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by crazygringo
542 days ago
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This is a completely side question, but just because it always astonishes me how "real" raytraced scenes can look in terms of lighting, but it's too complex/slow for video games. How far have we gotten in terms of training AI models on raytraced lighting, to simulate it but fast enough for video games? Training an AI not on rendered scenes from any particular viewpoint, but rather on how light and shadows would be "baked into" textures? Because what raytracing excels at is the overall realism of diffuse light. And it seems like the kind of thing AI would be good at learning? I've always though, e.g. when looking at the shadows trees cast, I couldn't care less if the each leaf shape in the shadow is accurate or entirely hallucinated. The important things seem to be a combination of the overall light diffusion, combined with correct nearby shadow shapes for objects. Which is seems AI would excel at? |
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Even with the fact that it's static lighting, you can already see a ton of the challenges that they faced. In the end they did get a fairly usable solution that improved on their existing baking tools, but it took what seems like months of experimenting without clear linear progress. They could have just as easily stalled out and been stuck with models that didn't work.
And that was just for static lighting, not every realtime dynamic lighting. ML is going to need a lot of advancements before it can predict lighting whole-sale, faster and easier than tracing rays.
On the other hand ML is really really good at replacing all the mediocre handwritten heuristics 3d rendering has. For lighting, denoising low-signal (0.5-1 rays per pixel) lighting is a big area of research[0] since handwritten heuristics tend to struggle with such little amount of data available, along with lighting caches[1] which have to adapt to a wide variety of situations that again make handwritten heuristics struggle.
[0]: https://gpuopen.com/learn/neural_supersampling_and_denoising..., and the references it lists
[1]:https://research.nvidia.com/publication/2021-06_real-time-ne...