I have original blend files so I render the same animation from 150 perspectives then run it through an algorithm, that yes uses AI, to create volumetric frames. Then, I quickly swap these volumetric frames at 60 fps to produce motion. The flicker results from the process of generating those volumetric frames not being deterministic, meaning the frames differ slightly from one another. I'm not using any DLSS or TAA, at least not for the Native version. Balanced and Ultra Performance used to be the same animation with frame upscaling to run on lower end hardward but they've been discontinued.the author used some kind of AI to generate a depth map of the 2D video and used that to autogenerate a 3D model and animation of the scene. Then he recorded the "pixels animation" and superimposed them as a skin on the generated models. Nothing here is really rendered, its just playing an upscaled video projected with the characters and environment beeing the "screen". While its nice to see the high quality blender raytracing effects without actually raytracing anything, the projection that is casted on the models is super noisy and not stable, it's like something is crawling on the skin. Angles that are not visible in the source video are extra noisy since the AI just made something up.
The author did not port the models from blender to unity. If he did, he would have gotten exceptional quality instead of this mess.
tldr: AI autogenerated models and put animated texture on them, with the worst DLSS and TAA fragments you have seen. Also animation is locked to like 30fps.
tbh you would have gotten far better results if you tried to recreate the eevee pipeline in unity and let it just run in realtime instead of prebaking a cycles render.I have original blend files so I render the same animation from 150 perspectives then run it through an algorithm, that yes uses AI, to create volumetric frames. Then, I quickly swap these volumetric frames at 60 fps to produce motion. The flicker results from the process of generating those volumetric frames not being deterministic, meaning the frames differ slightly from one another. I'm not using any DLSS or TAA, at least not for the Native version. Balanced and Ultra Performance used to be the same animation with frame upscaling to run on lower end hardward but they've been discontinued.
The reason for all of this is to 'bake' the 3d scene and ray traced lighting and have it run in real-time on even medium level hardward. There are no textures involved (except the environment which is not volumetric). So at the end you get a realistic light simulation but the tech is new so current trade offs are the flickering and large size. Some animations have quite a bit others almost non at all.
Great work!Yo! The creator here. Never thought I'd have a page like this haha.
Oh cool!The author is use open source project :You must be registered to see the links
to render Gaussian Splatting.
Render it into a point cloud in advance, and then play it in Unity
Looking forward to your work, this method can create videos with great effectsOh cool!
Wish I know how to do that lol
You need to download the CX file explorer as an apk from your browser, after that you just install it and run the program.Forgive the dumb question -- how do I use these with my Quest3? (sorry, but if I don't know - I bet there's plenty others who don't too)
I'm trying to view these on an Index but I can't seem to move the view at all, either with headset movements or controllersYou need to download the CX file explorer as an apk from your browser, after that you just install it and run the program.
After that you click on downloads, there you should be able to see the zip folder of the collection,
just pick your video, press on move button ( the one with the scissors) and paste it back to your main downloads folder.
Now run the app called Data, or something named simmilar, and there you should be able to watch the video.
If you have anymore questions, feel free to ask me.![]()