NVIDIA Developer
NVIDIA Developer
  • 889
  • 21 208 733
Immersive Desert World -- From Idea to 3D Scene in Three Minutes | NVIDIA Research
NVIDIA researchers used NVIDIA Edify, a multimodal architecture for visual generative AI, to build a detailed 3D desert landscape within a few minutes in a live demo at SIGGRAPH’s Real-Time Live event.
During the event - one of the prestigious graphics conference’s top sessions - NVIDIA researchers showed how, with the support of an AI agent, they could build and edit a desert landscape from scratch within five minutes. The live demo highlighted how generative AI can act as an assistant to artists by accelerating ideation and generating custom secondary assets that would otherwise have been sourced from a repository.
Learn more: blogs.nvidia.com/blog/real-time-3d-generative-ai-research-siggraph-2024/
#nvidiaresearch, #nvidia, #siggraph2024, #generativeai
Переглядів: 2 952

Відео

Introducing fVDB: Deep Learning Framework for Generative Physical AI with Spatial Intelligence
Переглядів 10 тис.День тому
fVDB (Early Access) is a GPU-optimized deep learning framework for sparse, large-scale, high-performance spatial intelligence. It builds NVIDIA accelerated AI operators on top of NanoVDB to enable reality-scale digital twins, neural radiance fields, 3D generative AI, and more. fVDB is the infrastructure for generative physical AI with spatial intelligence. Apply for the fVDB Early Access Progra...
How to Deploy NVIDIA NIM in 5 Minutes
Переглядів 9 тис.День тому
NVIDIA NIM is a set of microservices for deploying AI models. Tap into the latest AI foundation models-like Stable Diffusion, esmfold, and Llama 3-with downloadable NIM microservices for your application deployment. Join Neal Vaidya, developer advocate at NVIDIA, for a demo on how to quickly deploy NVIDIA NIM microservices, locally with Python or programmatically through Docker. This tutorial f...
SuperPADL: Scaling Language-Directed Physics-Based Control with Progressive Supervised Distillation
Переглядів 1,1 тис.День тому
Physically-simulated models for human motion can generate high-quality responsive character animations, often in real-time. Natural language serves as a flexible interface for controlling these models, allowing expert and non-expert users to quickly create and edit their animations. Many recent physics-based animation methods, including those that use text interfaces, train control policies usi...
NeuralVDB: High-resolution Sparse Volume Representation using Hierarchical Neural Networks | NVIDIA
Переглядів 2,7 тис.День тому
We introduce NeuralVDB, which improves on an existing industry standard for efficient storage of sparse volumetric data, denoted VDB [Museth 2013], by leveraging recent advancements in machine learning. Our novel hybrid data structure can reduce the memory footprints of VDB volumes by orders of magnitude, while maintaining its flexibility and only incurring small (user-controlled) compression e...
From Microfacets to Participating Media: A Unified Theory of Light Transport w/Stochastic Geometry
Переглядів 1,7 тис.День тому
Stochastic geometry models have enjoyed immense success in graphics for modeling interactions of light with complex phenomena such as participating media, rough surfaces, fibers, and more. Although each of these models operates on the same principle of replacing intricate geometry by a random process and deriving the average light transport across all instances thereof, they are each tailored t...
Walkin’ Robin: Walk on Stars with Robin Boundary Conditions | NVIDIA Research
Переглядів 853День тому
Numerous scientific and engineering applications require solving boundary value problems (BVPs) like the Laplace and Poisson equations on geometrically intricate domains. We describe a unified Monte Carlo approach to solving elliptic BVPs with Dirichlet, Neumann and Robin boundary conditions using the walk on stars algorithm, which unlike conventional numerical methods, does not require any cum...
ConsiStory: Training-Free Consistent Text-to-Image Generation | NVIDIA Research
Переглядів 811День тому
Text-to-image models offer a new level of creative flexibility by allowing users to guide the image generation process through natural language. However, using these models to consistently portray the same subject across diverse prompts remains challenging. Existing approaches fine-tune the model to teach it new words that describe specific user-provided subjects or add image conditioning to th...
A Free-Space Diffraction BSDF | NVIDIA Research
Переглядів 775День тому
Free-space diffractions are an optical phenomenon where light appears to “bend” around the geometric edges and corners of scene objects. In this paper we present an efficient method to simulate such effects. We derive an edge-based formulation of Fraunhofer diffraction, which is well suited to the common (triangular) geometric meshes used in computer graphics. Our method dynamically constructs ...
