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Open-sourcing DeepFocus, an AI-powered system for more realistic VR images

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Re: Open-sourcing DeepFocus, an AI-powered system for more realistic VR images

#11
post #4

What's a "DeepFocus enabled headset"? Presumably eye/focus tracking?

Yes. My reading is it would be a headset with eye tracking - such as the half dome prototype.

We also don’t know how much hardware assistance these headsets will have. So I it could additionally refer to a headset with the ability to process or assist with this technique running on the hardware itself. This seems likely given the speed of eye movements and the need to reduce latency to generally imperceptible levels.

Re: Open-sourcing DeepFocus, an AI-powered system for more realistic VR images

#12
post #9

I really don't understand why they couldn't just use traditional blur techniques. They say: > These fast but inaccurate methods of creating “game blur” ran counter to Half Dome’s mission, which is to faithfully reproduce the way light falls on the human retina. ... but traditional Z-based blur is no less faithful than their overall "whole screen at single shifting plane of focus depending on gaze" approach. All of co…

It’s research so it’s good to know how to do it really well so in 10 years you can throw it in. Chasing photo realism is sisyphisian.

Using this now for anything like a commercial game is way past the point of diminishing returns. In their paper the SNR between their solution and default Unity’s blur shader is a couple percent while the computational costs are extremely steep.

At 512x512 resolution their fast solution adds 3ms to render time of each frame using, if I’m reading it right, 4 GPUs, which is a drop in 10fps. That’s mind boggling slow for real-time graphics, especially VR which is even more resolution and frame rate sensitive.

If instead of using the default Unity dof blur you really focused on tuning a blur algorithm, which no one really bothers with because it’s not worth the effort, you could probably make up much of the difference.

But really once you have eye tracking, status quo dof blurring will be more than good enough.

The case they mention where someone would be in VR all day makes sense, but let’s all hope we never reach that dystopic vision.

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