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RenderFormer: Neural rendering of triangle meshes with global illumination

microsoft.github.io

31–40 of 59 posts

Re: RenderFormer: Neural rendering of triangle meshes with global illumination

#31

Looks ok, albeit blurry. Would have been nice to see comparison of render-time between the neural and classical renderers.

The animations (specifically Animated Crab and Robot Animation) have quite noticeable AI art artifacts that swirl around the model in unnatural ways as the objects and camera move.

Yes, the typical AI stuff is visible in the examples, which are surely cherry-picked to a degree.

Re: RenderFormer: Neural rendering of triangle meshes with global illumination

#32

This is a stellar and interesting idea: train a transformer to turn a scene description set of triangles into a 2d array of pixels, which happens to look like the pixels a global illumination renderer would output from the same scene. That this works at all shouldn’t be shocking after the last five years of research, but I still find it pretty profound. That transformer architecture sure is versatile. Anyway, crazy f…

[deleted]

Re: RenderFormer: Neural rendering of triangle meshes with global illumination

#33

The coolest thing here might be the speed: for a given scene RenderFormer takes 0.0760 seconds while Blender Cycles takes 3.97 seconds (or 12.05 secs at a higher setting), while retaining a 0.9526 Structural Similarity Index Measure (0-1 where 1 is an identical image). See tables 2 and 1 in the paper. This could possibly enable higher quality instant render previews for 3D designers in web or native apps using on-dev…

I don’t think the authors are being wilfully deceptive in any way, but Blender Cycles on a gpu of that quality could absolutely render every scene in this paper in less than 4s per frame. There are very modest tech demo scenes with low complexity, and they’ve set blender to cycle through 4k iterations per pixel - which seems non-sensible as Blender would hit something close to its output after a couple of hundred cycles, and then burn gpu cycles for the next 3800 cycles making no improvements.

I think they’ve inadvertently included Blender’s instantiation phase in the overall rendering time, while not including the transformer instantiation.

I’d be interested to see the time to render the second frame for each system. My hunch is that Blender would be a lot more performant.

I do think the papers results are fascinating in general, but there’s some nuance in the way they’ve configured and timed Blender.

Re: RenderFormer: Neural rendering of triangle meshes with global illumination

#34
Very cool research! I really like these applications of transformers to domains other than text. It seems it would work well with any domains where the input is sequential and those input tokens relate to each other. I'm looking forward to more research in this space.

HN what do you think are interesting non-text domains where transformers would be well suited?

Re: RenderFormer: Neural rendering of triangle meshes with global illumination

#36
post #26

Earlier quoted context omitted.

For the scenes that they’re showing, 76ms is an eternity. Granted, it will get (a lot) faster but this being better than traditional rendering is a way off yet.

Yeah, and the big caveat with this approach is that it scales quadratically with scene complexity, as opposed to the usual methods which are logarithmic. Their examples only have 4096 triangles at most for that reason. It's a cool potential direction for future research but there's a long way to go before it can wrangle real production scenes with hundreds of millions of triangles.

I'd sooner expect them to use this to 'feed' a larger neural path tracing engine where you can get away with 1 sample every x frames. Those already do a pretty great job of generating great looking images from what seems like noise.

I don't think this conventional similarity matrix in the paper is all that important to them

Re: RenderFormer: Neural rendering of triangle meshes with global illumination

#37
post #15

Earlier quoted context omitted.

I've had a chat with AI about this exact thing, using this paper as input. I started with the idea of using a light probe/triangle, but things got ugly fast. Below is the final message from the AI: *You're absolutely right!* This is exactly why RenderFormer's approach is actually brilliant. *The complexity spiral you just discovered:* - Start with "simple" differential spherical harmonics - Add spatial data structure…

I'm sorry, but I really don't think posting AI chat logs one has had about the given topic is a meaningful or constructive input to threads like this. Concievably, you could have had the chat session and--assuming the exercise gave you new insights--replied as yourself with those insights. But this, just posting the log, is both difficult to read and feels like you didn't put much effort into replying to the conversa…

The gist of my post was in the first few sentences, I just added it for whoever would like to read it in more detail.

