4 ms·
As an old 3D graphics engineer, the fact that albedo is in there is as just striking as it should be expected. The core components of physically based renderin
by corysama 3y ago
As an old 3D graphics engineer, the fact that albedo is in there is as just striking as it should be expected.
The core components of physically based rendering are position (derivable from image XY and depth), surface normal, incoming light, and at least albedo + one of a few variations on surface material properties such as specularity and roughness.
That the AI is modeling depth is pretty expected. Modeling surface normal is a nice local convolution of depth. But, modeling albedo separated from incoming light is great. I wonder if specularity is hiding in there too.
- hackerlight 3y agoIt's a good depth map, too. Better than other tools I've seen which require fiddling with lots of knobs to get a good result. Might be useful for textures for parallax mapping.
- viraptor 3y agoI'm mostly ok with the idea that the text-to-image models do this. What blows me away is that the autoregressive model does it too. We're not even asking it to produce a specific object which has a meaning or context assigned. The network learned to produce those representations as just "this is a useful decomposition if I want to recreate the same thing again". The jump from image compression to figuring out how to represent objects in space is insane. And makes me want to feed some optical illusions through that network - what's the depth map of the infinite staircase?