logoalt Hacker News

Lerc • today at 9:01 AM • 3 replies • view on HN

I'm rather surprised that it doesn't take the z-buffer as an input. I would have thought that would have provided useful information, it's one of the more useful forms of contolnet.


Replies

strangecasts • today at 9:19 AM

I think this is mainly so it can use the existing hooks for DLSS upscaling without requiring changes to the renderer, AMD is working on a comparable method which uses adapter networks to slot normals and material properties from the renderer into the diffusion model: https://gpuopen.com/learn/temporally-stable-generative-illum...

rcarmo • today at 9:15 AM

The official one seems to do, as well as other info from the engine (I think remember their mentioning LOD/UV map hints in one of the public demos, or articles, a few months back--or it might have been an Unreal Engine podcast)

➕ show 1 reply
avaer • today at 9:05 AM

Even relatively small RGB -> depth models are pretty good. Which kind of implies depth is well encoded in the RGB, and adding depth would not really reduce entropy, while costing bandwidth.