Eventually with fast enough GPUs you could render a video game in this style, now that I would like to see.
‘2001: A Space Odyssey’ rendered in the style of Picasso
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Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso
#62I remember when The Scanner Darkly came out there was a lot of talk about how they achieved the style of the film. Some of it was automated, but a lot still had to be hand done. I wonder if using deep learning systems we could achieve the same effect that film had with nearly zero human interaction. For those that haven't seen the movie, here's the trailer: https://www.youtube.com/watch?v=TY5PpGQ2OWY
Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso
#63Earlier quoted context omitted.
Another interesting problem would be the generation of filler pictures (I don't know the correct term). Normally there is a person who draws keyframes at a much lower framerate. Other animators then fill in the frames between to increase the framerate.
That's the problem with animation using bitmaps (or physical artwork): the in-betweens have to be manually drawn. Hence much animation is outsourced to studios - typically in Korea, and occasionally Japan - consisting of armies of animators and artists. With vector graphics - where the lines and fills are mathematical objects - automatic 'tweening' becomes possible. Anime Studio ( http://my.smithmicro.com/anime-studi…
Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso
#64Awesome. Just the black monolith should stay black :-)
Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso
#65I think it's interesting that it's possible to create basically filters from existing images, but then applying those filters to large amounts of images (like in this movie) quickly loses the novelty effect and is just as boring as any photoshop or gimp filter became in the 90s after seeing it 3 times.
When I look at Picassos actual pictures, I am astonished and amazed with every new one I get to see. With these pictures, I get more and more bored with every additional image.
Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso
#66"Poetry is what gets lost in translation", "Art is what gets lost in machine learning". I think it's interesting that it's possible to create basically filters from existing images, but then applying those filters to large amounts of images (like in this movie) quickly loses the novelty effect and is just as boring as any photoshop or gimp filter became in the 90s after seeing it 3 times. When I look at Picassos actu…
Watching Dave jog along the perimeter of Discovery One in perfect perspective sort of undermines the whole effect. Even though the images are painted over with Picasso-like textures, colors, and shapes, it doesn't really _look_ like the real thing. That said, even if I think it falls short of capturing exactly what makes a Picasso a Picasso, I still think it's pretty cool.
Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso
#67Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso
#68This is cool, but the frame-to-frame variance is distracting. I really want to see this reimplemented with temporal constraints a-la this paper: https://www.youtube.com/watch?v=Khuj4ASldmU
Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso
#69I have two opinions: 1) I don't think cubism transfers well into a motion picture format, 2) I think these experiments, as they are currently, attempt to merge two styles and end up with neither, and nothing novel in its place; there is little Kubrick or Picasso in the final piece. I think it's superficial and doesn't do either source justice.
Specifically, what the algorithm seems to have done is leave the shapes of objects (furniture, hallways, etc) alone and decorate any blank space with random, Picasso-ish noise. It's chaotic, but isn't really Cubist. To be cubist it'd have to figure out some way to fuck with the rules of perspective much more than it does at the moment.
Re: ‘2001: A Space Odyssey’ rendered in the style of Picasso
#70This is cool, but the frame-to-frame variance is distracting. I really want to see this reimplemented with temporal constraints a-la this paper: https://www.youtube.com/watch?v=Khuj4ASldmU