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I appreciate your kind words! I love doing this and I'm happy you're excited about it. Firstly, I'm going to assume you're talking about combining triangle-mesh objects with volumetric NeRFs. I figure this is a feature many people are going to have a need for. There might be some clever way to do AI-assisted depth compositing, I haven't looked into that but essentially it would be something that reduces the edge aliasing artifacts you're referring to with standard 32-bit depth maps (luma mattes for example). Initially, standard depth compositing is going to be the only option. Beyond the essentially 2D approaches like we've already discussed, there are certainly some other options:
So, those are my thoughts! It's worth mentioning I have not yet searched for any research papers regarding this subject. It's very likely that other teams are a lot further along on this, and I'm sure we'll be seeing hybrid renderers in the near future, not just compositing like what's available now. |
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First of all thank you so much for focusing so much energy on this project! I’m excited for all things NERF.
I have been playing with nerf a lot since it came out last year and to implement it properly into my Workflows my main wish for it currently is to have some way of compositing objects “inside” the nerf. Even if this means splitting the nerf into two render buffers (near and far) so objects can be placed in between these two layers.
it would be very cool to somehow be able to do proper depth composting using nerf.
another option that would enable this would be rendering out DEEPEXR (DEEP) which produces multi-sampled depth renders at the expense of file size renders. If you’ve ever tried depth composting objects with just a basic black&white 32bit depth map then you’ll know that it doesn’t work due to the edges of objects needing multiple samples to comp correctly.
would be very interested to hear your thoughts on how you might be able to bring depth compositing to your nerf implementation.
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