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Can AI teach multiple skills at the same time? Are immersive displays with holography closer to reality than ever? No one can say for sure what the future of artificial intelligence (AI) will hold in store. But one way to get a glimpse is to take a look at the research Nvidia will be showcasing on Sign 2022which will be held from August 8-11.
Nvidia is partnering with researchers to present 16 papers at Siggraph 2022, covering multiple research topics impacting the intersection of graphics and AI technologies.
a piece of paper details innovation with reinforcement learning models, done by researchers from the University of Toronto and UC Berkeley, that could help AI teach multiple skills simultaneously.
Another dives into new techniques to build large-scale virtual worlds with instant neural graphic primitives† As we get closer to technologies seen only in science fiction, there is also: research on holography that could one day pave the way for new display technology that will enable immersive telepresence.
“Our goal is to do work that will have an impact on the business,” David Luebke, vice president of graphics research at Nvidia, told VentureBeat. “It’s about solving problems that people don’t know the answer to yet and there’s no easy technical solution, so you have to do research.”
The intersection of research and enterprise AI
The 16 papers Nvidia is helping present focus on innovations that affect graphics, which is what the Siggraph show is all about. However, Luebke noted that almost all of the research is also relevant to AI use outside the graphics field.
“I consider graphics to be one of the most difficult and interesting applications of calculations,” Luebke said. “So it’s no surprise that AI is revolutionizing graphics and graphics provide a real showcase for AI.”
Luebke said the researchers working on the reinforcement learning model actually see themselves more in the field of robotics than graphics. The model is potentially applicable to robots and to any other AI that needs to learn how to perform multiple actions.
“The thing about graphics is it’s really, really hard and it’s really, really immersive,” he said. “Siggraph is a place where we showcase our graphics achievements, but almost everything we do there is applicable in a broader context.”
Computational Holography and the Future of Telepresence
During the COVID-19 pandemic, individuals and organizations around the world are suddenly becoming much more familiar with video conferencing technologies such as Zoom. There is also a growing use of virtual reality headsets, which aligns with the emerging concept of the metaverse. The metaverse and telepresence could one day become significantly more immersive.
One of the articles Nvidia presents on Siggraph has to do with a concept known as computational holography. Luebke explained that at a basic level, computational holography is a technique that allows the construction of a three-dimensional scene, where the human eye can focus anywhere in that scene and see the right thing as if it were really there. The research presented on Siggraph describes some new approaches to computational holography that could one day lead to VR headsets that are dramatically thinner than current options, offering a more immersive and lifelike experience.
“That’s been sort of a holy grail for computer graphics for years,” Luebke said of the work on computational holography. “This research shows that you can use computation, including neural networks and AI, to improve the quality of holographic displays that work and look good.”
Looking beyond the papers presented on Siggraph, Luebke said Nvidia research is really interested in telepresence innovations.
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