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This summary by gives a nice overview with lots of comparisons. Also suggests an interesting possible future for this work—that photorealistic game engines could become very simple, emitting coarse scene info rather than complete renders.
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I think that's more a style issue: game textures tend to be much higher-frequency than reality. But I expect that (and stylistic color treatments, etc) could be conditioned into the network…
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It's likely you could do this all offline and use these types of algorithms to improve the photo-realism of the game textures (or even have multiple visual styles of textures)
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