A Differential Monte Carlo Solver For the Poisson Equation | NVIDIA Research
Переглядів 2,1 тис.День тому
The Poisson equation is an important partial differential equation (PDE) with numerous applications in physics, engineering, and computer graphics. Conventional solutions to the Poisson equation require discretizing the domain or its boundary, which can be very expensive for domains with detailed geometries. To overcome this challenge, a family of grid-free Monte Carlo solutions has recently be...
Simplicits: Mesh-Free, Geometry-Agnostic, Elastic Simulation | NVIDIA Research
Переглядів 916День тому
The proliferation of 3D representations, from explicit meshes to implicit neural fields and more, motivates the need for simulators agnostic to representation. We present a data-, mesh-, and grid-free solution for elastic simulation for any object in any geometric representation undergoing large, nonlinear deformations. We note that every standard geometric representation can be reduced to an o...
Real-Time Neural Appearance Models | NVIDIA Research
Переглядів 44 тис.День тому
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the ...
Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing | NVIDIA Research
Переглядів 824День тому
Recent advancements in spatiotemporal reservoir resampling (ReSTIR) leverage sample reuse from neighbors to efficiently evaluate the path integral. Like rasterization, ReSTIR methods implicitly assume a pinhole camera and evaluate the light arriving at a pixel through a single predetermined subpixel location at a time (e.g., the pixel center). This prevents efficient path reuse in and near pixe...
Decorrelating ReSTIR Samplers via MCMC Mutations | NVIDIA Research
Переглядів 589День тому
Monte Carlo rendering algorithms often utilize correlations between pixels to improve efficiency and enhance image quality. For real-time applications in particular, repeated reservoir resampling offers a powerful framework to reuse samples both spatially in an image and temporally across multiple frames. While such techniques achieve equal-error up to 100× faster for real-time direct lighting ...
Modeling Hair Strands with Roving Capsules | NVIDIA Research
Переглядів 567День тому
Modeling Hair Strands with Roving Capsules | NVIDIA Research
Stabler Neo-Hookean Simulation: Absolute Eigenvalue Filtering for Projected Newton | NVIDIA Research
Переглядів 561День тому
Stabler Neo-Hookean Simulation: Absolute Eigenvalue Filtering for Projected Newton | NVIDIA Research
Fluid Control with Laplacian Eigenfunctions | NVIDIA Research
Переглядів 634День тому
Fluid Control with Laplacian Eigenfunctions | NVIDIA Research
Surface-Filling Curve Flows via Implicit Medial Axes | NVIDIA Research
Переглядів 778День тому
Surface-Filling Curve Flows via Implicit Medial Axes | NVIDIA Research
Simulate Elastic Objects in Any Representation with NVIDIA Kaolin Library
Переглядів 1,5 тис.2 дні тому
Simulate Elastic Objects in Any Representation with NVIDIA Kaolin Library
Power Generative AI with Performance-optimized Llama 3.1 NVIDIA NIMs
Переглядів 1,5 тис.2 дні тому
Power Generative AI with Performance-optimized Llama 3.1 NVIDIA NIMs
JETSON AI LAB | Research Group Meeting (7/23/2024)
Переглядів 7092 дні тому
JETSON AI LAB | Research Group Meeting (7/23/2024)
Audio Flamingo: A Model That Understands Audio Beyond Transcriptions | ICML 2024
Переглядів 1,4 тис.14 днів тому
Audio Flamingo: A Model That Understands Audio Beyond Transcriptions | ICML 2024
Diffusion Texture Painting | NVIDIA Research
Переглядів 1,3 тис.14 днів тому
Diffusion Texture Painting | NVIDIA Research
Build Your Live Media Application for AI-Enabled Infrastructure with NVIDIA Holoscan for Media
Переглядів 77621 день тому
Build Your Live Media Application for AI-Enabled Infrastructure with NVIDIA Holoscan for Media
JETSON AI LAB | Research Group Meeting (7/9/2024)
Переглядів 63921 день тому
JETSON AI LAB | Research Group Meeting (7/9/2024)
Federated XGBoost with NVIDIA FLARE
Переглядів 66028 днів тому
Federated XGBoost with NVIDIA FLARE
Getting Started with the NVIDIA Riva Parakeet NIM
Переглядів 1,3 тис.Місяць тому
Getting Started with the NVIDIA Riva Parakeet NIM
JETSON AI LAB | Agent Studio - Multimodal VLM + Function-calling LLM
Переглядів 5 тис.Місяць тому
JETSON AI LAB | Agent Studio - Multimodal VLM Function-calling LLM
JETSON AI LAB | Research Group Meeting (6/25/2024)
Переглядів 738Місяць тому
JETSON AI LAB | Research Group Meeting (6/25/2024)
Getting Started: NVIDIA cuOpt on AWS Marketplace
Переглядів 689Місяць тому
Getting Started: NVIDIA cuOpt on AWS Marketplace

КОМЕНТАРІ

  • @link1797
    @link1797 День тому

    I dont know what this is for but, Awesome!