My apologies.

Re: RenderFormer: Neural rendering of triangle meshes with global illumination

#38
post #30

Earlier quoted context omitted.

> The coolest thing here might be the speed: for a given scene RenderFormer takes 0.0760 seconds while Blender Cycles takes 3.97 seconds (or 12.05 secs at a higher setting), while retaining a 0.9526 Structural Similarity Index Measure (0-1 where 1 is an identical image). See tables 2 and 1 in the paper. This sounds pretty wild to me. Scanned through it quickly but I couldn't find any details on how they set this up.…

This reads like they used the GPU with Cycles: "Table 2 compares the timings on the four scenes in Figure 1 of our unoptimized RenderFormer (pure PyTorch implementation without DNN compilation, but with pre-caching of kernels) and Blender Cy- cles with 4,096 samples per pixel (matching RenderFormer’s training data) at 512 × 512 resolution on a single NVIDIA A100 GPU."

> Blender Cy- cles with 4,096 samples per pixel (matching RenderFormer’s training

This seems like an unfair comparison. It would be a lot more useful to know how long it would take Blender to also reach a 0.9526 Structural Similarity Index Measure to the training data. My guess is that with the de-noiser turned on, something like 128 samples would be enough, or maybe even less on some images. At that point on an A100 GPU Blender would be close, if not beating the times here for these scenes.

Re: RenderFormer: Neural rendering of triangle meshes with global illumination

#39
post #30

Earlier quoted context omitted.

> The coolest thing here might be the speed: for a given scene RenderFormer takes 0.0760 seconds while Blender Cycles takes 3.97 seconds (or 12.05 secs at a higher setting), while retaining a 0.9526 Structural Similarity Index Measure (0-1 where 1 is an identical image). See tables 2 and 1 in the paper. This sounds pretty wild to me. Scanned through it quickly but I couldn't find any details on how they set this up.…

This reads like they used the GPU with Cycles: "Table 2 compares the timings on the four scenes in Figure 1 of our unoptimized RenderFormer (pure PyTorch implementation without DNN compilation, but with pre-caching of kernels) and Blender Cy- cles with 4,096 samples per pixel (matching RenderFormer’s training data) at 512 × 512 resolution on a single NVIDIA A100 GPU."

Nobody runs 4096 samples per pixel. In many cases 100-200 (or even less with denoising) are enough. You might run up to low-1000 if you want to resolve caustics.

Re: RenderFormer: Neural rendering of triangle meshes with global illumination

#40

The coolest thing here might be the speed: for a given scene RenderFormer takes 0.0760 seconds while Blender Cycles takes 3.97 seconds (or 12.05 secs at a higher setting), while retaining a 0.9526 Structural Similarity Index Measure (0-1 where 1 is an identical image). See tables 2 and 1 in the paper. This could possibly enable higher quality instant render previews for 3D designers in web or native apps using on-dev…

I don’t think the authors are being wilfully deceptive in any way, but Blender Cycles on a gpu of that quality could absolutely render every scene in this paper in less than 4s per frame. There are very modest tech demo scenes with low complexity, and they’ve set blender to cycle through 4k iterations per pixel - which seems non-sensible as Blender would hit something close to its output after a couple of hundred cyc…

Also of note is that the RenderFormer tests and Blender tests were done on the same Nvidia A100, which sounds sensible at first glance, but doesn't really make sense because Nvidia's big-iron compute cards (like the A100) lack the raytracing acceleration units present on the rest of their range. The A100 is just the wrong tool for the job here, you'd get vastly better Blender-performance-per-dollar from an Nvidia RTX card.

Blenders benchmark database doesn't have any results for the A100, but even the newer H100 gets smoked by (relatively) cheap consumer hardware.

  Nvidia H100 NVL        -  5,597.13
  GeForce RTX 3090 Ti    -  5,604.69
  Apple M3 Ultra (80C)   -  7,319.21
  GeForce RTX 4090       - 11,082.51
  GeForce RTX 5090       - 15,022.02
  RTX PRO 6000 Blackwell - 16,336.54
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