![]() ![]() ![]() This is one of the best implementations of AI that we've seen, and I could see other companies trying to copy this feature. With a tap of the button at the top of the display, I selected Screen Call and Google Assistant got to work, introducing herself and then taking down every word as I spoke. I tested this feature by calling the Pixel 3 from my iPhone XS. Google Assistant will step in and transcribe the call in real time, so you can decide whether it's worth answering. So how does the Pixel 3 XL camera perform otherwise? Very, very well. Turn on Night Sight, and the result is a bold and bright pic. Normal camera mode picked out some detail in the below selfie but the overall quality is dark. Night Sight also works wonders with the front cameras. The results are simply amazing, as you can see in the above photos we took with Night Sight mode on and off in our dark video lab. The phone captures a succession of frames to simulate a long exposure time, and then stitches those frames together to return color to spaces where it's been lost with the help of AI. To test low-light performance, we tried the Pixel 3 XL's Night Sight Mode. The camera is smart enough to reframe the photo and fill in the details. I shot a photo of text on a wall from across the room, and I could easily make out the words, even though the Pixel 3 XL doesn't technically have an optical zoom. I just swiped up and could easily see which pics Google had picked out. This worked well when I snapped a photo of my colleague, Adam. A new Top Shot feature on the 12-MP rear camera automatically snaps a bunch of photos in succession and attempts to choose the right one. Google is leveraging AI in ways that Apple and Samsung are not. The Pixel 3 XL is one of the better looking OLED displays on a phone this year, and it looks like Google has taken the criticism to heart on the Pixel 2 XL. Need to reduce passes12First PassSecond Pass3Advances in Real-Time Rendering in Games Hexagonal Blurs – Pass ReductionHexagonal blur using a separable filterīut 7 passes and 6 blurs is not competitive 3 shapes x 2 blurs + 1 combine12First PassSecond Pass3Advances in Real-Time Rendering in Games Hexagonal BlursDecompose a hexagon into 3 rhombiĮach rhombi can be computed via separable blurħ Passes in total.Rear: 12.2MP f/1.8 aperture with OIS and EISįront: Wide-angle lens with f/2.2 aperture, second lens with f/1.8 apertureĢ915 mAh battery, with 18-watt fast charging and Qi wireless chargingģ430 mAh battery, with 18-watt fast charging and Qi wireless charging Hexagonal blurs – Pass reduction 2Pass 2Pass 1++Advances in Real-Time Rendering in Games Hexagonal Blurs – Pass Reduction 1Pass 1Pass 2Pass 1 Upĝown LeftPass 2 Down Left + Down Right + Down Right+Advances in Real-Time Rendering in Games PLUS We can improve furtherAdvances in Real-Time Rendering in Games Hexagonal BokehAdvances in Real-Time Rendering in GamesĢ Passes (3 resolves) with a total of 4 blursīUT each blur only needs half the taps therefore same #tapsīUT each tap contributes equally unlike Gaussian so need less taps for a given aesthetic filter kernel width! In focus pixels will be quickly rejected by Hi Zĭraw undersample pass at higher Z value, fine at small Z valueRequires an explicit copy afterwards to re-fillAdvances in Real-Time Rendering in Games You can then draw the plane at Z depth of 0.001f Hi Z cullingWhen downsampling the premultipliedCoC buffer output the computed CoC as depth Instead, default to big CoC and reject based on the sampled texelCoCExtra method to stop bleeding artifacts and can sharpen up smooth gradientsAdvances in Real-Time Rendering in Games Typical blurs default the filter kernel to the CoC of pixel However pixel shaders are designed to gather they can’t scatter the results Pseudo Scatter filterProper bokeh should have its blur scattered to its neighbours Iterative RefinementPass 5Pass 1Pass 2Pass 3++Pass 4Advances in Real-Time Rendering in Games Multiple passes fill in the under-samplingĭual iteration blur needs a total of 5 passes with a total of 8 half blurs.Advances in Real-Time Rendering in Games Iterative RefinementBecause we have equal weighted blurs can use iterative refinement on the blurring Pixel 3 battlefield v images plus# ![]()
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