that your thesis of "you can't run proper
               | games on mobile vr" is wrong. Today, you can go play DOOM
               | 3 or Half Life in VR, untethered, on a sub-$500 headset.
               | That should startle everyone working on tethered systems.
        
               | gumballindie wrote:
               | Interesting, I need to give it another go.
        
               | dharma1 wrote:
               | AirLink Wi-Fi stream with Quest is great, not much
               | different to tethered cable.
               | 
               | I think there is a case for local ML becoming more
               | popular too, I could see nvidia making a Shield like box
               | at some point with a mobile 4000 series GPU and good
               | thermals, that could bring those GPUs to mainstream
               | beyond hardcore gamers. It would work for gaming, VR and
               | consumer local ML apps (Siri that actually works and
               | doesn't leak data).
               | 
               | Maybe some day the latency/bandwidth will be good enough
               | to stream VR from edge servers so you don't even need a
               | local GPU. We're not there yet, even for non-VR games
               | 
               | I think we'll see new classes of games/entertainment too
               | where you'll just describe the (VR) experience you want
               | and ML constructs a game or (immersive) movie like
               | experience of it. Maybe a different one every day.
               | 
               | I can see Nvidia selling a lot more GPUs in the next
               | decade as ML and real-time 3D becomes much more
               | pervasive. At some point other much more power efficient
               | architectures (our brain uses 12 watts) will trump
               | general purpose GPUs
        
               | gumballindie wrote:
               | > , I could see nvidia making a Shield like box at some
               | point with a mobile 4000 series GPU and good thermals,
               | 
               | That is indeed how i see it working. A dedicated VR
               | "console" of sorts that tethers via wifi.
        
               | smoldesu wrote:
               | Personally, I never see something like this being made
               | (or at least marketed as such).
               | 
               |  _However,_
               | 
               | *pauses to put on tinfoil hat*
               | 
               | Nvidia does sell devkits that roughly match the compute
               | footprint you're describing[0]. They're ARM SOCs which
               | puts them at a disadvantage for gaming, but the form
               | factor does exist. If you need a lot of high-power AI
               | compute and are willing to tinker with it, you can't beat
               | CUDA on ARM.
               | 
               | Again though - there's a reason these are sold as devkits
               | and not products. Every YC-backed roach from here to
               | Mississippi is going to spend their next half-decade
               | trying to get your data/money for a machine learning
               | product. Nvidia knows it's a losing game to sell hardware
               | instead of services here, so they're arming the
               | entrepreneurs instead of the consumer. Frankly, I think
               | it's the right move anyways. People are going to need
               | scaling compute for decently fast AI inferencing in the
               | future, and Nvidia can keep that scaling curve under
               | their thumb. Hell, I wouldn't be surprised if there are
               | Nvidia execs suggesting that they abandon the gaming
               | market altogether just to focus on more lucrative
               | AI/datacenter customers.
               | 
               | [0] https://store.nvidia.com/en-
               | us/jetson/store/?page=1&limit=9&...
        
         | hanniabu wrote:
         | > they are going to look better than movies.
         | 
         | Movies will be made with this stuff. No expensive actors, sets,
         | or long editing times that come with traditional animations.
        
       | HellDunkel wrote:
       | As far as i understand the neural engine is trained on texture
       | BRDFs which are too memory intensive for most rendering usecases
       | (offline & realtime). The hierarchical model delivers sub-pixel
       | accuracy outperforming mipmaps. So far so good but this is no
       | replacement to tracing a ton of rays. Temporal stability and
       | versatility is questionable. Will be interesting to see how this
       | compares to Unreals Substrate.
        
       | low_tech_love wrote:
       | Cool, but I'm sure there must be some better link for this
       | material. Quote from a YouTube comment: _Now if we could only get
       | text to speech from "OK" to "blows you away", instead of "your
       | drunk uncle talking from down an empty well"_
        
         | miohtama wrote:
         | I thougt AI today could do better than this. Sounds like 80s
         | speech synth. Even Dr Sbaitso was better.
        
         | boulos wrote:
         | Some of the results on https://rhasspy.github.io/piper-samples/
         | are super impressive (via https://www.home-
         | assistant.io/blog/2023/04/27/year-of-the-vo...).
        
         | etiam wrote:
         | I'm going to have to defer to Louis CK on that one
         | 
         | https://www.youtube.com/watch?v=PdFB7q89_3U
        
         | washadjeffmad wrote:
         | https://beta.elevenlabs.io/
         | 
         | I've been playing with TorToiSe and other emerging local
         | projects with voice cloning, but ElevenLabs is so far ahead
         | that it's the only one I've considered promoting to clients.
        
       | WithinReason wrote:
       | Very impressive results I would say. Link to paper:
       | https://research.nvidia.com/labs/rtr/neural_appearance_model...
       | Similar one, about texture compression:
       | https://research.nvidia.com/publication/2023-08_random-acces...
        
         | etiam wrote:
         | Do we anyone here who feels qualified to comment on how much
         | more it would take to run the process backwards and de-render a
         | stream of general footage scenes to a compact, nearly lossless
         | format for transmission or storage?
        
         | andybak wrote:
         | Thank you for the non-video link. When I'm on HN it's because
         | I'm expressly in a reading mode. I do enjoy videos but not when
         | I'm browsing here.
        
