Stream: brlcad

Topic: AI


view this post on Zulip Sean (Feb 13 2024 at 20:18):

Here's M35 truck rendered at 512x512 upscaled to 2048x2048 with an autoencoder AI:
m35_upscaled_512_to_2048.png

view this post on Zulip Sean (Feb 13 2024 at 20:18):

Here's the original:
m35_512.png

view this post on Zulip Sean (Feb 13 2024 at 20:20):

Did not go so well for 128 upscaled to 1024...
m35_128.png
Screenshot-2024-02-13-at-2.12.12-PM.png

view this post on Zulip Sean (Feb 13 2024 at 20:20):

though in fairness, the latter did not have ambient occlusion, so a lot of discrepancy is gone.

view this post on Zulip Himanshu (Feb 14 2024 at 16:29):

Sean said:

Here's M35 truck rendered at 512x512 upscaled to 2048x2048 with an autoencoder AI:
m35_upscaled_512_to_2048.png

Is that raytraced shadows ? Did our mged or archer have those capability to add raytraced shadows or what I say ambient occlusion?

view this post on Zulip Sean (Feb 14 2024 at 18:18):

@Himanshu Sekhar Nayak yes, rt has an option to perform ambient occlusion, which basically gives much more realistic rendering by shooting additional rays that determine how much ambient light reaches part of the scene for that pixel

view this post on Zulip Sean (Feb 14 2024 at 18:21):

for example, try running this on the m35.g sample model in mged after "draw component": rt -A1.1 -c "set ambSamples=32" -R -W
contrast that with the default: rt -W

view this post on Zulip Himanshu (Feb 14 2024 at 18:21):

Sean said:

Himanshu Sekhar Nayak yes, rt has an option to perform ambient occlusion, which basically gives much more realistic rendering by shooting additional rays that determine how much ambient light reaches part of the scene for that pixel

So we have option per pixel how many rays we are going to shoot? Like much more rays will give more details.

view this post on Zulip Sean (Feb 14 2024 at 18:24):

Yes, there are actually several options for the number of rays per pixel...

view this post on Zulip Sean (Feb 14 2024 at 18:26):

One is hypersampling the -H option which literally is just shoot additional rays and it rolls them up into an average. This gives nice smooth edges on geometry but doesn't affect the optics.

Another is ambient sampling, which is the ambSamples value, which doesn't affect edges but affects optics/shading. It's akin to a simplified form of path tracing or radiosity.

view this post on Zulip Sean (Feb 14 2024 at 18:27):

That powerplant rendering in Example Renderings is with Ambient Occlusion enabled, which is why the shadows look so great.

view this post on Zulip Sean (Feb 14 2024 at 18:27):

Actually I think everything in there has ambient enabled. It takes longer to render, but worth it.

view this post on Zulip Sean (Feb 14 2024 at 18:28):

Here's some fun AI-generated images. I asked Dall-E to give me pixel-art depictions of BRL-CAD:

407f2693-11a0-4a07-bc13-3db126acfb51.webp
439f7a75-cc98-4059-bedc-7bf06145d580.webp
61683824-7d23-4c9e-a063-d1af94d86df9.webp
c04f65b3-bf81-475a-86e2-927c90284c6f.webp

view this post on Zulip Sean (Feb 14 2024 at 18:29):

Did the same with PlayGroundV2 and it gave me this hilarious but seemingly appropriate result:

Unknown.png

view this post on Zulip Himanshu (Feb 14 2024 at 18:35):

Sean said:

Actually I think everything in there has ambient enabled. It takes longer to render, but worth it.

May be after my sem ends, I can start with https://github.com/opencax/GSoC/issues/71.

view this post on Zulip Sean (Feb 14 2024 at 19:09):

Yes, that would be awesome @Himanshu Sekhar Nayak ... appleseed rendering will make ambient occlusion rendering practically obsolete. It's so much better all around. We have all the backend pieces in place now for it except for material management described in that issue.


Last updated: Oct 09 2024 at 00:44 UTC