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The Gates of Argonath in VR at 50 FPS on Unreal Engine

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Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#41
post #13

Earlier quoted context omitted.

>Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? Sure, like once or twice? I could see it getting old fast, though.

You might get bored with a specific location but not the general concept.

I don't know but then agree. The general concept sounds boring to me but I can see how this can be interesting for many people. For example as a Starwars fan someone must want to fly the same scenes in VR for a few times.

But I think the better is to train AI to generate scenes based on description such as "dogfight in P-51 with German ME-109 in WW2 for 15 mins" and after some computation the player gets to play this game in VR for 15 mins. The problem is how to make it possible at low cost as player will probably just pay a few bucks for such experience (but you can always resell the popular ones many times)

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#42
post #3

I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.

> Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar This is a good example of the fundamental limits of headset VR. Jumping into a lake will never feel real. Not by touch, obviously as you can’t get wet. Not by physical movement because you almost certainly can’t move downwards irl. Not by the weight of water around you or the buoyancy you expect to feel. Not by the rotation you would expe…

This led me to imagine people who learn to swim in VR and, because breathing is counterproductive underwater, then drown IRL.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#43
post #8

Earlier quoted context omitted.

> It will also lead to questions about the copyright of the resulting models I'm sure there will be no questions there. The questions about the copyright of models like DALL-E, Stable Diffusion, etc. exist solely because it infringes on the rights of thousands of random artists all around the world. There is no one single entity with enough power to clearly oppose it so people making the models can get away with "que…

> The questions about the copyright of models like DALL-E, Stable Diffusion, etc. exist solely because it infringes on the rights of thousands of random artists all around the world How does it infringe? Are your memories of a movie copyright infringement? https://youtu.be/IFe9wiDfb0E

Not normally, but if you use those memories to re-create the movie and sell it to someone else then yeah, that's totally copyright infringement.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#44
post #21
post #10

Earlier quoted context omitted.

> I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I would take the opposite bet, I doubt most movies have complete enough 3D scene to be AI enhanced, let alone something good enough to walk around, you wouldn't model what you won't film after all and nobody wants to see hallucinated aliens in middle earth.

No, AI will generate the 3d scene just by looking at the 2d footage. It can fill in the blanks (i.e. provide textures for areas that are invisible in the film).

It will make a chuffing good effort but fail hilariously in >99% of cases but then people will parade the fraction that make sense.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#45
post #8

Earlier quoted context omitted.

> It will also lead to questions about the copyright of the resulting models I'm sure there will be no questions there. The questions about the copyright of models like DALL-E, Stable Diffusion, etc. exist solely because it infringes on the rights of thousands of random artists all around the world. There is no one single entity with enough power to clearly oppose it so people making the models can get away with "que…

> people making the models can get away with "questionable copyright", "legal gray area", etc. kind of talk. Where are they saying that? Nobody thinks it's a gray area, they think it's explicitly legal and they're probably right too. Claiming it's a copyright violation is actually a rather weak case artists are just saying is obvious. Microsoft has licensed DALL-E. They're not venturing into legal gray areas.

> Microsoft [...] not venturing into legal gray areas.

Their history as litigation defendants would suggest your optimism may perhaps be unfounded.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#46
post #8

Earlier quoted context omitted.

> It will also lead to questions about the copyright of the resulting models I'm sure there will be no questions there. The questions about the copyright of models like DALL-E, Stable Diffusion, etc. exist solely because it infringes on the rights of thousands of random artists all around the world. There is no one single entity with enough power to clearly oppose it so people making the models can get away with "que…

The day after movie-to-VR becomes easy to do, movie owners will monitize it, which will end the current free-for-all. Want to walk around The Shire in VR? You better have paid for the Hobbits Online subscription package.

Sam: This is it.

Frodo: What?

Sam: If I take one more step, I'll be the farthest away from home I've ever been.

Popup: And you can do that for just $29.99 when you buy The Hobbits Shire Expansion DLC!

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#47
post #2

This looks so great. When I see this I'm somewhat sad that I don0t have computer powerful enough to try to do something like this by myself.

VR capable computers are quite cheap. Cheaper than a low spec apple macbook pro running m1. For 2-3k you can get a beast of a machine running everything on real high settings.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#48
post #3

I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.

> Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar This is a good example of the fundamental limits of headset VR. Jumping into a lake will never feel real. Not by touch, obviously as you can’t get wet. Not by physical movement because you almost certainly can’t move downwards irl. Not by the weight of water around you or the buoyancy you expect to feel. Not by the rotation you would expe…

> Not by touch, obviously as you can’t get wet [et al]

What you need is a home version of the 4DX cinema setup. If VR lasts another 5 years, I'd put money on someone making one of those in that timeframe.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#49
post #3

I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.

> It will also lead to questions about the copyright of the resulting models

I very much doubt it. Within the Movie business, the ownership of "digital assets" such as 3d models, who keeps what, and what they can legally do with it, is the subject of long and detailed contracts between the film studio, VFX houses, subcontractors etc. Ownership is well-covered, if not exactly "clear" if you're not versed in the law regarding it.

A third party using any technique (AI included) to re-create a look-alike of such an asset, and to monetise this, would surely attract the "eye of Sauron" of the big studios to turn it's withering gaze upon them, and to send out a well-armed detachment of lawyers.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#50
post #3

I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.

>lead to questions about the copyright

It will lead to questions - but those questions will be answered by the platform owners not the courts. The platform owners will just remove your models even in cases where a court would rule it fair use.

VR of real places is going to be huge - bigger than for imaginary places. My guess is that most VR worlds will be a combination.

Here's a question. What if you model the real world and an architect of a building. I know that copyright doesn't apply to buildings or other functional works. But again, this will be decided by the platform owners and not the courts.

Clearly there are good reasons to not have "platform owners" in the metaverse.

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