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I work in the rendering and gaming industry and also run a 3D scanning company. I have similarly wished for this capability, especially the destructability part
by totalview 2y ago
I work in the rendering and gaming industry and also run a 3D scanning company. I have similarly wished for this capability, especially the destructability part. What you speak of is still pretty far off for several reasons:
-No Collision/poor collision on NERFs and GS: to have a proper interactive world, you usually need accurate character collision so that your character or vehicle can move along the floor/ground (as opposed to falling thru it) run into walls, go through door frames, etc. NERFs suffer from the same issues as photogrammetry in that they need “structure from motion” (COLMAP or similar) to give them a mesh or 3-D output that can be meshed for collision to register off of. The mesh from reality capture is noisy, and is not simple geometry. Think millions of triangles from a laser scanner or camera for “flat” ground that a video game would use 100 triangles for.
-Scanning: there’s no scanner available that provides both good 3-D information and good photo realistic textures at a price people will want to pay. Scanning every square inch of playable space in even a modest sized house is a pain, and people will look behind the television, underneath the furniture and everywhere else that most of these scanning videos and demos never go. There are a lot of ugly angles that these videos omit where a player would go.
-Post Processing: of you scan your house or any other real space, you will have poor lighting unless you took the time to do your own custom lighting and color setup. That will all need to be corrected in post process so that you can dynamically light your environment. Lighting is one of the most next generation things that people associate with games and you will be fighting prebaked shadows throughout the entire house or area that you have scanned. You don’t get away from this with NERFs or gaussian splats, because those scenes also have prebaked lighting in them that is static.
Object Destruction and Physics: I Love the game teardown, and if you want to see what it’s like to actually bust up and destroy structures that have been physically scanned, there is a plug-in to import reality capture models directly into the game with a little bit of modding. That said, teardown is voxel based, and is one of the most advanced engines that has been built to do such a thing. I have seen nothing else capable of doing cool looking destruction of any object, scanned or 3D modeled, without a large studio effort and a ton of optimization.
- knicholes 2y agoMaybe a quick, cheap NeRF with some object recognition, 3D object generation and replacement, so at least you have a sink where there is a sink and a couch where you have a couch, even though it might look differently.
- andybak 2y agoI think you're generalising from exacting use cases to ones that might be much more tolerant of imperfection.
- modeless 2y agoI think collision detection is solvable. And the scanning process should be no harder than 3D modeling to the same quality level. Probably much easier, honestly. Modeling is labor intensive. I'm not sure why you say "there’s no scanner available that provides both good 3-D information and good photo realistic textures" because these new techniques don't use "scanners", all you need is regular cameras. The 3D information is inferred. Lighting is the big issue, IMO. As soon as you want any kind of interactivity besides moving the camera you need dynamic lighting. The problem is you're going to have to mix the captured absolutely perfect real-world lighting with extremely approximate real-time computed lighting (which will be much worse than offline-rendered path tracing, which still wouldn't match real-world quality). It's going to look awful. At least, until someone figures out a revolutionary neural relighting system. We are pretty far from that today. Scale is another issue. Two issues, really, rendering and storage. There's already a lot of research into scaling up rendering to large and detailed scenes, but I wouldn't say it's solved yet. And once you have rendering, storage will be the next issue. These scans will be massive and we'll need some very effective compression to be able to distribute large scenes to users.
- totalview 2y agoYou are correct; most of these new techniques are using a camera. In my line of work I consider a camera sensor a scanner of sorts, as we do a lot of photogrammetry and “scan” with a 45MP full frame. The inferred 3D from cameras is pretty bad when it comes to accuracy, especially from dimly lit areas or where you dip into a closet or closed space that doesn’t have a good structural tie back to the main space you are trying to recreate in 3D. Laser scanners are far preferable to tie your photo pose estimation to, and most serious reality capture for video games is done with both a camera a and $40,000+ LiDAR Scanner. Have you ever tried to scan every corner of a house with only a traditional DSLR or point and shoot camera? I have and the results are pretty bad from a 3D standpoint without a ton of post process. The collision detection problem is related heavily to having clean 3D as mentioned above. My company is doing development on computing collision on reality capture right now in a clean way and I would be interested in any thoughts you have. We are chunking collision on the dataset at a fixed distance from the player character (can’t go too fast in a vehicle or it will outpace the collision and fall thru the floor) and have a tunable LOD that influences collision resolution.
- smusamashah 2y agoIs there a teardown mod that uses reality captured models? Or is there any video even? I have played the game once, destruction was awesome. I want to see how it looks like the way you said.