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nowittyusername 24 hours ago [-]
I am subscribed to the Disney research channel, and I see really cool stuff there all the time. its usually a bummer though when I find no public repo or code is available for their stuff. Every time feels like blue balled....
utopiah 24 hours ago [-]
Disney doesn't share. It's an ad, nothing more, sadly. It's worthwhile reading on Disney and IP. It's like Microsoft on software but way broader. Arguably impressive research results but with sadly only motivate by capturing value.
bsenftner 23 hours ago [-]
It's an ad for people, for staff capable of that type of work. Very few can do that type of work these days.
utopiah 13 hours ago [-]
Yep, staff is technically brilliant, company itself is still terrible though IMHO.
pixelpoet 18 hours ago [-]
Feels good to read this :)
Onavo 15 hours ago [-]
These days with LLMs, can't you get just ask the AI to do a reproduction if you really like the research?
erichocean 6 hours ago [-]
If you are skilled in the field already, yes.
Though it's not just "ask" in the one-shot prompt sense, but more in the "over the course of a few days" sense.
archerx 10 hours ago [-]
Currently no, not at all.
pvillano 19 hours ago [-]
Neural proxies are a constant-time approximator for anything.
There's still difficulty in finding exactly where the proxy should go, i.e. what step can be approximated without losing fidelity in the output. Apparently, you also need to select auxiliary features to guide training. But if you figure those out, you can replace hours of computation with milliseconds, accurate to the limits of human perception.
genxy 19 hours ago [-]
Aren't they a faster, lower fidelity model, like all models?
pvillano 18 hours ago [-]
It is a faster, lower fidelity model.
but it's not JUST a faster, lower fidelity model.
The new model can be queried in new ways. The encoding from the RenderMan scene into the neural proxy allows for differentiable relighting. Once you have differentiability, you can find out what inputs create a desired output with gradient descent, instead of trying every possible input.
Neural proxies are also much, much faster for only a small drop in fidelity. 1 hour to 60hz is a 216,000x speedup. That's not possible without neural proxies. You could try lowering precision, resolution, bounces, scene complexity. Accuracy would be out the window before you get close to that performance.
It requires a fairly expensive precomputation pass and can only work for static scenes.
Meanwhile interactive path tracing is fast enough that the scenes they showed would only be minorly slower to be truly interactive with dynamic scenes.
I wish they’d showed this with scenes that don’t fit in GPU memory so it could show the benefits for CPU only renderers, otherwise GPU based renderers would be fairly fast with these scenes.
The only big thing for me was the multi view lighting. The painted light to light parameters is a neat trick but been done quite a few times in the past with traditional techniques too.
Though it's not just "ask" in the one-shot prompt sense, but more in the "over the course of a few days" sense.
There's still difficulty in finding exactly where the proxy should go, i.e. what step can be approximated without losing fidelity in the output. Apparently, you also need to select auxiliary features to guide training. But if you figure those out, you can replace hours of computation with milliseconds, accurate to the limits of human perception.
but it's not JUST a faster, lower fidelity model.
The new model can be queried in new ways. The encoding from the RenderMan scene into the neural proxy allows for differentiable relighting. Once you have differentiability, you can find out what inputs create a desired output with gradient descent, instead of trying every possible input.
Neural proxies are also much, much faster for only a small drop in fidelity. 1 hour to 60hz is a 216,000x speedup. That's not possible without neural proxies. You could try lowering precision, resolution, bounces, scene complexity. Accuracy would be out the window before you get close to that performance.
https://www.youtube.com/@Eigensteve/search?query=pinn
It requires a fairly expensive precomputation pass and can only work for static scenes.
Meanwhile interactive path tracing is fast enough that the scenes they showed would only be minorly slower to be truly interactive with dynamic scenes.
I wish they’d showed this with scenes that don’t fit in GPU memory so it could show the benefits for CPU only renderers, otherwise GPU based renderers would be fairly fast with these scenes.
The only big thing for me was the multi view lighting. The painted light to light parameters is a neat trick but been done quite a few times in the past with traditional techniques too.