  • @D-K-C
    @D-K-C День тому

    ъ.Ъ

  • @4.0.4
    @4.0.4 2 дні тому

    So this would be used like baking a texture? But for a whole shader? This seems super interesting. Does it depend on a static scene or is it trained "for any lighting"?

  • @TheAntonio52688
    @TheAntonio52688 2 дні тому

    I'm really impressed, i want to ask if it is possible to use now?

  • @ThreatInteractive
    @ThreatInteractive 3 дні тому

    We need real ms measurements, hardware, resolution, surface area of the frame that's shading with neural shaders. Yes this is supposedly faster, but you also admitted that the original materials can barely run in real time. Seems like this is going to lead to another manufactured deficiency in graphics or performance.

  • @dinhero21
    @dinhero21 4 дні тому

    Reminded me of raymarching

  • @saitaro
    @saitaro 4 дні тому

    Where is the notebook in the description?

    • @StiekemeHenk
      @StiekemeHenk 2 дні тому

      Rip, I think it's this article? Build a RAG using a locally hosted NIM

  • @br0k3nilluzion
    @br0k3nilluzion 4 дні тому

    Big step towards generating an object with enough detail to 3d print the objects.. AI modeling leading to functional 3d objects with enough detail to 3d print is a huge goal...

  • @seamon9732
    @seamon9732 4 дні тому

    16K textures sounds good. Gaming GPUs will need a LOT MORE VRAM tho.

  • @la.i-ml5427
    @la.i-ml5427 4 дні тому

    Nvidias bad vram policy will limit the usage.

  • @trejohnson7677
    @trejohnson7677 4 дні тому

    we want real machine learning, not these dumbass chatbots LMAO.

  • @dx48.
    @dx48. 4 дні тому

    Praise Nvidia!

  • @korinogaro
    @korinogaro 4 дні тому

    Didn't they write paper about it like... 9 months ago? I am 100% sure I saw all of this and read at least part of that paper.

  • @deeplearningpartnership
    @deeplearningpartnership 4 дні тому

    Nice.

  • @gametime4316
    @gametime4316 4 дні тому

    AMD will try to copy it in 3-4 years :P

  • @AnimeEye1
    @AnimeEye1 4 дні тому

    is there any way we can combine this with blender in future?

  • @AnimeEye1
    @AnimeEye1 4 дні тому

    I hope the motion capture from video comes fast

  • @MeownaMeow
    @MeownaMeow 4 дні тому

    Nice, thanks 😁

  • @r.in.shibuya
    @r.in.shibuya 4 дні тому

    Where does NVIDIA find these people?

  • @DV_Cruz333
    @DV_Cruz333 5 днів тому

    I wonder how this would respond to non-euclidean renderization (although it is very possible that's not how it works and i misunderstood the function of this since most of these concepts are too advanced for me)

  • @PashaDefragzor
    @PashaDefragzor 5 днів тому

    No one will feel heavy textures and geometry in fast paced action games, but in, for example, architecture or industrial design they would be much more useful.

  • @StiekemeHenk
    @StiekemeHenk 5 днів тому

    The demo is cool, this will be a great speedup for artists to clean up and finalize/customize. And for designers to quickly iterate for scene looks.

  • @GeneralKenobi69420
    @GeneralKenobi69420 5 днів тому

    Rare Nvidia video with comment section enabled

  • @nerd20fromdiscord
    @nerd20fromdiscord 5 днів тому

    Well i cant wait for this shit to come out, amd is just gonna be sidelined lmfao,😂

  • @AnimeEye1
    @AnimeEye1 5 днів тому

    was unreal engine software used??

    • @StiekemeHenk
      @StiekemeHenk 5 днів тому

      Nope, this is Nvidia Omniverse

    • @cahernandeza
      @cahernandeza 5 днів тому

      @@StiekemeHenk Nvidia Omniverse Composer

    • @AnimeEye1
      @AnimeEye1 4 дні тому

      @@StiekemeHenk kk.