         | ulnarkressty wrote:
         | > equal contribution, order determined by a rock-paper-scissors
         | tournament.
         | 
         | I hope to see more and more bizarre ways of picking the author
         | order on these kind of papers.
        
           | codetrotter wrote:
           | I want to see one where it says
           | 
           | > equal contribution, three of the authors are the real
           | authors, the other seven names were generated by an AI
        
             | TOMDM wrote:
             | Why?
        
       | kasperni wrote:
       | From the paper
       | 
       | --------------
       | 
       | Our system is running on Direct3D 12 using hardware-accelerated
       | ray tracing through DirectX Raytracing (DXR). All results are
       | generated on an NVIDIA GeForce RTX 4090 GPU at resolution 1920 x
       | 1080
        
       | andrewmcwatters wrote:
       | I think graphics technology has already "arrived" for the most
       | part. There's tons of stuff that surpasses what Crytek did that
       | blew away the industry 16 years ago, but a lot of that wasn't
       | just technology, it's that they had world-class artists.
       | 
       | If you go back to that game today, there's a lot you can nitpick,
       | but I think the biggest problem that remains today is that it's
       | still extremely labor intensive to make assets.
       | 
       | At Planimeter, I worry more about asset creation turnaround time
       | than anything else. I worry about it more than the tech we write,
       | I worry about it more than fiction writing, or audio engineering.
       | Just nothing else compares.
       | 
       | It's the most expensive part of any game development pipeline,
       | and yet industry-wide accessible photogrammetry is half-backed,
       | and it also doesn't help hobbyists who do 2.5D or 2D work.
       | 
       | So yeah, this neural engine stuff is superphenominal, for people
       | who care about PBR workflows and photorealistic pipelines. This
       | is obviously the most computationally complex work that can be
       | addressed today, anyway, which I appreciate.
       | 
       | But the people who can actually access and harness that tech is
       | just so absolutely tiny. I guess I just care a lot about this one
       | particular sector of the industry where you have these world-
       | class bedroom professionals who become studio professionals and
       | Unreal and Nvidia are probably the only orgs in the world who
       | cater to them, but for some reason I have to put in a lot of
       | effort to articulate why what we have today, despite being so
       | much more powerful than what we've had 20 years ago is less
       | accessible and less functional and less empowering than what we
       | had then.
       | 
       | I think it's primarily the labor factor in artwork, but also
       | accessible engine tech today is actually worse than what we were
       | using then, simply because no one really uses the id Tech family
       | of engines anymore besides the most modern incarnations of them,
       | and even to this day no class of engine compares to old versions
       | of id Tech. Not even Unreal, by a long shot, despite having
       | industry leading rendering capabilities. Everything else about
       | that engine is half-baked or unusable.
        
         | Animats wrote:
         | Good point.
         | 
         | I would have liked to see examples of human skin, and of cloth.
         | That's hard and important. Rendering the perfect cheese grater
         | and glazed pot is nice, but really, not that important.
         | 
         | Most of the hard problems in graphics today involve scale.
         | Epic's Nanite texture compression system is impressive, but
         | about 60% of the work has to be done in CPUs because GPUs don't
         | have the right stuff for it. And Nanite is still just for rigid
         | objects. Crowds of individually dressed people are still tough
         | to render fast.
         | 
         | NVidia put in ray-tracing hardware into GPUs. It's not used
         | much in games. NVidia was angry with reviewers who just ignored
         | their ray-tracing hardware in reviews. The reviewers were not
         | wrong.
         | 
         | And could we please have good hardware support for order-
         | independent translucency? That should be standard. Then we can
         | get rid of depth sorting of faces, which never works right.
        
         | mmcconnell1618 wrote:
         | I wonder how much AI models can help. If they are trained on
         | enough real world content, they should be able to produce rough
         | models based on descriptions: "Generate a tropical island about
         | 5km in width by 10km length with an active volcano in the
         | center" and then then the artists adjust/massage as needed.
        
           | T-A wrote:
           | https://analyticsindiamag.com/raja-koduri-gives-a-sneak-
           | peek...
        
       | kman82 wrote:
       | The day vr looks like avatar is the day I buy a vr headset
        
       | [deleted]
        
       | xwdv wrote:
       | This is the climax of 3D graphics rendering!!
        
       | est wrote:
       | https://research.nvidia.com/labs/par/Perfusion/
       | 
       | this gets less attraction, but I think it could be the next hit
       | after LoRA.
        
       | joering2 wrote:
       | If you see progress of graphics design in the last 40 years, do
       | you have any idea what would be considered a "progress of
       | graphics design" in the year 2100 ?
       | 
       | I mean seriously, it looks like in the next maybe 5-15 years, GPU
       | will be able to render graphics that even another GPU wouldn't be
       | able to distinguish whether its real or fake.
        
       | clnq wrote:
       | Finally -- a use for the Rockwell Retro Encabulator.
        
         | whyenot wrote:
         | I still don't understand what the function is of the sinusoidal
         | dingle arm.
        
         | eljost wrote:
         | The audio also reminded me of the Fallout games.
        
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       (page generated 2023-05-06 23:00 UTC)