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Photos from Crude Sketches: Nvidia's GauGAN Explained Visually

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Re: Photos from Crude Sketches: Nvidia's GauGAN Explained Visually

#11
That is one of the best articles I have ever seen on a complex technical subject. A reasonable amount of math, great examples, and animations of the process.

If the massively online education people had that kind of quality, maybe people would actually finish the courses.

Re: Photos from Crude Sketches: Nvidia's GauGAN Explained Visually

#12
post #9
post #8

I find this ... disquieting. I think its fantastic but I also find something about the lack of uncanny valley troubling. I should feel happier about it, but I can't stop feeling a bit odd that a sketch can go to photorealistic north of the bad so well now: I expected 5-10 more years for this.

I'm not sure that I agree, the only images on the linked page are pretty tiny thumbnails, and the poorly compressed video - where I can definitely see some artifacting already that doesn't seem to be caused by the video compression, there's no way to know if they actually did a good job from that.

if the thumbnails are the limit, I agree. If you combine what was posted a few weeks back in unreal-faces, and this, don't you wind up in an interesting place (maybe they had higher computational cost or a more limited palette of outcomes)

If this was intruded background in a movie at HQ, I'm not sure I could always tell the difference although its equally possible the renders would be unsustainable under motion, not enough real-world change to look "real" and it re-enters uncanny valley

Re: Photos from Crude Sketches: Nvidia's GauGAN Explained Visually

#13

Imagine the impact on moviemaking that this will have within just a few iterations of processing power. Thousands of hours of visual effect artist work in film and TV will soon be abstracted into some high-level commands, transformed by software into moving film. Very exciting.

Hard to tell if this impact will be negative or not.

Re: Photos from Crude Sketches: Nvidia's GauGAN Explained Visually

#14
post #13

Imagine the impact on moviemaking that this will have within just a few iterations of processing power. Thousands of hours of visual effect artist work in film and TV will soon be abstracted into some high-level commands, transformed by software into moving film. Very exciting.

Hard to tell if this impact will be negative or not.

Maybe it'll just be. Does everything's gotta be good or bad?

Re: Photos from Crude Sketches: Nvidia's GauGAN Explained Visually

#16
post #2

If you want to see the same thing done 18 years ago without new-age machine learning, read https://www.mrl.nyu.edu/projects/image-analogies/index.html IMO the most elegant vision/graphics algorithm ever written. Specifically this is the "texture-by-numbers" application. Ex: https://www.mrl.nyu.edu/projects/image-analogies/potomac.htm... Every single fancypants application of neural nets in graphics today is a retread…

Wow, thanks for sharing!

Re: Photos from Crude Sketches: Nvidia's GauGAN Explained Visually

#17
post #15

NVIDIA just released the code: https://github.com/nvlabs/spade/

What software do you use to make those 3D DNN architecture images?

I’ve no idea what nvidia use but you could do this pretty easily in Blender with the Freestyle NPR renderer and the built in import images as planes add on.

Re: Photos from Crude Sketches: Nvidia's GauGAN Explained Visually

#19
post #15

NVIDIA just released the code: https://github.com/nvlabs/spade/

What software do you use to make those 3D DNN architecture images?

For all the 3D diagrams that I made (including the animated one at the end) I wrote code that used https://threejs.org/ and my custom library. It worked, but with a lot of hassle. In the future I'll likely try using Blender.

Re: Photos from Crude Sketches: Nvidia's GauGAN Explained Visually

#20
post #18

NVIDIA just released the code: https://github.com/nvlabs/spade/

"To reproduce the results reported in the paper, you would need an NVIDIA DGX1 machine with 8 V100 GPUs."

That line refers to training the model from scratch. You can still run the trained model very quickly with one "cheap" GPU.

That said, I'm not sure why one wouldn't get a similar result training on the EC2 or GCE instances that have 8 V100s. Or even training with fewer GPUs but accumulating gradients to get the same batch size.

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