  • @zipped1214
    @zipped1214 5 днів тому

    3ms to render the hd model at the end? No offense but that's terrible considering you need hundreds of models for an average game scene, and all that needs to fit under 16ms for 60fps

    • @OverbiteGames
      @OverbiteGames 5 днів тому

      It scales well across an entire scene - ie one model may be 3ms but the entire pipeline is being used - 2 models wouldn't take 6ms. Unreal and Unity scale the same way - a lot has to occur to merely enable any object to be rendered, but the majority of it only has to happen in broad passes that render a great many objects at once.

  • @liridoncani
    @liridoncani 5 днів тому

    I can stil distinguish the full data VDB vs Neural one. But this is really an impressive job compared to the other compression methods. Shoutout to Nvidia!

  • @hoossembechiri6136
    @hoossembechiri6136 5 днів тому

    😮 wich software is this ????

  • @bob450v4
    @bob450v4 5 днів тому

    Insane

  • @sahilx4954
    @sahilx4954 5 днів тому

    What in the fark!!! 😱 I wish I could work in NVIDIA, even if it's a water boy job or janitor, that too, without any pay just to witness the magical work behind the curtains. 😢

  • @aberkae
    @aberkae 5 днів тому

    I love how Nvidia is not waiting for the rate limiting step which is the consoles in innovative gaming development further every generation!

  • @connorharris1900
    @connorharris1900 5 днів тому

    i swear nvidia is the only company doing any innovation. other software “developers” are so dim that nvidia has to pick up the entire computation load. At what point do people realize the nvidia processor is the main, central, processor not the other guys. I would buy an nvidia CPU before seeing the specs if one was announced.

  • @djsidemon5557
    @djsidemon5557 6 днів тому

    amazing work

  • @VandanaThakur-uq6jc
    @VandanaThakur-uq6jc 6 днів тому

    Is it available for Android now?

    • @StiekemeHenk
      @StiekemeHenk 5 днів тому

      No? Of course not. You need high end pc hardware to run these AI models.

  • @eclipse4419
    @eclipse4419 6 днів тому

    Can you guys please release FVDB as open access? Every time Nvidia unveils something new, it's always closed and selective early access. AI Workbench, Neural VDB, MONAI Cloud, and more. For me, my application status is always stuck at 'We have received your application and we will review it shortly.' It never changes. Would be awesome if everyone could get access! Thanks!

  • @LOC-Ness
    @LOC-Ness 6 днів тому

    pretty sure it's using voxels, which is why nothing is said about topology. makes sense, as most diffusion models work pixel by pixel.

  • @myelinsheathxd
    @myelinsheathxd 6 днів тому

    Noice

  • @SkyAnthro
    @SkyAnthro 6 днів тому

    Wow, very impressive! ^-^

  • @groossmen
    @groossmen 6 днів тому

    This visual generative combined with the possible new 3D Vision AI technology it would be amazing…

  • @adamgibbons4262
    @adamgibbons4262 6 днів тому

    I hope this available for Apple SceneKit one day! 🙏

  • @andrewmerrell9274
    @andrewmerrell9274 6 днів тому

    it does not show how to add the client to the computer. the most important thing!!!

  • @namesurname6583
    @namesurname6583 6 днів тому

    C++_CUDA has good documentation. Many thanks for the ability to use in functions __device__ void foo(){A* obj=new A; }; dynamic memory allocation in this way is very convenient. If NVIDIA engineers gave the ability to access obj from __host__ it would be super

  • @ImpostorModanica
    @ImpostorModanica 6 днів тому

    Ho Lee Fuk

  • @alimazari208
    @alimazari208 6 днів тому

    Wait a minute! So, if I prompt anything, I'll get a well-retopologized 3D model in a second, just like you demonstrated with the skull? This is game-changing! But do we have a limited set of prompts based on your 3D library, or can we prompt anything we want and get it in 3D, well retopologized?

  • @soumendudinda9486
    @soumendudinda9486 6 днів тому

    🥲

  • @Bartisim0
    @Bartisim0 6 днів тому

    Unreal

  • @jeffg4686
    @jeffg4686 6 днів тому

    YIKES

  • @LiveseyL1V3S37
    @LiveseyL1V3S37 6 днів тому

    Это нам, игрокам в копутеры, надо-надо. Работайте, братья💪🏻💪🏻💪🏻

  • @mihailpolkanov3607
    @mihailpolkanov3607 6 днів тому

    YOU are a super TV presenter girl from Nvidia, Thank you very much for showing such an extensive educational video, you are beautiful, you did a good job showing such important news about the physical indicators of new technologies for life introduced by Nvidia into the technology sector of different countries on the planet, Nvidia company is super number one all over the planet in innovations and software code in microelectronics