@BartWronski@demofox "What do you mean games already do robust temporal multi-frame super-resolution???" is funny. It goes the other way too though, like half of all the ECS stuffs within gamedev are along the lines of "ok so you've invented an extremely limited relational database, right" and they go "what's a relational database?" :)
@demofox@aras switching fields for almost 5y helped me a lot :) I would kind of recommend it to everyone (assuming they are ok with re-starting almost from scratch...). The terminology difference was funny ("what the hell is optical flow? oh, you mean motion vectors?"), but I contributed knowhow from games and graphics to some CV/ML research and camera products. :) "What do you mean games already do robust temporal multi-frame super-resolution???"
@demofox@BartWronski which again is why I'm very happy for paper like this (and a handful of others) that "bring industries together". I think Bart mentioned it too, but many graphics people are blissfully unaware of most of signal processing things done by audio people, for example. It might be useful! (or it might not, lol)
@demofox@BartWronski definitely. But my point is, in gamedev (or generally outside of "research"), many of these things are not because someone wanted to find a theory; they are because someone wanted to save half a millisecond. I'm 99% sure stochastic mip sampling happened in gamedev only because of in a virtual texturing system manually doing full trilinear is very costly. Someone had an idea of random mip choice, and went "hey that does not look too bad!" and so it shipped.
@BartWronski@aras artists are smarter than we give them credit for. I'm pretty sure incorrect lighting falloff was making up for the renders not being sRGB correct :P
@BartWronski your paper is a perfect blend of “proper literature” and “documenting gamedev practices” by the way. The latter is very often not well documented or even understood (I’m sure you are aware of a million reasons why :)). But it is curious that production environment sometimes stumbles upon actually sound theory by accident, without realizing it.
@BartWronski there’s at least 10x effort (and prestige?) difference between a blog post and a GDC/Siggraph talk, but yes even a blog post is 1000x better than nothing. From personal experience though, “hey I found a gross hack!” the first instinct is to *not* write about it :) But of course you have no idea if your “gross hack” is actually a sensible application of a theory that has not been formulated yet.
@aras Even if writing a full paper might seem intimidating and a ton of work (plus sometimes dealing with gatekeeping reviewers), GDC or Siggraph "Advances" presentations, blog posts, JCGT articles or arXiv tech reports are good enough to find and reference and much easier to write. :)
@aras yes, we had a tech report with our initial findings and a ton of folks reported some great precedents in old games. We knew of all the academic literature, but game developers just use them and often not even report. :) The coolest example was this old Star Trek game and the first Unreal, we had no idea! This helped us a lot to contextualize our research. :)
Game developers, please report your findings and even "hacks"! :)
@BartWronski ah, I remember a year or two ago you were asking around about Unreal jittered sampling and other “strange” texture filtering approaches. Now we know where all that went! Really nice!
I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with @mattpharr@marcosalvi and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N