When might we see this in consumer VR? I'm surprised we don't already but I was suspecting it was a computation constraint. Does this relieve the computation constraint enough to run on Quest 2/3? Is there something else that would prevent binocular use?
I can't predict the future, but I imagine soon: all of the tools are there. The reason we didn't develop for VR is actually simpler than you'd think: we just don't have the developer time! At the end of the day, only a handful of people actively wrote code for this project.
SMERF: Streamable Memory Efficient Radiance Fields
111–120 of 152 posts
Re: SMERF: Streamable Memory Efficient Radiance Fields
#112Re: SMERF: Streamable Memory Efficient Radiance Fields
#113For example a 3rd person game where the character you control and the NPCs/enemies is raster but the environment is all radiance fields
Re: SMERF: Streamable Memory Efficient Radiance Fields
#114I wonder since this runs at real time framerate if it would be possible for someone to composite a regular rasterized frame on top of something like this (with correct depth testing) to make a game For example a 3rd person game where the character you control and the NPCs/enemies is raster but the environment is all radiance fields
Re: SMERF: Streamable Memory Efficient Radiance Fields
#115Holy mother of god. Wow! Either matterport takes and runs with this or this is a startup waiting to disrupt Realestate. I can’t believe how smooth this ran on my smartphone. Feedback: if there was a mode to use the phone compass and gyro for navigation, it’d feel natural. Felt weird to navigate with fingers and figure how to move in xyz dimension. As others have said, VR mode would be epic.
I agree, we could do better with the movement UX. A challenge for another day.
Re: SMERF: Streamable Memory Efficient Radiance Fields
#116Earlier quoted context omitted.
Pardon our dust: "images" is a bad name for what's being loaded. Past versions of this approach (MERF) stored feature vectors in PNG images. We replace them with binary arrays. Unfortunately, all such arrays need to be loaded before the first frame can be rendered. You do however point out one weakness of SMERF: large payload sizes. If we can figure out how to compress them by 10x, it'll be a very different experienc…
Or even just breaking them down into smaller chunks (prioritise loading the ones closer to where the user is looking) could help
Re: SMERF: Streamable Memory Efficient Radiance Fields
#117Earlier quoted context omitted.
Update: Code for the web viewer is here, https://github.com/smerf-3d/smerf-3d.github.io/blob/main/vie...
What is the license? The repo doesn't say.
Our code is released under the Apache 2.0 license, as in this repo: https://github.com/google-research/google-research/blob/mast...
Re: SMERF: Streamable Memory Efficient Radiance Fields
#118Why is there a 300m^2 footprint limit if the sub-models are dynamically loaded. Is this constrained by training, rasterizing, or both?
Re: SMERF: Streamable Memory Efficient Radiance Fields
#119Can you recommend a good entry point into the theory/math behind these? This is one of those true "wtf, we can do this now?" moments, I'm super curious about how these are generated/created.
I'd recommend starting with a tutorial on neural radiance fields, aka NeRF, (https://sites.google.com/berkeley.edu/nerf-tutorial/home) and an applied overview of Deep Learning with tools like PyTorch or JAX. This line of work is still "cutting edge" research, so a lot of knowledge hasn't been rolled up into textbook or article form yet.
Re: SMERF: Streamable Memory Efficient Radiance Fields
#120I wonder since this runs at real time framerate if it would be possible for someone to composite a regular rasterized frame on top of something like this (with correct depth testing) to make a game For example a 3rd person game where the character you control and the NPCs/enemies is raster but the environment is all radiance fields