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Pixel perfect mono depth generation seems an extremely hard problem. Judging by the extreme colors of the example objects this may not be super clean in real c
by PBnFlash 5y ago
Pixel perfect mono depth generation seems an extremely hard problem.
Judging by the extreme colors of the example objects this may not be super clean in real cases.
- smat 5y agoIt is actually impossible as a lens with large aperture gathers rays from behind close objects. So it is a problem with incomplete information.
- notorious_IPD 5y ago[article author here] As smat pointed out - absolutely, it's difficult! In the ideal case we'd have a proper 3D reconstruction of the scene; something like a light-field representation that permitted enough lateral movement in the camera extrinsics to adequately sample inside a synthetic aperture. This theoretical development is important, but it doesn't block getting to a point that is good enough for consumer use cases. How it goes in practice - even for high-end VFX shops - is that the result looks and feels right. As an example - the depth maps used in high-end VFX (especially for stereo conversion) is sometimes hilariously and incredibly inaccurate (e.g. having depth on a foreground spaceship but also depth on a planet thousands of kilometers away). Accuracy improvements in absolute modeling in the real world may not translate in a visible, meaningful way when put through a simulation that acts upon it; instead we focused (ha!) on improving the light modeling process from a generic 'textbook' example of kernel-based simulation to one that more closely matches how light moves through an actual physical camera. And yeah, the colours are bit punchy but that's my fault - my photography aesthetic unfortunately is tuned towards ludicrous colour, and I probably need an intervention for someone to take my cursor away from the vibrance slider :P