Re:Learning dynamic 3D geometry and texture for video face s...
by dorkwood on Friday October 14, 2022 @09:13AM
(#33203073)
> There's little point in rendering normals computed from a triangle mesh to a normal map.
I disagree. It's a common workflow that I've used many times. The idea is you bake the normals from a high poly model with millions of verts and then apply the texture to a low poly model with matching uvs.
> Computing a normal map from video that still looks good if you change the lighting is a bit more difficult.
Yes, I agree. But it's also difficult to generate a clean mesh, and we can see that they've succeeded in doing that. The point I tried (and failed) to make is that if they can generate a mesh like that from a video, then normals shouldn't be too much of a stretch.
I disagree. It's a common workflow that I've used many times. The idea is you bake the normals from a high poly model with millions of verts and then apply the texture to a low poly model with matching uvs.
> Computing a normal map from video that still looks good if you change the lighting is a bit more difficult.
Yes, I agree. But it's also difficult to generate a clean mesh, and we can see that they've succeeded in doing that. The point I tried (and failed) to make is that if they can generate a mesh like that from a video, then normals shouldn't be too much of a stretch.