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Comment · 2 years ago
Thank you :)
Comment · 2 years ago
I hope so, but it'll be a good while before we can release anything. We have tight dependencies to other not-yet-OSS libraries, and until they're released, our won't work either.
Comment · 2 years ago
Maybe! That's the seed of a completely different research paper :)
Comment · 2 years ago
The big difference is access to fisheye lenses a burst mode that can be run for minutes at a time, and the ability to minimize the amount of camera post processing. In principle, the capture could be done with a smartphone, but the experience of doing so is pretty time consuming right now.
Comment · 2 years ago
You're looking at something called a "neural radiance field" backed by a sparse, low resolution voxel grid and a dense high resolution triplane grid. That's a bit of a word soup, but you can think of it like a glowing fog rendered with ray marching.

The benchmark details are a bit complicated. Check out the technical paper's experiment section for the nitty gritty details.

Comment · 2 years ago
What's worked well for me: Find a way to put what AI/ML on your critical path. Think of it like learning a new language: classes, lessons, and watching TV helps, but nothing works like full-on immersion. In the context of AI/ML, that means find a way to turn AI/ML into your full-time job or school. It's not easy! But if you do, you'll see endless returns.

If you don't have a solid enough footing to get a job in the field yet, the next best thing in my opinion: find a passion project and keep cooking up new ways to tackle it. On the way to solving your problem, you'll undoubtedly begin absorbing the tools of the trade.

Lastly, consider going back to school (a Bachelor's or Master's, perhaps?). It'll take far more than 1 hour/day, but I promise you, you'll see results far faster and far more concretely than any other learning strategy.

Good luck!

Context: I've been a Researcher/Engineer at Google DeepMind (formerly Google Brain) for the last ~7 years. I studied AI/ML in my BS and MS, but burnt out of a PhD before publishing my first paper. Now I do AI/ML research as a day job.

Comment · 2 years ago
Comment · 2 years ago
This should absolutely be possible! The hard part is making it look natural: NeRF models (including SMERF) have no explicit materials or lighting. That means that any character inserted into the game will look out of place.
Comment · 2 years ago
Oof, there's a lot of machinery here. It depends a lot on your academic background.

I'd recommend starting with a tutorial on neural radiance fields, aka NeRF, (https://sites.google.com/berkeley.edu/nerf-tutorial/home) and an applied overview of Deep Learning with tools like PyTorch or JAX. This line of work is still "cutting edge" research, so a lot of knowledge hasn't been rolled up into textbook or article form yet.

Comment · 2 years ago
In terms of the live viewer, there's actually no limit on footprint size. 300 m^2 is simply the biggest indoor capture we had!
Comment · 2 years ago
Comment · 2 years ago
The viewer biases towards assets closer to user's camera (otherwise you'd have to load the whole scene!). We tried training SMERF with a larger number of smaller submodels, but at some point, it becomes too onerous to train and quality begins to suffer.
Comment · 2 years ago
Thanks for the feedback!

I agree, we could do better with the movement UX. A challenge for another day.

Comment · 2 years ago
Comment · 2 years ago

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