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
#2Re: Open-sourcing DeepFocus, an AI-powered system for more realistic VR images
#3This means Oculus has this technology working. Which means foveated VR headsets are coming soon.
Re: Open-sourcing DeepFocus, an AI-powered system for more realistic VR images
#4Re: Open-sourcing DeepFocus, an AI-powered system for more realistic VR images
#5This means Oculus has this technology working. Which means foveated VR headsets are coming soon.
Re: Open-sourcing DeepFocus, an AI-powered system for more realistic VR images
#6This means Oculus has this technology working. Which means foveated VR headsets are coming soon.
This seems unrelated to foveated rendering unless I'm missing something. Foveated rendering reduces the complexity of rendering in areas outside what the fovea is looking at, because they are blurry to us anyway. This adds blur to out-of-focus objects; but it seems obvious that in order to appreciate the effect you'd have to be looking at them via your fovea.
Re: Open-sourcing DeepFocus, an AI-powered system for more realistic VR images
#7DeepFocus Paper: https://research.fb.com/publications/deepfocus-siggraph-asia...
Re: Open-sourcing DeepFocus, an AI-powered system for more realistic VR images
#8Re: Open-sourcing DeepFocus, an AI-powered system for more realistic VR images
#9> 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 computer graphics is "more to do with cinematography than realism" anyway, realism is nice but if you have to choose between "looks realistic" and "looks good" you go for "looks good" every time.
Also, as others have mentioned, getting sufficient resolution for really high quality VR basically requires foveated rendering, at which point the bits that you're blurring are, by definition, not what you're looking at (since you're rendering at lower resolution outside of the fovea) and a blur algorithm that needs four GPUs to run in realtime is a complete waste of resources.
Edit: Watched the video. Their 'Circle of Confusion' map is literally just 'focus_Z - pixel_Z'. I really don't see what deep learning adds here.
Re: Open-sourcing DeepFocus, an AI-powered system for more realistic VR images
#10I 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…
Don't most modern real-time DOF techniques rely on some sort of G-buffer with primitive IDs? In the article it explicitly says they wanted to just work with RGBZ so that existing titles can just be post-process blurred.
Finally, I think the time required is probably closer to 50ms per frame per GPU. If you assume that the content was running at about 60 fps (16ms/frame) on a single GPU, and linearly sped up via magic to 240 fps (4 and change ms), then the delta to 60 fps is 12 ms across four GPUs or about 48 ms on a single GPU.
[1] https://ai.googleblog.com/2018/11/learning-to-predict-depth-...