7 ms·
DeepFovea: Neural Reconstruction for Foveated Rendering and Video Compression
- hwbehrens 7y agoThe dynamic gaze example really convinced me that eye tracking will be necessary for immersive VR. If you can achieve a 1+ order of magnitude improvement in rendering performance with no noticeable loss in quality... it would be very difficult to leave that on the table.
- pygy_ 7y agoYou can also use a lower frame rate for the foveal input. What peripheral vision losses in spatial resolution, it wins back in time.
- _carl_jung 7y agoNot necessarily. The "lower framerate" in our fovea is not represented as a stuttering sequence of frames, but a blurry and smooth flow. Simply using a lower framerate would still be noticeable. Unless you could engineer a display technology that could do this.
- juancampa 7y agoHere's an anecdote. My friend's apartment got burglarized many years ago and when we looked at the security footage we clearly saw the thieves taking everything, their faces were impossible to recognize though, due to low resolution. Ever since that happened I kept thinking of a video codec that would store the whole video in low-res but recognize faces and encode those parts in ultra high-res. I hope research like this can lead to better security. OTOH, government surveillance...
- daenz 7y agoOpenCV has a module called "super resolution"[0] whose goal is to reconstruct high-quality images from multiple low quality images. 0. https://www.youtube.com/watch?v=E6mePD21sIU https://www.youtube.com/watch?v=E6mePD21sIU
- CamperBob2 7y agoThat's terrible. I want my 1:35 back
- jonplackett 7y agoTry this instead. Best example of enhancing on the internet. https://www.dailymotion.com/video/x2qlmuy https://www.dailymotion.com/video/x2qlmuy
- taneq 7y agoDon't they do something like that to boost the resolution of space telescopes? Also I seem to remember reading something about processing a stream of images from an earthbound telescope to cancel out atmospheric distortion.
- AlanYx 7y agoSpace telescopes don't do super-resolution of the type used for video, but they do something a little similar. They use a technique called aperture synthesis which combines signals from a collection of instruments so that they have the same angular resolution as a much larger virtual instrument.
- marsokod 7y agoSuper resolution can only do so much. Basically, a x2 or x4 improvement at best, especially on features more complex than text. Also, as soon as you compress your video stream you lose a lot of information that would actually be used by these algorithms. If a high res stream is available, it is much better to use it. A basic face detection algorithm and snapshots of them saved regularly would go a long way and are really simple to implement.
- nrp 7y agoMany video conferencing/calling applications already do this, allocating more bits to regions recognized as faces when encoding. You can test it out in FaceTime for example by showing your face vs obscuring enough of it that face detection fails.
- hemogloben 7y agoThose are some pretty incredible results. For any single frame I found it hard to find a significant quality loss between the DeepFovea frame and the reference (obviously while looking at the Foveal target and trying to compare peripheral quality), but in motion there was a lot of interframe noise / aliasing / jitter. While I'm sure they'll improve on those issues I'm currently wondering what kind of visual peripheral trade offs I'd make; if I had a demo in front of me I'd bet that I'd prefer running at higher foveal settings / fidelity with peripheral artifacts to running at lower overall settings / fidelity to avoid them.
- s_gourichon 7y agoHad this idea at least 10 years ago. Have many ideas, that said... Fovea-oriented compression can be useful for optimized bandwidth usage in video conferencing, too. One could even implement auto-reframe of video feed when several participants are in the same room without need for a mechanical camera moving. Or something like liquid rescale to still get a glimpse of the rest of the full frame. Perhaps those ideas were since patented and even developed?
- hoseja 7y agoCan the eye tracking see saccades? Can it keep up if you rapidly refocus?
- bitL 7y agoCan this be used to replace Photoshop's Content-aware fill as well? Or does it require some sparse sampling of the whole area that needs to be reconstructed?
- pornel 7y agoDropping of certain pixels is a very peculiar way of reducing input quality. Why was that method chosen? For 3D rendering I guess that's a kind of DLSS, but the paper focuses on video compression. For video streams that doesn't seem to make sense. Video codecs are not pixel-based, but block/frequency based, so you can't save any bandwidth by dropping pixels. Raw pixels don't compress well, especially less correlated samples like that, so I wouldn't be surprised if sending just the reduced input for this algorithm was more costly than sending a full video stream. And existing video codecs can already very effectively vary quality within the frame by varying block sizes and quantization.
- deleted 7y ago[deleted]
- Lorkki 7y ago"Compression" is probably just poorly chosen wording. This has more to do with reducing the number of required samples in applications like eye-tracking VR, where you can choose to render a dense image for the part that the user is looking at, while reducing detail in peripheral vision. Current implementations use some fractional resolution(s) for the periphery and blend pixels using more traditional methods, which results in blurryness and/or aliasing artifacts.
- czr 7y agohaven't read paper yet, but this is a silly demo. "turn 10% of pixels black" is not a good baseline, should use nearest-neighbor interp (or something) to fill holes in the "sparse" video for fair comparison. also, you can clearly see in hd video that it's temporally unstable ("shimmering"), which is the same problem nvidia has with dlss since forever; need to build temporal smoothing in or users will hate it.
- naveen99 7y agoi was thinking of doing something similar for image segmentation.