| ▲ | Lerc 5 hours ago | |||||||
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. | ||||||||
| ▲ | rcarmo 5 hours ago | parent | next [-] | |||||||
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) | ||||||||
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| ▲ | strangecasts 5 hours ago | parent | prev | next [-] | |||||||
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... | ||||||||
| ▲ | avaer 5 hours ago | parent | prev [-] | |||||||
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. | ||||||||