At SIGGRAPH this week, both AMD
and Nvidia are announcing various hardware and software technologies.
SIGGRAPH is an annual show that focuses on computer graphics and
advances in rendering techniques. At the show this year, Nvidia
showcased the ways AI could be used to improve gaming or to create
extremely realistic images, without the enormous computational
horsepower that would be required to brute force certain visual
standards.
This last bit is of more than incidental
concern. The problem is simple: If you compare a top-shelf character
animation from 2017 versus the best hardware of 2005, you’ll obviously
notice the difference. At the same time, however, you’re unlikely to be
fooled into thinking that even the most amazing CG is actually a movie.
Slowing silicon advances make it less and less likely that we’ll ever be
able to simply computationally force the issue. Perhaps more to the
point, even if we could, brute-forcing a solution is rarely the best way to solve it.
To be clear, this is an ongoing research
project, not a signal that Nvidia will be launching the new GTX 1100 AI
Series in a few weeks. But some of the demos Nvidia has released are
quite impressive in their own right, including a few that suggest there
might be a way to integrate ray tracing into gaming and real-time 3D
rendering much more smoothly than what we’ve seen in the past.
A new blog post from the company illustrates this point.
Aaron Lefohn reports
on how Nvidia worked with Remedy entertainment to train GPUs on how to
produce facial animations directly from actor videos. He writes:
Instead of having to perform
labor-intensive data conversion and touch-up for hours of actor videos,
NVIDIA’s solution requires only five minutes of training data. The
trained network automatically generates all facial animation needed for
an entire game from a simple video stream. NVIDIA’s AI solution produces
animation that is more consistent and retains the same fidelity as
existing methods.
Simply drawing animations isn’t the only thing
Nvidia thinks AI can do. One of the reasons why ray tracing has never
been adopted as a primary method of drawing graphics in computer games
is because it’s incredibly computationally expensive. Ray tracing refers
to the practice of creating scenes by tracing the path of light as it
leaves a (simulated) light source and interacts with other objects
nearby.
A realistic ray traced scene requires a very
large number of rays. Performing the calculations to the degree required
to make ray tracing preferable to the technique used today, known as
rasterization, has generally been beyond modern GPU hardware. That’s not
to say that ray tracing is never used, but it’s typically deployed in
limited ways or using hybrid approaches that blend some aspects of ray
tracing and rasterization together. The work Nvidia is showing at
SIGGRAPH this week is an example of how AI can take a relatively crude
image (the image on the left, top) and predict its final form much more
quickly than actually performing enough ray traces to generate that
result through brute force.
Using AI to de-noise an image.
Ray tracing isn’t the only field that could
benefit from AI. As shown above, it’s possible to use AI to remove noise
from an image — something that could be incredibly useful in the
future, for example, if watching lower-quality video or playing games at
a low resolution due to panel limitations.
AI can apparently also be used for antialiasing purposes.
In fact, AI can also be used to perform
antialiasing more accurately. If you follow the topic of AA at all,
you’re likely aware that every method of performing antialiasing — which
translates to “smoothing out the jagged pixels that drive you nuts” —
has drawbacks. Supersampled antialiasing (SSAA) provides the best
overall image quality, but sometimes renders an image blurry depending
on the grid order and imposes a huge performance penalty. Multisample
antialiasing reduces the performance impact, but doesn’t fully
supersample the entire image. Other methods of simulating AA, like FXAA
or SMAA, are much less computationally expensive but also don’t offer
the same level of visual improvement. If Nvidia is right about using AI
to generate AA, it could solve a problem that’s vexed GPU hardware
designers and software engineers for decades.
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