Re:Eduard: Swiss-Style Relief Shading for Maps Using Machine...
by flohofwoe on Friday February 24, 2023 @03:19AM
(#34922233)
This is a similar problem as automatic LOD computation for 3D game assets though, and that has been done for a long time without ML (but maybe ML may actually help there too, no idea).
I still find the 'human touch' argument a bit unconvincing for this type of problem.
Re:Eduard: Swiss-Style Relief Shading for Maps Using Machine...
by orbital-decay on Friday February 24, 2023 @07:50AM
(#34923946)
ML is absolutely being used in automatic LoD computation for far better results, as well as in other geometry transformations (with Unreal Engine introducing the generic "ML Deformer", for example).
Re:Eduard: Swiss-Style Relief Shading for Maps Using Machine...
by mdp2021 on Friday February 24, 2023 @06:09AM
(#34923294)
> Application-specific NN solutions tend to excel at this problem, by having a model of what details are important vs incidental
I'd say this is a context in which "the problem of Transparency" becomes evident: we would like to "see why", to come to learn a perfected deterministic algorithm from the implicit model that the NN developed.
I would like to see a combination of the two, with the terrain pre-processed before being used in Blender.