Doesn't they say the same thing about photography when it was emerging? ;)
Agreed. This is just depressing and is a detriment to society. If this keeps advancing at its current rate, good art will be so trivial to generate that it won't be special anymore. Art will slowly morph into a banal distraction, with creating an original piece being as easy as applying an Instagram filter. The role of the human artist will change from a craftsperson to someone who picks a bunch of parameters, gives it to the AI, and chooses the best output. This type of technology is a threat to the very existence of art as a craft, will completely devalue artwork, and will make the journey of training to become an artist obsolete. I hate these researchers for what they're doing to a field that I love.
I disagree. There will always be demand for real artists. Like any other digital software, this is just a tool with the possibility to help artists create compelling worlds faster and add realism that would otherwise have taken days to make using other methods. As a 3D character artist, I would love to use this to create quick backdrops to place my characters in to enhance final renders.
A couple of days ago, a group called HDR Gaming Interest Group hosted a workshop in Vancouver that united a number of biggest game dev companies including Unity, Epic Games, Ubisoft, and others to discuss best practice recommendations to optimize HDR gaming content. What was the goal here? Pretty simple, actually: improve consumer gaming experiences in HDR.
Here are the companies that joined the initiative:
- Activision Publishing, Inc.
- ASUSTek Computer Inc.
- CAPCOM Co., Ltd.
- Electronic Arts
- Epic Games
- HP Inc.
- Koninklijke Philips N.V.
- LG Electronics, Inc.
- Microsoft Corporation
- Panasonic Corporation
- SAMSUNG ELECTRONICS Co., Ltd.
- Sony Interactive Entertainment
- Sony Visual Products
- SQUARE ENIX CO., LTD.
- Toshiba Visual Solutions Corporation
- Vicarious Visions
- VIZIO, Inc.
- WB Games
The full document with the best practice recommendations can be found here. Here are the guiding principles suggested during the workshop:
1. Acknowledge difference
There is a wide variance in how HDR content is processed in HDR displays, and the assumption that “displays perform exactly the same” cannot be taken. Each display’s HDR capability should be utilized to the full extent.
2. Consistent and fair gameplay
Game design creative intent (e.g. a zombie appearing from the dark, an enemy shooter silhouetted in blinding light) needs to appear the same for consistent game playability, regardless of display performance difference.
3. Forward compatible
The existing HDR game experience should not be deteriorated, but stable or even enhanced with the improvement of future HDR display performance.
4. Easy to use and practical for developers and consumers
Practical and easy-to-use means must be prepared for game developers and consumers. For example, any processing should not consume resources that may affect real-time processing, and complicated manual setup operations (e.g. in-game calibration) should be avoided.